/*!
 * @pixi/filter-noise - v6.3.0
 * Compiled Wed, 23 Mar 2022 18:58:56 UTC
 *
 * @pixi/filter-noise is licensed under the MIT License.
 * http://www.opensource.org/licenses/mit-license
 */
this.PIXI = this.PIXI || {};
this.PIXI.filters = this.PIXI.filters || {};
var _pixi_filter_noise = (function (exports, core) {
    'use strict';

    /*! *****************************************************************************
    Copyright (c) Microsoft Corporation. All rights reserved.
    Licensed under the Apache License, Version 2.0 (the "License"); you may not use
    this file except in compliance with the License. You may obtain a copy of the
    License at http://www.apache.org/licenses/LICENSE-2.0

    THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
    KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED
    WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE,
    MERCHANTABLITY OR NON-INFRINGEMENT.

    See the Apache Version 2.0 License for specific language governing permissions
    and limitations under the License.
    ***************************************************************************** */
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    var fragment = "precision highp float;\n\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\n\nuniform float uNoise;\nuniform float uSeed;\nuniform sampler2D uSampler;\n\nfloat rand(vec2 co)\n{\n    return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);\n}\n\nvoid main()\n{\n    vec4 color = texture2D(uSampler, vTextureCoord);\n    float randomValue = rand(gl_FragCoord.xy * uSeed);\n    float diff = (randomValue - 0.5) * uNoise;\n\n    // Un-premultiply alpha before applying the color matrix. See issue #3539.\n    if (color.a > 0.0) {\n        color.rgb /= color.a;\n    }\n\n    color.r += diff;\n    color.g += diff;\n    color.b += diff;\n\n    // Premultiply alpha again.\n    color.rgb *= color.a;\n\n    gl_FragColor = color;\n}\n";

    /**
     * A Noise effect filter.
     *
     * original filter: https://github.com/evanw/glfx.js/blob/master/src/filters/adjust/noise.js
     *
     * @memberof PIXI.filters
     * @author Vico @vicocotea
     */
    var NoiseFilter = /** @class */ (function (_super) {
        __extends(NoiseFilter, _super);
        /**
         * @param {number} [noise=0.5] - The noise intensity, should be a normalized value in the range [0, 1].
         * @param {number} [seed] - A random seed for the noise generation. Default is `Math.random()`.
         */
        function NoiseFilter(noise, seed) {
            if (noise === void 0) { noise = 0.5; }
            if (seed === void 0) { seed = Math.random(); }
            var _this = _super.call(this, core.defaultFilterVertex, fragment, {
                uNoise: 0,
                uSeed: 0,
            }) || this;
            _this.noise = noise;
            _this.seed = seed;
            return _this;
        }
        Object.defineProperty(NoiseFilter.prototype, "noise", {
            /**
             * The amount of noise to apply, this value should be in the range (0, 1].
             *
             * @default 0.5
             */
            get: function () {
                return this.uniforms.uNoise;
            },
            set: function (value) {
                this.uniforms.uNoise = value;
            },
            enumerable: false,
            configurable: true
        });
        Object.defineProperty(NoiseFilter.prototype, "seed", {
            /** A seed value to apply to the random noise generation. `Math.random()` is a good value to use. */
            get: function () {
                return this.uniforms.uSeed;
            },
            set: function (value) {
                this.uniforms.uSeed = value;
            },
            enumerable: false,
            configurable: true
        });
        return NoiseFilter;
    }(core.Filter));

    exports.NoiseFilter = NoiseFilter;

    return exports;

}({}, PIXI));
Object.assign(this.PIXI.filters, _pixi_filter_noise);
//# sourceMappingURL=filter-noise.js.map
