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@pixi/filter-shockwave

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@pixi/filter-shockwave - npm Package Compare versions

Comparing version 2.6.0 to 2.6.1

4

lib/filter-shockwave.es.js
/*!
* @pixi/filter-shockwave - v2.6.0
* Compiled Wed, 28 Feb 2018 22:04:57 UTC
* @pixi/filter-shockwave - v2.6.1
* Compiled Thu, 03 May 2018 14:20:43 UTC
*

@@ -5,0 +5,0 @@ * @pixi/filter-shockwave is licensed under the MIT License.

/*!
* @pixi/filter-shockwave - v2.6.0
* Compiled Wed, 28 Feb 2018 22:04:57 UTC
* @pixi/filter-shockwave - v2.6.1
* Compiled Thu, 03 May 2018 14:20:43 UTC
*

@@ -8,3 +8,3 @@ * @pixi/filter-shockwave is licensed under the MIT License.

*/
!function(e,t){"object"==typeof exports&&"undefined"!=typeof module?t(exports,require("pixi.js")):"function"==typeof define&&define.amd?define(["exports","pixi.js"],t):t(e.__filters={},e.PIXI)}(this,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;\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",i=function(e){function t(t,i,o){void 0===t&&(t=[0,0]),void 0===i&&(i={}),void 0===o&&(o=0),e.call(this,n,r),this.center=t,Array.isArray(i)&&(console.warn("Deprecated Warning: ShockwaveFilter params Array has been changed to options Object."),i={}),i=Object.assign({amplitude:30,wavelength:160,brightness:1,speed:500,radius:-1},i),this.amplitude=i.amplitude,this.wavelength=i.wavelength,this.brightness=i.brightness,this.speed=i.speed,this.radius=i.radius,this.time=o}e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t;var i={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)},i.center.get=function(){return this.uniforms.center},i.center.set=function(e){this.uniforms.center=e},i.amplitude.get=function(){return this.uniforms.amplitude},i.amplitude.set=function(e){this.uniforms.amplitude=e},i.wavelength.get=function(){return this.uniforms.wavelength},i.wavelength.set=function(e){this.uniforms.wavelength=e},i.brightness.get=function(){return this.uniforms.brightness},i.brightness.set=function(e){this.uniforms.brightness=e},i.speed.get=function(){return this.uniforms.speed},i.speed.set=function(e){this.uniforms.speed=e},i.radius.get=function(){return this.uniforms.radius},i.radius.set=function(e){this.uniforms.radius=e},Object.defineProperties(t.prototype,i),t}(t.Filter);e.ShockwaveFilter=i,Object.defineProperty(e,"__esModule",{value:!0})}),Object.assign(PIXI.filters,this.__filters);
!function(e,t){"object"==typeof exports&&"undefined"!=typeof module?t(exports,require("pixi.js")):"function"==typeof define&&define.amd?define(["exports","pixi.js"],t):t(e.__filters={},e.PIXI)}(this,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;\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",i=function(e){function t(t,i,o){void 0===t&&(t=[0,0]),void 0===i&&(i={}),void 0===o&&(o=0),e.call(this,n,r),this.center=t,Array.isArray(i)&&(console.warn("Deprecated Warning: ShockwaveFilter params Array has been changed to options Object."),i={}),i=Object.assign({amplitude:30,wavelength:160,brightness:1,speed:500,radius:-1},i),this.amplitude=i.amplitude,this.wavelength=i.wavelength,this.brightness=i.brightness,this.speed=i.speed,this.radius=i.radius,this.time=o}e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t;var i={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)},i.center.get=function(){return this.uniforms.center},i.center.set=function(e){this.uniforms.center=e},i.amplitude.get=function(){return this.uniforms.amplitude},i.amplitude.set=function(e){this.uniforms.amplitude=e},i.wavelength.get=function(){return this.uniforms.wavelength},i.wavelength.set=function(e){this.uniforms.wavelength=e},i.brightness.get=function(){return this.uniforms.brightness},i.brightness.set=function(e){this.uniforms.brightness=e},i.speed.get=function(){return this.uniforms.speed},i.speed.set=function(e){this.uniforms.speed=e},i.radius.get=function(){return this.uniforms.radius},i.radius.set=function(e){this.uniforms.radius=e},Object.defineProperties(t.prototype,i),t}(t.Filter);e.ShockwaveFilter=i,Object.defineProperty(e,"__esModule",{value:!0})}),Object.assign(PIXI.filters,this?this.__filters:__filters);
//# sourceMappingURL=filter-shockwave.js.map
{
"name": "@pixi/filter-shockwave",
"version": "2.6.0",
"version": "2.6.1",
"main": "lib/filter-shockwave.js",

@@ -5,0 +5,0 @@ "description": "PixiJS v4 filter to apply a shockwave-type effect",

@@ -8,3 +8,3 @@ # ShockwaveFilter

```bash
npm install @pixi/filter-ascii
npm install @pixi/filter-shockwave
```

@@ -15,3 +15,3 @@

```js
import {ShockwaveFilter} from '@pixi/filter-ascii';
import {ShockwaveFilter} from '@pixi/filter-shockwave';
import {Container} from 'pixi.js';

@@ -25,2 +25,2 @@

See https://pixijs.github.io/pixi-filters/docs
See https://pixijs.github.io/pixi-filters/docs
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