API Docs for: 2.0.0
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File: src/pixi/filters/BlurXFilter.js

/**
 * @author Mat Groves http://matgroves.com/ @Doormat23
 */

/**
 * The BlurXFilter applies a horizontal Gaussian blur to an object.
 *
 * @class BlurXFilter
 * @extends AbstractFilter
 * @constructor
 */
PIXI.BlurXFilter = function()
{
    PIXI.AbstractFilter.call( this );

    this.passes = [this];

    // set the uniforms
    this.uniforms = {
        blur: {type: '1f', value: 1/512}
    };

    this.fragmentSrc = [
        'precision mediump float;',
        'varying vec2 vTextureCoord;',
        'varying vec4 vColor;',
        'uniform float blur;',
        'uniform sampler2D uSampler;',

        'void main(void) {',
        '   vec4 sum = vec4(0.0);',

        '   sum += texture2D(uSampler, vec2(vTextureCoord.x - 4.0*blur, vTextureCoord.y)) * 0.05;',
        '   sum += texture2D(uSampler, vec2(vTextureCoord.x - 3.0*blur, vTextureCoord.y)) * 0.09;',
        '   sum += texture2D(uSampler, vec2(vTextureCoord.x - 2.0*blur, vTextureCoord.y)) * 0.12;',
        '   sum += texture2D(uSampler, vec2(vTextureCoord.x - blur, vTextureCoord.y)) * 0.15;',
        '   sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y)) * 0.16;',
        '   sum += texture2D(uSampler, vec2(vTextureCoord.x + blur, vTextureCoord.y)) * 0.15;',
        '   sum += texture2D(uSampler, vec2(vTextureCoord.x + 2.0*blur, vTextureCoord.y)) * 0.12;',
        '   sum += texture2D(uSampler, vec2(vTextureCoord.x + 3.0*blur, vTextureCoord.y)) * 0.09;',
        '   sum += texture2D(uSampler, vec2(vTextureCoord.x + 4.0*blur, vTextureCoord.y)) * 0.05;',

        '   gl_FragColor = sum;',
        '}'
    ];
};

PIXI.BlurXFilter.prototype = Object.create( PIXI.AbstractFilter.prototype );
PIXI.BlurXFilter.prototype.constructor = PIXI.BlurXFilter;

/**
 * Sets the strength of both the blur.
 *
 * @property blur
 * @type Number the strength of the blur
 * @default 2
 */
Object.defineProperty(PIXI.BlurXFilter.prototype, 'blur', {
    get: function() {
        return this.uniforms.blur.value / (1/7000);
    },
    set: function(value) {

        this.dirty = true;
        this.uniforms.blur.value = (1/7000) * value;
    }
});