//============================================================================= // Olivia Engine - Horror Effects - for RPG Maker MV version 1.6.1 // Olivia_HorrorEffects.js //============================================================================= /*: * @plugindesc for RPG Maker MV version 1.6.1. * @author Fallen Angel Olivia * * @help * This is a RPG Maker MV plugin that will allow you to add visual horror * effects to your game's title screen, maps, events, pictures, battle, etc. * You can turn on individual effects at a time or multiple simultaneously. The * effects include a noise effect, a glitch effect, and a TV effect, which is * commonly seen used in most horror films. Now, you can use these effects in * RPG Maker MV, too! * * Be warned that this plugin was made in RPG Maker MV 1.6.1 and is untested in * lower versions so I cannot guarantee if it will work. To update to the * latest version, please download the update here to at least 1.6.1: * * https://forums.rpgmakerweb.com/index.php?forums/rpg-maker-mv-releases.171/ * * * * ----------------- * Plugin Parameters * ----------------- * * Title1 Effects: Animate the Title1 image with noise, glitch, or TV effects? * This will be the first image used in the Database, System, Title Screen * setting for your game. * * Title2 Effects: Animate the Title2 image with noise, glitch, or TV effects? * This will be the second image used in the Database, System, Title Screen * setting for your game. * * Default Noise Settings: When applying noise effects to sprites in-game, * this will be the default settings used. * * Default Glitch Settings: When applying glitch effects to sprites in-game, * this will be the default settings used. * * Default TV Settings: When applying TV effects to sprites in-game, * this will be the default settings used. * * * * --------------- * Plugin Commands * --------------- * * To apply horror effects to your game, use these plugin commands in the * following format: * * * * HorrorEffects target Create Noise * HorrorEffects target Create Glitch * HorrorEffects target Create TV * - Replace 'target' with a compatible effect target. This will create a horror * noise, glitch, or TV effect on the sprite. * * HorrorEffects target Remove Noise * HorrorEffects target Remove Glitch * HorrorEffects target Remove TV * - Replace 'target' with a compatible effect target. This will remove the * currently existing horror noise, glitch, or TV effect on the sprite. * * HorrorEffects target Clear * - Replace 'target' with a compatible effect target. This will remove all * noise, glitch, or TV effects from the sprite. * * * * HorrorEffects target Change Noise Rate x * - Replace 'target' with a compatible effect target. Replace 'x' with a number * value. The higher the number value, the more noise there is. The lower the * number value, the less noise there is. This can be a decimal value. * * HorrorEffects target Change Noise Animated true * HorrorEffects target Change Noise Animated false * - Replace 'target' with a compatible effect target. This will animate the * horror noise if true is used and stop animating the horror noise if false * is used instead. * * * * HorrorEffects target Change Glitch Max x * - Replace 'target' with a compatible effect target. This will set the maximum * number of glitch slices to x. * * HorrorEffects target Change Glitch Min x * - Replace 'target' with a compatible effect target. This will set the minimum * number of glitch slices to x. * * HorrorEffects target Change Glitch Slice x * - Replace 'target' with a compatible effect target. This will set the maximum * and minimum number of glitch slices to x. * * HorrorEffects target Change Glitch Offset x * - Replace 'target' with a compatible effect target. This will set the glitch * offset (how wild it goes) to x. The higher the number, the further the glitch * can go. The lower the number, the closer to the base image it goes. * * HorrorEffects target Change Glitch Animated true * HorrorEffects target Change Glitch Animated false * - Replace 'target' with a compatible effect target. This will animate (true) * or remove the animation (false) of the glitch effect. * * HorrorEffects target Change Glitch Frequency x * - Replace 'target' with a compatible effect target. If animated, this will * set the glitch frequency to x frames. * * HorrorEffects target Change Glitch Strength x * - Replace 'target' with a compatible effect target. If animated, this will * set the glitch strength to x. The higher the number, the stronger the glitch * effect will last. The lower the number, the weaker the effect. * * HorrorEffects target Change Glitch Refresh * - Replace 'target' with a compatible effect target. Refreshes the current * glitched slices for a different setting. * * * HorrorEffects target Change TV Thickness x * - Replace 'target' with a compatible effect target. This will change the * line thickness of the TV effect. Larger numbers mean thicker lines. * * HorrorEffects target Change TV Corner x * - Replace 'target' with a compatible effect target. This will change the * corner size. Use a value between 0 and 1. The larger the number, the larger * the corners will be. * * HorrorEffects target Change TV Animated true * HorrorEffects target Change TV Animated false * - Replace 'target' with a compatible effect target. true will turn the TV * effect on. false will turn the TV effect off. * * HorrorEffects target Change TV Speed x * - Replace 'target' with a compatible effect target. This will change the * speed at which the TV animates. * * Targets * * These are things you can replace 'target' with: * * Screen * - Target becomes the visible map * * Battle * - Target becomes the battle screen * * Player * - Target becomes the first party member * * Follower x * - Target becomes the party member with slot x * * Event x * - Target becomes the map event with ID x * * Picture x * - Target becomes the picture with ID x * * Actor x * - Target becomes the actor with ID x * * Party x * - Target becomes the party member with slot x * * Enemy x * - Target becomes the battle enemy with index x * * * * ------------ * Script Calls * ------------ * * These script calls are used to create, remove, and change horror effects. * * * * Horror Effect Target Script Calls: * * target.createHorrorEffect('noise') * target.createHorrorEffect('glitch') * target.createHorrorEffect('tv') * - Replace 'target' with a compatible effect target. This will create a horror * noise, glitch, or TV effect on the sprite. * * target.removeHorrorEffect('noise') * target.removeHorrorEffect('glitch') * target.removeHorrorEffect('tv') * - Replace 'target' with a compatible effect target. This will remove the * currently existing horror noise, glitch, or TV effect on the sprite. * * target.clearHorrorEffects() * - Replace 'target' with a compatible effect target. This will remove all * noise, glitch, or TV effects from the sprite. * * target.setHorrorEffectToValue('noise', 'noise', x) * - Replace 'target' with a compatible effect target. Replace 'x' with a number * value. The higher the number value, the more noise there is. The lower the * number value, the less noise there is. This can be a decimal value. * * target.setHorrorEffectToValue('noise', 'animated', true) * target.setHorrorEffectToValue('noise', 'animated', false) * - Replace 'target' with a compatible effect target. This will animate the * horror noise if true is used and stop animating the horror noise if false * is used instead. * * target.setHorrorEffectToValue('glitch', 'sliceMax', x) * - Replace 'target' with a compatible effect target. This will set the maximum * number of glitch slices to x. * * target.setHorrorEffectToValue('glitch', 'sliceMin', x) * - Replace 'target' with a compatible effect target. This will set the minimum * number of glitch slices to x. * * target.setHorrorEffectToValue('glitch', 'slices', x) * - Replace 'target' with a compatible effect target. This will set the maximum * and minimum number of glitch slices to x. * * target.setHorrorEffectToValue('glitch', 'offset', x) * - Replace 'target' with a compatible effect target. This will set the glitch * offset (how wild it goes) to x. The higher the number, the further the glitch * can go. The lower the number, the closer to the base image it goes. * * target.setHorrorEffectToValue('glitch', 'animated', true) * target.setHorrorEffectToValue('glitch', 'animated', false) * - Replace 'target' with a compatible effect target. This will animate (true) * or remove the animation (false) of the glitch effect. * * target.setHorrorEffectToValue('glitch', 'aniFrequency', x) * - Replace 'target' with a compatible effect target. If animated, this will * set the glitch frequency to x frames. * * target.setHorrorEffectToValue('glitch', 'aniStrength', x) * - Replace 'target' with a compatible effect target. If animated, this will * set the glitch strength to x. The higher the number, the stronger the glitch * effect will last. The lower the number, the weaker the effect. * * target.setHorrorEffectToValue('tv', 'lineWidth', x) * - Replace 'target' with a compatible effect target. This will change the * line thickness of the TV effect. Larger numbers mean thicker lines. * * target.setHorrorEffectToValue('tv', 'vignetting', x) * - Replace 'target' with a compatible effect target. This will change the * corner size. Use a value between 0 and 1. The larger the number, the larger * the corners will be. * * target.setHorrorEffectToValue('tv', 'animated', true) * target.setHorrorEffectToValue('tv', 'animated', false) * - Replace 'target' with a compatible effect target. true will turn the TV * effect on. false will turn the TV effect off. * * target.setHorrorEffectToValue('tv', 'aniSpeed', x) * - Replace 'target' with a compatible effect target. This will change the * speed at which the TV animates. * * Targets * * These are things you can replace 'target' with: * * target = $gameScreen * - Target becomes the visible map * * target = $gameSystem * - Target becomes the battle screen * * target = $gamePlayer * - Target becomes the first party member * * target = $gameParty.members()[x] * - Target becomes the party member with index x * * target = $gameMap.event(x) * - Target becomes the map event with ID x * * target = $gameScreen.picture(x) * - Target becomes the picture with ID x * * target = $gameActors.actor(actorId); * - Target becomes the actor with ID x * * target = $gameTroop.members()[index]; * - Target becomes the battle enemy with index x * * * * ------------------- * W A R N I N G ! ! ! * ------------------- * * This plugin is made for RPG Maker MV versions 1.6.1. I have not tested this * plugin in lower versions so I cannot guarantee it works. To update to the * latest version, please download the update here to at least 1.6.1: * * https://forums.rpgmakerweb.com/index.php?forums/rpg-maker-mv-releases.171/ * * ------------ * Terms of Use * ------------ * * 1. These plugins may be used in free or commercial games. * 2. 'Fallen Angel Olivia' must be given credit in your games. * 3. You are allowed to edit the code. * 4. Do NOT change the filename, parameters, and information of the plugin. * 5. You are NOT allowed to redistribute these Plugins. * 6. You may NOT take code for your own released Plugins. * * ------- * Credits * ------- * * If you are using this plugin, credit the following people: * * - Fallen Angel Olivia * * @param * @param * @param ATTENTION!!! * @default READ THE HELP FILE * @param * @param * * @param Title1 Noise Effect * @type boolean * @on YES * @off NO * @desc Animate the Title1 image with a noise effect? * @default true * * @param Title1 Noise Rate * @text Noise Rate * @parent Title1 Noise Effect * @desc Noise rate to be used with the image. * @default 0.3 * * @param Title1 Noise Animated * @text Noise Animated * @parent Title1 Noise Effect * @on YES * @off NO * @desc Animate the noise for the image? * @default true * * @param * * @param Title1 Glitch Effect * @type boolean * @on YES * @off NO * @desc Animate the Title1 image with a glitch effect? * @default true * * @param Title1 Glitch Slices * @text Glitch Slices * @parent Title1 Glitch Effect * @type number * @desc Glitch slices to be used with the image. * @default 10 * * @param Title1 Glitch Offset * @text Glitch Offset * @parent Title1 Glitch Effect * @type number * @desc Default offset value * @default 100 * * @param Title1 Glitch Animated * @text Glitch Animated * @parent Title1 Glitch Effect * @type boolean * @on YES * @off NO * @desc Animate the glitch effect? * @default true * * @param Title1 Glitch Animated Frequency * @text Glitch Frequency * @parent Title1 Glitch Animated * @type number * @min 1 * @desc If animated, how frequent to make the glitch effect? * Lower = often Higher = rarer * @default 300 * * @param Title1 Glitch Animated Strength * @text Glitch Strength * @parent Title1 Glitch Animated * @type number * @min 1 * @desc If animated, how strong is the glitch effect? * Lower = weaker Higher = stronger * @default 30 * * @param * * @param Title1 TV Effect * @type boolean * @on YES * @off NO * @desc Animate the Title1 image with a TV effect? * @default true * * @param Title1 TV Line Thickness * @text Line Thickness * @parent Title1 TV Effect * @type number * @min 1 * @desc Default TV line thickness * Lower = thinner Higher = thicker * @default 5 * * @param Title1 TV Corner Size * @text Corner Size * @parent Title1 TV Effect * @desc Default TV line corner size * Lower = smaller Higher = bigger * @default 0.3 * * @param Title1 TV Animated * @parent Title1 TV Effect * @type boolean * @on YES * @off NO * @desc Animate the TV? * @default true * * @param Title1 TV Speed * @text TV Speed * @parent Title1 TV Animated * @desc Speed used to animate the TV if animated * Lower = slower Higher = faster * @default 0.25 * * @param * * @param Title2 Noise Effect * @type boolean * @on YES * @off NO * @desc Animate the Title2 image with a noise effect? * @default false * * @param Title2 Noise Rate * @text Noise Rate * @parent Title2 Noise Effect * @desc