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(function(global) {

  'use strict';

  var fabric  = global.fabric || (global.fabric = { }),
      filters = fabric.Image.filters,
      createClass = fabric.util.createClass;

  /**
   * Pixelate filter class
   * @class fabric.Image.filters.Pixelate
   * @memberOf fabric.Image.filters
   * @extends fabric.Image.filters.BaseFilter
   * @see {@link fabric.Image.filters.Pixelate#initialize} for constructor definition
   * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}
   * @example
   * var filter = new fabric.Image.filters.Pixelate({
   *   blocksize: 8
   * });
   * object.filters.push(filter);
   * object.applyFilters();
   */
  filters.Pixelate = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Pixelate.prototype */ {

    /**
     * Filter type
     * @param {String} type
     * @default
     */
    type: 'Pixelate',

    blocksize: 4,

    mainParameter: 'blocksize',

    /**
     * Fragment source for the Pixelate program
     */
    fragmentSource: 'precision highp float;\n' +
      'uniform sampler2D uTexture;\n' +
      'uniform float uBlocksize;\n' +
      'uniform float uStepW;\n' +
      'uniform float uStepH;\n' +
      'varying vec2 vTexCoord;\n' +
      'void main() {\n' +
        'float blockW = uBlocksize * uStepW;\n' +
        'float blockH = uBlocksize * uStepW;\n' +
        'int posX = int(vTexCoord.x / blockW);\n' +
        'int posY = int(vTexCoord.y / blockH);\n' +
        'float fposX = float(posX);\n' +
        'float fposY = float(posY);\n' +
        'vec2 squareCoords = vec2(fposX * blockW, fposY * blockH);\n' +
        'vec4 color = texture2D(uTexture, squareCoords);\n' +
        'gl_FragColor = color;\n' +
      '}',

    /**
     * Apply the Pixelate operation to a Uint8ClampedArray representing the pixels of an image.
     *
     * @param {Object} options
     * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.
     */
    applyTo2d: function(options) {
      var imageData = options.imageData,
          data = imageData.data,
          iLen = imageData.height,
          jLen = imageData.width,
          index, i, j, r, g, b, a,
          _i, _j, _iLen, _jLen;

      for (i = 0; i < iLen; i += this.blocksize) {
        for (j = 0; j < jLen; j += this.blocksize) {

          index = (i * 4) * jLen + (j * 4);

          r = data[index];
          g = data[index + 1];
          b = data[index + 2];
          a = data[index + 3];

          _iLen = Math.min(i + this.blocksize, iLen);
          _jLen = Math.min(j + this.blocksize, jLen);
          for (_i = i; _i < _iLen; _i++) {
            for (_j = j; _j < _jLen; _j++) {
              index = (_i * 4) * jLen + (_j * 4);
              data[index] = r;
              data[index + 1] = g;
              data[index + 2] = b;
              data[index + 3] = a;
            }
          }
        }
      }
    },

    /**
     * Indicate when the filter is not gonna apply changes to the image
     **/
    isNeutralState: function() {
      return this.blocksize === 1;
    },

    /**
     * Return WebGL uniform locations for this filter's shader.
     *
     * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
     * @param {WebGLShaderProgram} program This filter's compiled shader program.
     */
    getUniformLocations: function(gl, program) {
      return {
        uBlocksize: gl.getUniformLocation(program, 'uBlocksize'),
        uStepW: gl.getUniformLocation(program, 'uStepW'),
        uStepH: gl.getUniformLocation(program, 'uStepH'),
      };
    },

    /**
     * Send data from this filter to its shader program's uniforms.
     *
     * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
     * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects
     */
    sendUniformData: function(gl, uniformLocations) {
      gl.uniform1f(uniformLocations.uBlocksize, this.blocksize);
    },
  });

  /**
   * Returns filter instance from an object representation
   * @static
   * @param {Object} object Object to create an instance from
   * @param {Function} [callback] to be invoked after filter creation
   * @return {fabric.Image.filters.Pixelate} Instance of fabric.Image.filters.Pixelate
   */
  fabric.Image.filters.Pixelate.fromObject = fabric.Image.filters.BaseFilter.fromObject;

})(typeof exports !== 'undefined' ? exports : this);