Source: gfx/filters/blur/BlurXFilter.js

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;
    },
  },
});