Icard/angular-clarity-master(work.../node_modules/stackblur-canvas/dist/stackblur-es.min.js.map

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{"version":3,"file":"stackblur-es.min.js","sources":["../src/stackblur.js"],"sourcesContent":["/* eslint-disable no-bitwise -- used for calculations */\n/* eslint-disable unicorn/prefer-query-selector -- aiming at\n backward-compatibility */\n/**\n* StackBlur - a fast almost Gaussian Blur For Canvas\n*\n* In case you find this class useful - especially in commercial projects -\n* I am not totally unhappy for a small donation to my PayPal account\n* mario@quasimondo.de\n*\n* Or support me on flattr:\n* {@link https://flattr.com/thing/72791/StackBlur-a-fast-almost-Gaussian-Blur-Effect-for-CanvasJavascript}.\n*\n* @module StackBlur\n* @author Mario Klingemann\n* Contact: mario@quasimondo.com\n* Website: {@link http://www.quasimondo.com/StackBlurForCanvas/StackBlurDemo.html}\n* Twitter: @quasimondo\n*\n* @copyright (c) 2010 Mario Klingemann\n*\n* Permission is hereby granted, free of charge, to any person\n* obtaining a copy of this software and associated documentation\n* files (the \"Software\"), to deal in the Software without\n* restriction, including without limitation the rights to use,\n* copy, modify, merge, publish, distribute, sublicense, and/or sell\n* copies of the Software, and to permit persons to whom the\n* Software is furnished to do so, subject to the following\n* conditions:\n*\n* The above copyright notice and this permission notice shall be\n* included in all copies or substantial portions of the Software.\n*\n* THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND,\n* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES\n* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND\n* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT\n* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,\n* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR\n* OTHER DEALINGS IN THE SOFTWARE.\n*/\n\nconst mulTable = [\n 512, 512, 456, 512, 328, 456, 335, 512, 405, 328, 271, 456, 388, 335, 292,\n 512, 454, 405, 364, 328, 298, 271, 496, 456, 420, 388, 360, 335, 312, 292,\n 273, 512, 482, 454, 428, 405, 383, 364, 345, 328, 312, 298, 284, 271, 259,\n 496, 475, 456, 437, 420, 404, 388, 374, 360, 347, 335, 323, 312, 302, 292,\n 282, 273, 265, 512, 497, 482, 468, 454, 441, 428, 417, 405, 394, 383, 373,\n 364, 354, 345, 337, 328, 320, 312, 305, 298, 291, 284, 278, 271, 265, 259,\n 507, 496, 485, 475, 465, 456, 446, 437, 428, 420, 412, 404, 396, 388, 381,\n 374, 367, 360, 354, 347, 341, 335, 329, 323, 318, 312, 307, 302, 297, 292,\n 287, 282, 278, 273, 269, 265, 261, 512, 505, 497, 489, 482, 475, 468, 461,\n 454, 447, 441, 435, 428, 422, 417, 411, 405, 399, 394, 389, 383, 378, 373,\n 368, 364, 359, 354, 350, 345, 341, 337, 332, 328, 324, 320, 316, 312, 309,\n 305, 301, 298, 294, 291, 287, 284, 281, 278, 274, 271, 268, 265, 262, 259,\n 257, 507, 501, 496, 491, 485, 480, 475, 470, 465, 460, 456, 451, 446, 442,\n 437, 433, 428, 424, 420, 416, 412, 408, 404, 400, 