return empty rect if container has no visible children
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2 changed files with 232 additions and 0 deletions
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@ -216,12 +216,16 @@ PIXI.DisplayObjectContainer.prototype.getBounds = function()
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var childMaxX;
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var childMaxY;
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var childVisible = false;
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for(var i=0,j=this.children.length; i<j; i++)
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{
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var child = this.children[i];
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if(!child.visible)continue;
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childVisible = true;
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childBounds = this.children[i].getBounds();
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minX = minX < childBounds.x ? minX : childBounds.x;
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@ -234,6 +238,9 @@ PIXI.DisplayObjectContainer.prototype.getBounds = function()
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maxY = maxY > childMaxY ? maxY : childMaxY;
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}
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if(!childVisible)
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return PIXI.EmptyRectangle;
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var bounds = this._bounds;
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bounds.x = minX;
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225
src/pixi/filters/NormalMapFilter.js
Normal file
225
src/pixi/filters/NormalMapFilter.js
Normal file
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@ -0,0 +1,225 @@
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/**
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* @author Mat Groves http://matgroves.com/ @Doormat23
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*/
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/**
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*
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* The NormalMapFilter class uses the pixel values from the specified texture (called the displacement map) to perform a displacement of an object.
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* You can use this filter to apply all manor of crazy warping effects
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* Currently the r property of the texture is used offset the x and the g propery of the texture is used to offset the y.
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* @class NormalMapFilter
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* @contructor
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* @param texture {Texture} The texture used for the displacemtent map * must be power of 2 texture at the moment
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*/
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PIXI.NormalMapFilter = function(texture)
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{
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PIXI.AbstractFilter.call( this );
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this.passes = [this];
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texture.baseTexture._powerOf2 = true;
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// set the uniforms
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//console.log()
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this.uniforms = {
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displacementMap: {type: 'sampler2D', value:texture},
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scale: {type: '2f', value:{x:15, y:15}},
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offset: {type: '2f', value:{x:0, y:0}},
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mapDimensions: {type: '2f', value:{x:1, y:1}},
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dimensions: {type: '4f', value:[0,0,0,0]},
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// LightDir: {type: 'f3', value:[0, 1, 0]},
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LightPos: {type: '3f', value:[0, 1, 0]}
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};
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if(texture.baseTexture.hasLoaded)
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{
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this.uniforms.mapDimensions.value.x = texture.width;
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this.uniforms.mapDimensions.value.y = texture.height;
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}
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else
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{
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this.boundLoadedFunction = this.onTextureLoaded.bind(this);
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texture.baseTexture.on("loaded", this.boundLoadedFunction);
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}
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this.fragmentSrc = [
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"precision mediump float;",
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"varying vec2 vTextureCoord;",
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"varying float vColor;",
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"uniform sampler2D displacementMap;",
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"uniform sampler2D uSampler;",
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"uniform vec4 dimensions;",
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"const vec2 Resolution = vec2(1.0,1.0);", //resolution of screen
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"uniform vec3 LightPos;", //light position, normalized
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"const vec4 LightColor = vec4(1.0, 1.0, 1.0, 1.0);", //light RGBA -- alpha is intensity
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"const vec4 AmbientColor = vec4(1.0, 1.0, 1.0, 0.5);", //ambient RGBA -- alpha is intensity
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"const vec3 Falloff = vec3(0.0, 1.0, 0.2);", //attenuation coefficients
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"uniform vec3 LightDir;",//" = vec3(1.0, 0.0, 1.0);",
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"uniform vec2 mapDimensions;",// = vec2(256.0, 256.0);",
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"void main(void) {",
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"vec2 mapCords = vTextureCoord.xy;",
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"vec4 color = texture2D(uSampler, vTextureCoord.st);",
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"vec3 nColor = texture2D(displacementMap, vTextureCoord.st).rgb;",
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"mapCords *= vec2(dimensions.x/512.0, dimensions.y/512.0);",
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"mapCords.y *= -1.0;",
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"mapCords.y += 1.0;",
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//RGBA of our diffuse color
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"vec4 DiffuseColor = texture2D(uSampler, vTextureCoord);",
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//RGB of our normal map
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"vec3 NormalMap = texture2D(displacementMap, mapCords).rgb;",
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//The delta position of light
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//"vec3 LightDir = vec3(LightPos.xy - (gl_FragCoord.xy / Resolution.xy), LightPos.z);",
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"vec3 LightDir = vec3(LightPos.xy - (mapCords.xy), LightPos.z);",
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//Correct for aspect ratio
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//"LightDir.x *= Resolution.x / Resolution.y;",
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//Determine distance (used for attenuation) BEFORE we normalize our LightDir
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"float D = length(LightDir);",
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//normalize our vectors
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"vec3 N = normalize(NormalMap * 2.0 - 1.0);",
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"vec3 L = normalize(LightDir);",
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//Pre-multiply light color with intensity
