<html><head><meta name="color-scheme" content="light dark"></head><body><pre style="word-wrap: break-word; white-space: pre-wrap;">/*!
 * @pixi/filter-glow - v5.2.1
 * Compiled Thu, 31 Aug 2023 09:18:38 UTC
 *
 * @pixi/filter-glow is licensed under the MIT License.
 * http://www.opensource.org/licenses/mit-license
 */var __filters=function(t,o){"use strict";var i=`attribute vec2 aVertexPosition;
attribute vec2 aTextureCoord;

uniform mat3 projectionMatrix;

varying vec2 vTextureCoord;

void main(void)
{
    gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);
    vTextureCoord = aTextureCoord;
}`,u=`varying vec2 vTextureCoord;
varying vec4 vColor;

uniform sampler2D uSampler;

uniform float outerStrength;
uniform float innerStrength;

uniform vec4 glowColor;

uniform vec4 filterArea;
uniform vec4 filterClamp;
uniform bool knockout;
uniform float alpha;

const float PI = 3.14159265358979323846264;

const float DIST = __DIST__;
const float ANGLE_STEP_SIZE = min(__ANGLE_STEP_SIZE__, PI * 2.0);
const float ANGLE_STEP_NUM = ceil(PI * 2.0 / ANGLE_STEP_SIZE);

const float MAX_TOTAL_ALPHA = ANGLE_STEP_NUM * DIST * (DIST + 1.0) / 2.0;

void main(void) {
    vec2 px = vec2(1.0 / filterArea.x, 1.0 / filterArea.y);

    float totalAlpha = 0.0;

    vec2 direction;
    vec2 displaced;
    vec4 curColor;

    for (float angle = 0.0; angle &lt; PI * 2.0; angle += ANGLE_STEP_SIZE) {
       direction = vec2(cos(angle), sin(angle)) * px;

       for (float curDistance = 0.0; curDistance &lt; DIST; curDistance++) {
           displaced = clamp(vTextureCoord + direction * 
                   (curDistance + 1.0), filterClamp.xy, filterClamp.zw);

           curColor = texture2D(uSampler, displaced);

           totalAlpha += (DIST - curDistance) * curColor.a;
       }
    }
    
    curColor = texture2D(uSampler, vTextureCoord);

    float alphaRatio = (totalAlpha / MAX_TOTAL_ALPHA);

    float innerGlowAlpha = (1.0 - alphaRatio) * innerStrength * curColor.a;
    float innerGlowStrength = min(1.0, innerGlowAlpha);
    
    vec4 innerColor = mix(curColor, glowColor, innerGlowStrength);

    float outerGlowAlpha = alphaRatio * outerStrength * (1. - curColor.a);
    float outerGlowStrength = min(1.0 - innerColor.a, outerGlowAlpha);

    if (knockout) {
      float resultAlpha = (outerGlowAlpha + innerGlowAlpha) * alpha;
      gl_FragColor = vec4(glowColor.rgb * resultAlpha, resultAlpha);
    }
    else {
      vec4 outerGlowColor = outerGlowStrength * glowColor.rgba * alpha;
      gl_FragColor = innerColor + outerGlowColor;
    }
}
`;const e=class extends o.Filter{constructor(n){const a=Object.assign({},e.defaults,n),{outerStrength:c,innerStrength:s,color:h,knockout:g,quality:f,alpha:p}=a,r=Math.round(a.distance);super(i,u.replace(/__ANGLE_STEP_SIZE__/gi,`${(1/f/r).toFixed(7)}`).replace(/__DIST__/gi,`${r.toFixed(0)}.0`)),this.uniforms.glowColor=new Float32Array([0,0,0,1]),this.uniforms.alpha=1,Object.assign(this,{color:h,outerStrength:c,innerStrength:s,padding:r,knockout:g,alpha:p})}get color(){return o.utils.rgb2hex(this.uniforms.glowColor)}set color(n){o.utils.hex2rgb(n,this.uniforms.glowColor)}get outerStrength(){return this.uniforms.outerStrength}set outerStrength(n){this.uniforms.outerStrength=n}get innerStrength(){return this.uniforms.innerStrength}set innerStrength(n){this.uniforms.innerStrength=n}get knockout(){return this.uniforms.knockout}set knockout(n){this.uniforms.knockout=n}get alpha(){return this.uniforms.alpha}set alpha(n){this.uniforms.alpha=n}};let l=e;return l.defaults={distance:10,outerStrength:4,innerStrength:0,color:16777215,quality:.1,knockout:!1,alpha:1},t.GlowFilter=l,Object.defineProperty(t,"__esModule",{value:!0}),t}({},PIXI);Object.assign(PIXI.filters,__filters);
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