remove obsolete files
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@ -1,182 +0,0 @@
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// https://github.com/ironwallaby/delaunay/blob/master/delaunay.js
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function Triangle(a, b, c) {
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this.a = a
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this.b = b
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this.c = c
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var A = b.x - a.x,
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B = b.y - a.y,
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C = c.x - a.x,
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D = c.y - a.y,
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E = A * (a.x + b.x) + B * (a.y + b.y),
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F = C * (a.x + c.x) + D * (a.y + c.y),
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G = 2 * (A * (c.y - b.y) - B * (c.x - b.x)),
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minx, miny, dx, dy
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/* If the points of the triangle are collinear, then just find the
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* extremes and use the midpoint as the center of the circumcircle. */
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if(Math.abs(G) < 0.000001) {
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minx = Math.min(a.x, b.x, c.x)
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miny = Math.min(a.y, b.y, c.y)
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dx = (Math.max(a.x, b.x, c.x) - minx) * 0.5
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dy = (Math.max(a.y, b.y, c.y) - miny) * 0.5
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this.x = minx + dx
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this.y = miny + dy
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this.r = dx * dx + dy * dy
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}
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else {
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this.x = (D*E - B*F) / G
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this.y = (A*F - C*E) / G
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dx = this.x - a.x
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dy = this.y - a.y
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this.r = dx * dx + dy * dy
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}
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}
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Triangle.prototype.draw = function(ctx) {
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ctx.beginPath()
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ctx.moveTo(this.a.x, this.a.y)
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ctx.lineTo(this.b.x, this.b.y)
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ctx.lineTo(this.c.x, this.c.y)
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ctx.closePath()
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ctx.stroke()
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}
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function byX(a, b) {
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return b.x - a.x
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}
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function dedup(edges) {
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var j = edges.length,
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a, b, i, m, n
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outer: while(j) {
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b = edges[--j]
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a = edges[--j]
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i = j
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while(i) {
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n = edges[--i]
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m = edges[--i]
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if((a === m && b === n) || (a === n && b === m)) {
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edges.splice(j, 2)
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edges.splice(i, 2)
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j -= 2
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continue outer
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}
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}
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}
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}
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function triangulate(vertices) {
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/* Bail if there aren't enough vertices to form any triangles. */
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if(vertices.length < 3)
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return []
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/* Ensure the vertex array is in order of descending X coordinate
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* (which is needed to ensure a subquadratic runtime), and then find
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* the bounding box around the points. */
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vertices.sort(byX)
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var i = vertices.length - 1,
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xmin = vertices[i].x,
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xmax = vertices[0].x,
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ymin = vertices[i].y,
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ymax = ymin
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while(i--) {
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if(vertices[i].y < ymin) ymin = vertices[i].y
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if(vertices[i].y > ymax) ymax = vertices[i].y
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}
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/* Find a supertriangle, which is a triangle that surrounds all the
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* vertices. This is used like something of a sentinel value to remove
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* cases in the main algorithm, and is removed before we return any
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* results.
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*
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* Once found, put it in the "open" list. (The "open" list is for
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* triangles who may still need to be considered; the "closed" list is
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* for triangles which do not.) */
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var dx = xmax - xmin,
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dy = ymax - ymin,
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dmax = (dx > dy) ? dx : dy,
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xmid = (xmax + xmin) * 0.5,
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ymid = (ymax + ymin) * 0.5,
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open = [
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new Triangle(
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{x: xmid - 20 * dmax, y: ymid - dmax, __sentinel: true},
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{x: xmid , y: ymid + 20 * dmax, __sentinel: true},
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{x: xmid + 20 * dmax, y: ymid - dmax, __sentinel: true}
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)