396, 392, 388, 385, 381,\n 377, 374, 370, 367, 363, 360, 357, 354, 350, 347, 344, 341, 338, 335, 332,\n 329, 326, 323, 320, 318, 315, 312, 310, 307, 304, 302, 299, 297, 294, 292,\n 289, 287, 285, 282, 280, 278, 275, 273, 271, 269, 267, 265, 263, 261, 259\n];\n\nconst shgTable = [\n 9, 11, 12, 13, 13, 14, 14, 15, 15, 15, 15, 16, 16, 16, 16, 17,\n 17, 17, 17, 17, 17, 17, 18, 18, 18, 18, 18, 18, 18, 18, 18, 19,\n 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20,\n 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 21,\n 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21,\n 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 22, 22, 22, 22, 22, 22,\n 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22,\n 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 23,\n 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23,\n 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23,\n 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23,\n 23, 23, 23, 23, 23, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24,\n 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24,\n 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24,\n 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24,\n 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24\n];\n\n/**\n * @param {string|HTMLImageElement} img\n * @param {string|HTMLCanvasElement} canvas\n * @param {Float} radius\n * @param {boolean} blurAlphaChannel\n * @param {boolean} useOffset\n * @param {boolean} skipStyles\n * @returns {undefined}\n */\nfunction processImage (\n img, canvas, radius, blurAlphaChannel, useOffset, skipStyles\n) {\n if (typeof img === 'string') {\n img = document.getElementById(img);\n }\n\n if (\n !img ||\n (Object.prototype.toString.call(img).slice(8, -1) ===\n 'HTMLImageElement' && !('naturalWidth' in img))\n ) {\n return;\n }\n\n const dimensionType = useOffset ? 'offset' : 'natural';\n let w = img[dimensionType + 'Width'];\n let h = img[dimensionType + 'Height'];\n\n // add ImageBitmap support,can blur texture source\n if (Object.prototype.toString.call(img).slice(8, -1) === 'ImageBitmap') {\n w = img.width;\n h = img.height;\n }\n\n if (typeof canvas === 'string') {\n canvas = document.getElementById(canvas);\n }\n if (!canvas || !('getContext' in canvas)) {\n return;\n }\n\n if (!skipStyles) {\n canvas.style.width = w + 'px';\n canvas.style.height = h + 'px';\n }\n canvas.width = w;\n canvas.height = h;\n\n const context = canvas.getContext('2d');\n context.clearRect(0, 0, w, h);\n context.drawImage(img, 0, 0, img.naturalWidth, img.naturalHeight, 0, 0, w, h);\n\n if (isNaN(radius) || radius < 1) { return; }\n\n if (blurAlphaChannel) {\n processCanvasRGBA(canvas, 0, 0, w, h, radius);\n } else {\n processCanvasRGB(canvas, 0, 0, w, h, radius);\n }\n}\n\n/**\n * @param {string|HTMLCanvasElement} canvas\n * @param {Integer} topX\n * @param {Integer} topY\n * @param {Integer} width\n * @param {Integer} height\n * @throws {Error|TypeError}\n * @returns {ImageData} See {@link https://html.spec.whatwg.org/multipage/canvas.html#imagedata}\n */\nfunction getImageDataFromCanvas (canvas, topX, topY, width, height) {\n if (typeof canvas === 'string') {\n canvas = document.getElementById(canvas);\n }\n if (!canvas || typeof canvas !