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Object model for HTML5 canvas, and SVG-to-canvas parser. Backed by jsdom and node-canvas.

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{"version":3,"file":"Saturation.mjs","names":[],"sources":["../../../src/filters/Saturation.ts"],"sourcesContent":["import { BaseFilter } from './BaseFilter';\nimport type { T2DPipelineState, TWebGLUniformLocationMap } from './typedefs';\nimport { classRegistry } from '../ClassRegistry';\nimport { fragmentSource } from './shaders/saturation';\n\nexport type SaturationOwnProps = {\n saturation: number;\n};\n\nexport const saturationDefaultValues: SaturationOwnProps = {\n saturation: 0,\n};\n\n/**\n * Saturate filter class\n * @example\n * const filter = new Saturation({\n * saturation: 1\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */\nexport class Saturation extends BaseFilter<'Saturation', SaturationOwnProps> {\n /**\n * Saturation value, from -1 to 1.\n * Increases/decreases the color saturation.\n * A value of 0 has no effect.\n *\n * @param {Number} saturation\n */\n declare saturation: SaturationOwnProps['saturation'];\n\n static type = 'Saturation';\n\n static defaults = saturationDefaultValues;\n\n static uniformLocations = ['uSaturation'];\n\n getFragmentSource() {\n return fragmentSource;\n }\n\n /**\n * Apply the Saturation operation to a Uint8ClampedArray representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n */\n applyTo2d({ imageData: { data } }: T2DPipelineState) {\n const adjust = -this.saturation;\n for (let i = 0; i < data.length; i += 4) {\n const r = data[i];\n const g = data[i + 1];\n const b = data[i + 2];\n const max = Math.max(r, g, b);\n data[i] += max !== r ? (max - r) * adjust : 0;\n data[i + 1] += max !== g ? (max - g) * adjust : 0;\n data[i + 2] += max !== b ? (max - b) * adjust : 0;\n }\n }\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData(\n gl: WebGLRenderingContext,\n uniformLocations: TWebGLUniformLocationMap,\n ) {\n gl.uniform1f(uniformLocations.uSaturation, -this.saturation);\n }\n\n isNeutralState() {\n return this.saturation === 0;\n }\n}\n\nclassRegistry.setClass(Saturation);\n"],"mappings":";;;;;AASA,MAAa,0BAA8C,EACzD,YAAY,GACb;;;;;;;;;;AAWD,IAAa,aAAb,cAAgC,WAA6C;CAgB3E,oBAAoB;AAClB,SAAO;;;;;;;;CAST,UAAU,EAAE,WAAW,EAAE,UAA4B;EACnD,MAAM,SAAS,CAAC,KAAK;AACrB,OAAK,IAAI,IAAI,GAAG,IAAI,KAAK,QAAQ,KAAK,GAAG;GACvC,MAAM,IAAI,KAAK;GACf,MAAM,IAAI,KAAK,IAAI;GACnB,MAAM,IAAI,KAAK,IAAI;GACnB,MAAM,MAAM,KAAK,IAAI,GAAG,GAAG,EAAE;AAC7B,QAAK,MAAM,QAAQ,KAAK,MAAM,KAAK,SAAS;AAC5C,QAAK,IAAI,MAAM,QAAQ,KAAK,MAAM,KAAK,SAAS;AAChD,QAAK,IAAI,MAAM,QAAQ,KAAK,MAAM,KAAK,SAAS;;;;;;;;;CAUpD,gBACE,IACA,kBACA;AACA,KAAG,UAAU,iBAAiB,aAAa,CAAC,KAAK,WAAW;;CAG9D,iBAAiB;AACf,SAAO,KAAK,eAAe;;;4BA3CtB,QAAO,aAAa;4BAEpB,YAAW,wBAAwB;4BAEnC,oBAAmB,CAAC,cAAc,CAAC;AA2C5C,cAAc,SAAS,WAAW"}