/**
 * Minified by jsDelivr using Terser v5.39.0.
 * Original file: /npm/@pixi/filter-godray@5.1.1/dist/filter-godray.js
 *
 * Do NOT use SRI with dynamically generated files! More information: https://www.jsdelivr.com/using-sri-with-dynamic-files
 */
"use strict";
/*!
 * @pixi/filter-godray - v5.1.1
 * Compiled Wed, 11 Jan 2023 23:10:33 UTC
 *
 * @pixi/filter-godray is licensed under the MIT License.
 * http://www.opensource.org/licenses/mit-license
 */Object.defineProperty(exports,"__esModule",{value:!0});var t=require("@pixi/core"),s="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}",g="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",v="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;\nuniform float alpha;\n\n${perlin}\n\nvoid main(void) {\n    vec2 coord = vTextureCoord * filterArea.xy / dimensions.xy;\n\n    float d;\n\n    if (parallel) {\n        float _cos = light.x;\n        float _sin = light.y;\n        d = (_cos * coord.x) + (_sin * coord.y * aspect);\n    } else {\n        float dx = coord.x - light.x / dimensions.x;\n        float dy = (coord.y - light.y / dimensions.y) * aspect;\n        float dis = sqrt(dx * dx + dy * dy) + 0.00001;\n        d = dy / dis;\n    }\n\n    vec3 dir = vec3(d, d, 0.0);\n\n    float noise = turb(dir + vec3(time, 0.0, 62.1 + time) * 0.05, vec3(480.0, 320.0, 480.0), lacunarity, gain);\n    noise = mix(noise, 0.0, 0.3);\n    //fade vertically.\n    vec4 mist = vec4(noise, noise, noise, 1.0) * (1.0 - coord.y);\n    mist.a = 1.0;\n    // apply user alpha\n    mist *= alpha;\n\n    gl_FragColor = texture2D(uSampler, vTextureCoord) + mist;\n\n}\n";const r=class extends t.Filter{constructor(n){super(s,v.replace("${perlin}",g)),this.parallel=!0,this.time=0,this._angle=0,this.uniforms.dimensions=new Float32Array(2);const e=Object.assign(r.defaults,n);this._angleLight=new t.Point,this.angle=e.angle,this.gain=e.gain,this.lacunarity=e.lacunarity,this.alpha=e.alpha,this.parallel=e.parallel,this.center=e.center,this.time=e.time}apply(n,e,t,i){const{width:r,height:a}=e.filterFrame;this.uniforms.light=this.parallel?this._angleLight:this.center,this.uniforms.parallel=this.parallel,this.uniforms.dimensions[0]=r,this.uniforms.dimensions[1]=a,this.uniforms.aspect=a/r,this.uniforms.time=this.time,this.uniforms.alpha=this.alpha,n.applyFilter(this,e,t,i)}get angle(){return this._angle}set angle(n){this._angle=n;const e=n*t.DEG_TO_RAD;this._angleLight.x=Math.cos(e),this._angleLight.y=Math.sin(e)}get gain(){return this.uniforms.gain}set gain(n){this.uniforms.gain=n}get lacunarity(){return this.uniforms.lacunarity}set lacunarity(n){this.uniforms.lacunarity=n}get alpha(){return this.uniforms.alpha}set alpha(n){this.uniforms.alpha=n}};let o=r;o.defaults={angle:30,gain:.5,lacunarity:2.5,time:0,parallel:!0,center:[0,0],alpha:1},exports.GodrayFilter=o;
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