/*!
 * pixi-filters - v2.7.0
 * Compiled Tue, 12 Mar 2019 13:35:59 UTC
 *
 * pixi-filters is licensed under the MIT License.
 * http://www.opensource.org/licenses/mit-license
 */
var __filters = function(e, t) {
    "use strict";
    var n = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n    gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n    vTextureCoord = aTextureCoord;\n}",
        r = "varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\n\nuniform float gamma;\nuniform float contrast;\nuniform float saturation;\nuniform float brightness;\nuniform float red;\nuniform float green;\nuniform float blue;\nuniform float alpha;\n\nvoid main(void)\n{\n    vec4 c = texture2D(uSampler, vTextureCoord);\n\n    if (c.a > 0.0) {\n        c.rgb /= c.a;\n\n        vec3 rgb = pow(c.rgb, vec3(1. / gamma));\n        rgb = mix(vec3(.5), mix(vec3(dot(vec3(.2125, .7154, .0721), rgb)), rgb, saturation), contrast);\n        rgb.r *= red;\n        rgb.g *= green;\n        rgb.b *= blue;\n        c.rgb = rgb * brightness;\n\n        c.rgb *= c.a;\n    }\n\n    gl_FragColor = c * alpha;\n}\n",
        o = function(e) {
            function t(t) {
                e.call(this, n, r), Object.assign(this, {
                    gamma: 1,
                    saturation: 1,
                    contrast: 1,
                    brightness: 1,
                    red: 1,
                    green: 1,
                    blue: 1,
                    alpha: 1
                }, t)
            }
            return e && (t.__proto__ = e), t.prototype = Object.create(e && e.prototype), t.prototype.constructor = t, t.prototype.apply = function(e, t, n, r) {
                this.uniforms.gamma = Math.max(this.gamma, 1e-4), this.uniforms.saturation = this.saturation, this.uniforms.contrast = this.contrast, this.uniforms.brightness = this.brightness, this.uniforms.red = this.red, this.uniforms.green = this.green, this.uniforms.blue = this.blue, this.uniforms.alpha = this.alpha, e.applyFilter(this, t, n, r)
            }, t
        }(t.Filter),
        i = n,
        l = "\nvarying vec2 vTextureCoord;\nuniform sampler2D uSampler;\n\nuniform vec2 uOffset;\n\nvoid main(void)\n{\n    vec4 color = vec4(0.0);\n\n    // Sample top left pixel\n    color += texture2D(uSampler, vec2(vTextureCoord.x - uOffset.x, vTextureCoord.y + uOffset.y));\n\n    // Sample top right pixel\n    color += texture2D(uSampler, vec2(vTextureCoord.x + uOffset.x, vTextureCoord.y + uOffset.y));\n\n    // Sample bottom right pixel\n    color += texture2D(uSampler, vec2(vTextureCoord.x + uOffset.x, vTextureCoord.y - uOffset.y));\n\n    // Sample bottom left pixel\n    color += texture2D(uSampler, vec2(vTextureCoord.x - uOffset.x, vTextureCoord.y - uOffset.y));\n\n    // Average\n    color *= 0.25;\n\n    gl_FragColor = color;\n}",
        s = "\nvarying vec2 vTextureCoord;\nuniform sampler2D uSampler;\n\nuniform vec2 uOffset;\nuniform vec4 filterClamp;\n\nvoid main(void)\n{\n    vec4 color = vec4(0.0);\n\n    // Sample top left pixel\n    color += texture2D(uSampler, clamp(vec2(vTextureCoord.x - uOffset.x, vTextureCoord.y + uOffset.y), filterClamp.xy, filterClamp.zw));\n\n    // Sample top right pixel\n    color += texture2D(uSampler, clamp(vec2(vTextureCoord.x + uOffset.x, vTextureCoord.y + uOffset.y), filterClamp.xy, filterClamp.zw));\n\n    // Sample bottom right pixel\n    color += texture2D(uSampler, clamp(vec2(vTextureCoord.x + uOffset.x, vTextureCoord.y - uOffset.y), filterClamp.xy, filterClamp.zw));\n\n    // Sample bottom left pixel\n    color += texture2D(uSampler, clamp(vec2(vTextureCoord.x - uOffset.x, vTextureCoord.y - uOffset.y), filterClamp.xy, filterClamp.zw));\n\n    // Average\n    color *= 0.25;\n\n    gl_FragColor = color;\n}\n",
        a = function(e) {
            function n(n, r, o) {
                void 0 === n && (n = 4), void 0 === r && (r = 3), void 0 === o && (o = !1), e.call(this, i, o ? s : l), this.uniforms.uOffset = new Float32Array(2), this._pixelSize = new t.Point, this.pixelSize = 1, this._clamp = o, this._kernels = null, Array.isArray(n) ? this.kernels = n : (this._blur = n, this.quality = r)
            }
            e && (n.__proto__ = e), n.prototype = Object.create(e && e.prototype), n.prototype.constructor = n;
            var r = {
                kernels: {
                    configurable: !0
                },
                clamp: {
                    configurable: !0
                },
                pixelSize: {
                    configurable: !0
                },
                quality: {
                    configurable: !0
                },
                blur: {
                    configurable: !0
                }
            };
            return n.prototype.apply = function(e, t, n, r) {
                var o, i = this.pixelSize.x / t.size.width,
                    l = this.pixelSize.y / t.size.height;
                if (1 === this._quality || 0 === this._blur) o = this._kernels[0] + .5, this.uniforms.uOffset[0] = o * i, this.uniforms.uOffset[1] = o * l, e.applyFilter(this, t, n, r);
                else {
                    for (var s, a = e.getRenderTarget(!0), u = t, c = a, f = this._quality - 1, h = 0; h < f; h++) o = this._kernels[h] + .5, this.uniforms.uOffset[0] = o * i, this.uniforms.uOffset[1] = o * l, e.applyFilter(this, u, c, !0), s = u, u = c, c = s;
                    o = this._kernels[f] + .5, this.uniforms.uOffset[0] = o * i, this.uniforms.uOffset[1] = o * l, e.applyFilter(this, u, n, r), e.returnRenderTarget(a)
                }
            }, n.prototype._generateKernels = function() {
                var e = this._blur,
                    t = this._quality,
                    n = [e];
                if (e > 0)
                    for (var r = e, o = e / t, i = 1; i < t; i++) r -= o, n.push(r);
                this._kernels = n
            }, r.kernels.get = function() {
                return this._kernels
            }, r.kernels.set = function(e) {
                Array.isArray(e) && e.length > 0 ? (this._kernels = e, this._quality = e.length, this._blur = Math.max.apply(Math, e)) : (this._kernels = [0], this._quality = 1)
            }, r.clamp.get = function() {
                return this._clamp
            }, r.pixelSize.set = function(e) {
                "number" == typeof e ? (this._pixelSize.x = e, this._pixelSize.y = e) : Array.isArray(e) ? (this._pixelSize.x = e[0], this._pixelSize.y = e[1]) : e instanceof t.Point ? (this._pixelSize.x = e.x, this._pixelSize.y = e.y) : (this._pixelSize.x = 1, this._pixelSize.y = 1)
            }, r.pixelSize.get = function() {
                return this._pixelSize
            }, r.quality.get = function() {
                return this._quality
            }, r.quality.set = function(e) {
                this._quality = Math.max(1, Math.round(e)), this._generateKernels()
            }, r.blur.get = function() {
                return this._blur
            }, r.blur.set = function(e) {
                this._blur = e, this._generateKernels()
            }, Object.defineProperties(n.prototype, r), n
        }(t.Filter),
        u = n,
        c = "\nuniform sampler2D uSampler;\nvarying vec2 vTextureCoord;\n\nuniform float threshold;\n\nvoid main() {\n    vec4 color = texture2D(uSampler, vTextureCoord);\n\n    // A simple & fast algorithm for getting brightness.\n    // It's inaccuracy , but good enought for this feature.\n    float _max = max(max(color.r, color.g), color.b);\n    float _min = min(min(color.r, color.g), color.b);\n    float brightness = (_max + _min) * 0.5;\n\n    if(brightness > threshold) {\n        gl_FragColor = color;\n    } else {\n        gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);\n    }\n}\n",
        f = function(e) {
            function t(t) {
                void 0 === t && (t = .5), e.call(this, u, c), this.threshold = t
            }
            e && (t.__proto__ = e), t.prototype = Object.create(e && e.prototype), t.prototype.constructor = t;
            var n = {
                threshold: {
                    configurable: !0
                }
            };
            return n.threshold.get = function() {
                return this.uniforms.threshold
            }, n.threshold.set = function(e) {
                this.uniforms.threshold = e
            }, Object.defineProperties(t.prototype, n), t
        }(t.Filter),
        h = "uniform sampler2D uSampler;\nvarying vec2 vTextureCoord;\n\nuniform sampler2D bloomTexture;\nuniform float bloomScale;\nuniform float brightness;\n\nvoid main() {\n    vec4 color = texture2D(uSampler, vTextureCoord);\n    color.rgb *= brightness;\n    vec4 bloomColor = vec4(texture2D(bloomTexture, vTextureCoord).rgb, 0.0);\n    bloomColor.rgb *= bloomScale;\n    gl_FragColor = color + bloomColor;\n}\n",
        p = function(e) {
            function n(n) {
                e.call(this, u, h), "number" == typeof n && (n = {
                    threshold: n
                }), n = Object.assign({
                    threshold: .5,
                    bloomScale: 1,
                    brightness: 1,
                    kernels: null,
                    blur: 8,
                    quality: 4,
                    pixelSize: 1,
                    resolution: t.settings.RESOLUTION
                }, n), this.bloomScale = n.bloomScale, this.brightness = n.brightness;
                var r = n.kernels,
                    o = n.blur,
                    i = n.quality,
                    l = n.pixelSize,
                    s = n.resolution;
                this._extractFilter = new f(n.threshold), this._extractFilter.resolution = s, this._blurFilter = r ? new a(r) : new a(o, i), this.pixelSize = l, this.resolution = s
            }
            e && (n.__proto__ = e), n.prototype = Object.create(e && e.prototype), n.prototype.constructor = n;
            var r = {
                resolution: {
                    configurable: !0
                },
                threshold: {
                    configurable: !0
                },
                kernels: {
                    configurable: !0
                },
                blur: {
                    configurable: !0
                },
                quality: {
                    configurable: !0
                },
                pixelSize: {
                    configurable: !0
                }
            };
            return n.prototype.apply = function(e, t, n, r, o) {
                var i = e.getRenderTarget(!0);
                this._extractFilter.apply(e, t, i, !0, o);
                var l = e.getRenderTarget(!0);
                this._blurFilter.apply(e, i, l, !0, o), this.uniforms.bloomScale = this.bloomScale, this.uniforms.brightness = this.brightness, this.uniforms.bloomTexture = l, e.applyFilter(this, t, n, r), e.returnRenderTarget(l), e.returnRenderTarget(i)
            }, r.resolution.get = function() {
                return this._resolution
            }, r.resolution.set = function(e) {
                this._resolution = e, this._extractFilter && (this._extractFilter.resolution = e), this._blurFilter && (this._blurFilter.resolution = e)
            }, r.threshold.get = function() {
                return this._extractFilter.threshold
            }, r.threshold.set = function(e) {
                this._extractFilter.threshold = e
            }, r.kernels.get = function() {
                return this._blurFilter.kernels
            }, r.kernels.set = function(e) {
                this._blurFilter.kernels = e
            }, r.blur.get = function() {
                return this._blurFilter.blur
            }, r.blur.set = function(e) {
                this._blurFilter.blur = e
            }, r.quality.get = function() {
                return this._blurFilter.quality
            }, r.quality.set = function(e) {
                this._blurFilter.quality = e
            }, r.pixelSize.get = function() {
                return this._blurFilter.pixelSize
            }, r.pixelSize.set = function(e) {
                this._blurFilter.pixelSize = e
            }, Object.defineProperties(n.prototype, r), n
        }(t.Filter),
        d = n,
        m = "varying vec2 vTextureCoord;\n\nuniform vec4 filterArea;\nuniform float pixelSize;\nuniform sampler2D uSampler;\n\nvec2 mapCoord( vec2 coord )\n{\n    coord *= filterArea.xy;\n    coord += filterArea.zw;\n\n    return coord;\n}\n\nvec2 unmapCoord( vec2 coord )\n{\n    coord -= filterArea.zw;\n    coord /= filterArea.xy;\n\n    return coord;\n}\n\nvec2 pixelate(vec2 coord, vec2 size)\n{\n    return floor( coord / size ) * size;\n}\n\nvec2 getMod(vec2 coord, vec2 size)\n{\n    return mod( coord , size) / size;\n}\n\nfloat character(float n, vec2 p)\n{\n    p = floor(p*vec2(4.0, -4.0) + 2.5);\n    if (clamp(p.x, 0.0, 4.0) == p.x && clamp(p.y, 0.0, 4.0) == p.y)\n    {\n        if (int(mod(n/exp2(p.x + 5.0*p.y), 2.0)) == 1) return 1.0;\n    }\n    return 0.0;\n}\n\nvoid main()\n{\n    vec2 coord = mapCoord(vTextureCoord);\n\n    // get the rounded color..\n    vec2 pixCoord = pixelate(coord, vec2(pixelSize));\n    pixCoord = unmapCoord(pixCoord);\n\n    vec4 color = texture2D(uSampler, pixCoord);\n\n    // determine the character to use\n    float gray = (color.r + color.g + color.b) / 3.0;\n\n    float n =  65536.0;             // .\n    if (gray > 0.2) n = 65600.0;    // :\n    if (gray > 0.3) n = 332772.0;   // *\n    if (gray > 0.4) n = 15255086.0; // o\n    if (gray > 0.5) n = 23385164.0; // &\n    if (gray > 0.6) n = 15252014.0; // 8\n    if (gray > 0.7) n = 13199452.0; // @\n    if (gray > 0.8) n = 11512810.0; // #\n\n    // get the mod..\n    vec2 modd = getMod(coord, vec2(pixelSize));\n\n    gl_FragColor = color * character( n, vec2(-1.0) + modd * 2.0);\n\n}",
        g = function(e) {
            function t(t) {
                void 0 === t && (t = 8), e.call(this, d, m), this.size = t
            }
            e && (t.__proto__ = e), t.prototype = Object.create(e && e.prototype), t.prototype.constructor = t;
            var n = {
                size: {
