var core = require('../../core'); var glslify = require('glslify'); var generateBlurVertSource = require('./generateBlurVertSource'); var generateBlurFragSource = require('./generateBlurFragSource'); /** * The BlurXFilter applies a horizontal Gaussian blur to an object. * * @class * @extends PIXI.Filter * @memberof PIXI.filters */ function BlurXFilter() { var vertSrc = generateBlurVertSource(11, true); var fragSrc = generateBlurFragSource(11); console.log(vertSrc); console.log(fragSrc); core.Filter.call(this, // vertex shader vertSrc, // fragment shader fragSrc ); /** * Sets the number of passes for blur. More passes means higher quaility bluring. * * @member {number} * @default 1 */ this.passes = 1; this.resolution = 1;//0.25;//0.5;//0.1//5; this.strength = 4; } BlurXFilter.prototype = Object.create(core.Filter.prototype); BlurXFilter.prototype.constructor = BlurXFilter; module.exports = BlurXFilter; BlurXFilter.prototype.apply = function (filterManager, input, output, clear) { this.uniforms.strength = (1/output.destinationFrame.width) * (output.size.width/input.size.width); /// // * 2 //4//this.strength / 4 / this.passes * (input.frame.width / input.size.width); // screen space! this.uniforms.strength *= this.strength; if(this.passes === 1) { filterManager.applyFilter(this, input, output, clear); } else { var renderTarget = filterManager.getRenderTarget(true); var flip = input; var flop = renderTarget; for(var i = 0; i < this.passes-1; i++) { filterManager.applyFilter(this, flip, flop, true); var temp = flop; flop = flip; flip = temp; } filterManager.applyFilter(this, flip, output, clear); filterManager.returnRenderTarget(renderTarget); } }; Object.defineProperties(BlurXFilter.prototype, { /** * Sets the strength of both the blur. * * @member {number} * @memberof PIXI.filters.BlurXFilter# * @default 2 */ blur: { get: function () { return this.strength; }, set: function (value) { this.padding = Math.abs(value) * 0.5; this.strength = value; } } });