(function (global, factory) {
  typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
  typeof define === 'function' && define.amd ? define(['exports'], factory) :
  (global = typeof globalThis !== 'undefined' ? globalThis : global || self, factory(global.StackBlur = {}));
}(this, (function (exports) { 'use strict';

  function _typeof(obj) {
    "@babel/helpers - typeof";

    if (typeof Symbol === "function" && typeof Symbol.iterator === "symbol") {
      _typeof = function (obj) {
        return typeof obj;
      };
    } else {
      _typeof = function (obj) {
        return obj && typeof Symbol === "function" && obj.constructor === Symbol && obj !== Symbol.prototype ? "symbol" : typeof obj;
      };
    }

    return _typeof(obj);
  }

  function _classCallCheck(instance, Constructor) {
    if (!(instance instanceof Constructor)) {
      throw new TypeError("Cannot call a class as a function");
    }
  }

  /* eslint-disable no-bitwise -- used for calculations */

  /* eslint-disable unicorn/prefer-query-selector -- aiming at
    backward-compatibility */

  /**
  * StackBlur - a fast almost Gaussian Blur For Canvas
  *
  * In case you find this class useful - especially in commercial projects -
  * I am not totally unhappy for a small donation to my PayPal account
  * mario@quasimondo.de
  *
  * Or support me on flattr:
  * {@link https://flattr.com/thing/72791/StackBlur-a-fast-almost-Gaussian-Blur-Effect-for-CanvasJavascript}.
  *
  * @module StackBlur
  * @author Mario Klingemann
  * Contact: mario@quasimondo.com
  * Website: {@link http://www.quasimondo.com/StackBlurForCanvas/StackBlurDemo.html}
  * Twitter: @quasimondo
  *
  * @copyright (c) 2010 Mario Klingemann
  *
  * Permission is hereby granted, free of charge, to any person
  * obtaining a copy of this software and associated documentation
  * files (the "Software"), to deal in the Software without
  * restriction, including without limitation the rights to use,
  * copy, modify, merge, publish, distribute, sublicense, and/or sell
  * copies of the Software, and to permit persons to whom the
  * Software is furnished to do so, subject to the following
  * conditions:
  *
  * The above copyright notice and this permission notice shall be
  * included in all copies or substantial portions of the Software.
  *
  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
  * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
  * OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
  * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
  * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
  * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
  * OTHER DEALINGS IN THE SOFTWARE.
  */
  var mulTable = [512, 512, 456, 512, 328, 456, 335, 512, 405, 328, 271, 456, 388, 335, 292, 512, 454, 405, 364, 328, 298, 271, 496, 456, 420, 388, 360, 335, 312, 292, 273, 512, 482, 454, 428, 405, 383, 364, 345, 328, 312, 298, 284, 271, 259, 496, 475, 456, 437, 420, 404, 388, 374, 360, 347, 335, 323, 312, 302, 292, 282, 273, 265, 512, 497, 482, 468, 454, 441, 428, 417, 405, 394, 383, 373, 364, 354, 345, 337, 328, 320, 312, 305, 298, 291, 284, 278, 271, 265, 259, 507, 496, 485, 475, 465, 456, 446, 437, 428, 420, 412, 404, 396, 388, 381, 374, 367, 360, 354, 347, 341, 335, 329, 323, 318, 312, 307, 302, 297, 292, 287, 282, 278, 273, 269, 265, 261, 512, 505, 497, 489, 482, 475, 468, 461, 454, 447, 441, 435, 428, 422, 417, 411, 405, 399, 394, 389, 383, 378, 373, 368, 364, 359, 354, 350, 345, 341, 337, 332, 328, 324, 320, 316, 312, 309, 305, 301, 298, 294, 291, 287, 284, 281, 278, 274, 271, 268, 265, 262, 259, 257, 507, 501, 496, 491, 485, 480, 475, 470, 465, 460, 456, 451, 446, 442, 437, 433, 428, 424, 420, 416, 412, 408, 404, 400, 396, 392, 388, 385, 381, 377, 374, 370, 367, 363, 360, 357, 354, 350, 347, 344, 341, 338, 335, 332, 329, 326, 323, 320, 318, 315, 312, 310, 307, 304, 302, 299, 297, 294, 292, 289, 287, 285, 282, 280, 278, 275, 273, 271, 269, 267, 265, 263, 261, 259];
  var shgTable = [9, 11, 12, 13, 13, 14, 14, 15, 15, 15, 15, 16, 16, 16, 16, 17, 17, 17, 17, 17, 17, 17, 18, 18, 18, 18, 18, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24];
  /**
   * @param {string|HTMLImageElement} img
   * @param {string|HTMLCanvasElement} canvas
   * @param {Float} radius
   * @param {boolean} blurAlphaChannel
   * @param {boolean} useOffset
   * @param {boolean} skipStyles
   * @returns {undefined}
   */