                    configurable: !0
                }
            };
            return n.size.get = function() {
                return this.uniforms.pixelSize
            }, n.size.set = function(e) {
                this.uniforms.pixelSize = e
            }, Object.defineProperties(t.prototype, n), t
        }(t.Filter),
        v = n,
        x = "precision mediump float;\n\nvarying vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform vec4 filterArea;\n\nuniform float transformX;\nuniform float transformY;\nuniform vec3 lightColor;\nuniform float lightAlpha;\nuniform vec3 shadowColor;\nuniform float shadowAlpha;\n\nvoid main(void) {\n    vec2 transform = vec2(1.0 / filterArea) * vec2(transformX, transformY);\n    vec4 color = texture2D(uSampler, vTextureCoord);\n    float light = texture2D(uSampler, vTextureCoord - transform).a;\n    float shadow = texture2D(uSampler, vTextureCoord + transform).a;\n\n    color.rgb = mix(color.rgb, lightColor, clamp((color.a - light) * lightAlpha, 0.0, 1.0));\n    color.rgb = mix(color.rgb, shadowColor, clamp((color.a - shadow) * shadowAlpha, 0.0, 1.0));\n    gl_FragColor = vec4(color.rgb * color.a, color.a);\n}\n",
        y = function(e) {
            function n(t) {
                void 0 === t && (t = {}), e.call(this, v, x), this.uniforms.lightColor = new Float32Array(3), this.uniforms.shadowColor = new Float32Array(3), t = Object.assign({
                    rotation: 45,
                    thickness: 2,
                    lightColor: 16777215,
                    lightAlpha: .7,
                    shadowColor: 0,
                    shadowAlpha: .7
                }, t), this.rotation = t.rotation, this.thickness = t.thickness, this.lightColor = t.lightColor, this.lightAlpha = t.lightAlpha, this.shadowColor = t.shadowColor, this.shadowAlpha = t.shadowAlpha
            }
            e && (n.__proto__ = e), n.prototype = Object.create(e && e.prototype), n.prototype.constructor = n;
            var r = {
                rotation: {
                    configurable: !0
                },
                thickness: {
                    configurable: !0
                },
                lightColor: {
                    configurable: !0
                },
                lightAlpha: {
                    configurable: !0
                },
                shadowColor: {
                    configurable: !0
                },
                shadowAlpha: {
                    configurable: !0
                }
            };
            return n.prototype._updateTransform = function() {
                this.uniforms.transformX = this._thickness * Math.cos(this._angle), this.uniforms.transformY = this._thickness * Math.sin(this._angle)
            }, r.rotation.get = function() {
                return this._angle / t.DEG_TO_RAD
            }, r.rotation.set = function(e) {
                this._angle = e * t.DEG_TO_RAD, this._updateTransform()
            }, r.thickness.get = function() {
                return this._thickness
            }, r.thickness.set = function(e) {
                this._thickness = e, this._updateTransform()
            }, r.lightColor.get = function() {
                return t.utils.rgb2hex(this.uniforms.lightColor)
            }, r.lightColor.set = function(e) {
                t.utils.hex2rgb(e, this.uniforms.lightColor)
            }, r.lightAlpha.get = function() {
                return this.uniforms.lightAlpha
            }, r.lightAlpha.set = function(e) {
                this.uniforms.lightAlpha = e
            }, r.shadowColor.get = function() {
                return t.utils.rgb2hex(this.uniforms.shadowColor)
            }, r.shadowColor.set = function(e) {
                t.utils.hex2rgb(e, this.uniforms.shadowColor)
            }, r.shadowAlpha.get = function() {
                return this.uniforms.shadowAlpha
            }, r.shadowAlpha.set = function(e) {
                this.uniforms.shadowAlpha = e
            }, Object.defineProperties(n.prototype, r), n
        }(t.Filter),
        b = t.filters,
        _ = b.BlurXFilter,
        C = b.BlurYFilter,
        S = b.AlphaFilter,
        F = function(e) {
            function n(n, r, o, i) {
                var l, s;
                void 0 === n && (n = 2), void 0 === r && (r = 4), void 0 === o && (o = t.settings.RESOLUTION), void 0 === i && (i = 5), e.call(this), "number" == typeof n ? (l = n, s = n) : n instanceof t.Point ? (l = n.x, s = n.y) : Array.isArray(n) && (l = n[0], s = n[1]), this.blurXFilter = new _(l, r, o, i), this.blurYFilter = new C(s, r, o, i), this.blurYFilter.blendMode = t.BLEND_MODES.SCREEN, this.defaultFilter = new S
            }
            e && (n.__proto__ = e), n.prototype = Object.create(e && e.prototype), n.prototype.constructor = n;
            var r = {
                blur: {
                    configurable: !0
                },
                blurX: {
                    configurable: !0
                },
                blurY: {
                    configurable: !0
                }
            };
            return n.prototype.apply = function(e, t, n) {
                var r = e.getRenderTarget(!0);
                this.defaultFilter.apply(e, t, n), this.blurXFilter.apply(e, t, r), this.blurYFilter.apply(e, r, n), e.returnRenderTarget(r)
            }, r.blur.get = function() {
                return this.blurXFilter.blur
            }, r.blur.set = function(e) {
                this.blurXFilter.blur = this.blurYFilter.blur = e
            }, r.blurX.get = function() {
                return this.blurXFilter.blur
            }, r.blurX.set = function(e) {
                this.blurXFilter.blur = e
            }, r.blurY.get = function() {
                return this.blurYFilter.blur
            }, r.blurY.set = function(e) {
                this.blurYFilter.blur = e
            }, Object.defineProperties(n.prototype, r), n
        }(t.Filter),
        z = n,
        A = "uniform float radius;\nuniform float strength;\nuniform vec2 center;\nuniform sampler2D uSampler;\nvarying vec2 vTextureCoord;\n\nuniform vec4 filterArea;\nuniform vec4 filterClamp;\nuniform vec2 dimensions;\n\nvoid main()\n{\n    vec2 coord = vTextureCoord * filterArea.xy;\n    coord -= center * dimensions.xy;\n    float distance = length(coord);\n    if (distance < radius) {\n        float percent = distance / radius;\n        if (strength > 0.0) {\n            coord *= mix(1.0, smoothstep(0.0, radius / distance, percent), strength * 0.75);\n        } else {\n            coord *= mix(1.0, pow(percent, 1.0 + strength * 0.75) * radius / distance, 1.0 - percent);\n        }\n    }\n    coord += center * dimensions.xy;\n    coord /= filterArea.xy;\n    vec2 clampedCoord = clamp(coord, filterClamp.xy, filterClamp.zw);\n    vec4 color = texture2D(uSampler, clampedCoord);\n    if (coord != clampedCoord) {\n        color *= max(0.0, 1.0 - length(coord - clampedCoord));\n    }\n\n    gl_FragColor = color;\n}\n",
        w = function(e) {
            function t(t, n, r) {
                e.call(this, z, A), this.uniforms.dimensions = new Float32Array(2), this.center = t || [.5, .5], this.radius = "number" == typeof n ? n : 100, this.strength = "number" == typeof r ? r : 1
            }
            e && (t.__proto__ = e), t.prototype = Object.create(e && e.prototype), t.prototype.constructor = t;
            var n = {
                radius: {
                    configurable: !0
                },
                strength: {
                    configurable: !0
                },
                center: {
                    configurable: !0
                }
            };
            return t.prototype.apply = function(e, t, n, r) {
                this.uniforms.dimensions[0] = t.sourceFrame.width, this.uniforms.dimensions[1] = t.sourceFrame.height, e.applyFilter(this, t, n, r)
            }, n.radius.get = function() {
                return this.uniforms.radius
            }, n.radius.set = function(e) {
                this.uniforms.radius = e
            }, n.strength.get = function() {
                return this.uniforms.strength
            }, n.strength.set = function(e) {
                this.uniforms.strength = e
            }, n.center.get = function() {
                return this.uniforms.center
            }, n.center.set = function(e) {
                this.uniforms.center = e
            }, Object.defineProperties(t.prototype, n), t
        }(t.Filter),
        T = n,
        D = "varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform sampler2D colorMap;\nuniform float _mix;\nuniform float _size;\nuniform float _sliceSize;\nuniform float _slicePixelSize;\nuniform float _sliceInnerSize;\nvoid main() {\n    vec4 color = texture2D(uSampler, vTextureCoord.xy);\n\n    vec4 adjusted;\n    if (color.a > 0.0) {\n        color.rgb /= color.a;\n        float innerWidth = _size - 1.0;\n        float zSlice0 = min(floor(color.b * innerWidth), innerWidth);\n        float zSlice1 = min(zSlice0 + 1.0, innerWidth);\n        float xOffset = _slicePixelSize * 0.5 + color.r * _sliceInnerSize;\n        float s0 = xOffset + (zSlice0 * _sliceSize);\n        float s1 = xOffset + (zSlice1 * _sliceSize);\n        float yOffset = _sliceSize * 0.5 + color.g * (1.0 - _sliceSize);\n        vec4 slice0Color = texture2D(colorMap, vec2(s0,yOffset));\n        vec4 slice1Color = texture2D(colorMap, vec2(s1,yOffset));\n        float zOffset = fract(color.b * innerWidth);\n        adjusted = mix(slice0Color, slice1Color, zOffset);\n\n        color.rgb *= color.a;\n    }\n    gl_FragColor = vec4(mix(color, adjusted, _mix).rgb, color.a);\n\n}",
        O = function(e) {
            function n(t, n, r) {
                void 0 === n && (n = !1), void 0 === r && (r = 1), e.call(this, T, D), this._size = 0, this._sliceSize = 0, this._slicePixelSize = 0, this._sliceInnerSize = 0, this._scaleMode = null, this._nearest = !1, this.nearest = n, this.mix = r, this.colorMap = t
            }
            e && (n.__proto__ = e), n.prototype = Object.create(e && e.prototype), n.prototype.constructor = n;
            var r = {
                colorSize: {
                    configurable: !0
                },
                colorMap: {
                    configurable: !0
                },
                nearest: {
                    configurable: !0
                }
            };
            return n.prototype.apply = function(e, t, n, r) {
                this.uniforms._mix = this.mix, e.applyFilter(this, t, n, r)
            }, r.colorSize.get = function() {
                return this._size
            }, r.colorMap.get = function() {
                return this._colorMap
            }, r.colorMap.set = function(e) {
                e instanceof t.Texture || (e = t.Texture.from(e)), e && e.baseTexture && (e.baseTexture.scaleMode = this._scaleMode, e.baseTexture.mipmap = !1, this._size = e.height, this._sliceSize = 1 / this._size, this._slicePixelSize = this._sliceSize / this._size, this._sliceInnerSize = this._slicePixelSize * (this._size - 1), this.uniforms._size = this._size, this.uniforms._sliceSize = this._sliceSize, this.uniforms._slicePixelSize = this._slicePixelSize, this.uniforms._sliceInnerSize = this._sliceInnerSize, this.uniforms.colorMap = e), this._colorMap = e
            }, r.nearest.get = function() {
                return this._nearest
            }, r.nearest.set = function(e) {
                this._nearest = e, this._scaleMode = e ? t.SCALE_MODES.NEAREST : t.SCALE_MODES.LINEAR;
                var n = this._colorMap;
                n && n.baseTexture && (n.baseTexture._glTextures = {}, n.baseTexture.scaleMode = this._scaleMode, n.baseTexture.mipmap = !1, n._updateID++, n.baseTexture.emit("update", n.baseTexture))
            }, n.prototype.updateColorMap = function() {
                var e = this._colorMap;
                e && e.baseTexture && (e._updateID++, e.baseTexture.emit("update", e.baseTexture), this.colorMap = e)
            }, n.prototype.destroy = function(t) {
                this._colorMap && this._colorMap.destroy(t), e.prototype.destroy.call(this)
            }, Object.defineProperties(n.prototype, r), n
        }(t.Filter),
        P = n,
        M = "varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform vec3 originalColor;\nuniform vec3 newColor;\nuniform float epsilon;\nvoid main(void) {\n    vec4 currentColor = texture2D(uSampler, vTextureCoord);\n    vec3 colorDiff = originalColor - (currentColor.rgb / max(currentColor.a, 0.0000000001));\n    float colorDistance = length(colorDiff);\n    float doReplace = step(colorDistance, epsilon);\n    gl_FragColor = vec4(mix(currentColor.rgb, (newColor + colorDiff) * currentColor.a, doReplace), currentColor.a);\n}\n",
        R = function(e) {
            function n(t, n, r) {
                void 0 === t && (t = 16711680), void 0 === n && (n = 0), void 0 === r && (r = .4), e.call(this, P, M), this.uniforms.originalColor = new Float32Array(3), this.uniforms.newColor = new Float32Array(3), this.originalColor = t, this.newColor = n, this.epsilon = r
            }
            e && (n.__proto__ = e), n.prototype = Object.create(e && e.prototype), n.prototype.constructor = n;
            var r = {
                originalColor: {
                    configurable: !0
                },
                newColor: {
                    configurable: !0
                },
                epsilon: {
                    configurable: !0
                }
            };
            return r.originalColor.set = function(e) {
                var n = this.uniforms.originalColor;
                "number" == typeof e ? (t.utils.hex2rgb(e, n), this._originalColor = e) : (n[0] = e[0], n[1] = e[1], n[2] = e[2], this._originalColor = t.utils.rgb2hex(n))
            }, r.originalColor.get = function() {
                return this._originalColor
            }, r.newColor.set = function(e) {
                var n = this.uniforms.newColor;
                "number" == typeof e ? (t.utils.hex2rgb(e, n), this._newColor = e) : (n[0] = e[0], n[1] = e[1], n[2] = e[2], this._newColor = t.utils.rgb2hex(n))
