{"version":3,"file":"Saturation.mjs","names":[],"sources":["../../../src/filters/Saturation.ts"],"sourcesContent":["import { BaseFilter } from './BaseFilter';\nimport type { T2DPipelineState, TWebGLUniformLocationMap } from './typedefs';\nimport { classRegistry } from '../ClassRegistry';\nimport { fragmentSource } from './shaders/saturation';\n\nexport type SaturationOwnProps = {\n  saturation: number;\n};\n\nexport const saturationDefaultValues: SaturationOwnProps = {\n  saturation: 0,\n};\n\n/**\n * Saturate filter class\n * @example\n * const filter = new Saturation({\n *   saturation: 1\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */\nexport class Saturation extends BaseFilter<'Saturation', SaturationOwnProps> {\n  /**\n   * Saturation value, from -1 to 1.\n   * Increases/decreases the color saturation.\n   * A value of 0 has no effect.\n   *\n   * @param {Number} saturation\n   */\n  declare saturation: SaturationOwnProps['saturation'];\n\n  static type = 'Saturation';\n\n  static defaults = saturationDefaultValues;\n\n  static uniformLocations = ['uSaturation'];\n\n  getFragmentSource() {\n    return fragmentSource;\n  }\n\n  /**\n   * Apply the Saturation operation to a Uint8ClampedArray representing the pixels of an image.\n   *\n   * @param {Object} options\n   * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n   */\n  applyTo2d({ imageData: { data } }: T2DPipelineState) {\n    const adjust = -this.saturation;\n    for (let i = 0; i < data.length; i += 4) {\n      const r = data[i];\n      const g = data[i + 1];\n      const b = data[i + 2];\n      const max = Math.max(r, g, b);\n      data[i] += max !== r ? (max - r) * adjust : 0;\n      data[i + 1] += max !== g ? (max - g) * adjust : 0;\n      data[i + 2] += max !== b ? (max - b) * adjust : 0;\n    }\n  }\n\n  /**\n   * Send data from this filter to its shader program's uniforms.\n   *\n   * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n   * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n   */\n  sendUniformData(\n    gl: WebGLRenderingContext,\n    uniformLocations: TWebGLUniformLocationMap,\n  ) {\n    gl.uniform1f(uniformLocations.uSaturation, -this.saturation);\n  }\n\n  isNeutralState() {\n    return this.saturation === 0;\n  }\n}\n\nclassRegistry.setClass(Saturation);\n"],"mappings":";;;;;AASA,MAAa,0BAA8C,EACzD,YAAY,GACb;;;;;;;;;;AAWD,IAAa,aAAb,cAAgC,WAA6C;CAgB3E,oBAAoB;AAClB,SAAO;;;;;;;;CAST,UAAU,EAAE,WAAW,EAAE,UAA4B;EACnD,MAAM,SAAS,CAAC,KAAK;AACrB,OAAK,IAAI,IAAI,GAAG,IAAI,KAAK,QAAQ,KAAK,GAAG;GACvC,MAAM,IAAI,KAAK;GACf,MAAM,IAAI,KAAK,IAAI;GACnB,MAAM,IAAI,KAAK,IAAI;GACnB,MAAM,MAAM,KAAK,IAAI,GAAG,GAAG,EAAE;AAC7B,QAAK,MAAM,QAAQ,KAAK,MAAM,KAAK,SAAS;AAC5C,QAAK,IAAI,MAAM,QAAQ,KAAK,MAAM,KAAK,SAAS;AAChD,QAAK,IAAI,MAAM,QAAQ,KAAK,MAAM,KAAK,SAAS;;;;;;;;;CAUpD,gBACE,IACA,kBACA;AACA,KAAG,UAAU,iBAAiB,aAAa,CAAC,KAAK,WAAW;;CAG9D,iBAAiB;AACf,SAAO,KAAK,eAAe;;;4BA3CtB,QAAO,aAAa;4BAEpB,YAAW,wBAAwB;4BAEnC,oBAAmB,CAAC,cAAc,CAAC;AA2C5C,cAAc,SAAS,WAAW"}