const AbstractFilter = require('../../core/renderers/webgl/filters/AbstractFilter'); /** * The BlurXFilter applies a horizontal Gaussian blur to an object. * * @class * @extends AbstractFilter */ function BlurXFilter() { AbstractFilter.call(this, // vertex shader require('./blurX.vert'), // fragment shader require('./blur.frag'), // set the uniforms { strength: { type: '1f', value: 1 }, } ); /** * Sets the number of passes for blur. More passes means higher quaility bluring. * * @member {number} * @default 1 */ this.passes = 1; this.strength = 4; } BlurXFilter.prototype = Object.create(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, true); 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 filters.BlurXFilter# * @default 2 */ blur: { get: function() { return this.strength; }, set: function(value) { this.padding = Math.abs(value) * 0.5; this.strength = value; }, }, });