Noise rate to be used with the image. * @default 0.3 * * @param Title2 Noise Animated * @text Noise Animated * @parent Title2 Noise Effect * @on YES * @off NO * @desc Animate the noise for the image? * @default true * * @param * * @param Title2 Glitch Effect * @type boolean * @on YES * @off NO * @desc Animate the Title2 image with a glitch effect? * @default true * * @param Title2 Glitch Slices * @text Glitch Slices * @parent Title2 Glitch Effect * @type number * @desc Glitch slices to be used with the image. * @default 10 * * @param Title2 Glitch Offset * @text Glitch Offset * @parent Title2 Glitch Effect * @type number * @desc Default offset value * @default 20 * * @param Title2 Glitch Animated * @text Glitch Animated * @parent Title2 Glitch Effect * @type boolean * @on YES * @off NO * @desc Animate the glitch effect? * @default true * * @param Title2 Glitch Animated Frequency * @text Glitch Frequency * @parent Title2 Glitch Animated * @type number * @min 1 * @desc If animated, how frequent to make the glitch effect? * Lower = often Higher = rarer * @default 200 * * @param Title2 Glitch Animated Strength * @text Glitch Strength * @parent Title2 Glitch Animated * @type number * @min 1 * @desc If animated, how strong is the glitch effect? * Lower = weaker Higher = stronger * @default 10 * * @param * * @param Title2 TV Effect * @type boolean * @on YES * @off NO * @desc Animate the Title2 image with a TV effect? * @default false * * @param Title2 TV Line Thickness * @text Line Thickness * @parent Title2 TV Effect * @type number * @min 1 * @desc Default TV line thickness * Lower = thinner Higher = thicker * @default 5 * * @param Title2 TV Corner Size * @text Corner Size * @parent Title2 TV Effect * @desc Default TV line corner size * Lower = smaller Higher = bigger * @default 0.3 * * @param Title2 TV Animated * @parent Title2 TV Effect * @type boolean * @on YES * @off NO * @desc Animate the TV? * @default true * * @param Title2 TV Speed * @text TV Speed * @parent Title2 TV Animated * @desc Speed used to animate the TV if animated * Lower = slower Higher = faster * @default 0.25 * * @param * * @param Default Noise Settings * * @param Noise Default * @parent Default Noise Settings * @desc Default noise rate for new noise filters. * Lower = less Higher = more * @default 0.5 * * @param Noise Animated * @parent Default Noise Settings * @type boolean * @on YES * @off NO * @desc Animate the noise effect? * @default true * * @param * * @param Default Glitch Settings * * @param Glitch Slices * @parent Default Glitch Settings * @type number * @desc Default screen slices * @default 10 * * @param Glitch Offset * @parent Default Glitch Settings * @type number * @desc Default offset value * @default 100 * * @param Glitch Animated * @parent Default Glitch Settings * @type boolean * @on YES * @off NO * @desc Animate the glitch effect? * @default true * * @param Glitch Animated Frequency * @text Glitch Frequency * @parent Glitch Animated * @type number * @min 1 * @desc If animated, how frequent to make the glitch effect? * Lower = often Higher = rarer * @default 300 * * @param Glitch Animated Strength * @text Glitch Strength * @parent Glitch Animated * @type number * @min 1 * @desc If animated, how strong is the glitch effect? * Lower = weaker Higher = stronger * @default 30 * * @param * * @param Default TV Settings * * @param TV Line Thickness * @parent Default TV Settings * @type number * @min 1 * @desc Default TV line thickness * Lower = thinner Higher = thicker * @default 5 * * @param TV Corner Size * @parent Default TV Settings * @desc Default TV line corner size * Lower = smaller Higher = bigger * @default 0.3 * * @param TV Animated * @parent Default TV Settings * @type boolean * @on YES * @off NO * @desc Animate the TV? * @default true * * @param TV Speed * @parent TV Animated * @desc Speed used to animate the TV if animated * Lower = slower Higher = faster * @default 0.25 * * @param * */ //============================================================================= var Imported = Imported || {}; Imported.Olivia_Filters = true; var Olivia = Olivia || {}; var parameters = $plugins.filter(function(p) { return p.description.contains('') })[0].parameters; Olivia.HorrorEffects = { // Title1 Title1Settings: { Noise: eval(String(parameters['Title1 Noise Effect'])), NoiseRate: Number(parameters['Title1 Noise Rate']), NoiseAni: eval(String(parameters['Title1 Noise Animated'])), Glitch: eval(String(parameters['Title1 Glitch Effect'])), GlitchSlices: Number(parameters['Title1 Glitch Slices']), GlitchOffset: Number(parameters['Title1 Glitch Offset']), GlitchAni: eval(String(parameters['Title1 Glitch Animated'])), GlitchAniFreq: Number(parameters['Title1 Glitch Animated Frequency']), GlitchAniStr: Number(parameters['Title1 Glitch Animated Strength']), TV: eval(String(parameters['Title1 TV Effect'])), TVLineThickness: Number(parameters['Title1 TV Line Thickness']), TVCorner: Number(parameters['Title1 TV Corner Size']), TVAni: eval(String(parameters['Title1 TV Animated'])), TVAniSpeed: Number(parameters['Title1 TV Speed']) }, // Title2 Title2Settings: { Noise: eval(String(parameters['Title2 Noise Effect'])), NoiseRate: Number(parameters['Title2 Noise Rate']), NoiseAni: eval(String(parameters['Title2 Noise Animated'])), Glitch: eval(String(parameters['Title2 Glitch Effect'])), GlitchSlices: Number(parameters['Title2 Glitch Slices']), GlitchOffset: Number(parameters['Title2 Glitch Offset']), GlitchAni: eval(String(parameters['Title2 Glitch Animated'])), GlitchAniFreq: Number(parameters['Title2 Glitch Animated Frequency']), GlitchAniStr: Number(parameters['Title2 Glitch Animated Strength']), TV: eval(String(parameters['Title2 TV Effect'])), TVLineThickness: Number(parameters['Title2 TV Line Thickness']), TVCorner: Number(parameters['Title2 TV Corner Size']), TVAni: eval(String(parameters['Title2 TV Animated'])), TVAniSpeed: Number(parameters['Title2 TV Speed']) }, // Noise NoiseRate: Number(parameters['Noise Default']), NoiseAni: eval(String(parameters['Noise Animated'])), // Glitch GlitchSlices: Number(parameters['Glitch Slices']), GlitchOffset: Number(parameters['Glitch Offset']), GlitchAni: eval(String(parameters['Glitch Animated'])), GlitchAniFreq: Number(parameters['Glitch Animated Frequency']), GlitchAniStr: Number(parameters['Glitch Animated Strength']), // TV TVLineThickness: Number(parameters['TV Line Thickness']), TVCorner: Number(parameters['TV Corner Size']), TVAni: eval(String(parameters['TV Animated'])), TVAniSpeed: Number(parameters['TV Speed']), }; //----------------------------------------------------------------------------- // Game_System // // The game object class for the system data. Olivia.HorrorEffects.___Game_System_initialize___ = Game_System.prototype.initialize; Game_System.prototype.initialize = function() { Olivia.HorrorEffects.___Game_System_initialize___.call(this); this.clearHorrorEffects(); }; Game_System.prototype.clearHorrorEffects = function() { this._horrorFilters = {}; }; Game_System.prototype.createHorrorEffect = function(type) { if (this._horrorFilters === undefined) { this.clearHorrorEffects(); } if (type.match(/noise/i) && !this._horrorFilters.noiseFilter) { this._horrorFilters.noiseFilter = {}; this._horrorFilters.noiseFilter.noise = Olivia.HorrorEffects.NoiseRate; this._horrorFilters.noiseFilter.animated = Olivia.HorrorEffects.NoiseAni; this._horrorFilters.noiseFilter.needUpdate = true; } else if (type.match(/glitch/i) && !this._horrorFilters.glitchFilter) { this._horrorFilters.glitchFilter = {}; this._horrorFilters.glitchFilter.slices = Olivia.HorrorEffects.GlitchSlices; this._horrorFilters.glitchFilter.offset = Olivia.HorrorEffects.GlitchOffset; this._horrorFilters.glitchFilter.sliceMin = Math.ceil(Olivia.HorrorEffects.GlitchSlices / 2); this._horrorFilters.glitchFilter.sliceMax = Olivia.HorrorEffects.GlitchSlices; this._horrorFilters.glitchFilter.animated = Olivia.HorrorEffects.GlitchAni; this._horrorFilters.glitchFilter.aniFrequency = Olivia.HorrorEffects.GlitchAniFreq; this._horrorFilters.glitchFilter.aniStrength = Olivia.HorrorEffects.GlitchAniStr; this._horrorFilters.glitchFilter.needUpdate = true; } else if (type.match(/tv/i) && !this._horrorFilters.tvFilter) { this._horrorFilters.tvFilter = {}; this._horrorFilters.tvFilter.lineWidth = Olivia.HorrorEffects.TVLineThickness; this._horrorFilters.tvFilter.vignetting = Olivia.HorrorEffects.TVCorner; this._horrorFilters.tvFilter.animated = Olivia.HorrorEffects.TVAni; this._horrorFilters.tvFilter.aniSpeed = Olivia.HorrorEffects.TVAniSpeed; this._horrorFilters.tvFilter.needUpdate = true; } }; Game_System.prototype.removeHorrorEffect = function(type) { if (this._horrorFilters === undefined) { this.clearHorrorEffects(); } type += 'Filter'; this._horrorFilters[type] = undefined; }; Game_System.prototype.setHorrorEffectToValue = function(type, key, value) { if (this._horrorFilters === undefined) { this.clearHorrorEffects(); } type += 'Filter'; if (!!this._horrorFilters[type]) { this._horrorFilters[type][key] = value; this._horrorFilters[type].needUpdate = true; } }; //----------------------------------------------------------------------------- // Game_Screen // // The game object class for screen effect data, such as changes in color tone // and flashes. Olivia.HorrorEffects.___Game_Screen_clear___ = Game_Screen.prototype.clear; Game_Screen.prototype.clear = function() { Olivia.HorrorEffects.___Game_Screen_clear___.call(this); this.clearHorrorEffects(); }; Game_Screen.prototype.clearHorrorEffects = function() { Game_System.prototype.clearHorrorEffects.call(this); }; Game_Screen.prototype.createHorrorEffect = function(type) { Game_System.prototype.createHorrorEffect.call(this, type); }; Game_Screen.prototype.removeHorrorEffect = function(type) { Game_System.prototype.removeHorrorEffect.call(this, type); }; Game_Screen.prototype.setHorrorEffectToValue = function(type, key, value) { Game_System.prototype.setHorrorEffectToValue.call(this, type, key, value); }; //----------------------------------------------------------------------------- // Game_Picture // // The game object class for a picture. Olivia.HorrorEffects.___Game_Picture_initialize___ = Game_Picture.prototype.initialize; Game_Picture.prototype.initialize = function() { Olivia.HorrorEffects.___Game_Picture_initialize___.call(this); this._horrorFilters = this._horrorFilters || {}; }; Olivia.HorrorEffects.___Game_Picture_erase___ = Game_Picture.prototype.erase; Game_Picture.prototype.erase = function() { Olivia.HorrorEffects.___Game_Picture_erase___.call(this); this.clearHorrorEffects(); }; Game_Picture.prototype.clearHorrorEffects = function() { Game_System.prototype.clearHorrorEffects.call(this); }; Game_Picture.prototype.createHorrorEffect = function(type) { Game_System.prototype.createHorrorEffect.call(this, type); }; Game_Picture.prototype.removeHorrorEffect = function(type) { Game_System.prototype.removeHorrorEffect.call(this, type); }; Game_Picture.prototype.setHorrorEffectToValue = function(type, key, value) { Game_System.prototype.setHorrorEffectToValue.call(this, type, key, value); }; //----------------------------------------------------------------------------- // Game_BattlerBase // // The superclass of Game_Battler. It mainly contains parameters calculation. Olivia.HorrorEffects.___Game_BattlerBase_initialize___ = Game_BattlerBase.prototype.initialize; Game_BattlerBase.prototype.initialize = function() { Olivia.HorrorEffects.___Game_BattlerBase_initialize___.call(this); this.clearHorrorEffects(); }; Game_BattlerBase.prototype.clearHorrorEffects = function() { Game_System.prototype.clearHorrorEffects.call(this); }; Game_BattlerBase.prototype.createHorrorEffect = function(type) { Game_System.prototype.createHorrorEffect.call(this, type); }; Game_BattlerBase.prototype.removeHorrorEffect = function(type) { Game_System.prototype.removeHorrorEffect.call(this, type); }; Game_BattlerBase.prototype.setHorrorEffectToValue = function(type, key, value) { Game_System.prototype.setHorrorEffectToValue.call(this, type, key, value); }; //----------------------------------------------------------------------------- // Game_CharacterBase // // The superclass of Game_Character. It handles basic information, such as // coordinates and images, shared by all characters. Olivia.HorrorEffects.___Game_CharacterBase_initMembers___ = Game_CharacterBase.prototype.initMembers; Game_CharacterBase.prototype.initMembers = function() { Olivia.HorrorEffects.___Game_CharacterBase_initMembers___.call(this); this.clearHorrorEffects(); }; Game_CharacterBase.prototype.clearHorrorEffects = function() { Game_System.prototype.clearHorrorEffects.call(this); }; Game_CharacterBase.prototype.createHorrorEffect = function(type) { Game_System.prototype.createHorrorEffect.call(this, type); }; Game_CharacterBase.prototype.removeHorrorEffect = function(type) { Game_System.prototype.removeHorrorEffect.call(this, type); }; Game_CharacterBase.prototype.setHorrorEffectToValue = function(type, key, value) { Game_System.prototype.setHorrorEffectToValue.call(this, type, key, value); }; //----------------------------------------------------------------------------- // Game_Actor // // The game object class for an actor. Olivia.HorrorEffects.___Game_Player_refresh___ = Game_Player.prototype.refresh; Game_Player.prototype.refresh = function() { Olivia.HorrorEffects.___Game_Player_refresh___.call(this); if (!!$gameParty.leader()) { this._horrorFilters = JsonEx.makeDeepCopy($gameParty.leader()._horrorFilters); } }; Game_Player.prototype.clearHorrorEffects = function() { if (!!$gameParty.leader()) { Game_System.prototype.clearHorrorEffects.call($gameParty.leader()); this._horrorFilters = JsonEx.makeDeepCopy($gameParty.leader()._horrorFilters); } }; Game_Player.prototype.createHorrorEffect = function(type) { if (!!$gameParty.leader()) { Game_System.prototype.createHorrorEffect.call($gameParty.leader(), type); this._horrorFilters = JsonEx.makeDeepCopy($gameParty.leader()._horrorFilters); } }; Game_Player.prototype.removeHorrorEffect = function(type) { if (!!