            }, r.newColor.get = function() {
                return this._newColor
            }, r.epsilon.set = function(e) {
                this.uniforms.epsilon = e
            }, r.epsilon.get = function() {
                return this.uniforms.epsilon
            }, Object.defineProperties(n.prototype, r), n
        }(t.Filter),
        j = n,
        L = "precision mediump float;\n\nvarying mediump vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform vec2 texelSize;\nuniform float matrix[9];\n\nvoid main(void)\n{\n   vec4 c11 = texture2D(uSampler, vTextureCoord - texelSize); // top left\n   vec4 c12 = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y - texelSize.y)); // top center\n   vec4 c13 = texture2D(uSampler, vec2(vTextureCoord.x + texelSize.x, vTextureCoord.y - texelSize.y)); // top right\n\n   vec4 c21 = texture2D(uSampler, vec2(vTextureCoord.x - texelSize.x, vTextureCoord.y)); // mid left\n   vec4 c22 = texture2D(uSampler, vTextureCoord); // mid center\n   vec4 c23 = texture2D(uSampler, vec2(vTextureCoord.x + texelSize.x, vTextureCoord.y)); // mid right\n\n   vec4 c31 = texture2D(uSampler, vec2(vTextureCoord.x - texelSize.x, vTextureCoord.y + texelSize.y)); // bottom left\n   vec4 c32 = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y + texelSize.y)); // bottom center\n   vec4 c33 = texture2D(uSampler, vTextureCoord + texelSize); // bottom right\n\n   gl_FragColor =\n       c11 * matrix[0] + c12 * matrix[1] + c13 * matrix[2] +\n       c21 * matrix[3] + c22 * matrix[4] + c23 * matrix[5] +\n       c31 * matrix[6] + c32 * matrix[7] + c33 * matrix[8];\n\n   gl_FragColor.a = c22.a;\n}\n",
        k = function(e) {
            function t(t, n, r) {
                void 0 === n && (n = 200), void 0 === r && (r = 200), e.call(this, j, L), this.uniforms.texelSize = new Float32Array(2), this.uniforms.matrix = new Float32Array(9), void 0 !== t && (this.matrix = t), this.width = n, this.height = r
            }
            e && (t.__proto__ = e), t.prototype = Object.create(e && e.prototype), t.prototype.constructor = t;
            var n = {
                matrix: {
                    configurable: !0
                },
                width: {
                    configurable: !0
                },
                height: {
                    configurable: !0
                }
            };
            return n.matrix.get = function() {
                return this.uniforms.matrix
            }, n.matrix.set = function(e) {
                var t = this;
                e.forEach(function(e, n) {
                    return t.uniforms.matrix[n] = e
                })
            }, n.width.get = function() {
                return 1 / this.uniforms.texelSize[0]
            }, n.width.set = function(e) {
                this.uniforms.texelSize[0] = 1 / e
            }, n.height.get = function() {
                return 1 / this.uniforms.texelSize[1]
            }, n.height.set = function(e) {
                this.uniforms.texelSize[1] = 1 / e
            }, Object.defineProperties(t.prototype, n), t
        }(t.Filter),
        I = n,
        E = "precision mediump float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\n\nvoid main(void)\n{\n    float lum = length(texture2D(uSampler, vTextureCoord.xy).rgb);\n\n    gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n\n    if (lum < 1.00)\n    {\n        if (mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0)\n        {\n            gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\n        }\n    }\n\n    if (lum < 0.75)\n    {\n        if (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0)\n        {\n            gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\n        }\n    }\n\n    if (lum < 0.50)\n    {\n        if (mod(gl_FragCoord.x + gl_FragCoord.y - 5.0, 10.0) == 0.0)\n        {\n            gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\n        }\n    }\n\n    if (lum < 0.3)\n    {\n        if (mod(gl_FragCoord.x - gl_FragCoord.y - 5.0, 10.0) == 0.0)\n        {\n            gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\n        }\n    }\n}\n",
        B = function(e) {
            function t() {
                e.call(this, I, E)
            }
            return e && (t.__proto__ = e), t.prototype = Object.create(e && e.prototype), t.prototype.constructor = t, t
        }(t.Filter),
        X = n,
        q = "varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\n\nuniform vec4 filterArea;\nuniform vec2 dimensions;\n\nconst float SQRT_2 = 1.414213;\n\nconst float light = 1.0;\n\nuniform float curvature;\nuniform float lineWidth;\nuniform float lineContrast;\nuniform bool verticalLine;\nuniform float noise;\nuniform float noiseSize;\n\nuniform float vignetting;\nuniform float vignettingAlpha;\nuniform float vignettingBlur;\n\nuniform float seed;\nuniform float time;\n\nfloat rand(vec2 co) {\n    return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);\n}\n\nvoid main(void)\n{\n    vec2 pixelCoord = vTextureCoord.xy * filterArea.xy;\n    vec2 coord = pixelCoord / dimensions;\n\n    vec2 dir = vec2(coord - vec2(0.5, 0.5));\n\n    float _c = curvature > 0. ? curvature : 1.;\n    float k = curvature > 0. ?(length(dir * dir) * 0.25 * _c * _c + 0.935 * _c) : 1.;\n    vec2 uv = dir * k;\n\n    gl_FragColor = texture2D(uSampler, vTextureCoord);\n    vec3 rgb = gl_FragColor.rgb;\n\n\n    if (noise > 0.0 && noiseSize > 0.0)\n    {\n        pixelCoord.x = floor(pixelCoord.x / noiseSize);\n        pixelCoord.y = floor(pixelCoord.y / noiseSize);\n        float _noise = rand(pixelCoord * noiseSize * seed) - 0.5;\n        rgb += _noise * noise;\n    }\n\n    if (lineWidth > 0.0) {\n        float v = (verticalLine ? uv.x * dimensions.x : uv.y * dimensions.y) * min(1.0, 2.0 / lineWidth ) / _c;\n        float j = 1. + cos(v * 1.2 - time) * 0.5 * lineContrast;\n        rgb *= j;\n        float segment = verticalLine ? mod((dir.x + .5) * dimensions.x, 4.) : mod((dir.y + .5) * dimensions.y, 4.);\n        rgb *= 0.99 + ceil(segment) * 0.015;\n    }\n\n    if (vignetting > 0.0)\n    {\n        float outter = SQRT_2 - vignetting * SQRT_2;\n        float darker = clamp((outter - length(dir) * SQRT_2) / ( 0.00001 + vignettingBlur * SQRT_2), 0.0, 1.0);\n        rgb *= darker + (1.0 - darker) * (1.0 - vignettingAlpha);\n    }\n\n    gl_FragColor.rgb = rgb;\n}\n",
        N = function(e) {
            function t(t) {
                e.call(this, X, q), this.uniforms.dimensions = new Float32Array(2), this.time = 0, this.seed = 0, Object.assign(this, {
                    curvature: 1,
                    lineWidth: 1,
                    lineContrast: .25,
                    verticalLine: !1,
                    noise: 0,
                    noiseSize: 1,
                    seed: 0,
                    vignetting: .3,
                    vignettingAlpha: 1,
                    vignettingBlur: .3,
                    time: 0
                }, t)
            }
            e && (t.__proto__ = e), t.prototype = Object.create(e && e.prototype), t.prototype.constructor = t;
            var n = {
                curvature: {
                    configurable: !0
                },
                lineWidth: {
                    configurable: !0
                },
                lineContrast: {
                    configurable: !0
                },
                verticalLine: {
                    configurable: !0
                },
                noise: {
                    configurable: !0
                },
                noiseSize: {
                    configurable: !0
                },
                vignetting: {
                    configurable: !0
                },
                vignettingAlpha: {
                    configurable: !0
                },
                vignettingBlur: {
                    configurable: !0
                }
            };
            return t.prototype.apply = function(e, t, n, r) {
                this.uniforms.dimensions[0] = t.sourceFrame.width, this.uniforms.dimensions[1] = t.sourceFrame.height, this.uniforms.seed = this.seed, this.uniforms.time = this.time, e.applyFilter(this, t, n, r)
            }, n.curvature.set = function(e) {
                this.uniforms.curvature = e
            }, n.curvature.get = function() {
                return this.uniforms.curvature
            }, n.lineWidth.set = function(e) {
                this.uniforms.lineWidth = e
            }, n.lineWidth.get = function() {
                return this.uniforms.lineWidth
            }, n.lineContrast.set = function(e) {
                this.uniforms.lineContrast = e
            }, n.lineContrast.get = function() {
                return this.uniforms.lineContrast
            }, n.verticalLine.set = function(e) {
                this.uniforms.verticalLine = e
            }, n.verticalLine.get = function() {
                return this.uniforms.verticalLine
            }, n.noise.set = function(e) {
                this.uniforms.noise = e
            }, n.noise.get = function() {
                return this.uniforms.noise
            }, n.noiseSize.set = function(e) {
                this.uniforms.noiseSize = e
            }, n.noiseSize.get = function() {
                return this.uniforms.noiseSize
            }, n.vignetting.set = function(e) {
                this.uniforms.vignetting = e
            }, n.vignetting.get = function() {
                return this.uniforms.vignetting
            }, n.vignettingAlpha.set = function(e) {
                this.uniforms.vignettingAlpha = e
            }, n.vignettingAlpha.get = function() {
                return this.uniforms.vignettingAlpha
            }, n.vignettingBlur.set = function(e) {
                this.uniforms.vignettingBlur = e
            }, n.vignettingBlur.get = function() {
                return this.uniforms.vignettingBlur
            }, Object.defineProperties(t.prototype, n), t
        }(t.Filter),
        W = n,
        G = "precision mediump float;\n\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\n\nuniform vec4 filterArea;\nuniform sampler2D uSampler;\n\nuniform float angle;\nuniform float scale;\n\nfloat pattern()\n{\n   float s = sin(angle), c = cos(angle);\n   vec2 tex = vTextureCoord * filterArea.xy;\n   vec2 point = vec2(\n       c * tex.x - s * tex.y,\n       s * tex.x + c * tex.y\n   ) * scale;\n   return (sin(point.x) * sin(point.y)) * 4.0;\n}\n\nvoid main()\n{\n   vec4 color = texture2D(uSampler, vTextureCoord);\n   float average = (color.r + color.g + color.b) / 3.0;\n   gl_FragColor = vec4(vec3(average * 10.0 - 5.0 + pattern()), color.a);\n}\n",
        K = function(e) {
            function t(t, n) {
                void 0 === t && (t = 1), void 0 === n && (n = 5), e.call(this, W, G), this.scale = t, this.angle = n
            }
            e && (t.__proto__ = e), t.prototype = Object.create(e && e.prototype), t.prototype.constructor = t;
            var n = {
                scale: {
                    configurable: !0
                },
                angle: {
                    configurable: !0
                }
            };
            return n.scale.get = function() {
                return this.uniforms.scale
            }, n.scale.set = function(e) {
                this.uniforms.scale = e
            }, n.angle.get = function() {
                return this.uniforms.angle
            }, n.angle.set = function(e) {
                this.uniforms.angle = e
            }, Object.defineProperties(t.prototype, n), t
        }(t.Filter),
        Y = n,
        Q = "varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform float alpha;\nuniform vec3 color;\nvoid main(void){\n    vec4 sample = texture2D(uSampler, vTextureCoord);\n\n    // Un-premultiply alpha before applying the color\n    if (sample.a > 0.0) {\n        sample.rgb /= sample.a;\n    }\n\n    // Premultiply alpha again\n    sample.rgb = color.rgb * sample.a;\n\n    // alpha user alpha\n    sample *= alpha;\n\n    gl_FragColor = sample;\n}",
        U = function(e) {
            function n(n) {
                n && n.constructor !== Object && (console.warn("DropShadowFilter now uses options instead of (rotation, distance, blur, color, alpha)"), n = {
                    rotation: n
                }, void 0 !== arguments[1] && (n.distance = arguments[1]), void 0 !== arguments[2] && (n.blur = arguments[2]), void 0 !== arguments[3] && (n.color = arguments[3]), void 0 !== arguments[4] && (n.alpha = arguments[4])), n = Object.assign({
                    rotation: 45,
                    distance: 5,
                    color: 0,
                    alpha: .5,
                    shadowOnly: !1,
                    kernels: null,
                    blur: 2,
                    quality: 3,
                    pixelSize: 1,
                    resolution: t.settings.RESOLUTION
                }, n), e.call(this);
                var r = n.kernels,
                    o = n.blur,
                    i = n.quality,
                    l = n.pixelSize,
                    s = n.resolution;
                this._tintFilter = new t.Filter(Y, Q), this._tintFilter.uniforms.color = new Float32Array(4), this._tintFilter.resolution = s, this._blurFilter = r ? new a(r) : new a(o, i), this.pixelSize = l, this.resolution = s, this.targetTransform = new t.Matrix;
                var u = n.shadowOnly,
                    c = n.rotation,
                    f = n.distance,
                    h = n.alpha,
                    p = n.color;
                this.shadowOnly = u, this.rotation = c, this.distance = f, this.alpha = h, this.color = p, this._updatePadding()
            }
            e && (n.__proto__ = e), n.prototype = Object.create(e && e.prototype), n.prototype.constructor = n;
            var r = {
                resolution: {
                    configurable: !0
                },
                distance: {
                    configurable: !0
                },
                rotation: {
                    configurable: !0