  function processImage(img, canvas, radius, blurAlphaChannel, useOffset, skipStyles) {
    if (typeof img === 'string') {
      img = document.getElementById(img);
    }

    if (!img || Object.prototype.toString.call(img).slice(8, -1) === 'HTMLImageElement' && !('naturalWidth' in img)) {
      return;
    }

    var dimensionType = useOffset ? 'offset' : 'natural';
    var w = img[dimensionType + 'Width'];
    var h = img[dimensionType + 'Height']; // add ImageBitmap support,can blur texture source

    if (Object.prototype.toString.call(img).slice(8, -1) === 'ImageBitmap') {
      w = img.width;
      h = img.height;
    }

    if (typeof canvas === 'string') {
      canvas = document.getElementById(canvas);
    }

    if (!canvas || !('getContext' in canvas)) {
      return;
    }

    if (!skipStyles) {
      canvas.style.width = w + 'px';
      canvas.style.height = h + 'px';
    }

    canvas.width = w;
    canvas.height = h;
    var context = canvas.getContext('2d');
    context.clearRect(0, 0, w, h);
    context.drawImage(img, 0, 0, img.naturalWidth, img.naturalHeight, 0, 0, w, h);

    if (isNaN(radius) || radius < 1) {
      return;
    }

    if (blurAlphaChannel) {
      processCanvasRGBA(canvas, 0, 0, w, h, radius);
    } else {
      processCanvasRGB(canvas, 0, 0, w, h, radius);
    }
  }
  /**
   * @param {string|HTMLCanvasElement} canvas
   * @param {Integer} topX
   * @param {Integer} topY
   * @param {Integer} width
   * @param {Integer} height
   * @throws {Error|TypeError}
   * @returns {ImageData} See {@link https://html.spec.whatwg.org/multipage/canvas.html#imagedata}
   */


  function getImageDataFromCanvas(canvas, topX, topY, width, height) {
    if (typeof canvas === 'string') {
      canvas = document.getElementById(canvas);
    }

    if (!canvas || _typeof(canvas) !== 'object' || !('getContext' in canvas)) {
      throw new TypeError('Expecting canvas with `getContext` method ' + 'in processCanvasRGB(A) calls!');
    }

    var context = canvas.getContext('2d');

    try {
      return context.getImageData(topX, topY, width, height);
    } catch (e) {
      throw new Error('unable to access image data: ' + e);
    }
  }
  /**
   * @param {HTMLCanvasElement} canvas
   * @param {Integer} topX
   * @param {Integer} topY
   * @param {Integer} width
   * @param {Integer} height
   * @param {Float} radius
   * @returns {undefined}
   */


  function processCanvasRGBA(canvas, topX, topY, width, height, radius) {
    if (isNaN(radius) || radius < 1) {
      return;
    }

    radius |= 0;
    var imageData = getImageDataFromCanvas(canvas, topX, topY, width, height);
    imageData = processImageDataRGBA(imageData, topX, topY, width, height, radius);
    canvas.getContext('2d').putImageData(imageData, topX, topY);
  }
  /**
   * @param {ImageData} imageData
   * @param {Integer} topX
   * @param {Integer} topY
   * @param {Integer} width
   * @param {Integer} height
   * @param {Float} radius
   * @returns {ImageData}
   */


  function processImageDataRGBA(imageData, topX, topY, width, height, radius) {
    var pixels = imageData.data;
    var div = 2 * radius + 1; // const w4 = width << 2;