$gameParty.leader()) { Game_System.prototype.removeHorrorEffect.call($gameParty.leader(), type); this._horrorFilters = JsonEx.makeDeepCopy($gameParty.leader()._horrorFilters); } }; Game_Player.prototype.setHorrorEffectToValue = function(type, key, value) { if (!!$gameParty.leader()) { Game_System.prototype.setHorrorEffectToValue.call($gameParty.leader(), type, key, value); this._horrorFilters = JsonEx.makeDeepCopy($gameParty.leader()._horrorFilters); } }; //----------------------------------------------------------------------------- // Game_Follower // // The game object class for a follower. A follower is an allied character, // other than the front character, displayed in the party. Olivia.HorrorEffects.___Game_Follower_refresh___ = Game_Follower.prototype.refresh; Game_Follower.prototype.refresh = function() { Olivia.HorrorEffects.___Game_Follower_refresh___.call(this); if (!!this.actor()) { this._horrorFilters = JsonEx.makeDeepCopy(this.actor()._horrorFilters); } }; Game_Follower.prototype.clearHorrorEffects = function() { if (!!this.actor()) { Game_System.prototype.clearHorrorEffects.call(this.actor()); this._horrorFilters = JsonEx.makeDeepCopy(this.actor()._horrorFilters); } }; Game_Follower.prototype.createHorrorEffect = function(type) { if (!!this.actor()) { Game_System.prototype.createHorrorEffect.call(this.actor(), type); this._horrorFilters = JsonEx.makeDeepCopy(this.actor()._horrorFilters); } }; Game_Follower.prototype.removeHorrorEffect = function(type) { if (!!this.actor()) { Game_System.prototype.removeHorrorEffect.call(this.actor(), type); this._horrorFilters = JsonEx.makeDeepCopy(this.actor()._horrorFilters); } }; Game_Follower.prototype.setHorrorEffectToValue = function(type, key, value) { if (!!this.actor()) { Game_System.prototype.setHorrorEffectToValue.call(this.actor(), type, key, value); this._horrorFilters = JsonEx.makeDeepCopy(this.actor()._horrorFilters); } }; //----------------------------------------------------------------------------- // Sprite // // The basic object that is rendered to the game screen. Olivia.HorrorEffects.___Sprite_initialize___ = Sprite.prototype.initialize; Sprite.prototype.initialize = function(bitmap) { this._horrorFilters = {}; this._horrorFiltersSource = this._horrorFiltersSource || null; Olivia.HorrorEffects.___Sprite_initialize___.call(this, bitmap); }; Olivia.HorrorEffects.___Sprite_update___ = Sprite.prototype.update; Sprite.prototype.update = function() { this.synchronizeHorrorFiltersWithSource(); Olivia.HorrorEffects.___Sprite_update___.call(this); this.updateHorrorEffects(); }; Sprite.prototype.synchronizeHorrorFiltersWithSource = function() { if (!!this._horrorFiltersSource && !!this._horrorFiltersSource._horrorFilters) { //if (this._picture) console.log(this._horrorFiltersSource) var source = this._horrorFiltersSource._horrorFilters; // Noise if (!!source.noiseFilter) { if (!this._horrorFilters.noiseFilter) { this.createHorrorNoise(); } if (source.noiseFilter.needUpdate) { source.noiseFilter.needUpdate = false; var keys = ['noise', 'animated']; for (var i = 0; i < keys.length; i++) { var key = keys[i]; this._horrorFilters.noiseFilter[key] = source.noiseFilter[key]; } } } else { if (!!this._horrorFilters.noiseFilter) { this.removeHorrorNoise(); } } // Glitch if (!!source.glitchFilter) { if (!this._horrorFilters.glitchFilter) { this.createHorrorGlitch(); } if (source.glitchFilter.needUpdate) { source.glitchFilter.needUpdate = false; var keys = ['slices', 'offset', 'sliceMin', 'sliceMax', 'animated', 'aniFrequency', 'aniStrength', 'refreshRequest']; for (var i = 0; i < keys.length; i++) { var key = keys[i]; this._horrorFilters.glitchFilter[key] = source.glitchFilter[key]; if (key === 'refreshRequest') { source.glitchFilter[key] = false; } } } } else { if (!!this._horrorFilters.glitchFilter) { this.removeHorrorGlitch(); } } // TV if (!!source.tvFilter) { if (!this._horrorFilters.tvFilter) { this.createHorrorTV(); } if (source.tvFilter.needUpdate) { source.tvFilter.needUpdate = false; var keys = ['lineWidth', 'vignetting', 'animated', 'aniSpeed']; for (var i = 0; i < keys.length; i++) { var key = keys[i]; this._horrorFilters.tvFilter[key] = source.tvFilter[key]; } } } else { if (!!this._horrorFilters.tvFilter) { this.removeHorrorTV(); } } } }; Sprite.prototype.updateHorrorEffects = function() { this.updateHorrorNoise(); this.updateHorrorGlitch(); this.updateHorrorTV(); }; Sprite.prototype.createHorrorFilter = function(filter) { this._filters = this._filters || []; this._filters.push(filter); }; Sprite.prototype.removeHorrorFilter = function(filter) { var index = this._filters.indexOf(filter); this._filters.splice(index, 1); if (this._filters.length === 0) { this._filters = null; } }; var __filters=function(e,t){"use strict";var n="attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n vTextureCoord = aTextureCoord;\n}",r="varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\n\nuniform float gamma;\nuniform float contrast;\nuniform float saturation;\nuniform float brightness;\nuniform float red;\nuniform float green;\nuniform float blue;\nuniform float alpha;\n\nvoid main(void)\n{\n vec4 c = texture2D(uSampler, vTextureCoord);\n\n if (c.a > 0.0) {\n c.rgb /= c.a;\n\n vec3 rgb = pow(c.rgb, vec3(1. / gamma));\n rgb = mix(vec3(.5), mix(vec3(dot(vec3(.2125, .7154, .0721), rgb)), rgb, saturation), contrast);\n rgb.r *= red;\n rgb.g *= green;\n rgb.b *= blue;\n c.rgb = rgb * brightness;\n\n c.rgb *= c.a;\n }\n\n gl_FragColor = c * alpha;\n}\n",o=function(e){function t(t){e.call(this,n,r),Object.assign(this,{gamma:1,saturation:1,contrast:1,brightness:1,red:1,green:1,blue:1,alpha:1},t)}return e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t,t.prototype.apply=function(e,t,n,r){this.uniforms.gamma=Math.max(this.gamma,1e-4),this.uniforms.saturation=this.saturation,this.uniforms.contrast=this.contrast,this.uniforms.brightness=this.brightness,this.uniforms.red=this.red,this.uniforms.green=this.green,this.uniforms.blue=this.blue,this.uniforms.alpha=this.alpha,e.applyFilter(this,t,n,r)},t}(t.Filter),i=n,l="\nvarying vec2 vTextureCoord;\nuniform sampler2D uSampler;\n\nuniform vec2 uOffset;\n\nvoid main(void)\n{\n vec4 color = vec4(0.0);\n\n // Sample top left pixel\n color += texture2D(uSampler, vec2(vTextureCoord.x - uOffset.x, vTextureCoord.y + uOffset.y));\n\n // Sample top right pixel\n color += texture2D(uSampler, vec2(vTextureCoord.x + uOffset.x, vTextureCoord.y + uOffset.y));\n\n // Sample bottom right pixel\n color += texture2D(uSampler, vec2(vTextureCoord.x + uOffset.x, vTextureCoord.y - uOffset.y));\n\n // Sample bottom left pixel\n color += texture2D(uSampler, vec2(vTextureCoord.x - uOffset.x, vTextureCoord.y - uOffset.y));\n\n // Average\n color *= 0.25;\n\n gl_FragColor = color;\n}",s="\nvarying vec2 vTextureCoord;\nuniform sampler2D uSampler;\n\nuniform vec2 uOffset;\nuniform vec4 filterClamp;\n\nvoid main(void)\n{\n vec4 color = vec4(0.0);\n\n // Sample top left pixel\n color += texture2D(uSampler, clamp(vec2(vTextureCoord.x - uOffset.x, vTextureCoord.y + uOffset.y), filterClamp.xy, filterClamp.zw));\n\n // Sample top right pixel\n color += texture2D(uSampler, clamp(vec2(vTextureCoord.x + uOffset.x, vTextureCoord.y + uOffset.y), filterClamp.xy, filterClamp.zw));\n\n // Sample bottom right pixel\n color += texture2D(uSampler, clamp(vec2(vTextureCoord.x + uOffset.x, vTextureCoord.y - uOffset.y), filterClamp.xy, filterClamp.zw));\n\n // Sample bottom left pixel\n color += texture2D(uSampler, clamp(vec2(vTextureCoord.x - uOffset.x, vTextureCoord.y - uOffset.y), filterClamp.xy, filterClamp.zw));\n\n // Average\n color *= 0.25;\n\n gl_FragColor = color;\n}\n",a=function(e){function n(n,r,o){void 0===n&&(n=4),void 0===r&&(r=3),void 0===o&&(o=!1),e.call(this,i,o?s:l),this.uniforms.uOffset=new Float32Array(2),this._pixelSize=new t.Point,this.pixelSize=1,this._clamp=o,this._kernels=null,Array.isArray(n)?this.kernels=n:(this._blur=n,this.quality=r)}e&&(n.__proto__=e),n.prototype=Object.create(e&&e.prototype),n.prototype.constructor=n;var r={kernels:{configurable:!0},clamp:{configurable:!0},pixelSize:{configurable:!0},quality:{configurable:!0},blur:{configurable:!0}};return n.prototype.apply=function(e,t,n,r){var o,i=this.pixelSize.x/t.size.width,l=this.pixelSize.y/t.size.height;if(1===this._quality||0===this._blur)o=this._kernels[0]+.5,this.uniforms.uOffset[0]=o*i,this.uniforms.uOffset[1]=o*l,e.applyFilter(this,t,n,r);else{for(var s,a=e.getRenderTarget(!0),u=t,c=a,f=this._quality-1,h=0;h0)for(var r=e,o=e/t,i=1;i0?(this._kernels=e,this._quality=e.length,this._blur=Math.max.apply(Math,e)):(this._kernels=[0],this._quality=1)},r.clamp.get=function(){return this._clamp},r.pixelSize.set=function(e){"number"==typeof e?(this._pixelSize.x=e,this._pixelSize.y=e):Array.isArray(e)?(this._pixelSize.x=e[0],this._pixelSize.y=e[1]):e instanceof t.Point?(this._pixelSize.x=e.x,this._pixelSize.y=e.y):(this._pixelSize.x=1,this._pixelSize.y=1)},r.pixelSize.get=function(){return this._pixelSize},r.quality.get=function(){return this._quality},r.quality.set=function(e){this._quality=Math.max(1,Math.round(e)),this._generateKernels()},r.blur.get=function(){return this._blur},r.blur.set=function(e){this._blur=e,this._generateKernels()},Object.defineProperties(n.prototype,r),n}(t.Filter),u=n,c="\nuniform sampler2D uSampler;\nvarying vec2 vTextureCoord;\n\nuniform float threshold;\n\nvoid main() {\n vec4 color = texture2D(uSampler, vTextureCoord);\n\n // A simple & fast algorithm for getting brightness.\n // It's inaccuracy , but good enought for this feature.\n float _max = max(max(color.r, color.g), color.b);\n float _min = min(min(color.r, color.g), color.b);\n float brightness = (_max + _min) * 0.5;\n\n if(brightness > threshold) {\n gl_FragColor = color;\n } else {\n gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);\n }\n}\n",f=function(e){function t(t){void 0===t&&(t=.5),e.call(this,u,c),this.threshold=t}e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t;var n={threshold:{configurable:!0}};return n.threshold.get=function(){return this.uniforms.threshold},n.threshold.set=function(e){this.uniforms.threshold=e},Object.defineProperties(t.prototype,n),t}(t.Filter),h="uniform sampler2D uSampler;\nvarying vec2 vTextureCoord;\n\nuniform sampler2D bloomTexture;\nuniform float bloomScale;\nuniform float brightness;\n\nvoid main() {\n vec4 color = texture2D(uSampler, vTextureCoord);\n color.rgb *= brightness;\n vec4 bloomColor = vec4(texture2D(bloomTexture, vTextureCoord).rgb, 0.0);\n bloomColor.rgb *= bloomScale;\n gl_FragColor = color + bloomColor;\n}\n",p=function(e){function n(n){e.call(this,u,h),"number"==typeof n&&(n={threshold:n}),n=Object.assign({threshold:.5,bloomScale:1,brightness:1,kernels:null,blur:8,quality:4,pixelSize:1,resolution:t.settings.RESOLUTION},n),this.bloomScale=n.bloomScale,this.brightness=n.brightness;var r=n.kernels,o=n.blur,i=n.quality,l=n.pixelSize,s=n.resolution;this._extractFilter=new f(n.threshold),this._extractFilter.resolution=s,this._blurFilter=r?new a(r):new a(o,i),this.pixelSize=l,this.resolution=s}e&&(n.__proto__=e),n.prototype=Object.create(e&&e.prototype),n.prototype.constructor=n;var r={resolution:{configurable:!0},threshold:{configurable:!0},kernels:{configurable:!0},blur:{configurable:!0},quality:{configurable:!0},pixelSize:{configurable:!0}};return n.prototype.apply=function(e,t,n,r,o){var i=e.getRenderTarget(!0);this._extractFilter.apply(e,t,i,!0,o);var l=e.getRenderTarget(!0);this._blurFilter.apply(e,i,l,!0,o),this.uniforms.bloomScale=this.bloomScale,this.uniforms.brightness=this.brightness,this.uniforms.bloomTexture=l,e.applyFilter(this,t,n,r),e.returnRenderTarget(l),e.returnRenderTarget(i)},r.resolution.get=function(){return this._resolution},r.resolution.set=function(e){this._resolution=e,this._extractFilter&&(this._extractFilter.resolution=e),this._blurFilter&&(this._blurFilter.resolution=e)},r.threshold.get=function(){return this._extractFilter.threshold},r.threshold.set=function(e){this._extractFilter.threshold=e},r.kernels.get=function(){return this._blurFilter.kernels},r.kernels.set=function(e){this._blurFilter.kernels=e},r.blur.get=function(){return this._blurFilter.blur},r.blur.set=function(e){this._blurFilter.blur=e},r.quality.get=function(){return this._blurFilter.quality},r.quality.set=function(e){this._blurFilter.quality=e},r.pixelSize.get=function(){return this._blurFilter.pixelSize},r.pixelSize.set=function(e){this._blurFilter.pixelSize=e},Object.defineProperties(n.prototype,r),n}(t.Filter),d=n,m="varying vec2 vTextureCoord;\n\nuniform vec4 filterArea;\nuniform float pixelSize;\nuniform sampler2D uSampler;\n\nvec2 mapCoord( vec2 coord )\n{\n coord *= filterArea.xy;\n coord += filterArea.zw;\n\n return coord;\n}\n\nvec2 unmapCoord( vec2 coord )\n{\n coord -= filterArea.zw;\n coord /= filterArea.xy;\n\n return coord;\n}\n\nvec2 pixelate(vec2 coord, vec2 size)\n{\n return floor( coord / size ) * size;\n}\n\nvec2 getMod(vec2 coord, vec2 size)\n{\n return mod( coord , size) / size;\n}\n\nfloat character(float n, vec2 p)\n{\n p = floor(p*vec2(4.0, -4.0) + 2.5);\n if (clamp(p.x, 0.0, 4.0) == p.x && clamp(p.y, 0.0, 4.0) == p.y)\n {\n if (int(mod(n/exp2(p.x + 5.0*p.y), 2.0)) == 1) return 1.0;\n }\n return 0.0;\n}\n\nvoid main()\n{\n vec2 coord = mapCoord(vTextureCoord);\n\n // get the rounded color..\n vec2 pixCoord = pixelate(coord, vec2(pixelSize));\n pixCoord = unmapCoord(pixCoord);\n\n vec4 color = texture2D(uSampler, pixCoord);\n\n // determine the character to use\n float gray = (color.r + color.g + color.b) / 3.0;\n\n float n = 65536.0; // .\n if (gray > 0.2) n = 65600.0; // :\n if (gray > 0.3) n = 332772.0; // *\n if (gray > 0.4) n = 15255086.0; // o\n if (gray > 0.5) n = 23385164.0; // &\n if (gray > 0.6) n = 15252014.0; // 8\n if (gray > 0.7) n = 13199452.0; // @\n if (gray > 0.8) n = 11512810.0; // #\n\n // get the mod..