== 'object' || !('getContext' in canvas)) {\n throw new TypeError(\n 'Expecting canvas with `getContext` method ' +\n 'in processCanvasRGB(A) calls!'\n );\n }\n\n const context = canvas.getContext('2d');\n\n try {\n return context.getImageData(topX, topY, width, height);\n } catch (e) {\n throw new Error('unable to access image data: ' + e);\n }\n}\n\n/**\n * @param {HTMLCanvasElement} canvas\n * @param {Integer} topX\n * @param {Integer} topY\n * @param {Integer} width\n * @param {Integer} height\n * @param {Float} radius\n * @returns {undefined}\n */\nfunction processCanvasRGBA (canvas, topX, topY, width, height, radius) {\n if (isNaN(radius) || radius < 1) { return; }\n radius |= 0;\n\n let imageData = getImageDataFromCanvas(canvas, topX, topY, width, height);\n\n imageData = processImageDataRGBA(\n imageData, topX, topY, width, height, radius\n );\n\n canvas.getContext('2d').putImageData(imageData, topX, topY);\n}\n\n/**\n * @param {ImageData} imageData\n * @param {Integer} topX\n * @param {Integer} topY\n * @param {Integer} width\n * @param {Integer} height\n * @param {Float} radius\n * @returns {ImageData}\n */\nfunction processImageDataRGBA (imageData, topX, topY, width, height, radius) {\n const pixels = imageData.data;\n\n const div = 2 * radius + 1;\n // const w4 = width << 2;\n const widthMinus1 = width - 1;\n const heightMinus1 = height - 1;\n const radiusPlus1 = radius + 1;\n const sumFactor = radiusPlus1 * (radiusPlus1 + 1) / 2;\n\n const stackStart = new BlurStack();\n let stack = stackStart;\n let stackEnd;\n for (let i = 1; i < div; i++) {\n stack = stack.next = new BlurStack();\n if (i === radiusPlus1) {\n stackEnd = stack;\n }\n }\n stack.next = stackStart;\n\n let stackIn = null,\n stackOut = null,\n yw = 0,\n yi = 0;\n\n const mulSum = mulTable[radius];\n const shgSum = shgTable[radius];\n\n for (let y = 0; y < height; y++) {\n stack = stackStart;\n\n const pr = pixels[yi],\n pg = pixels[yi + 1],\n pb = pixels[yi + 2],\n pa = pixels[yi + 3];\n\n for (let i = 0; i < radiusPlus1; i++) {\n stack.r = pr;\n stack.g = pg;\n stack.b = pb;\n stack.a = pa;\n stack = stack.next;\n }\n\n let rInSum = 0, gInSum = 0, bInSum = 0, aInSum = 0,\n rOutSum = radiusPlus1 * pr,\n gOutSum = radiusPlus1 * pg,\n bOutSum = radiusPlus1 * pb,\n aOutSum = radiusPlus1 * pa,\n rSum = sumFactor * pr,\n gSum = sumFactor * pg,\n bSum = sumFactor * pb,\n aSum = sumFactor * pa;\n\n for (let i = 1; i < radiusPlus1; i++) {\n const p = yi + ((widthMinus1 < i ? widthMinus1 : i) << 2);\n\n const r = pixels[p],\n g = pixels[p + 1],\n b = pixels[p + 2],\n a = pixels[p + 3];\n\n const rbs = radiusPlus1 - i;\n rSum += (stack.r = r) * rbs;\n gSum += (stack.g = g) * rbs;\n bSum += (stack.b = b) * rbs;\n aSum += (stack.a = a) * rbs;\n\n rInSum += r;\n gInSum += g;\n bInSum += b;\n aInSum += a;\n\n stack = stack.next;\n }\n\n stackIn = stackStart;\n stackOut = stackEnd;\n for (let x = 0; x < width; x++) {\n const paInitial = (aSum * mulSum) >>> shgSum;\n pixels[yi + 3] = paInitial;\n if (paInitial !