    var widthMinus1 = width - 1;
    var heightMinus1 = height - 1;
    var radiusPlus1 = radius + 1;
    var sumFactor = radiusPlus1 * (radiusPlus1 + 1) / 2;
    var stackStart = new BlurStack();
    var stack = stackStart;
    var stackEnd;

    for (var i = 1; i < div; i++) {
      stack = stack.next = new BlurStack();

      if (i === radiusPlus1) {
        stackEnd = stack;
      }
    }

    stack.next = stackStart;
    var stackIn = null,
        stackOut = null,
        yw = 0,
        yi = 0;
    var mulSum = mulTable[radius];
    var shgSum = shgTable[radius];

    for (var y = 0; y < height; y++) {
      stack = stackStart;
      var pr = pixels[yi],
          pg = pixels[yi + 1],
          pb = pixels[yi + 2],
          pa = pixels[yi + 3];

      for (var _i = 0; _i < radiusPlus1; _i++) {
        stack.r = pr;
        stack.g = pg;
        stack.b = pb;
        stack.a = pa;
        stack = stack.next;
      }

      var rInSum = 0,
          gInSum = 0,
          bInSum = 0,
          aInSum = 0,
          rOutSum = radiusPlus1 * pr,
          gOutSum = radiusPlus1 * pg,
          bOutSum = radiusPlus1 * pb,
          aOutSum = radiusPlus1 * pa,
          rSum = sumFactor * pr,
          gSum = sumFactor * pg,
          bSum = sumFactor * pb,
          aSum = sumFactor * pa;

      for (var _i2 = 1; _i2 < radiusPlus1; _i2++) {
        var p = yi + ((widthMinus1 < _i2 ? widthMinus1 : _i2) << 2);
        var r = pixels[p],
            g = pixels[p + 1],
            b = pixels[p + 2],
            a = pixels[p + 3];
        var rbs = radiusPlus1 - _i2;
        rSum += (stack.r = r) * rbs;
        gSum += (stack.g = g) * rbs;
        bSum += (stack.b = b) * rbs;
        aSum += (stack.a = a) * rbs;
        rInSum += r;
        gInSum += g;
        bInSum += b;
        aInSum += a;
        stack = stack.next;
      }

      stackIn = stackStart;
      stackOut = stackEnd;

      for (var x = 0; x < width; x++) {
        var paInitial = aSum * mulSum >>> shgSum;
        pixels[yi + 3] = paInitial;

        if (paInitial !== 0) {
          var _a2 = 255 / paInitial;

          pixels[yi] = (rSum * mulSum >>> shgSum) * _a2;
          pixels[yi + 1] = (gSum * mulSum >>> shgSum) * _a2;
          pixels[yi + 2] = (bSum * mulSum >>> shgSum) * _a2;
        } else {
          pixels[yi] = pixels[yi + 1] = pixels[yi + 2] = 0;
        }

        rSum -= rOutSum;
        gSum -= gOutSum;
        bSum -= bOutSum;
        aSum -= aOutSum;
        rOutSum -= stackIn.r;
        gOutSum -= stackIn.g;
        bOutSum -= stackIn.b;
        aOutSum -= stackIn.a;

        var _p = x + radius + 1;

        _p = yw + (_p < widthMinus1 ? _p : widthMinus1) << 2;
        rInSum += stackIn.r = pixels[_p];
        gInSum += stackIn.g = pixels[_p + 1];
        bInSum += stackIn.b = pixels[_p + 2];
        aInSum += stackIn.a = pixels[_p + 3];
        rSum += rInSum;
        gSum += gInSum;
        bSum += bInSum;
        aSum += aInSum;
        stackIn = stackIn.next;
        var _stackOut = stackOut,
            _r = _stackOut.r,
            _g = _stackOut.g,
            _b = _stackOut.b,
            _a = _stackOut.a;
        rOutSum += _r;
        gOutSum += _g;
        bOutSum += _b;
        aOutSum += _a;
        rInSum -= _r;
        gInSum -= _g;
        bInSum -= _b;
        aInSum -= _a;
        stackOut = stackOut.next;
        yi += 4;
      }

      yw += width;
    }

    for (var _x = 0; _x < width; _x++) {
      yi = _x << 2;