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],
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closed = [],
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edges = [],
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j, a, b
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/* Incrementally add each vertex to the mesh. */
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i = vertices.length
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while(i--) {
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/* For each open triangle, check to see if the current point is
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* inside it's circumcircle. If it is, remove the triangle and add
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* it's edges to an edge list. */
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edges.length = 0
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j = open.length
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while(j--) {
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/* If this point is to the right of this triangle's circumcircle,
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* then this triangle should never get checked again. Remove it
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* from the open list, add it to the closed list, and skip. */
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dx = vertices[i].x - open[j].x
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if(dx > 0 && dx * dx > open[j].r) {
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closed.push(open[j])
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open.splice(j, 1)
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continue
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}
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/* If not, skip this triangle. */
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dy = vertices[i].y - open[j].y
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if(dx * dx + dy * dy > open[j].r)
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continue
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/* Remove the triangle and add it's edges to the edge list. */
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edges.push(
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open[j].a, open[j].b,
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open[j].b, open[j].c,
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open[j].c, open[j].a
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)
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open.splice(j, 1)
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}
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/* Remove any doubled edges. */
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dedup(edges)
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/* Add a new triangle for each edge. */
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j = edges.length
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while(j) {
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b = edges[--j]
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a = edges[--j]
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open.push(new Triangle(a, b, vertices[i]))
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}
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}
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/* Copy any remaining open triangles to the closed list, and then
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* remove any triangles that share a vertex with the supertriangle. */
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Array.prototype.push.apply(closed, open)
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i = closed.length
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while(i--)
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if(closed[i].a.__sentinel ||
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closed[i].b.__sentinel ||
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closed[i].c.__sentinel)
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closed.splice(i, 1)
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/* Yay, we're done! */
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return closed
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}
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if (typeof module !== 'undefined') {
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module.exports = {
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Triangle: Triangle,
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triangulate: triangulate
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}
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}
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@ -1,338 +0,0 @@
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/*global define*/
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/*
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Superfast Blur - a fast Box Blur For Canvas
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Version: 0.5
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Author: Mario Klingemann
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Contact: mario@quasimondo.com
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Website: http://www.quasimondo.com/BoxBlurForCanvas
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Twitter: @quasimondo
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In case you find this class useful - especially in commercial projects -
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I am not totally unhappy for a small donation to my PayPal account
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mario@quasimondo.de
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Or support me on flattr:
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https://flattr.com/thing/140066/Superfast-Blur-a-pretty-fast-Box-Blur-Effect-for-CanvasJavascript
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Copyright (c) 2011 Mario Klingemann
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Note by Georg Fischer (snorpey@gmail.com / @snorpey):
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While much of the original algorithm is still the same,
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I modified some parts of the script to fit my needs:
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- removed the iterations argument
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- modified the functions to accept an imageData object
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instead of element ids to remove dependency on the
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document object.
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- added AMD / requirejs wrapper
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Permission is hereby granted, free of charge, to any person
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obtaining a copy of this software and associated documentation
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files (the "Software"), to deal in the Software without
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restriction, including without limitation the rights to use,
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copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following
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conditions:
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The above copyright notice and this permission notice shall be
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included in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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OTHER DEALINGS IN THE SOFTWARE.