\n vec2 modd = getMod(coord, vec2(pixelSize));\n\n gl_FragColor = color * character( n, vec2(-1.0) + modd * 2.0);\n\n}",g=function(e){function t(t){void 0===t&&(t=8),e.call(this,d,m),this.size=t}e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t;var n={size:{configurable:!0}};return n.size.get=function(){return this.uniforms.pixelSize},n.size.set=function(e){this.uniforms.pixelSize=e},Object.defineProperties(t.prototype,n),t}(t.Filter),v=n,x="precision mediump float;\n\nvarying vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform vec4 filterArea;\n\nuniform float transformX;\nuniform float transformY;\nuniform vec3 lightColor;\nuniform float lightAlpha;\nuniform vec3 shadowColor;\nuniform float shadowAlpha;\n\nvoid main(void) {\n vec2 transform = vec2(1.0 / filterArea) * vec2(transformX, transformY);\n vec4 color = texture2D(uSampler, vTextureCoord);\n float light = texture2D(uSampler, vTextureCoord - transform).a;\n float shadow = texture2D(uSampler, vTextureCoord + transform).a;\n\n color.rgb = mix(color.rgb, lightColor, clamp((color.a - light) * lightAlpha, 0.0, 1.0));\n color.rgb = mix(color.rgb, shadowColor, clamp((color.a - shadow) * shadowAlpha, 0.0, 1.0));\n gl_FragColor = vec4(color.rgb * color.a, color.a);\n}\n",y=function(e){function n(t){void 0===t&&(t={}),e.call(this,v,x),this.uniforms.lightColor=new Float32Array(3),this.uniforms.shadowColor=new Float32Array(3),t=Object.assign({rotation:45,thickness:2,lightColor:16777215,lightAlpha:.7,shadowColor:0,shadowAlpha:.7},t),this.rotation=t.rotation,this.thickness=t.thickness,this.lightColor=t.lightColor,this.lightAlpha=t.lightAlpha,this.shadowColor=t.shadowColor,this.shadowAlpha=t.shadowAlpha}e&&(n.__proto__=e),n.prototype=Object.create(e&&e.prototype),n.prototype.constructor=n;var r={rotation:{configurable:!0},thickness:{configurable:!0},lightColor:{configurable:!0},lightAlpha:{configurable:!0},shadowColor:{configurable:!0},shadowAlpha:{configurable:!0}};return n.prototype._updateTransform=function(){this.uniforms.transformX=this._thickness*Math.cos(this._angle),this.uniforms.transformY=this._thickness*Math.sin(this._angle)},r.rotation.get=function(){return this._angle/t.DEG_TO_RAD},r.rotation.set=function(e){this._angle=e*t.DEG_TO_RAD,this._updateTransform()},r.thickness.get=function(){return this._thickness},r.thickness.set=function(e){this._thickness=e,this._updateTransform()},r.lightColor.get=function(){return t.utils.rgb2hex(this.uniforms.lightColor)},r.lightColor.set=function(e){t.utils.hex2rgb(e,this.uniforms.lightColor)},r.lightAlpha.get=function(){return this.uniforms.lightAlpha},r.lightAlpha.set=function(e){this.uniforms.lightAlpha=e},r.shadowColor.get=function(){return t.utils.rgb2hex(this.uniforms.shadowColor)},r.shadowColor.set=function(e){t.utils.hex2rgb(e,this.uniforms.shadowColor)},r.shadowAlpha.get=function(){return this.uniforms.shadowAlpha},r.shadowAlpha.set=function(e){this.uniforms.shadowAlpha=e},Object.defineProperties(n.prototype,r),n}(t.Filter),_=t.filters,b=_.BlurXFilter,C=_.BlurYFilter,S=_.AlphaFilter,F=function(e){function n(n,r,o,i){var l,s;void 0===n&&(n=2),void 0===r&&(r=4),void 0===o&&(o=t.settings.RESOLUTION),void 0===i&&(i=5),e.call(this),"number"==typeof n?(l=n,s=n):n instanceof t.Point?(l=n.x,s=n.y):Array.isArray(n)&&(l=n[0],s=n[1]),this.blurXFilter=new b(l,r,o,i),this.blurYFilter=new C(s,r,o,i),this.blurYFilter.blendMode=t.BLEND_MODES.SCREEN,this.defaultFilter=new S}e&&(n.__proto__=e),n.prototype=Object.create(e&&e.prototype),n.prototype.constructor=n;var r={blur:{configurable:!0},blurX:{configurable:!0},blurY:{configurable:!0}};return n.prototype.apply=function(e,t,n){var r=e.getRenderTarget(!0);this.defaultFilter.apply(e,t,n),this.blurXFilter.apply(e,t,r),this.blurYFilter.apply(e,r,n),e.returnRenderTarget(r)},r.blur.get=function(){return this.blurXFilter.blur},r.blur.set=function(e){this.blurXFilter.blur=this.blurYFilter.blur=e},r.blurX.get=function(){return this.blurXFilter.blur},r.blurX.set=function(e){this.blurXFilter.blur=e},r.blurY.get=function(){return this.blurYFilter.blur},r.blurY.set=function(e){this.blurYFilter.blur=e},Object.defineProperties(n.prototype,r),n}(t.Filter),z=n,A="uniform float radius;\nuniform float strength;\nuniform vec2 center;\nuniform sampler2D uSampler;\nvarying vec2 vTextureCoord;\n\nuniform vec4 filterArea;\nuniform vec4 filterClamp;\nuniform vec2 dimensions;\n\nvoid main()\n{\n vec2 coord = vTextureCoord * filterArea.xy;\n coord -= center * dimensions.xy;\n float distance = length(coord);\n if (distance < radius) {\n float percent = distance / radius;\n if (strength > 0.0) {\n coord *= mix(1.0, smoothstep(0.0, radius / distance, percent), strength * 0.75);\n } else {\n coord *= mix(1.0, pow(percent, 1.0 + strength * 0.75) * radius / distance, 1.0 - percent);\n }\n }\n coord += center * dimensions.xy;\n coord /= filterArea.xy;\n vec2 clampedCoord = clamp(coord, filterClamp.xy, filterClamp.zw);\n vec4 color = texture2D(uSampler, clampedCoord);\n if (coord != clampedCoord) {\n color *= max(0.0, 1.0 - length(coord - clampedCoord));\n }\n\n gl_FragColor = color;\n}\n",w=function(e){function t(t,n,r){e.call(this,z,A),this.uniforms.dimensions=new Float32Array(2),this.center=t||[.5,.5],this.radius=n||100,this.strength=r||1}e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t;var n={radius:{configurable:!0},strength:{configurable:!0},center:{configurable:!0}};return t.prototype.apply=function(e,t,n,r){this.uniforms.dimensions[0]=t.sourceFrame.width,this.uniforms.dimensions[1]=t.sourceFrame.height,e.applyFilter(this,t,n,r)},n.radius.get=function(){return this.uniforms.radius},n.radius.set=function(e){this.uniforms.radius=e},n.strength.get=function(){return this.uniforms.strength},n.strength.set=function(e){this.uniforms.strength=e},n.center.get=function(){return this.uniforms.center},n.center.set=function(e){this.uniforms.center=e},Object.defineProperties(t.prototype,n),t}(t.Filter),T=n,D="\nvarying vec2 vTextureCoord;\nuniform sampler2D uSampler;\n\nuniform sampler2D colorMap;\n\nuniform float _mix;\nuniform float _size;\nuniform float _sliceSize;\nuniform float _slicePixelSize;\nuniform float _sliceInnerSize;\n\nvoid main() {\n vec4 color = texture2D(uSampler, vTextureCoord.xy);\n\n float sliceIndex = color.b * (_size - 1.0);\n float zSlice0 = floor(sliceIndex);\n float zSlice1 = ceil(sliceIndex);\n\n float xOffset = _slicePixelSize * 0.5 + color.r * _sliceInnerSize;\n float s0 = xOffset + zSlice0 * _sliceSize;\n float s1 = xOffset + zSlice1 * _sliceSize;\n vec4 slice0Color = texture2D(colorMap, vec2(s0, color.g));\n vec4 slice1Color = texture2D(colorMap, vec2(s1, color.g));\n vec4 adjusted = mix(slice0Color, slice1Color, fract(sliceIndex));\n\n gl_FragColor = mix(color, adjusted, _mix);\n}\n",O=function(e){function n(t,n,r){void 0===n&&(n=!1),void 0===r&&(r=1),e.call(this,T,D),this._size=0,this._sliceSize=0,this._slicePixelSize=0,this._sliceInnerSize=0,this._scaleMode=null,this._nearest=!1,this.nearest=n,this.mix=r,this.colorMap=t}e&&(n.__proto__=e),n.prototype=Object.create(e&&e.prototype),n.prototype.constructor=n;var r={colorSize:{configurable:!0},colorMap:{configurable:!0},nearest:{configurable:!0}};return n.prototype.apply=function(e,t,n,r){this.uniforms._mix=this.mix,e.applyFilter(this,t,n,r)},r.colorSize.get=function(){return this._size},r.colorMap.get=function(){return this._colorMap},r.colorMap.set=function(e){e instanceof t.Texture||(e=t.Texture.from(e)),e&&e.baseTexture&&(e.baseTexture.scaleMode=this._scaleMode,e.baseTexture.mipmap=!1,this._size=e.height,this._sliceSize=1/this._size,this._slicePixelSize=this._sliceSize/this._size,this._sliceInnerSize=this._slicePixelSize*(this._size-1),this.uniforms._size=this._size,this.uniforms._sliceSize=this._sliceSize,this.uniforms._slicePixelSize=this._slicePixelSize,this.uniforms._sliceInnerSize=this._sliceInnerSize,this.uniforms.colorMap=e),this._colorMap=e},r.nearest.get=function(){return this._nearest},r.nearest.set=function(e){this._nearest=e,this._scaleMode=e?t.SCALE_MODES.NEAREST:t.SCALE_MODES.LINEAR;var n=this._colorMap;n&&n.baseTexture&&(n.baseTexture._glTextures={},n.baseTexture.scaleMode=this._scaleMode,n.baseTexture.mipmap=!1,n._updateID++,n.baseTexture.emit("update",n.baseTexture))},n.prototype.updateColorMap=function(){var e=this._colorMap;e&&e.baseTexture&&(e._updateID++,e.baseTexture.emit("update",e.baseTexture),this.colorMap=e)},n.prototype.destroy=function(t){this._colorMap&&this._colorMap.destroy(t),e.prototype.destroy.call(this)},Object.defineProperties(n.prototype,r),n}(t.Filter),P=n,M="varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform vec3 originalColor;\nuniform vec3 newColor;\nuniform float epsilon;\nvoid main(void) {\n vec4 currentColor = texture2D(uSampler, vTextureCoord);\n vec3 colorDiff = originalColor - (currentColor.rgb / max(currentColor.a, 0.0000000001));\n float colorDistance = length(colorDiff);\n float doReplace = step(colorDistance, epsilon);\n gl_FragColor = vec4(mix(currentColor.rgb, (newColor + colorDiff) * currentColor.a, doReplace), currentColor.a);\n}\n",R=function(e){function n(t,n,r){void 0===t&&(t=16711680),void 0===n&&(n=0),void 0===r&&(r=.4),e.call(this,P,M),this.uniforms.originalColor=new Float32Array(3),this.uniforms.newColor=new Float32Array(3),this.originalColor=t,this.newColor=n,this.epsilon=r}e&&(n.__proto__=e),n.prototype=Object.create(e&&e.prototype),n.prototype.constructor=n;var r={originalColor:{configurable:!0},newColor:{configurable:!0},epsilon:{configurable:!0}};return r.originalColor.set=function(e){var n=this.uniforms.originalColor;"number"==typeof e?(t.utils.hex2rgb(e,n),this._originalColor=e):(n[0]=e[0],n[1]=e[1],n[2]=e[2],this._originalColor=t.utils.rgb2hex(n))},r.originalColor.get=function(){return this._originalColor},r.newColor.set=function(e){var n=this.uniforms.newColor;"number"==typeof e?(t.utils.hex2rgb(e,n),this._newColor=e):(n[0]=e[0],n[1]=e[1],n[2]=e[2],this._newColor=t.utils.rgb2hex(n))},r.newColor.get=function(){return this._newColor},r.epsilon.set=function(e){this.uniforms.epsilon=e},r.epsilon.get=function(){return this.uniforms.epsilon},Object.defineProperties(n.prototype,r),n}(t.Filter),j=n,L="precision mediump float;\n\nvarying mediump vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform vec2 texelSize;\nuniform float matrix[9];\n\nvoid main(void)\n{\n vec4 c11 = texture2D(uSampler, vTextureCoord - texelSize); // top left\n vec4 c12 = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y - texelSize.y)); // top center\n vec4 c13 = texture2D(uSampler, vec2(vTextureCoord.x + texelSize.x, vTextureCoord.y - texelSize.y)); // top right\n\n vec4 c21 = texture2D(uSampler, vec2(vTextureCoord.x - texelSize.x, vTextureCoord.y)); // mid left\n vec4 c22 = texture2D(uSampler, vTextureCoord); // mid center\n vec4 c23 = texture2D(uSampler, vec2(vTextureCoord.x + texelSize.x, vTextureCoord.y)); // mid right\n\n vec4 c31 = texture2D(uSampler, vec2(vTextureCoord.x - texelSize.x, vTextureCoord.y + texelSize.y)); // bottom left\n vec4 c32 = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y + texelSize.y)); // bottom center\n vec4 c33 = texture2D(uSampler, vTextureCoord + texelSize); // bottom right\n\n gl_FragColor =\n c11 * matrix[0] + c12 * matrix[1] + c13 * matrix[2] +\n c21 * matrix[3] + c22 * matrix[4] + c23 * matrix[5] +\n c31 * matrix[6] + c32 * matrix[7] + c33 * matrix[8];\n\n gl_FragColor.a = c22.a;\n}\n",k=function(e){function t(t,n,r){e.call(this,j,L),this.uniforms.texelSize=new Float32Array(9),this.matrix=t,this.width=n,this.height=r}e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t;var n={matrix:{configurable:!0},width:{configurable:!0},height:{configurable:!0}};return n.matrix.get=function(){return this.uniforms.matrix},n.matrix.set=function(e){this.uniforms.matrix=new Float32Array(e)},n.width.get=function(){return 1/this.uniforms.texelSize[0]},n.width.set=function(e){this.uniforms.texelSize[0]=1/e},n.height.get=function(){return 1/this.uniforms.texelSize[1]},n.height.set=function(e){this.uniforms.texelSize[1]=1/e},Object.defineProperties(t.prototype,n),t}(t.Filter),I=n,E="precision mediump float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\n\nvoid main(void)\n{\n float lum = length(texture2D(uSampler, vTextureCoord.xy).rgb);\n\n gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n\n if (lum < 1.00)\n {\n if (mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0)\n {\n gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\n }\n }\n\n if (lum < 0.75)\n {\n if (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0)\n {\n gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\n }\n }\n\n if (lum < 0.50)\n {\n if (mod(gl_FragCoord.x + gl_FragCoord.y - 5.0, 10.0) == 0.0)\n {\n gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\n }\n }\n\n if (lum < 0.3)\n {\n if (mod(gl_FragCoord.x - gl_FragCoord.y - 5.0, 10.0) == 0.0)\n {\n gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\n }\n }\n}\n",B=function(e){function t(){e.call(this,I,E)}return e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t,t}(t.Filter),X=n,q="varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\n\nuniform vec4 filterArea;\nuniform vec2 dimensions;\n\nconst float SQRT_2 = 1.414213;\n\nconst float light = 1.0;\n\nuniform float curvature;\nuniform float lineWidth;\nuniform float lineContrast;\nuniform bool verticalLine;\nuniform float noise;\nuniform float noiseSize;\n\nuniform float vignetting;\nuniform float vignettingAlpha;\nuniform float vignettingBlur;\n\nuniform float seed;\nuniform float time;\n\nfloat rand(vec2 co) {\n return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);\n}\n\nvoid main(void)\n{\n vec2 pixelCoord = vTextureCoord.xy * filterArea.xy;\n vec2 coord = pixelCoord / dimensions;\n\n vec2 dir = vec2(coord - vec2(0.5, 0.5));\n\n float _c = curvature > 0. ? curvature : 1.;\n float k = curvature > 0. ?