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;
},
},
});