import { BaseTextureFilter } from "./BaseTextureFilter";
const _GLSL = BaseTextureFilter.$createGLSL(
"oCl.a*=v<4.?mskCl[int(v)]:(mskCl.r+mskCl.g+mskCl.b+mskCl.a)/4.;"
);
/**
* Mask filter
* @extends {BaseTextureFilter}
*/
export class MaskFilter extends BaseTextureFilter {
get GLSL() {
return _GLSL;
}
/**
* Set/Get type
* @type {number}
*/
get type() {
return this.v[0];
}
set type(v) {
this.v[0] = v;
}
}
/**
* Mask channel type
* @member
* @property {number} RED
* @property {number} GREEN
* @property {number} BLUE
* @property {number} ALPHA
*/
MaskFilter.Type = {
RED: 0,
GREEN: 1,
BLUE: 2,
ALPHA: 3,
AVG: 4,
};