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//Then perform "N dot L" to determine our diffuse term
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"vec3 Diffuse = (LightColor.rgb * LightColor.a) * max(dot(N, L), 0.0);",
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//pre-multiply ambient color with intensity
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"vec3 Ambient = AmbientColor.rgb * AmbientColor.a;",
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//calculate attenuation
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"float Attenuation = 1.0 / ( Falloff.x + (Falloff.y*D) + (Falloff.z*D*D) );",
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//the calculation which brings it all together
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"vec3 Intensity = Ambient + Diffuse * Attenuation;",
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"vec3 FinalColor = DiffuseColor.rgb * Intensity;",
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"gl_FragColor = vColor * vec4(FinalColor, DiffuseColor.a);",
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//"gl_FragColor = vec4(1.0, 0.0, 0.0, Attenuation);",//vColor * vec4(FinalColor, DiffuseColor.a);",
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/*
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// normalise color
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"vec3 normal = normalize(nColor * 2.0 - 1.0);",
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"vec3 deltaPos = vec3( (light.xy - gl_FragCoord.xy) / resolution.xy, light.z );",
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"float lambert = clamp(dot(normal, lightDir), 0.0, 1.0);",
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"float d = sqrt(dot(deltaPos, deltaPos));",
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"float att = 1.0 / ( attenuation.x + (attenuation.y*d) + (attenuation.z*d*d) );",
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"vec3 result = (ambientColor * ambientIntensity) + (lightColor.rgb * lambert) * att;",
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"result *= color.rgb;",
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"gl_FragColor = vec4(result, 1.0);",*/
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"}"
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];
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}
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/*
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void main() {
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//sample color & normals from our textures
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vec4 color = texture2D(u_texture, v_texCoords.st);
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vec3 nColor = texture2D(u_normals, v_texCoords.st).rgb;
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//some bump map programs will need the Y value flipped..
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nColor.g = yInvert ? 1.0 - nColor.g : nColor.g;
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//this is for debugging purposes, allowing us to lower the intensity of our bump map
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vec3 nBase = vec3(0.5, 0.5, 1.0);
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nColor = mix(nBase, nColor, strength);
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//normals need to be converted to [-1.0, 1.0] range and normalized
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vec3 normal = normalize(nColor * 2.0 - 1.0);
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//here we do a simple distance calculation
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vec3 deltaPos = vec3( (light.xy - gl_FragCoord.xy) / resolution.xy, light.z );
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vec3 lightDir = normalize(deltaPos);
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float lambert = useNormals ? clamp(dot(normal, lightDir), 0.0, 1.0) : 1.0;
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//now let's get a nice little falloff
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float d = sqrt(dot(deltaPos, deltaPos));
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float att = useShadow ? 1.0 / ( attenuation.x + (attenuation.y*d) + (attenuation.z*d*d) ) : 1.0;
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vec3 result = (ambientColor * ambientIntensity) + (lightColor.rgb * lambert) * att;
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result *= color.rgb;
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gl_FragColor = v_color * vec4(result, color.a);
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}
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*/
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PIXI.NormalMapFilter.prototype = Object.create( PIXI.AbstractFilter.prototype );
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PIXI.NormalMapFilter.prototype.constructor = PIXI.NormalMapFilter;
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PIXI.NormalMapFilter.prototype.onTextureLoaded = function()
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{
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this.uniforms.mapDimensions.value.x = this.uniforms.displacementMap.value.width;
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this.uniforms.mapDimensions.value.y = this.uniforms.displacementMap.value.height;
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this.uniforms.displacementMap.value.baseTexture.off("loaded", this.boundLoadedFunction)
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}
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/**
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* The texture used for the displacemtent map * must be power of 2 texture at the moment
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*
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* @property map
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* @type Texture
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*/
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Object.defineProperty(PIXI.NormalMapFilter.prototype, 'map', {
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get: function() {
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return this.uniforms.displacementMap.value;
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},
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set: function(value) {
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this.uniforms.displacementMap.value = value;
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}
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});
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/**
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* The multiplier used to scale the displacement result from the map calculation.
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*
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* @property scale
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* @type Point
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*/
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Object.defineProperty(PIXI.NormalMapFilter.prototype, 'scale', {
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get: function() {
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return this.uniforms.scale.value;
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},
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set: function(value) {
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this.uniforms.scale.value = value;
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}
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});
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/**
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* The offset used to move the displacement map.
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*
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* @property offset
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* @type Point
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*/
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Object.defineProperty(PIXI.NormalMapFilter.prototype, 'offset', {
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get: function() {
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return this.uniforms.offset.value;
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},
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set: function(value) {
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this.uniforms.offset.value = value;
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}
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});
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