                },
                alpha: {
                    configurable: !0
                },
                color: {
                    configurable: !0
                },
                kernels: {
                    configurable: !0
                },
                blur: {
                    configurable: !0
                },
                quality: {
                    configurable: !0
                },
                pixelSize: {
                    configurable: !0
                }
            };
            return n.prototype.apply = function(e, t, n, r) {
                var o = e.getRenderTarget();
                o.transform = this.targetTransform, this._tintFilter.apply(e, t, o, !0), o.transform = null, this._blurFilter.apply(e, o, n, r), !0 !== this.shadowOnly && e.applyFilter(this, t, n, !1), e.returnRenderTarget(o)
            }, n.prototype._updatePadding = function() {
                this.padding = this.distance + 2 * this.blur
            }, n.prototype._updateTargetTransform = function() {
                this.targetTransform.tx = this.distance * Math.cos(this.angle), this.targetTransform.ty = this.distance * Math.sin(this.angle)
            }, r.resolution.get = function() {
                return this._resolution
            }, r.resolution.set = function(e) {
                this._resolution = e, this._tintFilter && (this._tintFilter.resolution = e), this._blurFilter && (this._blurFilter.resolution = e)
            }, r.distance.get = function() {
                return this._distance
            }, r.distance.set = function(e) {
                this._distance = e, this._updatePadding(), this._updateTargetTransform()
            }, r.rotation.get = function() {
                return this.angle / t.DEG_TO_RAD
            }, r.rotation.set = function(e) {
                this.angle = e * t.DEG_TO_RAD, this._updateTargetTransform()
            }, r.alpha.get = function() {
                return this._tintFilter.uniforms.alpha
            }, r.alpha.set = function(e) {
                this._tintFilter.uniforms.alpha = e
            }, r.color.get = function() {
                return t.utils.rgb2hex(this._tintFilter.uniforms.color)
            }, r.color.set = function(e) {
                t.utils.hex2rgb(e, this._tintFilter.uniforms.color)
            }, r.kernels.get = function() {
                return this._blurFilter.kernels
            }, r.kernels.set = function(e) {
                this._blurFilter.kernels = e
            }, r.blur.get = function() {
                return this._blurFilter.blur
            }, r.blur.set = function(e) {
                this._blurFilter.blur = e, this._updatePadding()
            }, r.quality.get = function() {
                return this._blurFilter.quality
            }, r.quality.set = function(e) {
                this._blurFilter.quality = e
            }, r.pixelSize.get = function() {
                return this._blurFilter.pixelSize
            }, r.pixelSize.set = function(e) {
                this._blurFilter.pixelSize = e
            }, Object.defineProperties(n.prototype, r), n
        }(t.Filter),
        Z = n,
        V = "precision mediump float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform float strength;\nuniform vec4 filterArea;\n\n\nvoid main(void)\n{\n\tvec2 onePixel = vec2(1.0 / filterArea);\n\n\tvec4 color;\n\n\tcolor.rgb = vec3(0.5);\n\n\tcolor -= texture2D(uSampler, vTextureCoord - onePixel) * strength;\n\tcolor += texture2D(uSampler, vTextureCoord + onePixel) * strength;\n\n\tcolor.rgb = vec3((color.r + color.g + color.b) / 3.0);\n\n\tfloat alpha = texture2D(uSampler, vTextureCoord).a;\n\n\tgl_FragColor = vec4(color.rgb * alpha, alpha);\n}\n",
        H = function(e) {
            function t(t) {
                void 0 === t && (t = 5), e.call(this, Z, V), this.strength = t
            }
            e && (t.__proto__ = e), t.prototype = Object.create(e && e.prototype), t.prototype.constructor = t;
            var n = {
                strength: {
                    configurable: !0
                }
            };
            return n.strength.get = function() {
                return this.uniforms.strength
            }, n.strength.set = function(e) {
                this.uniforms.strength = e
            }, Object.defineProperties(t.prototype, n), t
        }(t.Filter),
        $ = n,
        J = "// precision highp float;\n\nvarying vec2 vTextureCoord;\nuniform sampler2D uSampler;\n\nuniform vec4 filterArea;\nuniform vec4 filterClamp;\nuniform vec2 dimensions;\nuniform float aspect;\n\nuniform sampler2D displacementMap;\nuniform float offset;\nuniform float sinDir;\nuniform float cosDir;\nuniform int fillMode;\n\nuniform float seed;\nuniform vec2 red;\nuniform vec2 green;\nuniform vec2 blue;\n\nconst int TRANSPARENT = 0;\nconst int ORIGINAL = 1;\nconst int LOOP = 2;\nconst int CLAMP = 3;\nconst int MIRROR = 4;\n\nvoid main(void)\n{\n    vec2 coord = (vTextureCoord * filterArea.xy) / dimensions;\n\n    if (coord.x > 1.0 || coord.y > 1.0) {\n        return;\n    }\n\n    float cx = coord.x - 0.5;\n    float cy = (coord.y - 0.5) * aspect;\n    float ny = (-sinDir * cx + cosDir * cy) / aspect + 0.5;\n\n    // displacementMap: repeat\n    // ny = ny > 1.0 ? ny - 1.0 : (ny < 0.0 ? 1.0 + ny : ny);\n\n    // displacementMap: mirror\n    ny = ny > 1.0 ? 2.0 - ny : (ny < 0.0 ? -ny : ny);\n\n    vec4 dc = texture2D(displacementMap, vec2(0.5, ny));\n\n    float displacement = (dc.r - dc.g) * (offset / filterArea.x);\n\n    coord = vTextureCoord + vec2(cosDir * displacement, sinDir * displacement * aspect);\n\n    if (fillMode == CLAMP) {\n        coord = clamp(coord, filterClamp.xy, filterClamp.zw);\n    } else {\n        if( coord.x > filterClamp.z ) {\n            if (fillMode == ORIGINAL) {\n                gl_FragColor = texture2D(uSampler, vTextureCoord);\n                return;\n            } else if (fillMode == LOOP) {\n                coord.x -= filterClamp.z;\n            } else if (fillMode == MIRROR) {\n                coord.x = filterClamp.z * 2.0 - coord.x;\n            } else {\n                gl_FragColor = vec4(0., 0., 0., 0.);\n                return;\n            }\n        } else if( coord.x < filterClamp.x ) {\n            if (fillMode == ORIGINAL) {\n                gl_FragColor = texture2D(uSampler, vTextureCoord);\n                return;\n            } else if (fillMode == LOOP) {\n                coord.x += filterClamp.z;\n            } else if (fillMode == MIRROR) {\n                coord.x *= -filterClamp.z;\n            } else {\n                gl_FragColor = vec4(0., 0., 0., 0.);\n                return;\n            }\n        }\n\n        if( coord.y > filterClamp.w ) {\n            if (fillMode == ORIGINAL) {\n                gl_FragColor = texture2D(uSampler, vTextureCoord);\n                return;\n            } else if (fillMode == LOOP) {\n                coord.y -= filterClamp.w;\n            } else if (fillMode == MIRROR) {\n                coord.y = filterClamp.w * 2.0 - coord.y;\n            } else {\n                gl_FragColor = vec4(0., 0., 0., 0.);\n                return;\n            }\n        } else if( coord.y < filterClamp.y ) {\n            if (fillMode == ORIGINAL) {\n                gl_FragColor = texture2D(uSampler, vTextureCoord);\n                return;\n            } else if (fillMode == LOOP) {\n                coord.y += filterClamp.w;\n            } else if (fillMode == MIRROR) {\n                coord.y *= -filterClamp.w;\n            } else {\n                gl_FragColor = vec4(0., 0., 0., 0.);\n                return;\n            }\n        }\n    }\n\n    gl_FragColor.r = texture2D(uSampler, coord + red * (1.0 - seed * 0.4) / filterArea.xy).r;\n    gl_FragColor.g = texture2D(uSampler, coord + green * (1.0 - seed * 0.3) / filterArea.xy).g;\n    gl_FragColor.b = texture2D(uSampler, coord + blue * (1.0 - seed * 0.2) / filterArea.xy).b;\n    gl_FragColor.a = texture2D(uSampler, coord).a;\n}\n",
        ee = function(e) {
            function n(n) {
                void 0 === n && (n = {}), e.call(this, $, J), this.uniforms.dimensions = new Float32Array(2), n = Object.assign({
                    slices: 5,
                    offset: 100,
                    direction: 0,
                    fillMode: 0,
                    average: !1,
                    seed: 0,
                    red: [0, 0],
                    green: [0, 0],
                    blue: [0, 0],
                    minSize: 8,
                    sampleSize: 512
                }, n), this.direction = n.direction, this.red = n.red, this.green = n.green, this.blue = n.blue, this.offset = n.offset, this.fillMode = n.fillMode, this.average = n.average, this.seed = n.seed, this.minSize = n.minSize, this.sampleSize = n.sampleSize, this._canvas = document.createElement("canvas"), this._canvas.width = 4, this._canvas.height = this.sampleSize, this.texture = t.Texture.fromCanvas(this._canvas, t.SCALE_MODES.NEAREST), this._slices = 0, this.slices = n.slices
            }
            e && (n.__proto__ = e), n.prototype = Object.create(e && e.prototype), n.prototype.constructor = n;
            var r = {
                sizes: {
                    configurable: !0
                },
                offsets: {
                    configurable: !0
                },
                slices: {
                    configurable: !0
                },
                direction: {
                    configurable: !0
                },
                red: {
                    configurable: !0
                },
                green: {
                    configurable: !0
                },
                blue: {
                    configurable: !0
                }
            };
            return n.prototype.apply = function(e, t, n, r) {
                var o = t.sourceFrame.width,
                    i = t.sourceFrame.height;
                this.uniforms.dimensions[0] = o, this.uniforms.dimensions[1] = i, this.uniforms.aspect = i / o, this.uniforms.seed = this.seed, this.uniforms.offset = this.offset, this.uniforms.fillMode = this.fillMode, e.applyFilter(this, t, n, r)
            }, n.prototype._randomizeSizes = function() {
                var e = this._sizes,
                    t = this._slices - 1,
                    n = this.sampleSize,
                    r = Math.min(this.minSize / n, .9 / this._slices);
                if (this.average) {
                    for (var o = this._slices, i = 1, l = 0; l < t; l++) {
                        var s = i / (o - l),
                            a = Math.max(s * (1 - .6 * Math.random()), r);
                        e[l] = a, i -= a
                    }
                    e[t] = i
                } else {
                    for (var u = 1, c = Math.sqrt(1 / this._slices), f = 0; f < t; f++) {
                        var h = Math.max(c * u * Math.random(), r);
                        e[f] = h, u -= h
                    }
                    e[t] = u
                }
                this.shuffle()
            }, n.prototype.shuffle = function() {
                for (var e = this._sizes, t = this._slices - 1; t > 0; t--) {
                    var n = Math.random() * t >> 0,
                        r = e[t];
                    e[t] = e[n], e[n] = r
                }
            }, n.prototype._randomizeOffsets = function() {
                for (var e = 0; e < this._slices; e++) this._offsets[e] = Math.random() * (Math.random() < .5 ? -1 : 1)
            }, n.prototype.refresh = function() {
                this._randomizeSizes(), this._randomizeOffsets(), this.redraw()
            }, n.prototype.redraw = function() {
                var e, t = this.sampleSize,
                    n = this.texture,
                    r = this._canvas.getContext("2d");
                r.clearRect(0, 0, 8, t);
                for (var o = 0, i = 0; i < this._slices; i++) {
                    e = Math.floor(256 * this._offsets[i]);
                    var l = this._sizes[i] * t,
                        s = e > 0 ? e : 0,
                        a = e < 0 ? -e : 0;
                    r.fillStyle = "rgba(" + s + ", " + a + ", 0, 1)", r.fillRect(0, o >> 0, t, l + 1 >> 0), o += l
                }
                n.baseTexture.update(), this.uniforms.displacementMap = n
            }, r.sizes.set = function(e) {
                for (var t = Math.min(this._slices, e.length), n = 0; n < t; n++) this._sizes[n] = e[n]
            }, r.sizes.get = function() {
                return this._sizes
            }, r.offsets.set = function(e) {
                for (var t = Math.min(this._slices, e.length), n = 0; n < t; n++) this._offsets[n] = e[n]
            }, r.offsets.get = function() {
                return this._offsets
            }, r.slices.get = function() {
                return this._slices
            }, r.slices.set = function(e) {
                this._slices !== e && (this._slices = e, this.uniforms.slices = e, this._sizes = this.uniforms.slicesWidth = new Float32Array(e), this._offsets = this.uniforms.slicesOffset = new Float32Array(e), this.refresh())
            }, r.direction.get = function() {
                return this._direction
            }, r.direction.set = function(e) {
                if (this._direction !== e) {
                    this._direction = e;
                    var n = e * t.DEG_TO_RAD;
                    this.uniforms.sinDir = Math.sin(n), this.uniforms.cosDir = Math.cos(n)
                }
            }, r.red.get = function() {
                return this.uniforms.red
            }, r.red.set = function(e) {
                this.uniforms.red = e
            }, r.green.get = function() {
                return this.uniforms.green
            }, r.green.set = function(e) {
                this.uniforms.green = e
            }, r.blue.get = function() {
                return this.uniforms.blue
            }, r.blue.set = function(e) {
                this.uniforms.blue = e
            }, n.prototype.destroy = function() {