(length(dir * dir) * 0.25 * _c * _c + 0.935 * _c) : 1.;\n vec2 uv = dir * k;\n\n gl_FragColor = texture2D(uSampler, vTextureCoord);\n vec3 rgb = gl_FragColor.rgb;\n\n\n if (noise > 0.0 && noiseSize > 0.0)\n {\n pixelCoord.x = floor(pixelCoord.x / noiseSize);\n pixelCoord.y = floor(pixelCoord.y / noiseSize);\n float _noise = rand(pixelCoord * noiseSize * seed) - 0.5;\n rgb += _noise * noise;\n }\n\n if (lineWidth > 0.0) {\n float v = (verticalLine ? uv.x * dimensions.x : uv.y * dimensions.y) * min(1.0, 2.0 / lineWidth ) / _c;\n float j = 1. + cos(v * 1.2 - time) * 0.5 * lineContrast;\n rgb *= j;\n float segment = verticalLine ? mod((dir.x + .5) * dimensions.x, 4.) : mod((dir.y + .5) * dimensions.y, 4.);\n rgb *= 0.99 + ceil(segment) * 0.015;\n }\n\n if (vignetting > 0.0)\n {\n float outter = SQRT_2 - vignetting * SQRT_2;\n float darker = clamp((outter - length(dir) * SQRT_2) / ( 0.00001 + vignettingBlur * SQRT_2), 0.0, 1.0);\n rgb *= darker + (1.0 - darker) * (1.0 - vignettingAlpha);\n }\n\n gl_FragColor.rgb = rgb;\n}\n",N=function(e){function t(t){e.call(this,X,q),this.uniforms.dimensions=new Float32Array(2),this.time=0,this.seed=0,Object.assign(this,{curvature:1,lineWidth:1,lineContrast:.25,verticalLine:!1,noise:0,noiseSize:1,seed:0,vignetting:.3,vignettingAlpha:1,vignettingBlur:.3,time:0},t)}e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t;var n={curvature:{configurable:!0},lineWidth:{configurable:!0},lineContrast:{configurable:!0},verticalLine:{configurable:!0},noise:{configurable:!0},noiseSize:{configurable:!0},vignetting:{configurable:!0},vignettingAlpha:{configurable:!0},vignettingBlur:{configurable:!0}};return t.prototype.apply=function(e,t,n,r){this.uniforms.dimensions[0]=t.sourceFrame.width,this.uniforms.dimensions[1]=t.sourceFrame.height,this.uniforms.seed=this.seed,this.uniforms.time=this.time,e.applyFilter(this,t,n,r)},n.curvature.set=function(e){this.uniforms.curvature=e},n.curvature.get=function(){return this.uniforms.curvature},n.lineWidth.set=function(e){this.uniforms.lineWidth=e},n.lineWidth.get=function(){return this.uniforms.lineWidth},n.lineContrast.set=function(e){this.uniforms.lineContrast=e},n.lineContrast.get=function(){return this.uniforms.lineContrast},n.verticalLine.set=function(e){this.uniforms.verticalLine=e},n.verticalLine.get=function(){return this.uniforms.verticalLine},n.noise.set=function(e){this.uniforms.noise=e},n.noise.get=function(){return this.uniforms.noise},n.noiseSize.set=function(e){this.uniforms.noiseSize=e},n.noiseSize.get=function(){return this.uniforms.noiseSize},n.vignetting.set=function(e){this.uniforms.vignetting=e},n.vignetting.get=function(){return this.uniforms.vignetting},n.vignettingAlpha.set=function(e){this.uniforms.vignettingAlpha=e},n.vignettingAlpha.get=function(){return this.uniforms.vignettingAlpha},n.vignettingBlur.set=function(e){this.uniforms.vignettingBlur=e},n.vignettingBlur.get=function(){return this.uniforms.vignettingBlur},Object.defineProperties(t.prototype,n),t}(t.Filter),G=n,K="precision mediump float;\n\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\n\nuniform vec4 filterArea;\nuniform sampler2D uSampler;\n\nuniform float angle;\nuniform float scale;\n\nfloat pattern()\n{\n float s = sin(angle), c = cos(angle);\n vec2 tex = vTextureCoord * filterArea.xy;\n vec2 point = vec2(\n c * tex.x - s * tex.y,\n s * tex.x + c * tex.y\n ) * scale;\n return (sin(point.x) * sin(point.y)) * 4.0;\n}\n\nvoid main()\n{\n vec4 color = texture2D(uSampler, vTextureCoord);\n float average = (color.r + color.g + color.b) / 3.0;\n gl_FragColor = vec4(vec3(average * 10.0 - 5.0 + pattern()), color.a);\n}\n",Y=function(e){function t(t,n){void 0===t&&(t=1),void 0===n&&(n=5),e.call(this,G,K),this.scale=t,this.angle=n}e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t;var n={scale:{configurable:!0},angle:{configurable:!0}};return n.scale.get=function(){return this.uniforms.scale},n.scale.set=function(e){this.uniforms.scale=e},n.angle.get=function(){return this.uniforms.angle},n.angle.set=function(e){this.uniforms.angle=e},Object.defineProperties(t.prototype,n),t}(t.Filter),W=n,Q="varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform float alpha;\nuniform vec3 color;\nvoid main(void){\n vec4 sample = texture2D(uSampler, vTextureCoord);\n\n // Un-premultiply alpha before applying the color\n if (sample.a > 0.0) {\n sample.rgb /= sample.a;\n }\n\n // Premultiply alpha again\n sample.rgb = color.rgb * sample.a;\n\n // alpha user alpha\n sample *= alpha;\n\n gl_FragColor = sample;\n}",U=function(e){function n(n){n&&n.constructor!==Object&&(console.warn("DropShadowFilter now uses options instead of (rotation, distance, blur, color, alpha)"),n={rotation:n},void 0!==arguments[1]&&(n.distance=arguments[1]),void 0!==arguments[2]&&(n.blur=arguments[2]),void 0!==arguments[3]&&(n.color=arguments[3]),void 0!==arguments[4]&&(n.alpha=arguments[4])),n=Object.assign({rotation:45,distance:5,color:0,alpha:.5,shadowOnly:!1,kernels:null,blur:2,quality:3,pixelSize:1,resolution:t.settings.RESOLUTION},n),e.call(this);var r=n.kernels,o=n.blur,i=n.quality,l=n.pixelSize,s=n.resolution;this._tintFilter=new t.Filter(W,Q),this._tintFilter.uniforms.color=new Float32Array(4),this._tintFilter.resolution=s,this._blurFilter=r?new a(r):new a(o,i),this.pixelSize=l,this.resolution=s,this.targetTransform=new t.Matrix;var u=n.shadowOnly,c=n.rotation,f=n.distance,h=n.alpha,p=n.color;this.shadowOnly=u,this.rotation=c,this.distance=f,this.alpha=h,this.color=p,this._updatePadding()}e&&(n.__proto__=e),n.prototype=Object.create(e&&e.prototype),n.prototype.constructor=n;var r={resolution:{configurable:!0},distance:{configurable:!0},rotation:{configurable:!0},alpha:{configurable:!0},color:{configurable:!0},kernels:{configurable:!0},blur:{configurable:!0},quality:{configurable:!0},pixelSize:{configurable:!0}};return n.prototype.apply=function(e,t,n,r){var o=e.getRenderTarget();o.transform=this.targetTransform,this._tintFilter.apply(e,t,o,!0),o.transform=null,this._blurFilter.apply(e,o,n),!0!==this.shadowOnly&&e.applyFilter(this,t,n,r),e.returnRenderTarget(o)},n.prototype._updatePadding=function(){this.padding=this.distance+2*this.blur},n.prototype._updateTargetTransform=function(){this.targetTransform.tx=this.distance*Math.cos(this.angle),this.targetTransform.ty=this.distance*Math.sin(this.angle)},r.resolution.get=function(){return this._resolution},r.resolution.set=function(e){this._resolution=e,this._tintFilter&&(this._tintFilter.resolution=e),this._blurFilter&&(this._blurFilter.resolution=e)},r.distance.get=function(){return this._distance},r.distance.set=function(e){this._distance=e,this._updatePadding(),this._updateTargetTransform()},r.rotation.get=function(){return this.angle/t.DEG_TO_RAD},r.rotation.set=function(e){this.angle=e*t.DEG_TO_RAD,this._updateTargetTransform()},r.alpha.get=function(){return this._tintFilter.uniforms.alpha},r.alpha.set=function(e){this._tintFilter.uniforms.alpha=e},r.color.get=function(){return t.utils.rgb2hex(this._tintFilter.uniforms.color)},r.color.set=function(e){t.utils.hex2rgb(e,this._tintFilter.uniforms.color)},r.kernels.get=function(){return this._blurFilter.kernels},r.kernels.set=function(e){this._blurFilter.kernels=e},r.blur.get=function(){return this._blurFilter.blur},r.blur.set=function(e){this._blurFilter.blur=e,this._updatePadding()},r.quality.get=function(){return this._blurFilter.quality},r.quality.set=function(e){this._blurFilter.quality=e},r.pixelSize.get=function(){return this._blurFilter.pixelSize},r.pixelSize.set=function(e){this._blurFilter.pixelSize=e},Object.defineProperties(n.prototype,r),n}(t.Filter),Z=n,V="precision mediump float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform float strength;\nuniform vec4 filterArea;\n\n\nvoid main(void)\n{\n\tvec2 onePixel = vec2(1.0 / filterArea);\n\n\tvec4 color;\n\n\tcolor.rgb = vec3(0.5);\n\n\tcolor -= texture2D(uSampler, vTextureCoord - onePixel) * strength;\n\tcolor += texture2D(uSampler, vTextureCoord + onePixel) * strength;\n\n\tcolor.rgb = vec3((color.r + color.g + color.b) / 3.0);\n\n\tfloat alpha = texture2D(uSampler, vTextureCoord).a;\n\n\tgl_FragColor = vec4(color.rgb * alpha, alpha);\n}\n",H=function(e){function t(t){void 0===t&&(t=5),e.call(this,Z,V),this.strength=t}e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t;var n={strength:{configurable:!0}};return n.strength.get=function(){return this.uniforms.strength},n.strength.set=function(e){this.uniforms.strength=e},Object.defineProperties(t.prototype,n),t}(t.Filter),$=n,J="// precision highp float;\n\nvarying vec2 vTextureCoord;\nuniform sampler2D uSampler;\n\nuniform vec4 filterArea;\nuniform vec4 filterClamp;\nuniform vec2 dimensions;\nuniform float aspect;\n\nuniform sampler2D displacementMap;\nuniform float offset;\nuniform float sinDir;\nuniform float cosDir;\nuniform int fillMode;\n\nuniform float seed;\nuniform vec2 red;\nuniform vec2 green;\nuniform vec2 blue;\n\nconst int TRANSPARENT = 0;\nconst int ORIGINAL = 1;\nconst int LOOP = 2;\nconst int CLAMP = 3;\nconst int MIRROR = 4;\n\nvoid main(void)\n{\n vec2 coord = (vTextureCoord * filterArea.xy) / dimensions;\n\n if (coord.x > 1.0 || coord.y > 1.0) {\n return;\n }\n\n float cx = coord.x - 0.5;\n float cy = (coord.y - 0.5) * aspect;\n float ny = (-sinDir * cx + cosDir * cy) / aspect + 0.5;\n\n // displacementMap: repeat\n // ny = ny > 1.0 ? ny - 1.0 : (ny < 0.0 ? 1.0 + ny : ny);\n\n // displacementMap: mirror\n ny = ny > 1.0 ? 2.0 - ny : (ny < 0.0 ? -ny : ny);\n\n vec4 dc = texture2D(displacementMap, vec2(0.5, ny));\n\n float displacement = (dc.r - dc.g) * (offset / filterArea.x);\n\n coord = vTextureCoord + vec2(cosDir * displacement, sinDir * displacement * aspect);\n\n if (fillMode == CLAMP) {\n coord = clamp(coord, filterClamp.xy, filterClamp.zw);\n } else {\n if( coord.x > filterClamp.z ) {\n if (fillMode == ORIGINAL) {\n gl_FragColor = texture2D(uSampler, vTextureCoord);\n return;\n } else if (fillMode == LOOP) {\n coord.x -= filterClamp.z;\n } else if (fillMode == MIRROR) {\n coord.x = filterClamp.z * 2.0 - coord.x;\n } else {\n gl_FragColor = vec4(0., 0., 0., 0.);\n return;\n }\n } else if( coord.x < filterClamp.x ) {\n if (fillMode == ORIGINAL) {\n gl_FragColor = texture2D(uSampler, vTextureCoord);\n return;\n } else if (fillMode == LOOP) {\n coord.x += filterClamp.z;\n } else if (fillMode == MIRROR) {\n coord.x *= -filterClamp.z;\n } else {\n gl_FragColor = vec4(0., 0., 0., 0.);\n return;\n }\n }\n\n if( coord.y > filterClamp.w ) {\n if (fillMode == ORIGINAL) {\n gl_FragColor = texture2D(uSampler, vTextureCoord);\n return;\n } else if (fillMode == LOOP) {\n coord.y -= filterClamp.w;\n } else if (fillMode == MIRROR) {\n coord.y = filterClamp.w * 2.0 - coord.y;\n } else {\n gl_FragColor = vec4(0., 0., 0., 0.);\n return;\n }\n } else if( coord.y < filterClamp.y ) {\n if (fillMode == ORIGINAL) {\n gl_FragColor = texture2D(uSampler, vTextureCoord);\n return;\n } else if (fillMode == LOOP) {\n coord.y += filterClamp.w;\n } else if (fillMode == MIRROR) {\n coord.y *= -filterClamp.w;\n } else {\n gl_FragColor = vec4(0., 0., 0., 0.);\n return;\n }\n }\n }\n\n gl_FragColor.r = texture2D(uSampler, coord + red * (1.0 - seed * 0.4) / filterArea.xy).r;\n gl_FragColor.g = texture2D(uSampler, coord + green * (1.0 - seed * 0.3) / filterArea.xy).g;\n gl_FragColor.b = texture2D(uSampler, coord + blue * (1.0 - seed * 0.2) / filterArea.xy).b;\n gl_FragColor.a = texture2D(uSampler, coord).a;\n}\n",ee=function(e){function n(n){void 0===n&&(n={}),e.call(this,$,J),this.uniforms.dimensions=new Float32Array(2),n=Object.assign({slices:5,offset:100,direction:0,fillMode:0,average:!1,seed:0,red:[0,0],green:[0,0],blue:[0,0],minSize:8,sampleSize:512},n),this.direction=n.direction,this.red=n.red,this.green=n.green,this.blue=n.blue,this.offset=n.offset,this.fillMode=n.fillMode,this.average=n.average,this.seed=n.seed,this.minSize=n.minSize,this.sampleSize=n.sampleSize,this._canvas=document.createElement("canvas"),this._canvas.width=4,this._canvas.height=this.sampleSize,this.texture=t.Texture.fromCanvas(this._canvas,t.SCALE_MODES.NEAREST),this._slices=0,this.slices=n.slices}e&&(n.__proto__=e),n.prototype=Object.create(e&&e.prototype),n.prototype.constructor=n;var r={sizes:{configurable:!0},offsets:{configurable:!0},slices:{configurable:!0},direction:{configurable:!0},red:{configurable:!0},green:{configurable:!0},blue:{configurable:!0}};return n.prototype.apply=function(e,t,n,r){var o=t.sourceFrame.width,i=t.sourceFrame.height;this.uniforms.dimensions[0]=o,this.uniforms.dimensions[1]=i,this.uniforms.aspect=i/o,this.uniforms.seed=this.seed,this.uniforms.offset=this.offset,this.uniforms.fillMode=this.fillMode,e.applyFilter(this,t,n,r)},n.prototype._randomizeSizes=function(){var e=this._sizes,t=this._slices-1,n=this.sampleSize,r=Math.min(this.minSize/n,.9/this._slices);if(this.average){for(var o=this._slices,i=1,l=0;l0;t--){var n=Math.random()*t>>0,r=e[t];e[t]=e[n],e[n]=r}},n.prototype._randomizeOffsets=function(){for(var e=0;e0?e:0,a=e<0?-e:0;r.fillStyle="rgba("+s+", "+a+", 0, 1)",r.fillRect(0,o>>0,t,l+1>>0),o+=l}n.baseTexture.emit("update",n.baseTexture),this.uniforms.displacementMap=n},r.sizes.set=function(e){for(var t=Math.min(this._slices,e.length),n=0;nthis._maxColors)throw"Length of replacements ("+o+") exceeds the maximum colors length ("+this._maxColors+")";n[3*o]=-1;for(var i=0;i 0.5) then: 1 - 2 * (1 - dst) * (1 - src)\n return vec3((dst.x <= 0.5) ? (2.0 * src.x * dst.x) : (1.0 - 2.0 * (1.0 - dst.x) * (1.0 - src.x)),\n (dst.y <= 0.5) ? (2.0 * src.y * dst.y) : (1.0 - 2.0 * (1.0 - dst.y) * (1.0 - src.y)),\n (dst.z <= 0.5) ? (2.0 * src.z * dst.z) : (1.0 - 2.0 * (1.0 - dst.z) * (1.0 - src.z)));\n}\n\n\nvoid main()\n{\n gl_FragColor = texture2D(uSampler, vTextureCoord);\n vec3 color = gl_FragColor.rgb;\n\n if (sepia > 0.0)\n {\n float gray = (color.x + color.y + color.z) / 3.0;\n vec3 grayscale = vec3(gray);\n\n color = Overlay(SEPIA_RGB, grayscale);\n\n color = grayscale + sepia * (color - grayscale);\n }\n\n vec2 coord = vTextureCoord * filterArea.xy / dimensions.xy;\n\n if (vignetting > 0.0)\n {\n float outter = SQRT_2 - vignetting * SQRT_2;\n vec2 dir = vec2(vec2(0.5, 0.5) - coord);\n dir.y *= dimensions.y / dimensions.x;\n float darker = clamp((outter - length(dir) * SQRT_2) / ( 0.00001 + vignettingBlur * SQRT_2), 0.0, 1.0);\n color.rgb *= darker + (1.0 - darker) * (1.0 - vignettingAlpha);\n }\n\n if (scratchDensity > seed && scratch != 0.0)\n {\n float phase = seed * 256.0;\n float s = mod(floor(phase), 2.0);\n float dist = 1.0 / scratchDensity;\n float d = distance(coord, vec2(seed * dist, abs(s - seed * dist)));\n if (d < seed * 0.6 + 0.4)\n {\n highp float period = scratchDensity * 10.0;\n\n float xx = coord.x * period + phase;\n float aa = abs(mod(xx, 0.5) * 4.0);\n float bb = mod(floor(xx / 0.5), 2.0);\n float yy = (1.0 - bb) * aa + bb * (2.0 - aa);\n\n float kk = 2.0 * period;\n float dw = scratchWidth / dimensions.x * (0.75 + seed);\n float dh = dw * kk;\n\n float tine = (yy - (2.0 - dh));\n\n if (tine > 0.0) {\n float _sign = sign(scratch);\n\n tine = s * tine / period + scratch + 0.1;\n tine = clamp(tine + 1.0, 0.5 + _sign * 0.5, 1.5 + _sign * 0.5);\n\n color.rgb *= tine;\n }\n }\n }\n\n if (noise > 0.0 && noiseSize > 0.0)\n {\n vec2 pixelCoord = vTextureCoord.xy * filterArea.xy;\n pixelCoord.x = floor(pixelCoord.x / noiseSize);\n pixelCoord.y = floor(pixelCoord.y / noiseSize);\n // vec2 d = pixelCoord * noiseSize * vec2(1024.0 + seed * 512.0, 1024.0 - seed * 512.0);\n // float _noise = snoise(d) * 0.5;\n float _noise = rand(pixelCoord * noiseSize * seed) - 0.5;\n color += _noise * noise;\n }\n\n gl_FragColor.rgb = color;\n}\n",ge=function(e){function t(t,n){void 0===n&&(n=0),e.call(this,de,me),this.uniforms.dimensions=new Float32Array(2),"number"==typeof t?