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*/
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define(
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function()
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{
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var mul_table = [
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1,57,41,21,203,34,97,73,227,91,149,62,105,45,39,137,241,107,3,173,39,71,65,238,219,101,
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187,87,81,151,141,133,249,117,221,209,197,187,177,169,5,153,73,139,133,127,243,233,223,
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107,103,99,191,23,177,171,165,159,77,149,9,139,135,131,253,245,119,231,224,109,211,103,
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25,195,189,23,45,175,171,83,81,79,155,151,147,9,141,137,67,131,129,251,123,30,235,115,
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113,221,217,53,13,51,50,49,193,189,185,91,179,175,43,169,83,163,5,79,155,19,75,147,145,
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143,35,69,17,67,33,65,255,251,247,243,239,59,29,229,113,111,219,27,213,105,207,51,201,
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199,49,193,191,47,93,183,181,179,11,87,43,85,167,165,163,161,159,157,155,77,19,75,37,
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73,145,143,141,35,138,137,135,67,33,131,129,255,63,250,247,61,121,239,237,117,29,229,
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227,225,111,55,109,216,213,211,209,207,205,203,201,199,197,195,193,48,190,47,93,185,
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183,181,179,178,176,175,173,171,85,21,167,165,41,163,161,5,79,157,78,154,153,19,75,
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149,74,147,73,144,143,71,141,140,139,137,17,135,134,133,66,131,65,129,1
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];
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var shg_table = [
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0,9,10,10,14,12,14,14,16,15,16,15,16,15,15,17,18,17,12,18,16,17,17,19,19,18,19,18,18,
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19,19,19,20,19,20,20,20,20,20,20,15,20,19,20,20,20,21,21,21,20,20,20,21,18,21,21,21,
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21,20,21,17,21,21,21,22,22,21,22,22,21,22,21,19,22,22,19,20,22,22,21,21,21,22,22,22,
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18,22,22,21,22,22,23,22,20,23,22,22,23,23,21,19,21,21,21,23,23,23,22,23,23,21,23,22,
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23,18,22,23,20,22,23,23,23,21,22,20,22,21,22,24,24,24,24,24,22,21,24,23,23,24,21,24,
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23,24,22,24,24,22,24,24,22,23,24,24,24,20,23,22,23,24,24,24,24,24,24,24,23,21,23,22,
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23,24,24,24,22,24,24,24,23,22,24,24,25,23,25,25,23,24,25,25,24,22,25,25,25,24,23,24,
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25,25,25,25,25,25,25,25,25,25,25,25,23,25,23,24,25,25,25,25,25,25,25,25,25,24,22,25,
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25,23,25,25,20,24,25,24,25,25,22,24,25,24,25,24,25,25,24,25,25,25,25,22,25,25,25,24,
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25,24,25,18
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];
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function boxBlurCanvas( image_data, radius, blur_alpha_channel )
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{
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var result = image_data;
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if ( ! ( isNaN( radius ) || radius < 1 ) )
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{
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if ( blur_alpha_channel )
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{
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result = boxBlurCanvasRGBA( image_data, radius );
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}
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else
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{
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result = boxBlurCanvasRGB( image_data, radius );
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}
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}
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return result;
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}
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function boxBlurCanvasRGBA( image_data, radius )
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{
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radius |= 0;
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var pixels = image_data.data;
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var width = image_data.width;
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var height = image_data.height;
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var rsum, gsum, bsum, asum, x, y, i, p, p1, p2, yp, yi, yw, idx, pa;
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var wm = width - 1;
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var hm = height - 1;
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var wh = width * height;
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var rad1 = radius + 1;
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var mul_sum = mul_table[radius];
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var shg_sum = shg_table[radius];
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var r = [ ];
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var g = [ ];
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var b = [ ];
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var a = [ ];
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var vmin = [ ];
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var vmax = [ ];
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yw = yi = 0;
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for ( y = 0; y < height; y++ )
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{
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rsum = pixels[yw] * rad1;
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gsum = pixels[yw + 1] * rad1;
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bsum = pixels[yw + 2] * rad1;
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asum = pixels[yw + 3] * rad1;
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for ( i = 1; i <= radius; i++ )
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{
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p = yw + ( ( ( i > wm ? wm : i ) ) << 2 );
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rsum += pixels[p++];
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gsum += pixels[p++];
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bsum += pixels[p++];
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asum += pixels[p];
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}
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for ( x = 0; x < width; x++ )
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{
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r[yi] = rsum;
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g[yi] = gsum;
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b[yi] = bsum;
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a[yi] = asum;
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if ( y === 0 )
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{
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vmin[x] = ( ( p = x + rad1) < wm ? p : wm ) << 2;
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vmax[x] = ( ( p = x - radius) > 0 ? p << 2 : 0 );
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}
