var core = require('../../core'); // @see https://github.com/substack/brfs/issues/25 var fs = require('fs'); /** * The BlurXFilter applies a horizontal Gaussian blur to an object. * * @class * @extends AbstractFilter * @memberof PIXI.filters */ function BlurXFilter() { core.AbstractFilter.call(this, // vertex shader fs.readFileSync(__dirname + '/blurX.vert', 'utf8'), // fragment shader fs.readFileSync(__dirname + '/blur.frag', 'utf8'), // set the uniforms { strength: { type: '1f', value: 1 } } ); /** * Sets the number of passes for blur. More passes means higher quaility bluring. * * @member {number} * @memberof BlurXFilter# * @default 1 */ this.passes = 1; this.strength = 4; } BlurXFilter.prototype = Object.create(core.AbstractFilter.prototype); BlurXFilter.prototype.constructor = BlurXFilter; module.exports = BlurXFilter; BlurXFilter.prototype.applyFilter = function (renderer, input, output, clear) { var shader = this.getShader(renderer); this.uniforms.strength.value = this.strength / 4 / this.passes * (input.frame.width / input.size.width); if(this.passes === 1) { renderer.filterManager.applyFilter(shader, input, output, clear); } else { var renderTarget = renderer.filterManager.getRenderTarget(true); var flip = input; var flop = renderTarget; for(var i = 0; i < this.passes-1; i++) { renderer.filterManager.applyFilter(shader, flip, flop, clear); var temp = flop; flop = flip; flip = temp; } renderer.filterManager.applyFilter(shader, flip, output, clear); renderer.filterManager.returnRenderTarget(renderTarget); } }; Object.defineProperties(BlurXFilter.prototype, { /** * Sets the strength of both the blur. * * @member {number} * @memberof BlurXFilter# * @default 2 */ blur: { get: function () { return this.strength; }, set: function (value) { this.padding = value * 0.5; this.strength = value; } }, });