(this.seed=t,t=null):this.seed=n,Object.assign(this,{sepia:.3,noise:.3,noiseSize:1,scratch:.5,scratchDensity:.3,scratchWidth:1,vignetting:.3,vignettingAlpha:1,vignettingBlur:.3},t)}e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t;var n={sepia:{configurable:!0},noise:{configurable:!0},noiseSize:{configurable:!0},scratch:{configurable:!0},scratchDensity:{configurable:!0},scratchWidth:{configurable:!0},vignetting:{configurable:!0},vignettingAlpha:{configurable:!0},vignettingBlur:{configurable:!0}};return t.prototype.apply=function(e,t,n,r){this.uniforms.dimensions[0]=t.sourceFrame.width,this.uniforms.dimensions[1]=t.sourceFrame.height,this.uniforms.seed=this.seed,e.applyFilter(this,t,n,r)},n.sepia.set=function(e){this.uniforms.sepia=e},n.sepia.get=function(){return this.uniforms.sepia},n.noise.set=function(e){this.uniforms.noise=e},n.noise.get=function(){return this.uniforms.noise},n.noiseSize.set=function(e){this.uniforms.noiseSize=e},n.noiseSize.get=function(){return this.uniforms.noiseSize},n.scratch.set=function(e){this.uniforms.scratch=e},n.scratch.get=function(){return this.uniforms.scratch},n.scratchDensity.set=function(e){this.uniforms.scratchDensity=e},n.scratchDensity.get=function(){return this.uniforms.scratchDensity},n.scratchWidth.set=function(e){this.uniforms.scratchWidth=e},n.scratchWidth.get=function(){return this.uniforms.scratchWidth},n.vignetting.set=function(e){this.uniforms.vignetting=e},n.vignetting.get=function(){return this.uniforms.vignetting},n.vignettingAlpha.set=function(e){this.uniforms.vignettingAlpha=e},n.vignettingAlpha.get=function(){return this.uniforms.vignettingAlpha},n.vignettingBlur.set=function(e){this.uniforms.vignettingBlur=e},n.vignettingBlur.get=function(){return this.uniforms.vignettingBlur},Object.defineProperties(t.prototype,n),t}(t.Filter),ve=n,xe="varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\n\nuniform vec2 thickness;\nuniform vec4 outlineColor;\nuniform vec4 filterClamp;\n\nconst float DOUBLE_PI = 3.14159265358979323846264 * 2.;\n\nvoid main(void) {\n vec4 ownColor = texture2D(uSampler, vTextureCoord);\n vec4 curColor;\n float maxAlpha = 0.;\n vec2 displaced;\n for (float angle = 0.; angle <= DOUBLE_PI; angle += ${angleStep}) {\n displaced.x = vTextureCoord.x + thickness.x * cos(angle);\n displaced.y = vTextureCoord.y + thickness.y * sin(angle);\n curColor = texture2D(uSampler, clamp(displaced, filterClamp.xy, filterClamp.zw));\n maxAlpha = max(maxAlpha, curColor.a);\n }\n float resultAlpha = max(maxAlpha, ownColor.a);\n gl_FragColor = vec4((ownColor.rgb + outlineColor.rgb * (1. - ownColor.a)) * resultAlpha, resultAlpha);\n}\n",ye=function(e){function n(t,r,o){void 0===t&&(t=1),void 0===r&&(r=0),void 0===o&&(o=.1);var i=Math.max(o*n.MAX_SAMPLES,n.MIN_SAMPLES),l=(2*Math.PI/i).toFixed(7);e.call(this,ve,xe.replace(/\$\{angleStep\}/,l)),this.uniforms.thickness=new Float32Array([0,0]),this.thickness=t,this.uniforms.outlineColor=new Float32Array([0,0,0,1]),this.color=r,this.quality=o}e&&(n.__proto__=e),n.prototype=Object.create(e&&e.prototype),n.prototype.constructor=n;var r={color:{configurable:!0}};return n.prototype.apply=function(e,t,n,r){this.uniforms.thickness[0]=this.thickness/t.size.width,this.uniforms.thickness[1]=this.thickness/t.size.height,e.applyFilter(this,t,n,r)},r.color.get=function(){return t.utils.rgb2hex(this.uniforms.outlineColor)},r.color.set=function(e){t.utils.hex2rgb(e,this.uniforms.outlineColor)},Object.defineProperties(n.prototype,r),n}(t.Filter);ye.MIN_SAMPLES=1,ye.MAX_SAMPLES=100;var _e=n,be="precision mediump float;\n\nvarying vec2 vTextureCoord;\n\nuniform vec2 size;\nuniform sampler2D uSampler;\n\nuniform vec4 filterArea;\n\nvec2 mapCoord( vec2 coord )\n{\n coord *= filterArea.xy;\n coord += filterArea.zw;\n\n return coord;\n}\n\nvec2 unmapCoord( vec2 coord )\n{\n coord -= filterArea.zw;\n coord /= filterArea.xy;\n\n return coord;\n}\n\nvec2 pixelate(vec2 coord, vec2 size)\n{\n\treturn floor( coord / size ) * size;\n}\n\nvoid main(void)\n{\n vec2 coord = mapCoord(vTextureCoord);\n\n coord = pixelate(coord, size);\n\n coord = unmapCoord(coord);\n\n gl_FragColor = texture2D(uSampler, coord);\n}\n",Ce=function(e){function t(t){void 0===t&&(t=10),e.call(this,_e,be),this.size=t}e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t;var n={size:{configurable:!0}};return n.size.get=function(){return this.uniforms.size},n.size.set=function(e){"number"==typeof e&&(e=[e,e]),this.uniforms.size=e},Object.defineProperties(t.prototype,n),t}(t.Filter),Se=n,Fe="varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform vec4 filterArea;\n\nuniform float uRadian;\nuniform vec2 uCenter;\nuniform float uRadius;\nuniform int uKernelSize;\n\nconst int MAX_KERNEL_SIZE = 2048;\n\nvoid main(void)\n{\n vec4 color = texture2D(uSampler, vTextureCoord);\n\n if (uKernelSize == 0)\n {\n gl_FragColor = color;\n return;\n }\n\n float aspect = filterArea.y / filterArea.x;\n vec2 center = uCenter.xy / filterArea.xy;\n float gradient = uRadius / filterArea.x * 0.3;\n float radius = uRadius / filterArea.x - gradient * 0.5;\n int k = uKernelSize - 1;\n\n vec2 coord = vTextureCoord;\n vec2 dir = vec2(center - coord);\n float dist = length(vec2(dir.x, dir.y * aspect));\n\n float radianStep = uRadian;\n if (radius >= 0.0 && dist > radius) {\n float delta = dist - radius;\n float gap = gradient;\n float scale = 1.0 - abs(delta / gap);\n if (scale <= 0.0) {\n gl_FragColor = color;\n return;\n }\n radianStep *= scale;\n }\n radianStep /= float(k);\n\n float s = sin(radianStep);\n float c = cos(radianStep);\n mat2 rotationMatrix = mat2(vec2(c, -s), vec2(s, c));\n\n for(int i = 0; i < MAX_KERNEL_SIZE - 1; i++) {\n if (i == k) {\n break;\n }\n\n coord -= center;\n coord.y *= aspect;\n coord = rotationMatrix * coord;\n coord.y /= aspect;\n coord += center;\n\n vec4 sample = texture2D(uSampler, coord);\n\n // switch to pre-multiplied alpha to correctly blur transparent images\n // sample.rgb *= sample.a;\n\n color += sample;\n }\n\n gl_FragColor = color / float(uKernelSize);\n}\n",ze=function(e){function t(t,n,r,o){void 0===t&&(t=0),void 0===n&&(n=[0,0]),void 0===r&&(r=5),void 0===o&&(o=-1),e.call(this,Se,Fe),this._angle=0,this.angle=t,this.center=n,this.kernelSize=r,this.radius=o}e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t;var n={angle:{configurable:!0},center:{configurable:!0},radius:{configurable:!0}};return t.prototype.apply=function(e,t,n,r){this.uniforms.uKernelSize=0!==this._angle?this.kernelSize:0,e.applyFilter(this,t,n,r)},n.angle.set=function(e){this._angle=e,this.uniforms.uRadian=e*Math.PI/180},n.angle.get=function(){return this._angle},n.center.get=function(){return this.uniforms.uCenter},n.center.set=function(e){this.uniforms.uCenter=e},n.radius.get=function(){return this.uniforms.uRadius},n.radius.set=function(e){(e<0||e===1/0)&&(e=-1),this.uniforms.uRadius=e},Object.defineProperties(t.prototype,n),t}(t.Filter),Ae=n,we="varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\n\nuniform vec4 filterArea;\nuniform vec4 filterClamp;\nuniform vec2 dimensions;\n\nuniform bool mirror;\nuniform float boundary;\nuniform vec2 amplitude;\nuniform vec2 waveLength;\nuniform vec2 alpha;\nuniform float time;\n\nfloat rand(vec2 co) {\n return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);\n}\n\nvoid main(void)\n{\n vec2 pixelCoord = vTextureCoord.xy * filterArea.xy;\n vec2 coord = pixelCoord / dimensions;\n\n if (coord.y < boundary) {\n gl_FragColor = texture2D(uSampler, vTextureCoord);\n return;\n }\n\n float k = (coord.y - boundary) / (1. - boundary + 0.0001);\n float areaY = boundary * dimensions.y / filterArea.y;\n float v = areaY + areaY - vTextureCoord.y;\n float y = mirror ? v : vTextureCoord.y;\n\n float _amplitude = ((amplitude.y - amplitude.x) * k + amplitude.x ) / filterArea.x;\n float _waveLength = ((waveLength.y - waveLength.x) * k + waveLength.x) / filterArea.y;\n float _alpha = (alpha.y - alpha.x) * k + alpha.x;\n\n float x = vTextureCoord.x + cos(v * 6.28 / _waveLength - time) * _amplitude;\n x = clamp(x, filterClamp.x, filterClamp.z);\n\n vec4 color = texture2D(uSampler, vec2(x, y));\n\n gl_FragColor = color * _alpha;\n}\n",Te=function(e){function t(t){e.call(this,Ae,we),this.uniforms.amplitude=new Float32Array(2),this.uniforms.waveLength=new Float32Array(2),this.uniforms.alpha=new Float32Array(2),this.uniforms.dimensions=new Float32Array(2),Object.assign(this,{mirror:!0,boundary:.5,amplitude:[0,20],waveLength:[30,100],alpha:[1,1],time:0},t)}e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t;var n={mirror:{configurable:!0},boundary:{configurable:!0},amplitude:{configurable:!0},waveLength:{configurable:!0},alpha:{configurable:!0}};return t.prototype.apply=function(e,t,n,r){this.uniforms.dimensions[0]=t.sourceFrame.width,this.uniforms.dimensions[1]=t.sourceFrame.height,this.uniforms.time=this.time,e.applyFilter(this,t,n,r)},n.mirror.set=function(e){this.uniforms.mirror=e},n.mirror.get=function(){return this.uniforms.mirror},n.boundary.set=function(e){this.uniforms.boundary=e},n.boundary.get=function(){return this.uniforms.boundary},n.amplitude.set=function(e){this.uniforms.amplitude[0]=e[0],this.uniforms.amplitude[1]=e[1]},n.amplitude.get=function(){return this.uniforms.amplitude},n.waveLength.set=function(e){this.uniforms.waveLength[0]=e[0],this.uniforms.waveLength[1]=e[1]},n.waveLength.get=function(){return this.uniforms.waveLength},n.alpha.set=function(e){this.uniforms.alpha[0]=e[0],this.uniforms.alpha[1]=e[1]},n.alpha.get=function(){return this.uniforms.alpha},Object.defineProperties(t.prototype,n),t}(t.Filter),De=n,Oe="precision mediump float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform vec4 filterArea;\nuniform vec2 red;\nuniform vec2 green;\nuniform vec2 blue;\n\nvoid main(void)\n{\n gl_FragColor.r = texture2D(uSampler, vTextureCoord + red/filterArea.xy).r;\n gl_FragColor.g = texture2D(uSampler, vTextureCoord + green/filterArea.xy).g;\n gl_FragColor.b = texture2D(uSampler, vTextureCoord + blue/filterArea.xy).b;\n gl_FragColor.a = texture2D(uSampler, vTextureCoord).a;\n}\n",Pe=function(e){function t(t,n,r){void 0===t&&(t=[-10,0]),void 0===n&&(n=[0,10]),void 0===r&&(r=[0,0]),e.call(this,De,Oe),this.red=t,this.green=n,this.blue=r}e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t;var n={red:{configurable:!0},green:{configurable:!0},blue:{configurable:!0}};return n.red.get=function(){return this.uniforms.red},n.red.set=function(e){this.uniforms.red=e},n.green.get=function(){return this.uniforms.green},n.green.set=function(e){this.uniforms.green=e},n.blue.get=function(){return this.uniforms.blue},n.blue.set=function(e){this.uniforms.blue=e},Object.defineProperties(t.prototype,n),t}(t.Filter),Me=n,Re="varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform vec4 filterArea;\nuniform vec4 filterClamp;\n\nuniform vec2 center;\n\nuniform float amplitude;\nuniform float wavelength;\n// uniform float power;\nuniform float brightness;\nuniform float speed;\nuniform float radius;\n\nuniform float time;\n\nconst float PI = 3.14159;\n\nvoid main()\n{\n float halfWavelength = wavelength * 0.5 / filterArea.x;\n float maxRadius = radius / filterArea.x;\n float currentRadius = time * speed / filterArea.x;\n\n float fade = 1.0;\n\n if (maxRadius > 0.0) {\n if (currentRadius > maxRadius) {\n gl_FragColor = texture2D(uSampler, vTextureCoord);\n return;\n }\n fade = 1.0 - pow(currentRadius / maxRadius, 2.0);\n }\n\n vec2 dir = vec2(vTextureCoord - center / filterArea.xy);\n dir.y *= filterArea.y / filterArea.x;\n float dist = length(dir);\n\n if (dist <= 0.0 || dist < currentRadius - halfWavelength || dist > currentRadius + halfWavelength) {\n gl_FragColor = texture2D(uSampler, vTextureCoord);\n return;\n }\n\n vec2 diffUV = normalize(dir);\n\n float diff = (dist - currentRadius) / halfWavelength;\n\n float p = 1.0 - pow(abs(diff), 2.0);\n\n // float powDiff = diff * pow(p, 2.0) * ( amplitude * fade );\n float powDiff = 1.25 * sin(diff * PI) * p * ( amplitude * fade );\n\n vec2 offset = diffUV * powDiff / filterArea.xy;\n\n // Do clamp :\n vec2 coord = vTextureCoord + offset;\n vec2 clampedCoord = clamp(coord, filterClamp.xy, filterClamp.zw);\n vec4 color = texture2D(uSampler, clampedCoord);\n if (coord != clampedCoord) {\n color *= max(0.0, 1.0 - length(coord - clampedCoord));\n }\n\n // No clamp :\n // gl_FragColor = texture2D(uSampler, vTextureCoord + offset);\n\n color.rgb *= 1.0 + (brightness - 1.0) * p * fade;\n\n gl_FragColor = color;\n}\n",je=function(e){function t(t,n,r){void 0===t&&(t=[0,0]),void 0===n&&(n={}),void 0===r&&(r=0),e.call(this,Me,Re),this.center=t,Array.isArray(n)&&(console.warn("Deprecated Warning: ShockwaveFilter params Array has been changed to options Object."),n={}),n=Object.assign({amplitude:30,wavelength:160,brightness:1,speed:500,radius:-1},n),this.amplitude=n.amplitude,this.wavelength=n.wavelength,this.brightness=n.brightness,this.speed=n.speed,this.radius=n.radius,this.time=r}e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t;var n={center:{configurable:!0},amplitude:{configurable:!0},wavelength:{configurable:!0},brightness:{configurable:!0},speed:{configurable:!0},radius:{configurable:!0}};return t.prototype.apply=function(e,t,n,r){this.uniforms.time=this.time,e.applyFilter(this,t,n,r)},n.center.get=function(){return this.uniforms.center},n.center.set=function(e){this.uniforms.center=e},n.amplitude.get=function(){return this.uniforms.amplitude},n.amplitude.set=function(e){this.uniforms.amplitude=e},n.wavelength.get=function(){return this.uniforms.wavelength},n.wavelength.set=function(e){this.uniforms.wavelength=e},n.brightness.get=function(){return this.uniforms.brightness},n.brightness.set=function(e){this.uniforms.brightness=e},n.speed.get=function(){return this.uniforms.speed},n.speed.set=function(e){this.uniforms.speed=e},n.radius.get=function(){return this.uniforms.radius},n.radius.set=function(e){this.uniforms.radius=e},Object.defineProperties(t.prototype,n),t}(t.Filter),Le=n,ke="varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform sampler2D uLightmap;\nuniform vec4 filterArea;\nuniform vec2 dimensions;\nuniform vec4 ambientColor;\nvoid main() {\n vec4 diffuseColor = texture2D(uSampler, vTextureCoord);\n vec2 lightCoord = (vTextureCoord * filterArea.xy) / dimensions;\n vec4 light = texture2D(uLightmap, lightCoord);\n vec3 ambient = ambientColor.rgb * ambientColor.a;\n vec3 intensity = ambient + light.rgb;\n vec3 finalColor = diffuseColor.rgb * intensity;\n gl_FragColor = vec4(finalColor, diffuseColor.a);\n}\n",Ie=function(e){function n(t,n,r){void 0===n&&(n=0),void 0===r&&(r=1),e.call(this,Le,ke),this.uniforms.dimensions=new Float32Array(2),this.uniforms.ambientColor=new Float32Array([0,0,0,r]),this.texture=t,this.color=n}e&&(n.