                this.texture.destroy(!0), this.texture = null, this._canvas = null, this.red = null, this.green = null, this.blue = null, this._sizes = null, this._offsets = null
            }, Object.defineProperties(n.prototype, r), n
        }(t.Filter);
    ee.TRANSPARENT = 0, ee.ORIGINAL = 1, ee.LOOP = 2, ee.CLAMP = 3, ee.MIRROR = 4;
    var te = n,
        ne = "varying vec2 vTextureCoord;\nvarying vec4 vColor;\n\nuniform sampler2D uSampler;\n\nuniform float distance;\nuniform float outerStrength;\nuniform float innerStrength;\nuniform vec4 glowColor;\nuniform vec4 filterArea;\nuniform vec4 filterClamp;\nconst float PI = 3.14159265358979323846264;\n\nvoid main(void) {\n    vec2 px = vec2(1.0 / filterArea.x, 1.0 / filterArea.y);\n    vec4 ownColor = texture2D(uSampler, vTextureCoord);\n    vec4 curColor;\n    float totalAlpha = 0.0;\n    float maxTotalAlpha = 0.0;\n    float cosAngle;\n    float sinAngle;\n    vec2 displaced;\n    for (float angle = 0.0; angle <= PI * 2.0; angle += %QUALITY_DIST%) {\n       cosAngle = cos(angle);\n       sinAngle = sin(angle);\n       for (float curDistance = 1.0; curDistance <= %DIST%; curDistance++) {\n           displaced.x = vTextureCoord.x + cosAngle * curDistance * px.x;\n           displaced.y = vTextureCoord.y + sinAngle * curDistance * px.y;\n           curColor = texture2D(uSampler, clamp(displaced, filterClamp.xy, filterClamp.zw));\n           totalAlpha += (distance - curDistance) * curColor.a;\n           maxTotalAlpha += (distance - curDistance);\n       }\n    }\n    maxTotalAlpha = max(maxTotalAlpha, 0.0001);\n\n    ownColor.a = max(ownColor.a, 0.0001);\n    ownColor.rgb = ownColor.rgb / ownColor.a;\n    float outerGlowAlpha = (totalAlpha / maxTotalAlpha)  * outerStrength * (1. - ownColor.a);\n    float innerGlowAlpha = ((maxTotalAlpha - totalAlpha) / maxTotalAlpha) * innerStrength * ownColor.a;\n    float resultAlpha = (ownColor.a + outerGlowAlpha);\n    gl_FragColor = vec4(mix(mix(ownColor.rgb, glowColor.rgb, innerGlowAlpha / ownColor.a), glowColor.rgb, outerGlowAlpha / resultAlpha) * resultAlpha, resultAlpha);\n}\n",
        re = function(e) {
            function n(t, n, r, o, i) {
                void 0 === t && (t = 10), void 0 === n && (n = 4), void 0 === r && (r = 0), void 0 === o && (o = 16777215), void 0 === i && (i = .1), e.call(this, te, ne.replace(/%QUALITY_DIST%/gi, "" + (1 / i / t).toFixed(7)).replace(/%DIST%/gi, "" + t.toFixed(7))), this.uniforms.glowColor = new Float32Array([0, 0, 0, 1]), this.distance = t, this.color = o, this.outerStrength = n, this.innerStrength = r
            }
            e && (n.__proto__ = e), n.prototype = Object.create(e && e.prototype), n.prototype.constructor = n;
            var r = {
                color: {
                    configurable: !0
                },
                distance: {
                    configurable: !0
                },
                outerStrength: {
                    configurable: !0
                },
                innerStrength: {
                    configurable: !0
                }
            };
            return r.color.get = function() {
                return t.utils.rgb2hex(this.uniforms.glowColor)
            }, r.color.set = function(e) {
                t.utils.hex2rgb(e, this.uniforms.glowColor)
            }, r.distance.get = function() {
                return this.uniforms.distance
            }, r.distance.set = function(e) {
                this.uniforms.distance = e
            }, r.outerStrength.get = function() {
                return this.uniforms.outerStrength
            }, r.outerStrength.set = function(e) {
                this.uniforms.outerStrength = e
            }, r.innerStrength.get = function() {
                return this.uniforms.innerStrength
            }, r.innerStrength.set = function(e) {
                this.uniforms.innerStrength = e
            }, Object.defineProperties(n.prototype, r), n
        }(t.Filter),
        oe = n,
        ie = "vec3 mod289(vec3 x)\n{\n    return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\nvec4 mod289(vec4 x)\n{\n    return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\nvec4 permute(vec4 x)\n{\n    return mod289(((x * 34.0) + 1.0) * x);\n}\nvec4 taylorInvSqrt(vec4 r)\n{\n    return 1.79284291400159 - 0.85373472095314 * r;\n}\nvec3 fade(vec3 t)\n{\n    return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);\n}\n// Classic Perlin noise, periodic variant\nfloat pnoise(vec3 P, vec3 rep)\n{\n    vec3 Pi0 = mod(floor(P), rep); // Integer part, modulo period\n    vec3 Pi1 = mod(Pi0 + vec3(1.0), rep); // Integer part + 1, mod period\n    Pi0 = mod289(Pi0);\n    Pi1 = mod289(Pi1);\n    vec3 Pf0 = fract(P); // Fractional part for interpolation\n    vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0\n    vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);\n    vec4 iy = vec4(Pi0.yy, Pi1.yy);\n    vec4 iz0 = Pi0.zzzz;\n    vec4 iz1 = Pi1.zzzz;\n    vec4 ixy = permute(permute(ix) + iy);\n    vec4 ixy0 = permute(ixy + iz0);\n    vec4 ixy1 = permute(ixy + iz1);\n    vec4 gx0 = ixy0 * (1.0 / 7.0);\n    vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;\n    gx0 = fract(gx0);\n    vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);\n    vec4 sz0 = step(gz0, vec4(0.0));\n    gx0 -= sz0 * (step(0.0, gx0) - 0.5);\n    gy0 -= sz0 * (step(0.0, gy0) - 0.5);\n    vec4 gx1 = ixy1 * (1.0 / 7.0);\n    vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;\n    gx1 = fract(gx1);\n    vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);\n    vec4 sz1 = step(gz1, vec4(0.0));\n    gx1 -= sz1 * (step(0.0, gx1) - 0.5);\n    gy1 -= sz1 * (step(0.0, gy1) - 0.5);\n    vec3 g000 = vec3(gx0.x, gy0.x, gz0.x);\n    vec3 g100 = vec3(gx0.y, gy0.y, gz0.y);\n    vec3 g010 = vec3(gx0.z, gy0.z, gz0.z);\n    vec3 g110 = vec3(gx0.w, gy0.w, gz0.w);\n    vec3 g001 = vec3(gx1.x, gy1.x, gz1.x);\n    vec3 g101 = vec3(gx1.y, gy1.y, gz1.y);\n    vec3 g011 = vec3(gx1.z, gy1.z, gz1.z);\n    vec3 g111 = vec3(gx1.w, gy1.w, gz1.w);\n    vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));\n    g000 *= norm0.x;\n    g010 *= norm0.y;\n    g100 *= norm0.z;\n    g110 *= norm0.w;\n    vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));\n    g001 *= norm1.x;\n    g011 *= norm1.y;\n    g101 *= norm1.z;\n    g111 *= norm1.w;\n    float n000 = dot(g000, Pf0);\n    float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));\n    float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));\n    float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));\n    float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));\n    float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));\n    float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));\n    float n111 = dot(g111, Pf1);\n    vec3 fade_xyz = fade(Pf0);\n    vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);\n    vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);\n    float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);\n    return 2.2 * n_xyz;\n}\nfloat turb(vec3 P, vec3 rep, float lacunarity, float gain)\n{\n    float sum = 0.0;\n    float sc = 1.0;\n    float totalgain = 1.0;\n    for (float i = 0.0; i < 6.0; i++)\n    {\n        sum += totalgain * pnoise(P * sc, rep);\n        sc *= lacunarity;\n        totalgain *= gain;\n    }\n    return abs(sum);\n}\n",
        le = "varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform vec4 filterArea;\nuniform vec2 dimensions;\n\nuniform vec2 light;\nuniform bool parallel;\nuniform float aspect;\n\nuniform float gain;\nuniform float lacunarity;\nuniform float time;\n\n${perlin}\n\nvoid main(void) {\n    vec2 coord = vTextureCoord * filterArea.xy / dimensions.xy;\n\n    float d;\n\n    if (parallel) {\n        float _cos = light.x;\n        float _sin = light.y;\n        d = (_cos * coord.x) + (_sin * coord.y * aspect);\n    } else {\n        float dx = coord.x - light.x / dimensions.x;\n        float dy = (coord.y - light.y / dimensions.y) * aspect;\n        float dis = sqrt(dx * dx + dy * dy) + 0.00001;\n        d = dy / dis;\n    }\n\n    vec3 dir = vec3(d, d, 0.0);\n\n    float noise = turb(dir + vec3(time, 0.0, 62.1 + time) * 0.05, vec3(480.0, 320.0, 480.0), lacunarity, gain);\n    noise = mix(noise, 0.0, 0.3);\n    //fade vertically.\n    vec4 mist = vec4(noise, noise, noise, 1.0) * (1.0 - coord.y);\n    mist.a = 1.0;\n\n    gl_FragColor = texture2D(uSampler, vTextureCoord) + mist;\n}\n",
        se = function(e) {
            function n(n) {
                e.call(this, oe, le.replace("${perlin}", ie)), this.uniforms.dimensions = new Float32Array(2), "number" == typeof n && (console.warn("GodrayFilter now uses options instead of (angle, gain, lacunarity, time)"), n = {
                    angle: n
                }, void 0 !== arguments[1] && (n.gain = arguments[1]), void 0 !== arguments[2] && (n.lacunarity = arguments[2]), void 0 !== arguments[3] && (n.time = arguments[3])), n = Object.assign({
                    angle: 30,
                    gain: .5,
                    lacunarity: 2.5,
                    time: 0,
                    parallel: !0,
                    center: [0, 0]
                }, n), this._angleLight = new t.Point, this.angle = n.angle, this.gain = n.gain, this.lacunarity = n.lacunarity, this.parallel = n.parallel, this.center = n.center, this.time = n.time
            }
            e && (n.__proto__ = e), n.prototype = Object.create(e && e.prototype), n.prototype.constructor = n;
            var r = {
                angle: {
                    configurable: !0
                },
                gain: {
                    configurable: !0
                },
                lacunarity: {
                    configurable: !0
                }
            };
            return n.prototype.apply = function(e, t, n, r) {
                var o = t.sourceFrame,
                    i = o.width,
                    l = o.height;
                this.uniforms.light = this.parallel ? this._angleLight : this.center, this.uniforms.parallel = this.parallel, this.uniforms.dimensions[0] = i, this.uniforms.dimensions[1] = l, this.uniforms.aspect = l / i, this.uniforms.time = this.time, e.applyFilter(this, t, n, r)
            }, r.angle.get = function() {
                return this._angle
            }, r.angle.set = function(e) {
                this._angle = e;
                var n = e * t.DEG_TO_RAD;
                this._angleLight.x = Math.cos(n), this._angleLight.y = Math.sin(n)
            }, r.gain.get = function() {
                return this.uniforms.gain
            }, r.gain.set = function(e) {
                this.uniforms.gain = e
            }, r.lacunarity.get = function() {
                return this.uniforms.lacunarity
            }, r.lacunarity.set = function(e) {
                this.uniforms.lacunarity = e
            }, Object.defineProperties(n.prototype, r), n
        }(t.Filter),
        ae = n,
        ue = "varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform vec4 filterArea;\n\nuniform vec2 uVelocity;\nuniform int uKernelSize;\nuniform float uOffset;\n\nconst int MAX_KERNEL_SIZE = 2048;\n\n// Notice:\n// the perfect way:\n//    int kernelSize = min(uKernelSize, MAX_KERNELSIZE);\n// BUT in real use-case , uKernelSize < MAX_KERNELSIZE almost always.\n// So use uKernelSize directly.\n\nvoid main(void)\n{\n    vec4 color = texture2D(uSampler, vTextureCoord);\n\n    if (uKernelSize == 0)\n    {\n        gl_FragColor = color;\n        return;\n    }\n\n    vec2 velocity = uVelocity / filterArea.xy;\n    float offset = -uOffset / length(uVelocity) - 0.5;\n    int k = uKernelSize - 1;\n\n    for(int i = 0; i < MAX_KERNEL_SIZE - 1; i++) {\n        if (i == k) {\n            break;\n        }\n        vec2 bias = velocity * (float(i) / float(k) + offset);\n        color += texture2D(uSampler, vTextureCoord + bias);\n    }\n    gl_FragColor = color / float(uKernelSize);\n}\n",
        ce = function(e) {
            function n(n, r, o) {
                void 0 === n && (n = [0, 0]), void 0 === r && (r = 5), void 0 === o && (o = 0), e.call(this, ae, ue), this.uniforms.uVelocity = new Float32Array(2), this._velocity = new t.ObservablePoint(this.velocityChanged, this), this.velocity = n, this.kernelSize = r, this.offset = o
            }
            e && (n.__proto__ = e), n.prototype = Object.create(e && e.prototype), n.prototype.constructor = n;
            var r = {
                velocity: {
                    configurable: !0
                },
                offset: {
                    configurable: !0
                }
            };
            return n.prototype.apply = function(e, t, n, r) {
                var o = this.velocity,
                    i = o.x,
                    l = o.y;
                this.uniforms.uKernelSize = 0 !== i || 0 !== l ? this.kernelSize : 0, e.applyFilter(this, t, n, r)
            }, r.velocity.set = function(e) {
                Array.isArray(e) ? this._velocity.set(e[0], e[1]) : (e instanceof t.Point || e instanceof t.ObservablePoint) && this._velocity.copy(e)
            }, r.velocity.get = function() {
                return this._velocity
            }, n.prototype.velocityChanged = function() {
                this.uniforms.uVelocity[0] = this._velocity.x, this.uniforms.uVelocity[1] = this._velocity.y
            }, r.offset.set = function(e) {
                this.uniforms.uOffset = e
            }, r.offset.get = function() {
                return this.uniforms.uOffset
            }, Object.defineProperties(n.prototype, r), n
        }(t.Filter),
        fe = n,
        he = "varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\n\nuniform float epsilon;\n\nconst int MAX_COLORS = %maxColors%;\n\nuniform vec3 originalColors[MAX_COLORS];\nuniform vec3 targetColors[MAX_COLORS];\n\nvoid main(void)\n{\n    gl_FragColor = texture2D(uSampler, vTextureCoord);\n\n    float alpha = gl_FragColor.a;\n    if (alpha < 0.0001)\n    {\n      return;\n    }\n\n    vec3 color = gl_FragColor.rgb / alpha;\n\n    for(int i = 0; i < MAX_COLORS; i++)\n    {\n      vec3 origColor = originalColors[i];\n      if (origColor.r < 0.0)\n      {\n        break;\n      }\n      vec3 colorDiff = origColor - color;\n      if (length(colorDiff) < epsilon)\n      {\n        vec3 targetColor = targetColors[i];\n        gl_FragColor = vec4((targetColor + colorDiff) * alpha, alpha);\n        return;\n      }\n    }\n}\n",