== 0) {\n const a = 255 / paInitial;\n pixels[yi] = ((rSum * mulSum) >>> shgSum) * a;\n pixels[yi + 1] = ((gSum * mulSum) >>> shgSum) * a;\n pixels[yi + 2] = ((bSum * mulSum) >>> shgSum) * a;\n } else {\n pixels[yi] = pixels[yi + 1] = pixels[yi + 2] = 0;\n }\n\n rSum -= rOutSum;\n gSum -= gOutSum;\n bSum -= bOutSum;\n aSum -= aOutSum;\n\n rOutSum -= stackIn.r;\n gOutSum -= stackIn.g;\n bOutSum -= stackIn.b;\n aOutSum -= stackIn.a;\n\n let p = x + radius + 1;\n p = (yw + (p < widthMinus1\n ? p\n : widthMinus1)) << 2;\n\n rInSum += (stackIn.r = pixels[p]);\n gInSum += (stackIn.g = pixels[p + 1]);\n bInSum += (stackIn.b = pixels[p + 2]);\n aInSum += (stackIn.a = pixels[p + 3]);\n\n rSum += rInSum;\n gSum += gInSum;\n bSum += bInSum;\n aSum += aInSum;\n\n stackIn = stackIn.next;\n\n const {r, g, b, a} = stackOut;\n\n rOutSum += r;\n gOutSum += g;\n bOutSum += b;\n aOutSum += a;\n\n rInSum -= r;\n gInSum -= g;\n bInSum -= b;\n aInSum -= a;\n\n stackOut = stackOut.next;\n\n yi += 4;\n }\n yw += width;\n }\n\n for (let x = 0; x < width; x++) {\n yi = x << 2;\n\n let pr = pixels[yi],\n pg = pixels[yi + 1],\n pb = pixels[yi + 2],\n pa = pixels[yi + 3],\n rOutSum = radiusPlus1 * pr,\n gOutSum = radiusPlus1 * pg,\n bOutSum = radiusPlus1 * pb,\n aOutSum = radiusPlus1 * pa,\n rSum = sumFactor * pr,\n gSum = sumFactor * pg,\n bSum = sumFactor * pb,\n aSum = sumFactor * pa;\n\n stack = stackStart;\n\n for (let i = 0; i < radiusPlus1; i++) {\n stack.r = pr;\n stack.g = pg;\n stack.b = pb;\n stack.a = pa;\n stack = stack.next;\n }\n\n let yp = width;\n\n let gInSum = 0, bInSum = 0, aInSum = 0, rInSum = 0;\n for (let i = 1; i <= radius; i++) {\n yi = (yp + x) << 2;\n\n const rbs = radiusPlus1 - i;\n rSum += (stack.r = (pr = pixels[yi])) * rbs;\n gSum += (stack.g = (pg = pixels[yi + 1])) * rbs;\n bSum += (stack.b = (pb = pixels[yi + 2])) * rbs;\n aSum += (stack.a = (pa = pixels[yi + 3])) * rbs;\n\n rInSum += pr;\n gInSum += pg;\n bInSum += pb;\n aInSum += pa;\n\n stack = stack.next;\n\n if (i < heightMinus1) {\n yp += width;\n }\n }\n\n yi = x;\n stackIn = stackStart;\n stackOut = stackEnd;\n for (let y = 0; y < height; y++) {\n let p = yi << 2;\n pixels[p + 3] = pa = (aSum * mulSum) >>> shgSum;\n if (pa > 0) {\n pa = 255 / pa;\n pixels[p] = ((rSum * mulSum) >>> shgSum) * pa;\n pixels[p + 1] = ((gSum * mulSum) >>> shgSum) * pa;\n pixels[p + 2] = ((bSum * mulSum) >>> shgSum) * pa;\n } else {\n pixels[p] = pixels[p + 1] = pixels[p + 2] = 0;\n }\n\n rSum -= rOutSum;\n gSum -= gOutSum;\n bSum -= bOutSum;\n aSum -= aOutSum;\n\n rOutSum -= stackIn.r;\n gOutSum -= stackIn.g;\n bOutSum -= stackIn.b;\n aOutSum -= stackIn.a;\n\n p = (x + (\n ((p = y + radiusPlus1) < heightMinus1 ? p : heightMinus1) *\n width\n )) << 2;\n\n rSum += (rInSum += (stackIn.r = pixels[p]));\n gSum += (gInSum += (stackIn.g = pixels[p + 1]));\n bSum += (bInSum += (stackIn.b = pixels[p + 