__proto__=e),n.prototype=Object.create(e&&e.prototype),n.prototype.constructor=n;var r={texture:{configurable:!0},color:{configurable:!0},alpha:{configurable:!0}};return n.prototype.apply=function(e,t,n,r){this.uniforms.dimensions[0]=t.sourceFrame.width,this.uniforms.dimensions[1]=t.sourceFrame.height,e.applyFilter(this,t,n,r)},r.texture.get=function(){return this.uniforms.uLightmap},r.texture.set=function(e){this.uniforms.uLightmap=e},r.color.set=function(e){var n=this.uniforms.ambientColor;"number"==typeof e?(t.utils.hex2rgb(e,n),this._color=e):(n[0]=e[0],n[1]=e[1],n[2]=e[2],n[3]=e[3],this._color=t.utils.rgb2hex(n))},r.color.get=function(){return this._color},r.alpha.get=function(){return this.uniforms.ambientColor[3]},r.alpha.set=function(e){this.uniforms.ambientColor[3]=e},Object.defineProperties(n.prototype,r),n}(t.Filter),Ee=n,Be="varying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform float blur;\nuniform float gradientBlur;\nuniform vec2 start;\nuniform vec2 end;\nuniform vec2 delta;\nuniform vec2 texSize;\n\nfloat random(vec3 scale, float seed)\n{\n return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);\n}\n\nvoid main(void)\n{\n vec4 color = vec4(0.0);\n float total = 0.0;\n\n float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);\n vec2 normal = normalize(vec2(start.y - end.y, end.x - start.x));\n float radius = smoothstep(0.0, 1.0, abs(dot(vTextureCoord * texSize - start, normal)) / gradientBlur) * blur;\n\n for (float t = -30.0; t <= 30.0; t++)\n {\n float percent = (t + offset - 0.5) / 30.0;\n float weight = 1.0 - abs(percent);\n vec4 sample = texture2D(uSampler, vTextureCoord + delta / texSize * percent * radius);\n sample.rgb *= sample.a;\n color += sample * weight;\n total += weight;\n }\n\n color /= total;\n color.rgb /= color.a + 0.00001;\n\n gl_FragColor = color;\n}\n",Xe=function(e){function n(n,r,o,i){void 0===n&&(n=100),void 0===r&&(r=600),void 0===o&&(o=null),void 0===i&&(i=null),e.call(this,Ee,Be),this.uniforms.blur=n,this.uniforms.gradientBlur=r,this.uniforms.start=o||new t.Point(0,window.innerHeight/2),this.uniforms.end=i||new t.Point(600,window.innerHeight/2),this.uniforms.delta=new t.Point(30,30),this.uniforms.texSize=new t.Point(window.innerWidth,window.innerHeight),this.updateDelta()}e&&(n.__proto__=e),n.prototype=Object.create(e&&e.prototype),n.prototype.constructor=n;var r={blur:{configurable:!0},gradientBlur:{configurable:!0},start:{configurable:!0},end:{configurable:!0}};return n.prototype.updateDelta=function(){this.uniforms.delta.x=0,this.uniforms.delta.y=0},r.blur.get=function(){return this.uniforms.blur},r.blur.set=function(e){this.uniforms.blur=e},r.gradientBlur.get=function(){return this.uniforms.gradientBlur},r.gradientBlur.set=function(e){this.uniforms.gradientBlur=e},r.start.get=function(){return this.uniforms.start},r.start.set=function(e){this.uniforms.start=e,this.updateDelta()},r.end.get=function(){return this.uniforms.end},r.end.set=function(e){this.uniforms.end=e,this.updateDelta()},Object.defineProperties(n.prototype,r),n}(t.Filter),qe=function(e){function t(){e.apply(this,arguments)}return e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t,t.prototype.updateDelta=function(){var e=this.uniforms.end.x-this.uniforms.start.x,t=this.uniforms.end.y-this.uniforms.start.y,n=Math.sqrt(e*e+t*t);this.uniforms.delta.x=e/n,this.uniforms.delta.y=t/n},t}(Xe),Ne=function(e){function t(){e.apply(this,arguments)}return e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t,t.prototype.updateDelta=function(){var e=this.uniforms.end.x-this.uniforms.start.x,t=this.uniforms.end.y-this.uniforms.start.y,n=Math.sqrt(e*e+t*t);this.uniforms.delta.x=-t/n,this.uniforms.delta.y=e/n},t}(Xe),Ge=function(e){function t(t,n,r,o){void 0===t&&(t=100),void 0===n&&(n=600),void 0===r&&(r=null),void 0===o&&(o=null),e.call(this),this.tiltShiftXFilter=new qe(t,n,r,o),this.tiltShiftYFilter=new Ne(t,n,r,o)}e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t;var n={blur:{configurable:!0},gradientBlur:{configurable:!0},start:{configurable:!0},end:{configurable:!0}};return t.prototype.apply=function(e,t,n){var r=e.getRenderTarget(!0);this.tiltShiftXFilter.apply(e,t,r),this.tiltShiftYFilter.apply(e,r,n),e.returnRenderTarget(r)},n.blur.get=function(){return this.tiltShiftXFilter.blur},n.blur.set=function(e){this.tiltShiftXFilter.blur=this.tiltShiftYFilter.blur=e},n.gradientBlur.get=function(){return this.tiltShiftXFilter.gradientBlur},n.gradientBlur.set=function(e){this.tiltShiftXFilter.gradientBlur=this.tiltShiftYFilter.gradientBlur=e},n.start.get=function(){return this.tiltShiftXFilter.start},n.start.set=function(e){this.tiltShiftXFilter.start=this.tiltShiftYFilter.start=e},n.end.get=function(){return this.tiltShiftXFilter.end},n.end.set=function(e){this.tiltShiftXFilter.end=this.tiltShiftYFilter.end=e},Object.defineProperties(t.prototype,n),t}(t.Filter),Ke=n,Ye="varying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform float radius;\nuniform float angle;\nuniform vec2 offset;\nuniform vec4 filterArea;\n\nvec2 mapCoord( vec2 coord )\n{\n coord *= filterArea.xy;\n coord += filterArea.zw;\n\n return coord;\n}\n\nvec2 unmapCoord( vec2 coord )\n{\n coord -= filterArea.zw;\n coord /= filterArea.xy;\n\n return coord;\n}\n\nvec2 twist(vec2 coord)\n{\n coord -= offset;\n\n float dist = length(coord);\n\n if (dist < radius)\n {\n float ratioDist = (radius - dist) / radius;\n float angleMod = ratioDist * ratioDist * angle;\n float s = sin(angleMod);\n float c = cos(angleMod);\n coord = vec2(coord.x * c - coord.y * s, coord.x * s + coord.y * c);\n }\n\n coord += offset;\n\n return coord;\n}\n\nvoid main(void)\n{\n\n vec2 coord = mapCoord(vTextureCoord);\n\n coord = twist(coord);\n\n coord = unmapCoord(coord);\n\n gl_FragColor = texture2D(uSampler, coord );\n\n}\n",We=function(e){function t(t,n,r){void 0===t&&(t=200),void 0===n&&(n=4),void 0===r&&(r=20),e.call(this,Ke,Ye),this.radius=t,this.angle=n,this.padding=r}e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t;var n={offset:{configurable:!0},radius:{configurable:!0},angle:{configurable:!0}};return n.offset.get=function(){return this.uniforms.offset},n.offset.set=function(e){this.uniforms.offset=e},n.radius.get=function(){return this.uniforms.radius},n.radius.set=function(e){this.uniforms.radius=e},n.angle.get=function(){return this.uniforms.angle},n.angle.set=function(e){this.uniforms.angle=e},Object.defineProperties(t.prototype,n),t}(t.Filter),Qe=n,Ue="varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform vec4 filterArea;\n\nuniform vec2 uCenter;\nuniform float uStrength;\nuniform float uInnerRadius;\nuniform float uRadius;\n\nconst float MAX_KERNEL_SIZE = 32.0;\n\nfloat random(vec3 scale, float seed) {\n // use the fragment position for a different seed per-pixel\n return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);\n}\n\nvoid main() {\n\n float minGradient = uInnerRadius * 0.3;\n float innerRadius = (uInnerRadius + minGradient * 0.5) / filterArea.x;\n\n float gradient = uRadius * 0.3;\n float radius = (uRadius - gradient * 0.5) / filterArea.x;\n\n float countLimit = MAX_KERNEL_SIZE;\n\n vec2 dir = vec2(uCenter.xy / filterArea.xy - vTextureCoord);\n float dist = length(vec2(dir.x, dir.y * filterArea.y / filterArea.x));\n\n float strength = uStrength;\n\n float delta = 0.0;\n float gap;\n if (dist < innerRadius) {\n delta = innerRadius - dist;\n gap = minGradient;\n } else if (radius >= 0.0 && dist > radius) { // radius < 0 means it's infinity\n delta = dist - radius;\n gap = gradient;\n }\n\n if (delta > 0.0) {\n float normalCount = gap / filterArea.x;\n delta = (normalCount - delta) / normalCount;\n countLimit *= delta;\n strength *= delta;\n if (countLimit < 1.0)\n {\n gl_FragColor = texture2D(uSampler, vTextureCoord);\n return;\n }\n }\n\n // randomize the lookup values to hide the fixed number of samples\n float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);\n\n float total = 0.0;\n vec4 color = vec4(0.0);\n\n dir *= strength;\n\n for (float t = 0.0; t < MAX_KERNEL_SIZE; t++) {\n float percent = (t + offset) / MAX_KERNEL_SIZE;\n float weight = 4.0 * (percent - percent * percent);\n vec2 p = vTextureCoord + dir * percent;\n vec4 sample = texture2D(uSampler, p);\n\n // switch to pre-multiplied alpha to correctly blur transparent images\n // sample.rgb *= sample.a;\n\n color += sample * weight;\n total += weight;\n\n if (t > countLimit){\n break;\n }\n }\n\n color /= total;\n // switch back from pre-multiplied alpha\n color.rgb /= color.a + 0.00001;\n\n gl_FragColor = color;\n}\n",Ze=function(e){function t(t,n,r,o){void 0===t&&(t=.1),void 0===n&&(n=[0,0]),void 0===r&&(r=0),void 0===o&&(o=-1),e.call(this,Qe,Ue),this.center=n,this.strength=t,this.innerRadius=r,this.radius=o}e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t;var n={center:{configurable:!0},strength:{configurable:!0},innerRadius:{configurable:!0},radius:{configurable:!0}};return n.center.get=function(){return this.uniforms.uCenter},n.center.set=function(e){this.uniforms.uCenter=e},n.strength.get=function(){return this.uniforms.uStrength},n.strength.set=function(e){this.uniforms.uStrength=e},n.innerRadius.get=function(){return this.uniforms.uInnerRadius},n.innerRadius.set=function(e){this.uniforms.uInnerRadius=e},n.radius.get=function(){return this.uniforms.uRadius},n.radius.set=function(e){(e<0||e===1/0)&&(e=-1),this.uniforms.uRadius=e},Object.defineProperties(t.prototype,n),t}(t.Filter);return e.AdjustmentFilter=o,e.AdvancedBloomFilter=p,e.AsciiFilter=g,e.BevelFilter=y,e.BloomFilter=F,e.BulgePinchFilter=w,e.ColorMapFilter=O,e.ColorReplaceFilter=R,e.ConvolutionFilter=k,e.CrossHatchFilter=B,e.CRTFilter=N,e.DotFilter=Y,e.DropShadowFilter=U,e.EmbossFilter=H,e.GlitchFilter=ee,e.GlowFilter=re,e.GodrayFilter=se,e.KawaseBlurFilter=a,e.MotionBlurFilter=ce,e.MultiColorReplaceFilter=pe,e.OldFilmFilter=ge,e.OutlineFilter=ye,e.PixelateFilter=Ce,e.RadialBlurFilter=ze,e.ReflectionFilter=Te,e.RGBSplitFilter=Pe,e.ShockwaveFilter=je,e.SimpleLightmapFilter=Ie,e.TiltShiftFilter=Ge,e.TiltShiftAxisFilter=Xe,e.TiltShiftXFilter=qe,e.TiltShiftYFilter=Ne,e.TwistFilter=We,e.ZoomBlurFilter=Ze,e}({},PIXI);Object.assign(PIXI.filters,this?this.