        pe = function(e) {
            function n(t, n, r) {
                void 0 === n && (n = .05), void 0 === r && (r = null), r = r || t.length, e.call(this, fe, he.replace(/%maxColors%/g, r)), this.epsilon = n, this._maxColors = r, this._replacements = null, this.uniforms.originalColors = new Float32Array(3 * r), this.uniforms.targetColors = new Float32Array(3 * r), this.replacements = t
            }
            e && (n.__proto__ = e), n.prototype = Object.create(e && e.prototype), n.prototype.constructor = n;
            var r = {
                replacements: {
                    configurable: !0
                },
                maxColors: {
                    configurable: !0
                },
                epsilon: {
                    configurable: !0
                }
            };
            return r.replacements.set = function(e) {
                var n = this.uniforms.originalColors,
                    r = this.uniforms.targetColors,
                    o = e.length;
                if (o > this._maxColors) throw "Length of replacements (" + o + ") exceeds the maximum colors length (" + this._maxColors + ")";
                n[3 * o] = -1;
                for (var i = 0; i < o; i++) {
                    var l = e[i],
                        s = l[0];
                    "number" == typeof s ? s = t.utils.hex2rgb(s) : l[0] = t.utils.rgb2hex(s), n[3 * i] = s[0], n[3 * i + 1] = s[1], n[3 * i + 2] = s[2];
                    var a = l[1];
                    "number" == typeof a ? a = t.utils.hex2rgb(a) : l[1] = t.utils.rgb2hex(a), r[3 * i] = a[0], r[3 * i + 1] = a[1], r[3 * i + 2] = a[2]
                }
                this._replacements = e
            }, r.replacements.get = function() {
                return this._replacements
            }, n.prototype.refresh = function() {
                this.replacements = this._replacements
            }, r.maxColors.get = function() {
                return this._maxColors
            }, r.epsilon.set = function(e) {
                this.uniforms.epsilon = e
            }, r.epsilon.get = function() {
                return this.uniforms.epsilon
            }, Object.defineProperties(n.prototype, r), n
        }(t.Filter),
        de = n,
        me = "varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform vec4 filterArea;\nuniform vec2 dimensions;\n\nuniform float sepia;\nuniform float noise;\nuniform float noiseSize;\nuniform float scratch;\nuniform float scratchDensity;\nuniform float scratchWidth;\nuniform float vignetting;\nuniform float vignettingAlpha;\nuniform float vignettingBlur;\nuniform float seed;\n\nconst float SQRT_2 = 1.414213;\nconst vec3 SEPIA_RGB = vec3(112.0 / 255.0, 66.0 / 255.0, 20.0 / 255.0);\n\nfloat rand(vec2 co) {\n    return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);\n}\n\nvec3 Overlay(vec3 src, vec3 dst)\n{\n    // if (dst <= 0.5) then: 2 * src * dst\n    // if (dst > 0.5) then: 1 - 2 * (1 - dst) * (1 - src)\n    return vec3((dst.x <= 0.5) ? (2.0 * src.x * dst.x) : (1.0 - 2.0 * (1.0 - dst.x) * (1.0 - src.x)),\n                (dst.y <= 0.5) ? (2.0 * src.y * dst.y) : (1.0 - 2.0 * (1.0 - dst.y) * (1.0 - src.y)),\n                (dst.z <= 0.5) ? (2.0 * src.z * dst.z) : (1.0 - 2.0 * (1.0 - dst.z) * (1.0 - src.z)));\n}\n\n\nvoid main()\n{\n    gl_FragColor = texture2D(uSampler, vTextureCoord);\n    vec3 color = gl_FragColor.rgb;\n\n    if (sepia > 0.0)\n    {\n        float gray = (color.x + color.y + color.z) / 3.0;\n        vec3 grayscale = vec3(gray);\n\n        color = Overlay(SEPIA_RGB, grayscale);\n\n        color = grayscale + sepia * (color - grayscale);\n    }\n\n    vec2 coord = vTextureCoord * filterArea.xy / dimensions.xy;\n\n    if (vignetting > 0.0)\n    {\n        float outter = SQRT_2 - vignetting * SQRT_2;\n        vec2 dir = vec2(vec2(0.5, 0.5) - coord);\n        dir.y *= dimensions.y / dimensions.x;\n        float darker = clamp((outter - length(dir) * SQRT_2) / ( 0.00001 + vignettingBlur * SQRT_2), 0.0, 1.0);\n        color.rgb *= darker + (1.0 - darker) * (1.0 - vignettingAlpha);\n    }\n\n    if (scratchDensity > seed && scratch != 0.0)\n    {\n        float phase = seed * 256.0;\n        float s = mod(floor(phase), 2.0);\n        float dist = 1.0 / scratchDensity;\n        float d = distance(coord, vec2(seed * dist, abs(s - seed * dist)));\n        if (d < seed * 0.6 + 0.4)\n        {\n            highp float period = scratchDensity * 10.0;\n\n            float xx = coord.x * period + phase;\n            float aa = abs(mod(xx, 0.5) * 4.0);\n            float bb = mod(floor(xx / 0.5), 2.0);\n            float yy = (1.0 - bb) * aa + bb * (2.0 - aa);\n\n            float kk = 2.0 * period;\n            float dw = scratchWidth / dimensions.x * (0.75 + seed);\n            float dh = dw * kk;\n\n            float tine = (yy - (2.0 - dh));\n\n            if (tine > 0.0) {\n                float _sign = sign(scratch);\n\n                tine = s * tine / period + scratch + 0.1;\n                tine = clamp(tine + 1.0, 0.5 + _sign * 0.5, 1.5 + _sign * 0.5);\n\n                color.rgb *= tine;\n            }\n        }\n    }\n\n    if (noise > 0.0 && noiseSize > 0.0)\n    {\n        vec2 pixelCoord = vTextureCoord.xy * filterArea.xy;\n        pixelCoord.x = floor(pixelCoord.x / noiseSize);\n        pixelCoord.y = floor(pixelCoord.y / noiseSize);\n        // vec2 d = pixelCoord * noiseSize * vec2(1024.0 + seed * 512.0, 1024.0 - seed * 512.0);\n        // float _noise = snoise(d) * 0.5;\n        float _noise = rand(pixelCoord * noiseSize * seed) - 0.5;\n        color += _noise * noise;\n    }\n\n    gl_FragColor.rgb = color;\n}\n",
        ge = function(e) {
            function t(t, n) {
                void 0 === n && (n = 0), e.call(this, de, me), this.uniforms.dimensions = new Float32Array(2), "number" == typeof t ? (this.seed = t, t = null) : this.seed = n, Object.assign(this, {
                    sepia: .3,
                    noise: .3,
                    noiseSize: 1,
                    scratch: .5,
                    scratchDensity: .3,
                    scratchWidth: 1,
                    vignetting: .3,
                    vignettingAlpha: 1,
                    vignettingBlur: .3
                }, t)
            }
            e && (t.__proto__ = e), t.prototype = Object.create(e && e.prototype), t.prototype.constructor = t;
            var n = {
                sepia: {
                    configurable: !0
                },
                noise: {
                    configurable: !0
                },
                noiseSize: {
                    configurable: !0
                },
                scratch: {
                    configurable: !0
                },
                scratchDensity: {
                    configurable: !0
                },
                scratchWidth: {
                    configurable: !0
                },
                vignetting: {
                    configurable: !0
                },
                vignettingAlpha: {
                    configurable: !0
                },
                vignettingBlur: {
                    configurable: !0
                }
            };
            return t.prototype.apply = function(e, t, n, r) {
                this.uniforms.dimensions[0] = t.sourceFrame.width, this.uniforms.dimensions[1] = t.sourceFrame.height, this.uniforms.seed = this.seed, e.applyFilter(this, t, n, r)
            }, n.sepia.set = function(e) {
                this.uniforms.sepia = e
            }, n.sepia.get = function() {
                return this.uniforms.sepia
            }, n.noise.set = function(e) {
                this.uniforms.noise = e
            }, n.noise.get = function() {
                return this.uniforms.noise
            }, n.noiseSize.set = function(e) {
                this.uniforms.noiseSize = e
            }, n.noiseSize.get = function() {
                return this.uniforms.noiseSize
            }, n.scratch.set = function(e) {
                this.uniforms.scratch = e
            }, n.scratch.get = function() {
                return this.uniforms.scratch
            }, n.scratchDensity.set = function(e) {
                this.uniforms.scratchDensity = e
            }, n.scratchDensity.get = function() {
                return this.uniforms.scratchDensity
            }, n.scratchWidth.set = function(e) {
                this.uniforms.scratchWidth = e
            }, n.scratchWidth.get = function() {
                return this.uniforms.scratchWidth
            }, n.vignetting.set = function(e) {
                this.uniforms.vignetting = e
            }, n.vignetting.get = function() {
                return this.uniforms.vignetting
            }, n.vignettingAlpha.set = function(e) {
                this.uniforms.vignettingAlpha = e
            }, n.vignettingAlpha.get = function() {
                return this.uniforms.vignettingAlpha
            }, n.vignettingBlur.set = function(e) {
                this.uniforms.vignettingBlur = e
            }, n.vignettingBlur.get = function() {
                return this.uniforms.vignettingBlur
            }, Object.defineProperties(t.prototype, n), t
        }(t.Filter),
        ve = n,
        xe = "varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\n\nuniform vec2 thickness;\nuniform vec4 outlineColor;\nuniform vec4 filterClamp;\n\nconst float DOUBLE_PI = 3.14159265358979323846264 * 2.;\n\nvoid main(void) {\n    vec4 ownColor = texture2D(uSampler, vTextureCoord);\n    vec4 curColor;\n    float maxAlpha = 0.;\n    vec2 displaced;\n    for (float angle = 0.; angle <= DOUBLE_PI; angle += ${angleStep}) {\n        displaced.x = vTextureCoord.x + thickness.x * cos(angle);\n        displaced.y = vTextureCoord.y + thickness.y * sin(angle);\n        curColor = texture2D(uSampler, clamp(displaced, filterClamp.xy, filterClamp.zw));\n        maxAlpha = max(maxAlpha, curColor.a);\n    }\n    float resultAlpha = max(maxAlpha, ownColor.a);\n    gl_FragColor = vec4((ownColor.rgb + outlineColor.rgb * (1. - ownColor.a)) * resultAlpha, resultAlpha);\n}\n",
        ye = function(e) {
            function n(t, r, o) {
                void 0 === t && (t = 1), void 0 === r && (r = 0), void 0 === o && (o = .1);
                var i = Math.max(o * n.MAX_SAMPLES, n.MIN_SAMPLES),
                    l = (2 * Math.PI / i).toFixed(7);
                e.call(this, ve, xe.replace(/\$\{angleStep\}/, l)), this.uniforms.thickness = new Float32Array([0, 0]), this.thickness = t, this.uniforms.outlineColor = new Float32Array([0, 0, 0, 1]), this.color = r, this.quality = o
            }
            e && (n.__proto__ = e), n.prototype = Object.create(e && e.prototype), n.prototype.constructor = n;
            var r = {
                color: {
                    configurable: !0
                }
            };
            return n.prototype.apply = function(e, t, n, r) {
                this.uniforms.thickness[0] = this.thickness / t.size.width, this.uniforms.thickness[1] = this.thickness / t.size.height, e.applyFilter(this, t, n, r)
            }, r.color.get = function() {
                return t.utils.rgb2hex(this.uniforms.outlineColor)
            }, r.color.set = function(e) {
                t.utils.hex2rgb(e, this.uniforms.outlineColor)
            }, Object.defineProperties(n.prototype, r), n
        }(t.Filter);
    ye.MIN_SAMPLES = 1, ye.MAX_SAMPLES = 100;
    var be = n,
        _e = "precision mediump float;\n\nvarying vec2 vTextureCoord;\n\nuniform vec2 size;\nuniform sampler2D uSampler;\n\nuniform vec4 filterArea;\n\nvec2 mapCoord( vec2 coord )\n{\n    coord *= filterArea.xy;\n    coord += filterArea.zw;\n\n    return coord;\n}\n\nvec2 unmapCoord( vec2 coord )\n{\n    coord -= filterArea.zw;\n    coord /= filterArea.xy;\n\n    return coord;\n}\n\nvec2 pixelate(vec2 coord, vec2 size)\n{\n\treturn floor( coord / size ) * size;\n}\n\nvoid main(void)\n{\n    vec2 coord = mapCoord(vTextureCoord);\n\n    coord = pixelate(coord, size);\n\n    coord = unmapCoord(coord);\n\n    gl_FragColor = texture2D(uSampler, coord);\n}\n",
        Ce = function(e) {
            function t(t) {
                void 0 === t && (t = 10), e.call(this, be, _e), this.size = t
            }
            e && (t.__proto__ = e), t.prototype = Object.create(e && e.prototype), t.prototype.constructor = t;
            var n = {
                size: {
                    configurable: !0
                }
            };
            return n.size.get = function() {
                return this.uniforms.size
            }, n.size.set = function(e) {
                "number" == typeof e && (e = [e, e]), this.uniforms.size = e
            }, Object.defineProperties(t.prototype, n), t
        }(t.Filter),
        Se = n,
        Fe = "varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform vec4 filterArea;\n\nuniform float uRadian;\nuniform vec2 uCenter;\nuniform float uRadius;\nuniform int uKernelSize;\n\nconst int MAX_KERNEL_SIZE = 2048;\n\nvoid main(void)\n{\n    vec4 color = texture2D(uSampler, vTextureCoord);\n\n    if (uKernelSize == 0)\n    {\n        gl_FragColor = color;\n        return;\n    }\n\n    float aspect = filterArea.y / filterArea.x;\n    vec2 center = uCenter.xy / filterArea.xy;\n    float gradient = uRadius / filterArea.x * 0.3;\n    float radius = uRadius / filterArea.x - gradient * 0.5;\n    int k = uKernelSize - 1;\n\n    vec2 coord = vTextureCoord;\n    vec2 dir = vec2(center - coord);\n    float dist = length(vec2(dir.x, dir.y * aspect));\n\n    float radianStep = uRadian;\n    if (radius >= 0.0 && dist > radius) {\n        float delta = dist - radius;\n        float gap = gradient;\n        float scale = 1.0 - abs(delta / gap);\n        if (scale <= 0.0) {\n            gl_FragColor = color;\n            return;\n        }\n        radianStep *= scale;\n    }\n    radianStep /= float(k);\n\n    float s = sin(radianStep);\n    float c = cos(radianStep);\n    mat2 rotationMatrix = mat2(vec2(c, -s), vec2(s, c));\n\n    for(int i = 0; i < MAX_KERNEL_SIZE - 1; i++) {\n        if (i == k) {\n            break;\n        }\n\n        coord -= center;\n        coord.y *= aspect;\n        coord = rotationMatrix * coord;\n        coord.y /= aspect;\n        coord += center;\n\n        vec4 sample = texture2D(uSampler, coord);\n\n        // switch to pre-multiplied alpha to correctly blur transparent images\n        // sample.rgb *= sample.a;\n\n        color += sample;\n    }\n\n    gl_FragColor = color / float(uKernelSize);\n}\n",