2]));\n aSum += (aInSum += (stackIn.a = pixels[p + 3]));\n\n stackIn = stackIn.next;\n\n rOutSum += (pr = stackOut.r);\n gOutSum += (pg = stackOut.g);\n bOutSum += (pb = stackOut.b);\n aOutSum += (pa = stackOut.a);\n\n rInSum -= pr;\n gInSum -= pg;\n bInSum -= pb;\n aInSum -= pa;\n\n stackOut = stackOut.next;\n\n yi += width;\n }\n }\n return imageData;\n}\n\n/**\n * @param {HTMLCanvasElement} canvas\n * @param {Integer} topX\n * @param {Integer} topY\n * @param {Integer} width\n * @param {Integer} height\n * @param {Float} radius\n * @returns {undefined}\n */\nfunction processCanvasRGB (canvas, topX, topY, width, height, radius) {\n if (isNaN(radius) || radius < 1) { return; }\n radius |= 0;\n\n let imageData = getImageDataFromCanvas(canvas, topX, topY, width, height);\n imageData = processImageDataRGB(\n imageData, topX, topY, width, height, radius\n );\n\n canvas.getContext('2d').putImageData(imageData, topX, topY);\n}\n\n/**\n * @param {ImageData} imageData\n * @param {Integer} topX\n * @param {Integer} topY\n * @param {Integer} width\n * @param {Integer} height\n * @param {Float} radius\n * @returns {ImageData}\n */\nfunction processImageDataRGB (imageData, topX, topY, width, height, radius) {\n const pixels = imageData.data;\n\n const div = 2 * radius + 1;\n // const w4 = width << 2;\n const widthMinus1 = width - 1;\n const heightMinus1 = height - 1;\n const radiusPlus1 = radius + 1;\n const sumFactor = radiusPlus1 * (radiusPlus1 + 1) / 2;\n\n const stackStart = new BlurStack();\n let stack = stackStart;\n let stackEnd;\n for (let i = 1; i < div; i++) {\n stack = stack.next = new BlurStack();\n if (i === radiusPlus1) {\n stackEnd = stack;\n }\n }\n stack.next = stackStart;\n let stackIn = null;\n let stackOut = null;\n\n const mulSum = mulTable[radius];\n const shgSum = shgTable[radius];\n\n let p, rbs;\n let yw = 0, yi = 0;\n\n for (let y = 0; y < height; y++) {\n let pr = pixels[yi],\n pg = pixels[yi + 1],\n pb = pixels[yi + 2],\n rOutSum = radiusPlus1 * pr,\n gOutSum = radiusPlus1 * pg,\n bOutSum = radiusPlus1 * pb,\n rSum = sumFactor * pr,\n gSum = sumFactor * pg,\n bSum = sumFactor * pb;\n\n stack = stackStart;\n\n for (let i = 0; i < radiusPlus1; i++) {\n stack.r = pr;\n stack.g = pg;\n stack.b = pb;\n stack = stack.next;\n }\n\n let rInSum = 0, gInSum = 0, bInSum = 0;\n for (let i = 1; i < radiusPlus1; i++) {\n p = yi + ((widthMinus1 < i ? widthMinus1 : i) << 2);\n rSum += (stack.r = (pr = pixels[p])) * (rbs = radiusPlus1 - i);\n gSum += (stack.g = (pg = pixels[p + 1])) * rbs;\n bSum += (stack.b = (pb = pixels[p + 2])) * rbs;\n\n rInSum += pr;\n gInSum += pg;\n bInSum += pb;\n\n stack = stack.next;\n }\n\n stackIn = stackStart;\n stackOut = stackEnd;\n for (let x = 0; x < width; x++) {\n pixels[yi] = (rSum * mulSum) >>> shgSum;\n pixels[yi + 1] = (gSum * mulSum) >>> shgSum;\n pixels[yi + 2] = (bSum * mulSum) >>> shgSum;\n\n rSum -= rOutSum;\n gSum -= gOutSum;\n bSum -= bOutSum;\n\n rOutSum -= stackIn.r;\n gOutSum -= stackIn.g;\n bOutSum -= stackIn.b;\n\n p = (yw + (\n (p = x + radius + 