__filters:__filters); Sprite.prototype.createHorrorNoise = function() { if (!this._horrorFilters.noiseFilter) { this._horrorFilters.noiseFilter = new PIXI.filters.NoiseFilter(); this.createHorrorFilter(this._horrorFilters.noiseFilter); } this._horrorFilters.noiseFilter.noise = Olivia.HorrorEffects.NoiseRate; this._horrorFilters.noiseFilter.animated = Olivia.HorrorEffects.NoiseAni; }; Sprite.prototype.removeHorrorNoise = function() { if (!!this._horrorFilters.noiseFilter) { this.removeHorrorFilter(this._horrorFilters.noiseFilter); this._horrorFilters.noiseFilter = undefined; } }; Sprite.prototype.updateHorrorNoise = function() { if (!!this._horrorFilters.noiseFilter) { if (this._horrorFilters.noiseFilter.animated) { this._horrorFilters.noiseFilter.seed = Math.random() * 3; } } }; Sprite.prototype.setHorrorNoiseRate = function(value) { if (!!this._horrorFilters.noiseFilter) { this._horrorFilters.noiseFilter.noise = value; } }; Sprite.prototype.setHorrorNoiseAnimated = function(value) { if (!!this._horrorFilters.noiseFilter) { this._horrorFilters.noiseFilter.animated = value; } }; Sprite.prototype.createHorrorGlitch = function() { if (!this._horrorFilters.glitchFilter) { this._horrorFilters.glitchFilter = new PIXI.filters.GlitchFilter(); this.createHorrorFilter(this._horrorFilters.glitchFilter); } this._horrorFilters.glitchFilter.slices = Olivia.HorrorEffects.GlitchSlices; this._horrorFilters.glitchFilter.offset = Olivia.HorrorEffects.GlitchOffset; this._horrorFilters.glitchFilter.sliceMin = Math.ceil(Olivia.HorrorEffects.GlitchSlices / 2); this._horrorFilters.glitchFilter.sliceMax = Olivia.HorrorEffects.GlitchSlices; this._horrorFilters.glitchFilter.animated = Olivia.HorrorEffects.GlitchAni; this._horrorFilters.glitchFilter.aniFrequency = Olivia.HorrorEffects.GlitchAniFreq; this._horrorFilters.glitchFilter.aniStrength = Olivia.HorrorEffects.GlitchAniStr; }; Sprite.prototype.removeHorrorGlitch = function() { if (!!this._horrorFilters.glitchFilter) { this.removeHorrorFilter(this._horrorFilters.glitchFilter); this._horrorFilters.glitchFilter = undefined; } }; Sprite.prototype.updateHorrorGlitch = function() { if (!!this._horrorFilters.glitchFilter) { if (this._horrorFiltersGlitchSpecial && this._horrorFilters.glitchFilter.animated) { var glitchFilter = new PIXI.filters.GlitchFilter(); var keys = ['slices', 'offset', 'sliceMin', 'sliceMax', 'animated', 'aniFrequency', 'aniStrength', 'refreshRequest']; this._horrorFilters.glitchFilter.refreshRequest = false; for (var i = 0; i < keys.length; i++) { var key = keys[i]; glitchFilter[key] = this._horrorFilters.glitchFilter[key]; } var index = this._filters.indexOf(this._horrorFilters.glitchFilter); this._filters[index] = this.updateHorrorGlitchEffect(glitchFilter); this._horrorFilters.glitchFilter = this._filters[index]; } if (this._horrorFiltersGlitchSpecial && this._horrorFilters.glitchFilter.refreshRequest) { this._horrorFilters.glitchFilter.refreshRequest = false; this._horrorFilters.glitchFilter.animated = false; var glitchFilter = new PIXI.filters.GlitchFilter(); var keys = ['slices', 'offset', 'sliceMin', 'sliceMax', 'animated', 'aniFrequency', 'aniStrength', 'refreshRequest']; for (var i = 0; i < keys.length; i++) { var key = keys[i]; glitchFilter[key] = this._horrorFilters.glitchFilter[key]; if (key === 'refreshRequest') { this._horrorFilters.glitchFilter[key] = false; } } var index = this._filters.indexOf(this._horrorFilters.glitchFilter); glitchFilter.refresh(); this._filters[index] = this.updateHorrorGlitchEffect(glitchFilter); this._horrorFilters.glitchFilter = this._filters[index]; } else { this.updateHorrorGlitchEffect(this._horrorFilters.glitchFilter); } } }; Sprite.prototype.updateHorrorGlitchEffect = function(glitchFilter) { if (glitchFilter.animated) { var frequency = Graphics.frameCount % glitchFilter.aniFrequency; var strength = glitchFilter.aniStrength; if (frequency < Math.randomInt(strength) + 1) { var difference = glitchFilter.sliceMax - glitchFilter.sliceMin var number = Math.randomInt(difference) + glitchFilter.sliceMax; glitchFilter.slices = number; } else { glitchFilter.slices = 0; } } else if (glitchFilter.slices === 0) { var difference = glitchFilter.sliceMax - glitchFilter.sliceMin var number = Math.randomInt(difference) + glitchFilter.sliceMax; glitchFilter.slices = number; } else if (glitchFilter.refreshRequest) { glitchFilter.refreshRequest = undefined; glitchFilter.refresh(); } return glitchFilter; }; Sprite.prototype.setHorrorGlitchSlices = function(value, min, max) { if (!!this._horrorFilters.glitchFilter) { if (min === undefined) { min = Math.ceil(value / 2); } if (max === undefined) { max = value; } this._horrorFilters.glitchFilter.sliceMin = min; this._horrorFilters.glitchFilter.sliceMax = max; this._horrorFilters.glitchFilter.slices = value; this._horrorFilters.glitchFilter.refresh(); } }; Sprite.prototype.setHorrorGlitchOffset = function(value) { if (!!this._horrorFilters.glitchFilter) { this._horrorFilters.glitchFilter.offset = value; } }; Sprite.prototype.setHorrorGlitchAnimated = function(value) { if (!!this._horrorFilters.glitchFilter) { this._horrorFilters.glitchFilter.animated = value; } }; Sprite.prototype.setHorrorGlitchFrequency = function(value) { if (!!this._horrorFilters.glitchFilter) { this._horrorFilters.glitchFilter.aniFrequency = value; } }; Sprite.prototype.setHorrorGlitchStrength = function(value) { if (!!this._horrorFilters.glitchFilter) { this._horrorFilters.glitchFilter.aniStrength = value; } }; Sprite.prototype.createHorrorTV = function() { if (!this._horrorFilters.tvFilter) { this._horrorFilters.tvFilter = new PIXI.filters.CRTFilter(); this.createHorrorFilter(this._horrorFilters.tvFilter); } this._horrorFilters.tvFilter.lineWidth = Olivia.HorrorEffects.TVLineThickness; this._horrorFilters.tvFilter.vignetting = Olivia.HorrorEffects.TVCorner; this._horrorFilters.tvFilter.animated = Olivia.HorrorEffects.TVAni; this._horrorFilters.tvFilter.aniSpeed = Olivia.HorrorEffects.TVAniSpeed; }; Sprite.prototype.removeHorrorTV = function() { if (!!this._horrorFilters.tvFilter) { this.removeHorrorFilter(this._horrorFilters.tvFilter); this._horrorFilters.tvFilter = undefined; } }; Sprite.prototype.updateHorrorTV = function() { if (!!this._horrorFilters.tvFilter) { if (this._horrorFilters.tvFilter.animated) { this._horrorFilters.tvFilter.time += this._horrorFilters.tvFilter.aniSpeed; } } }; Sprite.prototype.setHorrorTVLineThickness = function(value) { if (!!this._horrorFilters.tvFilter) { this._horrorFilters.tvFilter.lineWidth = value; } }; Sprite.prototype.setHorrorTVCornerSize = function(value) { if (!!this._horrorFilters.tvFilter) { this._horrorFilters.tvFilter.vignetting = value; } }; Sprite.prototype.setHorrorTVAnimated = function(value) { if (!!this._horrorFilters.tvFilter) { this._horrorFilters.tvFilter.animated = value; } }; Sprite.prototype.setHorrorTVSpeed = function(value) { if (!!this._horrorFilters.tvFilter) { this._horrorFilters.tvFilter.aniSpeed = value; } }; //----------------------------------------------------------------------------- // Scene_Title // // The scene class of the title screen. Olivia.HorrorEffects.___Scene_Title_createBackground___ = Scene_Title.prototype.createBackground; Scene_Title.prototype.createBackground = function() { Olivia.HorrorEffects.___Scene_Title_createBackground___.call(this); this.applyTitleHorrorEffects(this._backSprite1, Olivia.HorrorEffects.Title1Settings); this.applyTitleHorrorEffects(this._backSprite2, Olivia.HorrorEffects.Title2Settings); }; Scene_Title.prototype.applyTitleHorrorEffects = function(sprite, settings) { if (!!sprite && !!settings) { if (!!settings.Noise) { sprite.createHorrorNoise(); sprite.setHorrorNoiseRate(settings.NoiseRate); sprite.setHorrorNoiseAnimated(settings.NoiseAni); } if (!!settings.Glitch) { sprite.createHorrorGlitch(); sprite.setHorrorGlitchSlices(settings.GlitchSlices); sprite.setHorrorGlitchOffset(settings.GlitchOffset); sprite.setHorrorGlitchAnimated(settings.GlitchAni); sprite.setHorrorGlitchFrequency(settings.GlitchAniFreq); sprite.setHorrorGlitchStrength(settings.GlitchAniStr); } if (!!settings.TV) { sprite.createHorrorTV(); sprite.setHorrorTVLineThickness(settings.TVLineThickness); sprite.setHorrorTVCornerSize(settings.TVCorner); sprite.setHorrorTVAnimated(settings.TVAni); sprite.setHorrorTVSpeed(settings.TVAniSpeed); } } }; //----------------------------------------------------------------------------- // Sprite_Character // // The sprite for displaying a character. Olivia.HorrorEffects.___Sprite_Character_initialize___ = Sprite_Character.prototype.initialize; Sprite_Character.prototype.initialize = function(character) { Olivia.HorrorEffects.___Sprite_Character_initialize___.call(this, character); this._horrorFiltersSource = character; this._horrorFiltersGlitchSpecial = true; }; //----------------------------------------------------------------------------- // Sprite_Picture // // The sprite for displaying a picture. Olivia.HorrorEffects.___Sprite_Picture_initialize___ = Sprite_Picture.prototype.initialize; Sprite_Picture.prototype.initialize = function(pictureId) { Olivia.HorrorEffects.___Sprite_Picture_initialize___.call(this, pictureId); }; Olivia.HorrorEffects.___Sprite_Picture_updateBitmap___ = Sprite_Picture.prototype.updateBitmap; Sprite_Picture.prototype.updateBitmap = function() { Olivia.HorrorEffects.___Sprite_Picture_updateBitmap___.call(this); if (this.visible && !this._horrorFiltersSource) { this._horrorFiltersSource = this.picture(); } else { this._horrorFiltersSource = undefined; } }; //----------------------------------------------------------------------------- // Sprite_Battler // // The superclass of Sprite_Actor and Sprite_Enemy. Olivia.HorrorEffects.___Sprite_Battler_setBattler___ = Sprite_Battler.prototype.setBattler; Sprite_Battler.prototype.setBattler = function(battler) { Olivia.HorrorEffects.___Sprite_Battler_setBattler___.call(this, battler); this._horrorFiltersSource = battler; this._horrorFiltersGlitchSpecial = true; }; //----------------------------------------------------------------------------- // Spriteset_Map // // The set of sprites on the map screen. Olivia.HorrorEffects.___Spriteset_Map_initialize___ = Spriteset_Map.prototype.initialize; Spriteset_Map.prototype.initialize = function() { Olivia.HorrorEffects.___Spriteset_Map_initialize___.call(this); this._horrorFiltersSource = $gameScreen; }; //----------------------------------------------------------------------------- // Spriteset_Battle // // The set of sprites on the battle screen. Olivia.HorrorEffects.___Spriteset_Battle_initialize___ = Spriteset_Battle.prototype.initialize; Spriteset_Battle.prototype.initialize = function() { Olivia.HorrorEffects.___Spriteset_Battle_initialize___.call(this); this._horrorFiltersSource = $gameSystem; }; //----------------------------------------------------------------------------- // Game_Interpreter // // The interpreter for running event commands. Olivia.HorrorEffects.___Game_Interpreter_pluginCommand___ = Game_Interpreter.prototype.pluginCommand; Game_Interpreter.prototype.pluginCommand = function(command, args) { Olivia.HorrorEffects.___Game_Interpreter_pluginCommand___.call(this, command, args); if (command.match(/HorrorEffect/i)) { this.pluginCommandHorrorEffects(args); } }; Game_Interpreter.prototype.pluginCommandHorrorEffects = function(args) { var target = this.getPluginCommandHorrorEffectsTarget(args); if (!!target) { this.processPluginCommandHorrorEffects(target, args); } }; Game_Interpreter.prototype.getPluginCommandHorrorEffectsTarget = function(args) { var text = args.shift(); if (text.match(/(?:Screen|Map)/i)) { return $gameScreen; } else if (text.match(/(?:System|Battle)/i)) { return $gameSystem; } else if (text.match(/Player/i)) { return $gamePlayer; } else if (text.match(/Follower/i)) { var index = parseInt(args.shift()); if (!!index) { index -= 1; return $gamePlayer.followers()._data[index]; } else { alert('A valid number must follow Follower in the HorrorEffect command'); return null ; } } else if (text.match(/Event/i)) { var eventId = parseInt(args.shift()); if (eventId === 0) { eventId = this._eventId } if (!!eventId) { return $gameMap.event(eventId); } else { alert('A valid ID must follow Event in the HorrorEffect command'); return null; } } else if (text.match(/Picture/i)) { var pictureId = parseInt(args.shift()); if (!!pictureId) { return $gameScreen.picture(pictureId); } else { alert('A valid ID must follow Picture in the HorrorEffect command'); return null; } } else if (text.match(/Actor/i)) { var actorId = parseInt(args.shift()); if (!!actorId) { return $gameActors.actor(actorId); } else { alert('A valid ID must follow Actor in the HorrorEffect command'); return null; } } else if (text.match(/Party/i)) { var index = parseInt(args.shift()); if (!!index) { index -= 1; return $gameParty.members()[index]; } else { alert('A valid number must follow Party in the HorrorEffect command'); return null; } } else if (text.match(/Enemy/i)) { var index = parseInt(args.shift()); if (!!index) { index -= 1; return $gameTroop.members()[index]; } else { alert('A valid number must follow Enemy in the HorrorEffect command'); return null; } } else { alert('Invalid HorrorEffect target'); return null; } }; Game_Interpreter.prototype.processPluginCommandHorrorEffects = function(target, args) { var command = args.shift(); if (command.match(/Create/i)) { var type = 1; } else if (command.match(/Remove/i)) { var type = 2; } else if (command.match(/Change/i)) { var type = 3; } else if (command.match(/Clear/i)) { target.removeHorrorEffect('noise'); target.removeHorrorEffect('glitch'); target.removeHorrorEffect('tv'); target.clearHorrorEffects(); return; } else { alert('Invalid HorrorEffect command type: please use Create, Remove, or Change'); return null; } var command = args.shift(); if (command.match(/(?:Noise|Glitch|TV)/i)) { if (type === 1) { target.createHorrorEffect(command.toLowerCase()); } else if (type === 2) { target.removeHorrorEffect(command.toLowerCase()); } else if (type === 3) { var type = command.toLowerCase(); var key = args.shift(); var value = 0; // Noise if (type === 'noise') { if (key.match(/rate/i)) { key = 'noise'; value = parseFloat(args.shift()); } else if (key.match(/animated/i)) { key = 'animated'; value = eval(args.shift().toLowerCase()); } else { alert('Invalid HorrorEffect Change format. Please refer to help file'); return; } // Glitch } else if (type === 'glitch') { if (key.match(/max/i)) { key = 'sliceMax'; value = parseInt(args.shift()); } else if (key.match(/min/i)) { key = 'sliceMin'; value = parseInt(args.shift()); } else if (key.match(/slice/i)) { key = 'slices'; value = parseInt(args.shift()); target.setHorrorEffectToValue(type, 'sliceMax', value); target.setHorrorEffectToValue(type, 'sliceMin', value); } else if (key.match(/offset/i)) { key = 'offset'; value = parseInt(args.shift()); } else if (key.match(/animated/i)) { key = 'animated'; value = eval(args.shift().toLowerCase()); if (value === false) { target.setHorrorEffectToValue(type, 'refreshRequest', true); } } else if (key.match(/frequency/i)) { key = 'aniFrequency'; value = parseInt(args.shift()); } else if (key.match(/strength/i)) { key = 'aniStrength'; value = parseInt(args.shift()); } else if (key.match(/refresh/i)) { key = 'refreshRequest'; value = true; } else { alert('Invalid HorrorEffect Change format. Please refer to help file'); return; } // TV } else if (type === 'tv') { if (key.match(/thick/i)) { key = 'lineWidth'; value = parseInt(args.shift()); } else if (key.match(/corner/i)) { key = 'vignetting'; value = parseFloat(args.shift()); } else if (key.match(/animated/i)) { key = 'animated'; value = eval(args.shift().toLowerCase()); } else if (key.match(/speed/i)) { key = 'aniSpeed'; value = parseFloat(args.shift()); } else { alert('Invalid HorrorEffect Change format. Please refer to help file'); return; } // Invalid } else { alert('Invalid HorrorEffect Change format. Please refer to help file'); return; } target.setHorrorEffectToValue(type, key, value); } } else { alert('Invalid HorrorEffect effect type: please use Noise, Glitch, or TV'); return null; } };