        ze = function(e) {
            function t(t, n, r, o) {
                void 0 === t && (t = 0), void 0 === n && (n = [0, 0]), void 0 === r && (r = 5), void 0 === o && (o = -1), e.call(this, Se, Fe), this._angle = 0, this.angle = t, this.center = n, this.kernelSize = r, this.radius = o
            }
            e && (t.__proto__ = e), t.prototype = Object.create(e && e.prototype), t.prototype.constructor = t;
            var n = {
                angle: {
                    configurable: !0
                },
                center: {
                    configurable: !0
                },
                radius: {
                    configurable: !0
                }
            };
            return t.prototype.apply = function(e, t, n, r) {
                this.uniforms.uKernelSize = 0 !== this._angle ? this.kernelSize : 0, e.applyFilter(this, t, n, r)
            }, n.angle.set = function(e) {
                this._angle = e, this.uniforms.uRadian = e * Math.PI / 180
            }, n.angle.get = function() {
                return this._angle
            }, n.center.get = function() {
                return this.uniforms.uCenter
            }, n.center.set = function(e) {
                this.uniforms.uCenter = e
            }, n.radius.get = function() {
                return this.uniforms.uRadius
            }, n.radius.set = function(e) {
                (e < 0 || e === 1 / 0) && (e = -1), this.uniforms.uRadius = e
            }, Object.defineProperties(t.prototype, n), t
        }(t.Filter),
        Ae = n,
        we = "varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\n\nuniform vec4 filterArea;\nuniform vec4 filterClamp;\nuniform vec2 dimensions;\n\nuniform bool mirror;\nuniform float boundary;\nuniform vec2 amplitude;\nuniform vec2 waveLength;\nuniform vec2 alpha;\nuniform float time;\n\nfloat rand(vec2 co) {\n    return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);\n}\n\nvoid main(void)\n{\n    vec2 pixelCoord = vTextureCoord.xy * filterArea.xy;\n    vec2 coord = pixelCoord / dimensions;\n\n    if (coord.y < boundary) {\n        gl_FragColor = texture2D(uSampler, vTextureCoord);\n        return;\n    }\n\n    float k = (coord.y - boundary) / (1. - boundary + 0.0001);\n    float areaY = boundary * dimensions.y / filterArea.y;\n    float v = areaY + areaY - vTextureCoord.y;\n    float y = mirror ? v : vTextureCoord.y;\n\n    float _amplitude = ((amplitude.y - amplitude.x) * k + amplitude.x ) / filterArea.x;\n    float _waveLength = ((waveLength.y - waveLength.x) * k + waveLength.x) / filterArea.y;\n    float _alpha = (alpha.y - alpha.x) * k + alpha.x;\n\n    float x = vTextureCoord.x + cos(v * 6.28 / _waveLength - time) * _amplitude;\n    x = clamp(x, filterClamp.x, filterClamp.z);\n\n    vec4 color = texture2D(uSampler, vec2(x, y));\n\n    gl_FragColor = color * _alpha;\n}\n",
        Te = function(e) {
            function t(t) {
                e.call(this, Ae, we), this.uniforms.amplitude = new Float32Array(2), this.uniforms.waveLength = new Float32Array(2), this.uniforms.alpha = new Float32Array(2), this.uniforms.dimensions = new Float32Array(2), Object.assign(this, {
                    mirror: !0,
                    boundary: .5,
                    amplitude: [0, 20],
                    waveLength: [30, 100],
                    alpha: [1, 1],
                    time: 0
                }, t)
            }
            e && (t.__proto__ = e), t.prototype = Object.create(e && e.prototype), t.prototype.constructor = t;
            var n = {
                mirror: {
                    configurable: !0
                },
                boundary: {
                    configurable: !0
                },
                amplitude: {
                    configurable: !0
                },
                waveLength: {
                    configurable: !0
                },
                alpha: {
                    configurable: !0
                }
            };
            return t.prototype.apply = function(e, t, n, r) {
                this.uniforms.dimensions[0] = t.sourceFrame.width, this.uniforms.dimensions[1] = t.sourceFrame.height, this.uniforms.time = this.time, e.applyFilter(this, t, n, r)
            }, n.mirror.set = function(e) {
                this.uniforms.mirror = e
            }, n.mirror.get = function() {
                return this.uniforms.mirror
            }, n.boundary.set = function(e) {
                this.uniforms.boundary = e
            }, n.boundary.get = function() {
                return this.uniforms.boundary
            }, n.amplitude.set = function(e) {
                this.uniforms.amplitude[0] = e[0], this.uniforms.amplitude[1] = e[1]
            }, n.amplitude.get = function() {
                return this.uniforms.amplitude
            }, n.waveLength.set = function(e) {
                this.uniforms.waveLength[0] = e[0], this.uniforms.waveLength[1] = e[1]
            }, n.waveLength.get = function() {
                return this.uniforms.waveLength
            }, n.alpha.set = function(e) {
                this.uniforms.alpha[0] = e[0], this.uniforms.alpha[1] = e[1]
            }, n.alpha.get = function() {
                return this.uniforms.alpha
            }, Object.defineProperties(t.prototype, n), t
        }(t.Filter),
        De = n,
        Oe = "precision mediump float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform vec4 filterArea;\nuniform vec2 red;\nuniform vec2 green;\nuniform vec2 blue;\n\nvoid main(void)\n{\n   gl_FragColor.r = texture2D(uSampler, vTextureCoord + red/filterArea.xy).r;\n   gl_FragColor.g = texture2D(uSampler, vTextureCoord + green/filterArea.xy).g;\n   gl_FragColor.b = texture2D(uSampler, vTextureCoord + blue/filterArea.xy).b;\n   gl_FragColor.a = texture2D(uSampler, vTextureCoord).a;\n}\n",
        Pe = function(e) {
            function t(t, n, r) {
                void 0 === t && (t = [-10, 0]), void 0 === n && (n = [0, 10]), void 0 === r && (r = [0, 0]), e.call(this, De, Oe), this.red = t, this.green = n, this.blue = r
            }
            e && (t.__proto__ = e), t.prototype = Object.create(e && e.prototype), t.prototype.constructor = t;
            var n = {
                red: {
                    configurable: !0
                },
                green: {
                    configurable: !0
                },
                blue: {
                    configurable: !0
                }
            };
            return n.red.get = function() {
                return this.uniforms.red
            }, n.red.set = function(e) {
                this.uniforms.red = e
            }, n.green.get = function() {
                return this.uniforms.green
            }, n.green.set = function(e) {
                this.uniforms.green = e
            }, n.blue.get = function() {
                return this.uniforms.blue
            }, n.blue.set = function(e) {
                this.uniforms.blue = e
            }, Object.defineProperties(t.prototype, n), t
        }(t.Filter),
        Me = n,
        Re = "varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform vec4 filterArea;\nuniform vec4 filterClamp;\n\nuniform vec2 center;\n\nuniform float amplitude;\nuniform float wavelength;\n// uniform float power;\nuniform float brightness;\nuniform float speed;\nuniform float radius;\n\nuniform float time;\n\nconst float PI = 3.14159;\n\nvoid main()\n{\n    float halfWavelength = wavelength * 0.5 / filterArea.x;\n    float maxRadius = radius / filterArea.x;\n    float currentRadius = time * speed / filterArea.x;\n\n    float fade = 1.0;\n\n    if (maxRadius > 0.0) {\n        if (currentRadius > maxRadius) {\n            gl_FragColor = texture2D(uSampler, vTextureCoord);\n            return;\n        }\n        fade = 1.0 - pow(currentRadius / maxRadius, 2.0);\n    }\n\n    vec2 dir = vec2(vTextureCoord - center / filterArea.xy);\n    dir.y *= filterArea.y / filterArea.x;\n    float dist = length(dir);\n\n    if (dist <= 0.0 || dist < currentRadius - halfWavelength || dist > currentRadius + halfWavelength) {\n        gl_FragColor = texture2D(uSampler, vTextureCoord);\n        return;\n    }\n\n    vec2 diffUV = normalize(dir);\n\n    float diff = (dist - currentRadius) / halfWavelength;\n\n    float p = 1.0 - pow(abs(diff), 2.0);\n\n    // float powDiff = diff * pow(p, 2.0) * ( amplitude * fade );\n    float powDiff = 1.25 * sin(diff * PI) * p * ( amplitude * fade );\n\n    vec2 offset = diffUV * powDiff / filterArea.xy;\n\n    // Do clamp :\n    vec2 coord = vTextureCoord + offset;\n    vec2 clampedCoord = clamp(coord, filterClamp.xy, filterClamp.zw);\n    vec4 color = texture2D(uSampler, clampedCoord);\n    if (coord != clampedCoord) {\n        color *= max(0.0, 1.0 - length(coord - clampedCoord));\n    }\n\n    // No clamp :\n    // gl_FragColor = texture2D(uSampler, vTextureCoord + offset);\n\n    color.rgb *= 1.0 + (brightness - 1.0) * p * fade;\n\n    gl_FragColor = color;\n}\n",
        je = function(e) {
            function t(t, n, r) {
                void 0 === t && (t = [0, 0]), void 0 === n && (n = {}), void 0 === r && (r = 0), e.call(this, Me, Re), this.center = t, Array.isArray(n) && (console.warn("Deprecated Warning: ShockwaveFilter params Array has been changed to options Object."), n = {}), n = Object.assign({
                    amplitude: 30,
                    wavelength: 160,
                    brightness: 1,
                    speed: 500,
                    radius: -1
                }, n), this.amplitude = n.amplitude, this.wavelength = n.wavelength, this.brightness = n.brightness, this.speed = n.speed, this.radius = n.radius, this.time = r
            }
            e && (t.__proto__ = e), t.prototype = Object.create(e && e.prototype), t.prototype.constructor = t;
            var n = {
                center: {
                    configurable: !0
                },
                amplitude: {
                    configurable: !0
                },
                wavelength: {
                    configurable: !0
                },
                brightness: {
                    configurable: !0
                },
                speed: {
                    configurable: !0
                },
                radius: {
                    configurable: !0
                }
            };
            return t.prototype.apply = function(e, t, n, r) {
                this.uniforms.time = this.time, e.applyFilter(this, t, n, r)
            }, n.center.get = function() {
                return this.uniforms.center
            }, n.center.set = function(e) {
                this.uniforms.center = e
            }, n.amplitude.get = function() {
                return this.uniforms.amplitude
            }, n.amplitude.set = function(e) {
                this.uniforms.amplitude = e
            }, n.wavelength.get = function() {
                return this.uniforms.wavelength
            }, n.wavelength.set = function(e) {
                this.uniforms.wavelength = e
            }, n.brightness.get = function() {
                return this.uniforms.brightness
            }, n.brightness.set = function(e) {
                this.uniforms.brightness = e
            }, n.speed.get = function() {
                return this.uniforms.speed
            }, n.speed.set = function(e) {
                this.uniforms.speed = e
            }, n.radius.get = function() {
                return this.uniforms.radius
            }, n.radius.set = function(e) {
                this.uniforms.radius = e
            }, Object.defineProperties(t.prototype, n), t
        }(t.Filter),
        Le = n,
        ke = "varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform sampler2D uLightmap;\nuniform vec4 filterArea;\nuniform vec2 dimensions;\nuniform vec4 ambientColor;\nvoid main() {\n    vec4 diffuseColor = texture2D(uSampler, vTextureCoord);\n    vec2 lightCoord = (vTextureCoord * filterArea.xy) / dimensions;\n    vec4 light = texture2D(uLightmap, lightCoord);\n    vec3 ambient = ambientColor.rgb * ambientColor.a;\n    vec3 intensity = ambient + light.rgb;\n    vec3 finalColor = diffuseColor.rgb * intensity;\n    gl_FragColor = vec4(finalColor, diffuseColor.a);\n}\n",
        Ie = function(e) {
            function n(t, n, r) {
                void 0 === n && (n = 0), void 0 === r && (r = 1), e.call(this, Le, ke), this.uniforms.dimensions = new Float32Array(2), this.uniforms.ambientColor = new Float32Array([0, 0, 0, r]), this.texture = t, this.color = n
            }
            e && (n.__proto__ = e), n.prototype = Object.create(e && e.prototype), n.prototype.constructor = n;
            var r = {
                texture: {
                    configurable: !0
                },
                color: {
                    configurable: !0
                },
                alpha: {
                    configurable: !0
                }
            };
            return n.prototype.apply = function(e, t, n, r) {
                this.uniforms.dimensions[0] = t.sourceFrame.width, this.uniforms.dimensions[1] = t.sourceFrame.height, e.applyFilter(this, t, n, r)
            }, r.texture.get = function() {
                return this.uniforms.uLightmap
            }, r.texture.set = function(e) {
