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phaser

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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.

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/** * @author Benjamin D. Richards <benjamindrichards@gmail.com> * @copyright 2013-2026 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Class = require('../../../../utils/Class'); var BaseFilterShader = require('./BaseFilterShader'); var ShaderSourceFS = require('../../shaders/FilterBlurMed-frag.js'); /** * @classdesc * This RenderNode renders the BlurMed filter effect. * This is a medium quality blur filter. * It should not be used directly. * It is intended to be called by the FilterBlur filter * based on the quality setting of the controller it is running. * * @class FilterBlurMed * @extends Phaser.Renderer.WebGL.RenderNodes.BaseFilterShader * @memberof Phaser.Renderer.WebGL.RenderNodes * @constructor * @since 4.0.0 * @param {Phaser.Renderer.WebGL.RenderNodes.RenderNodeManager} manager - The manager that owns this RenderNode. */ var FilterBlurMed = new Class({ Extends: BaseFilterShader, initialize: function FilterBlurMed (manager) { BaseFilterShader.call(this, 'FilterBlurMed', manager, null, ShaderSourceFS); }, /** * Sets the WebGL shader uniforms required by the blur fragment shader. * * Called once per render pass before the blur is drawn. It uploads the * current render target dimensions as `resolution`, the blur spread * amount as `strength`, the tint as `color`, and the directional * blur axis as `offset` (a two-component vector containing the * horizontal and vertical offset values from the controller). * * @method Phaser.Renderer.WebGL.RenderNodes.FilterBlurMed#setupUniforms * @since 4.0.0 * @param {Phaser.Filters.Blur} controller - The Blur filter controller providing the uniform values. * @param {Phaser.Renderer.WebGL.DrawingContext} drawingContext - The current drawing context, used to read the render target dimensions. */ setupUniforms: function (controller, drawingContext) { var programManager = this.programManager; programManager.setUniform('resolution', [ drawingContext.width, drawingContext.height ]); programManager.setUniform('strength', controller.strength); programManager.setUniform('color', controller.color); programManager.setUniform('offset', [ controller.x, controller.y ]); } }); module.exports = FilterBlurMed;