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p1 = yw + vmin[x];
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p2 = yw + vmax[x];
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rsum += pixels[p1++] - pixels[p2++];
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gsum += pixels[p1++] - pixels[p2++];
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bsum += pixels[p1++] - pixels[p2++];
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asum += pixels[p1] - pixels[p2];
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yi++;
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}
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yw += ( width << 2 );
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}
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for ( x = 0; x < width; x++ )
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{
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yp = x;
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rsum = r[yp] * rad1;
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gsum = g[yp] * rad1;
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bsum = b[yp] * rad1;
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asum = a[yp] * rad1;
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for ( i = 1; i <= radius; i++ )
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{
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yp += ( i > hm ? 0 : width );
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rsum += r[yp];
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gsum += g[yp];
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bsum += b[yp];
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asum += a[yp];
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}
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yi = x << 2;
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for ( y = 0; y < height; y++ )
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{
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pixels[yi + 3] = pa = ( asum * mul_sum ) >>> shg_sum;
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if ( pa > 0 )
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{
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pa = 255 / pa;
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pixels[yi] = ( ( rsum * mul_sum ) >>> shg_sum ) * pa;
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pixels[yi+1] = ( ( gsum * mul_sum ) >>> shg_sum ) * pa;
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pixels[yi+2] = ( ( bsum * mul_sum ) >>> shg_sum ) * pa;
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}
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else
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{
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pixels[yi] = pixels[yi + 1] = pixels[yi + 2] = 0;
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}
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if ( x === 0 )
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{
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vmin[y] = ( ( p = y + rad1) < hm ? p : hm ) * width;
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vmax[y] = ( ( p = y - radius) > 0 ? p * width : 0 );
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}
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p1 = x + vmin[y];
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p2 = x + vmax[y];
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rsum += r[p1] - r[p2];
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gsum += g[p1] - g[p2];
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bsum += b[p1] - b[p2];
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asum += a[p1] - a[p2];
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yi += width << 2;
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}
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}
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return image_data;
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}
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function boxBlurCanvasRGB( image_data, radius )
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{
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radius |= 0;
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var pixels = image_data.data;
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var width = image_data.width;
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var height = image_data.height;
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var rsum, gsum, bsum, asum, x, y, i, p, p1, p2, yp, yi, yw, idx;
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var wm = width - 1;
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var hm = height - 1;
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var wh = width * height;
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var rad1 = radius + 1;
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var r = [ ];
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var g = [ ];
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var b = [ ];
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var mul_sum = mul_table[radius];
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var shg_sum = shg_table[radius];
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var vmin = [ ];
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var vmax = [ ];
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yw = yi = 0;
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for ( y = 0; y < height; y++ )
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{
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rsum = pixels[yw] * rad1;
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gsum = pixels[yw + 1] * rad1;
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bsum = pixels[yw + 2] * rad1;
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for ( i = 1; i <= radius; i++ )
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{
|
||||
p = yw + ( ( ( i > wm ? wm : i ) ) << 2 );
|
||||
rsum += pixels[p++];
|
||||
gsum += pixels[p++];
|
||||
bsum += pixels[p++];
|
||||
}
|
||||
|
||||
for ( x = 0; x < width; x++ )
|
||||
{
|
||||
r[yi] = rsum;
|
||||
g[yi] = gsum;
|
||||
b[yi] = bsum;
|
||||
|
||||
if ( y === 0 )
|
||||
{
|
||||
vmin[x] = ( ( p = x + rad1) < wm ? p : wm ) << 2;
|
||||
vmax[x] = ( ( p = x - radius) > 0 ? p << 2 : 0 );
|
||||
}
|
||||
|
||||
p1 = yw + vmin[x];
|
||||
p2 = yw + vmax[x];
|
||||
|
||||
rsum += pixels[p1++] - pixels[p2++];
|
||||
gsum += pixels[p1++] - pixels[p2++];
|
||||
bsum += pixels[p1++] - pixels[p2++];
|
||||
|
||||
yi++;
|
||||
}
|
||||
|
||||
yw += ( width << 2 );
|
||||
}
|
||||
|
||||
for ( x = 0; x < width; x++ )
|
||||
{
|
||||
yp = x;
|
||||
rsum = r[yp] * rad1;
|
||||
gsum = g[yp] * rad1;
|
||||
bsum = b[yp] * rad1;
|
||||
|
||||
for ( i = 1; i <= radius; i++ )
|
||||
{
|
||||
yp += ( i > hm ? 0 : width );
|
||||
rsum += r[yp];
|
||||
gsum += g[yp];
|
||||
bsum += b[yp];
|
||||
}
|
||||
|
||||
yi = x << 2;
|
||||
|
||||
for ( y = 0; y < height; y++ )
|
||||
{
|
||||
pixels[yi] = (rsum * mul_sum) >>> shg_sum;
|
||||
pixels[yi+1] = (gsum * mul_sum) >>> shg_sum;
|
||||
pixels[yi+2] = (bsum * mul_sum) >>> shg_sum;
|
||||
|
||||
if ( x === 0 )
|
||||
{
|
||||
vmin[y] = ( ( p = y + rad1) < hm ? p : hm ) * width;
|
||||
vmax[y] = ( ( p = y - radius) > 0 ? p * width : 0 );
|
||||
}
|
||||
|
||||
p1 = x + vmin[y];
|
||||
p2 = x + vmax[y];
|
||||
|
||||
rsum += r[p1] - r[p2];
|
||||
gsum += g[p1] - g[p2];
|
||||
bsum += b[p1] - b[p2];
|
||||
|
||||
yi += width << 2;
|
||||
}
|
||||
}
|
||||
|
||||
return image_data;
|
||||
}
|
||||
|
||||
return boxBlurCanvas;
|
||||
}
|
||||
);
|
||||
Loading…
x
Reference in New Issue
Block a user