                this.uniforms.uLightmap = e
            }, r.color.set = function(e) {
                var n = this.uniforms.ambientColor;
                "number" == typeof e ? (t.utils.hex2rgb(e, n), this._color = e) : (n[0] = e[0], n[1] = e[1], n[2] = e[2], n[3] = e[3], this._color = t.utils.rgb2hex(n))
            }, r.color.get = function() {
                return this._color
            }, r.alpha.get = function() {
                return this.uniforms.ambientColor[3]
            }, r.alpha.set = function(e) {
                this.uniforms.ambientColor[3] = e
            }, Object.defineProperties(n.prototype, r), n
        }(t.Filter),
        Ee = n,
        Be = "varying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform float blur;\nuniform float gradientBlur;\nuniform vec2 start;\nuniform vec2 end;\nuniform vec2 delta;\nuniform vec2 texSize;\n\nfloat random(vec3 scale, float seed)\n{\n    return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);\n}\n\nvoid main(void)\n{\n    vec4 color = vec4(0.0);\n    float total = 0.0;\n\n    float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);\n    vec2 normal = normalize(vec2(start.y - end.y, end.x - start.x));\n    float radius = smoothstep(0.0, 1.0, abs(dot(vTextureCoord * texSize - start, normal)) / gradientBlur) * blur;\n\n    for (float t = -30.0; t <= 30.0; t++)\n    {\n        float percent = (t + offset - 0.5) / 30.0;\n        float weight = 1.0 - abs(percent);\n        vec4 sample = texture2D(uSampler, vTextureCoord + delta / texSize * percent * radius);\n        sample.rgb *= sample.a;\n        color += sample * weight;\n        total += weight;\n    }\n\n    color /= total;\n    color.rgb /= color.a + 0.00001;\n\n    gl_FragColor = color;\n}\n",
        Xe = function(e) {
            function n(n, r, o, i) {
                void 0 === n && (n = 100), void 0 === r && (r = 600), void 0 === o && (o = null), void 0 === i && (i = null), e.call(this, Ee, Be), this.uniforms.blur = n, this.uniforms.gradientBlur = r, this.uniforms.start = o || new t.Point(0, window.innerHeight / 2), this.uniforms.end = i || new t.Point(600, window.innerHeight / 2), this.uniforms.delta = new t.Point(30, 30), this.uniforms.texSize = new t.Point(window.innerWidth, window.innerHeight), this.updateDelta()
            }
            e && (n.__proto__ = e), n.prototype = Object.create(e && e.prototype), n.prototype.constructor = n;
            var r = {
                blur: {
                    configurable: !0
                },
                gradientBlur: {
                    configurable: !0
                },
                start: {
                    configurable: !0
                },
                end: {
                    configurable: !0
                }
            };
            return n.prototype.updateDelta = function() {
                this.uniforms.delta.x = 0, this.uniforms.delta.y = 0
            }, r.blur.get = function() {
                return this.uniforms.blur
            }, r.blur.set = function(e) {
                this.uniforms.blur = e
            }, r.gradientBlur.get = function() {
                return this.uniforms.gradientBlur
            }, r.gradientBlur.set = function(e) {
                this.uniforms.gradientBlur = e
            }, r.start.get = function() {
                return this.uniforms.start
            }, r.start.set = function(e) {
                this.uniforms.start = e, this.updateDelta()
            }, r.end.get = function() {
                return this.uniforms.end
            }, r.end.set = function(e) {
                this.uniforms.end = e, this.updateDelta()
            }, Object.defineProperties(n.prototype, r), n
        }(t.Filter),
        qe = function(e) {
            function t() {
                e.apply(this, arguments)
            }
            return e && (t.__proto__ = e), t.prototype = Object.create(e && e.prototype), t.prototype.constructor = t, t.prototype.updateDelta = function() {
                var e = this.uniforms.end.x - this.uniforms.start.x,
                    t = this.uniforms.end.y - this.uniforms.start.y,
                    n = Math.sqrt(e * e + t * t);
                this.uniforms.delta.x = e / n, this.uniforms.delta.y = t / n
            }, t
        }(Xe),
        Ne = function(e) {
            function t() {
                e.apply(this, arguments)
            }
            return e && (t.__proto__ = e), t.prototype = Object.create(e && e.prototype), t.prototype.constructor = t, t.prototype.updateDelta = function() {
                var e = this.uniforms.end.x - this.uniforms.start.x,
                    t = this.uniforms.end.y - this.uniforms.start.y,
                    n = Math.sqrt(e * e + t * t);
                this.uniforms.delta.x = -t / n, this.uniforms.delta.y = e / n
            }, t
        }(Xe),
        We = function(e) {
            function t(t, n, r, o) {
                void 0 === t && (t = 100), void 0 === n && (n = 600), void 0 === r && (r = null), void 0 === o && (o = null), e.call(this), this.tiltShiftXFilter = new qe(t, n, r, o), this.tiltShiftYFilter = new Ne(t, n, r, o)
            }
            e && (t.__proto__ = e), t.prototype = Object.create(e && e.prototype), t.prototype.constructor = t;
            var n = {
                blur: {
                    configurable: !0
                },
                gradientBlur: {
                    configurable: !0
                },
                start: {
                    configurable: !0
                },
                end: {
                    configurable: !0
                }
            };
            return t.prototype.apply = function(e, t, n) {
                var r = e.getRenderTarget(!0);
                this.tiltShiftXFilter.apply(e, t, r), this.tiltShiftYFilter.apply(e, r, n), e.returnRenderTarget(r)
            }, n.blur.get = function() {
                return this.tiltShiftXFilter.blur
            }, n.blur.set = function(e) {
                this.tiltShiftXFilter.blur = this.tiltShiftYFilter.blur = e
            }, n.gradientBlur.get = function() {
                return this.tiltShiftXFilter.gradientBlur
            }, n.gradientBlur.set = function(e) {
                this.tiltShiftXFilter.gradientBlur = this.tiltShiftYFilter.gradientBlur = e
            }, n.start.get = function() {
                return this.tiltShiftXFilter.start
            }, n.start.set = function(e) {
                this.tiltShiftXFilter.start = this.tiltShiftYFilter.start = e
            }, n.end.get = function() {
                return this.tiltShiftXFilter.end
            }, n.end.set = function(e) {
                this.tiltShiftXFilter.end = this.tiltShiftYFilter.end = e
            }, Object.defineProperties(t.prototype, n), t
        }(t.Filter),
        Ge = n,
        Ke = "varying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform float radius;\nuniform float angle;\nuniform vec2 offset;\nuniform vec4 filterArea;\n\nvec2 mapCoord( vec2 coord )\n{\n    coord *= filterArea.xy;\n    coord += filterArea.zw;\n\n    return coord;\n}\n\nvec2 unmapCoord( vec2 coord )\n{\n    coord -= filterArea.zw;\n    coord /= filterArea.xy;\n\n    return coord;\n}\n\nvec2 twist(vec2 coord)\n{\n    coord -= offset;\n\n    float dist = length(coord);\n\n    if (dist < radius)\n    {\n        float ratioDist = (radius - dist) / radius;\n        float angleMod = ratioDist * ratioDist * angle;\n        float s = sin(angleMod);\n        float c = cos(angleMod);\n        coord = vec2(coord.x * c - coord.y * s, coord.x * s + coord.y * c);\n    }\n\n    coord += offset;\n\n    return coord;\n}\n\nvoid main(void)\n{\n\n    vec2 coord = mapCoord(vTextureCoord);\n\n    coord = twist(coord);\n\n    coord = unmapCoord(coord);\n\n    gl_FragColor = texture2D(uSampler, coord );\n\n}\n",
        Ye = function(e) {
            function t(t, n, r) {
                void 0 === t && (t = 200), void 0 === n && (n = 4), void 0 === r && (r = 20), e.call(this, Ge, Ke), this.radius = t, this.angle = n, this.padding = r
            }
            e && (t.__proto__ = e), t.prototype = Object.create(e && e.prototype), t.prototype.constructor = t;
            var n = {
                offset: {
                    configurable: !0
                },
                radius: {
                    configurable: !0
                },
                angle: {
                    configurable: !0
                }
            };
            return n.offset.get = function() {
                return this.uniforms.offset
            }, n.offset.set = function(e) {
                this.uniforms.offset = e
            }, n.radius.get = function() {
                return this.uniforms.radius
            }, n.radius.set = function(e) {
                this.uniforms.radius = e
            }, n.angle.get = function() {
                return this.uniforms.angle
            }, n.angle.set = function(e) {
                this.uniforms.angle = e
            }, Object.defineProperties(t.prototype, n), t
        }(t.Filter),
        Qe = n,
        Ue = "varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform vec4 filterArea;\n\nuniform vec2 uCenter;\nuniform float uStrength;\nuniform float uInnerRadius;\nuniform float uRadius;\n\nconst float MAX_KERNEL_SIZE = 32.0;\n\n// author: http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/\nhighp float rand(vec2 co, float seed) {\n    const highp float a = 12.9898, b = 78.233, c = 43758.5453;\n    highp float dt = dot(co + seed, vec2(a, b)), sn = mod(dt, 3.14159);\n    return fract(sin(sn) * c + seed);\n}\n\nvoid main() {\n\n    float minGradient = uInnerRadius * 0.3;\n    float innerRadius = (uInnerRadius + minGradient * 0.5) / filterArea.x;\n\n    float gradient = uRadius * 0.3;\n    float radius = (uRadius - gradient * 0.5) / filterArea.x;\n\n    float countLimit = MAX_KERNEL_SIZE;\n\n    vec2 dir = vec2(uCenter.xy / filterArea.xy - vTextureCoord);\n    float dist = length(vec2(dir.x, dir.y * filterArea.y / filterArea.x));\n\n    float strength = uStrength;\n\n    float delta = 0.0;\n    float gap;\n    if (dist < innerRadius) {\n        delta = innerRadius - dist;\n        gap = minGradient;\n    } else if (radius >= 0.0 && dist > radius) { // radius < 0 means it's infinity\n        delta = dist - radius;\n        gap = gradient;\n    }\n\n    if (delta > 0.0) {\n        float normalCount = gap / filterArea.x;\n        delta = (normalCount - delta) / normalCount;\n        countLimit *= delta;\n        strength *= delta;\n        if (countLimit < 1.0)\n        {\n            gl_FragColor = texture2D(uSampler, vTextureCoord);\n            return;\n        }\n    }\n\n    // randomize the lookup values to hide the fixed number of samples\n    float offset = rand(vTextureCoord, 0.0);\n\n    float total = 0.0;\n    vec4 color = vec4(0.0);\n\n    dir *= strength;\n\n    for (float t = 0.0; t < MAX_KERNEL_SIZE; t++) {\n        float percent = (t + offset) / MAX_KERNEL_SIZE;\n        float weight = 4.0 * (percent - percent * percent);\n        vec2 p = vTextureCoord + dir * percent;\n        vec4 sample = texture2D(uSampler, p);\n\n        // switch to pre-multiplied alpha to correctly blur transparent images\n        // sample.rgb *= sample.a;\n\n        color += sample * weight;\n        total += weight;\n\n        if (t > countLimit){\n            break;\n        }\n    }\n\n    color /= total;\n    // switch back from pre-multiplied alpha\n    // color.rgb /= color.a + 0.00001;\n\n    gl_FragColor = color;\n}\n",
        Ze = function(e) {
            function t(t, n, r, o) {
                void 0 === t && (t = .1), void 0 === n && (n = [0, 0]), void 0 === r && (r = 0), void 0 === o && (o = -1), e.call(this, Qe, Ue), this.center = n, this.strength = t, this.innerRadius = r, this.radius = o
            }
            e && (t.__proto__ = e), t.prototype = Object.create(e && e.prototype), t.prototype.constructor = t;
            var n = {
                center: {
                    configurable: !0
                },
                strength: {
                    configurable: !0
                },
                innerRadius: {
                    configurable: !0
                },
                radius: {
                    configurable: !0
                }
            };
            return n.center.get = function() {
                return this.uniforms.uCenter
            }, n.center.set = function(e) {
                this.uniforms.uCenter = e
            }, n.strength.get = function() {
                return this.uniforms.uStrength
            }, n.strength.set = function(e) {
                this.uniforms.uStrength = e
            }, n.innerRadius.get = function() {
                return this.uniforms.uInnerRadius
            }, n.innerRadius.set = function(e) {
                this.uniforms.uInnerRadius = e
            }, n.radius.get = function() {
                return this.uniforms.uRadius
            }, n.radius.set = function(e) {
                (e < 0 || e === 1 / 0) && (e = -1), this.uniforms.uRadius = e
            }, Object.defineProperties(t.prototype, n), t
        }(t.Filter);
    return e.AdjustmentFilter = o, e.AdvancedBloomFilter = p, e.AsciiFilter = g, e.BevelFilter = y, e.BloomFilter = F, e.BulgePinchFilter = w, e.ColorMapFilter = O, e.ColorReplaceFilter = R, e.ConvolutionFilter = k, e.CrossHatchFilter = B, e.CRTFilter = N, e.DotFilter = K, e.DropShadowFilter = U, e.EmbossFilter = H, e.GlitchFilter = ee, e.GlowFilter = re, e.GodrayFilter = se, e.KawaseBlurFilter = a, e.MotionBlurFilter = ce, e.MultiColorReplaceFilter = pe, e.OldFilmFilter = ge, e.OutlineFilter = ye, e.PixelateFilter = Ce, e.RadialBlurFilter = ze, e.ReflectionFilter = Te, e.RGBSplitFilter = Pe, e.ShockwaveFilter = je, e.SimpleLightmapFilter = Ie, e.TiltShiftFilter = We, e.TiltShiftAxisFilter = Xe, e.TiltShiftXFilter = qe, e.TiltShiftYFilter = Ne, e.TwistFilter = Ye, e.ZoomBlurFilter = Ze, e
}({}, PIXI);
Object.assign(PIXI.filters, this ? this.__filters : __filters);
//# sourceMappingURL=pixi-filters.js.map