1) < widthMinus1 ? p : widthMinus1\n )) << 2;\n\n rInSum += (stackIn.r = pixels[p]);\n gInSum += (stackIn.g = pixels[p + 1]);\n bInSum += (stackIn.b = pixels[p + 2]);\n\n rSum += rInSum;\n gSum += gInSum;\n bSum += bInSum;\n\n stackIn = stackIn.next;\n\n rOutSum += (pr = stackOut.r);\n gOutSum += (pg = stackOut.g);\n bOutSum += (pb = stackOut.b);\n\n rInSum -= pr;\n gInSum -= pg;\n bInSum -= pb;\n\n stackOut = stackOut.next;\n\n yi += 4;\n }\n yw += width;\n }\n\n for (let x = 0; x < width; x++) {\n yi = x << 2;\n let pr = pixels[yi],\n pg = pixels[yi + 1],\n pb = pixels[yi + 2],\n rOutSum = radiusPlus1 * pr,\n gOutSum = radiusPlus1 * pg,\n bOutSum = radiusPlus1 * pb,\n rSum = sumFactor * pr,\n gSum = sumFactor * pg,\n bSum = sumFactor * pb;\n\n stack = stackStart;\n\n for (let i = 0; i < radiusPlus1; i++) {\n stack.r = pr;\n stack.g = pg;\n stack.b = pb;\n stack = stack.next;\n }\n\n let rInSum = 0, gInSum = 0, bInSum = 0;\n for (let i = 1, yp = width; i <= radius; i++) {\n yi = (yp + x) << 2;\n\n rSum += (stack.r = (pr = pixels[yi])) * (rbs = radiusPlus1 - i);\n gSum += (stack.g = (pg = pixels[yi + 1])) * rbs;\n bSum += (stack.b = (pb = pixels[yi + 2])) * rbs;\n\n rInSum += pr;\n gInSum += pg;\n bInSum += pb;\n\n stack = stack.next;\n\n if (i < heightMinus1) {\n yp += width;\n }\n }\n\n yi = x;\n stackIn = stackStart;\n stackOut = stackEnd;\n for (let y = 0; y < height; y++) {\n p = yi << 2;\n pixels[p] = (rSum * mulSum) >>> shgSum;\n pixels[p + 1] = (gSum * mulSum) >>> shgSum;\n pixels[p + 2] = (bSum * mulSum) >>> shgSum;\n\n rSum -= rOutSum;\n gSum -= gOutSum;\n bSum -= bOutSum;\n\n rOutSum -= stackIn.r;\n gOutSum -= stackIn.g;\n bOutSum -= stackIn.b;\n\n p = (x + (\n ((p = y + radiusPlus1) < heightMinus1 ? p : heightMinus1) *\n width\n )) << 2;\n\n rSum += (rInSum += (stackIn.r = pixels[p]));\n gSum += (gInSum += (stackIn.g = pixels[p + 1]));\n bSum += (bInSum += (stackIn.b = pixels[p + 2]));\n\n stackIn = stackIn.next;\n\n rOutSum += (pr = stackOut.r);\n gOutSum += (pg = stackOut.g);\n bOutSum += (pb = stackOut.b);\n\n rInSum -= pr;\n gInSum -= pg;\n bInSum -= pb;\n\n stackOut = stackOut.next;\n\n yi += width;\n }\n }\n\n return imageData;\n}\n\n/**\n *\n */\nexport class BlurStack {\n /**\n * Set properties.\n */\n constructor () {\n this.r = 0;\n this.g = 0;\n this.b = 0;\n this.a = 0;\n this.next = null;\n }\n}\n\nexport {\n /**\n * @function module:StackBlur.image\n * @see module:StackBlur~processImage\n */\n processImage as image,\n /**\n * @function module:StackBlur.canvasRGBA\n * @see module:StackBlur~processCanvasRGBA\n */\n processCanvasRGBA as canvasRGBA,\n /**\n * @function module:StackBlur.canvasRGB\n * @see module:StackBlur~processCanvasRGB\n */\n processCanvasRGB as canvasRGB,\n /**\n * @function module:StackBlur.imageDataRGBA\n * @see module:StackBlur~processImageDataRGBA\n */\n processImageDataRGBA as imageDataRGBA,\n /**\n * @function module:StackBlur.imageDataRGB\n * @see module:StackBlur~processImageDataRGB\n */\n processImageDataRGB as 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