      var _pr = pixels[yi],
          _pg = pixels[yi + 1],
          _pb = pixels[yi + 2],
          _pa = pixels[yi + 3],
          _rOutSum = radiusPlus1 * _pr,
          _gOutSum = radiusPlus1 * _pg,
          _bOutSum = radiusPlus1 * _pb,
          _aOutSum = radiusPlus1 * _pa,
          _rSum = sumFactor * _pr,
          _gSum = sumFactor * _pg,
          _bSum = sumFactor * _pb,
          _aSum = sumFactor * _pa;

      stack = stackStart;

      for (var _i3 = 0; _i3 < radiusPlus1; _i3++) {
        stack.r = _pr;
        stack.g = _pg;
        stack.b = _pb;
        stack.a = _pa;
        stack = stack.next;
      }

      var yp = width;
      var _gInSum = 0,
          _bInSum = 0,
          _aInSum = 0,
          _rInSum = 0;

      for (var _i4 = 1; _i4 <= radius; _i4++) {
        yi = yp + _x << 2;

        var _rbs = radiusPlus1 - _i4;

        _rSum += (stack.r = _pr = pixels[yi]) * _rbs;
        _gSum += (stack.g = _pg = pixels[yi + 1]) * _rbs;
        _bSum += (stack.b = _pb = pixels[yi + 2]) * _rbs;
        _aSum += (stack.a = _pa = pixels[yi + 3]) * _rbs;
        _rInSum += _pr;
        _gInSum += _pg;
        _bInSum += _pb;
        _aInSum += _pa;
        stack = stack.next;

        if (_i4 < heightMinus1) {
          yp += width;
        }
      }

      yi = _x;
      stackIn = stackStart;
      stackOut = stackEnd;

      for (var _y = 0; _y < height; _y++) {
        var _p2 = yi << 2;

        pixels[_p2 + 3] = _pa = _aSum * mulSum >>> shgSum;

        if (_pa > 0) {
          _pa = 255 / _pa;
          pixels[_p2] = (_rSum * mulSum >>> shgSum) * _pa;
          pixels[_p2 + 1] = (_gSum * mulSum >>> shgSum) * _pa;
          pixels[_p2 + 2] = (_bSum * mulSum >>> shgSum) * _pa;
        } else {
          pixels[_p2] = pixels[_p2 + 1] = pixels[_p2 + 2] = 0;
        }

        _rSum -= _rOutSum;
        _gSum -= _gOutSum;
        _bSum -= _bOutSum;
        _aSum -= _aOutSum;
        _rOutSum -= stackIn.r;
        _gOutSum -= stackIn.g;
        _bOutSum -= stackIn.b;
        _aOutSum -= stackIn.a;
        _p2 = _x + ((_p2 = _y + radiusPlus1) < heightMinus1 ? _p2 : heightMinus1) * width << 2;
        _rSum += _rInSum += stackIn.r = pixels[_p2];
        _gSum += _gInSum += stackIn.g = pixels[_p2 + 1];
        _bSum += _bInSum += stackIn.b = pixels[_p2 + 2];
        _aSum += _aInSum += stackIn.a = pixels[_p2 + 3];
        stackIn = stackIn.next;
        _rOutSum += _pr = stackOut.r;
        _gOutSum += _pg = stackOut.g;
        _bOutSum += _pb = stackOut.b;
        _aOutSum += _pa = stackOut.a;
        _rInSum -= _pr;
        _gInSum -= _pg;
        _bInSum -= _pb;
        _aInSum -= _pa;
        stackOut = stackOut.next;
        yi += width;
      }
    }

    return imageData;
  }
  /**
   * @param {HTMLCanvasElement} canvas
   * @param {Integer} topX
   * @param {Integer} topY
   * @param {Integer} width
   * @param {Integer} height
   * @param {Float} radius
   * @returns {undefined}
   */


  function processCanvasRGB(canvas, topX, topY, width, height, radius) {
    if (isNaN(radius) || radius < 1) {
      return;
    }

    radius |= 0;
    var imageData = getImageDataFromCanvas(canvas, topX, topY, width, height);
    imageData = processImageDataRGB(imageData, topX, topY, width, height, radius);
    canvas.getContext('2d').putImageData(imageData, topX, topY);
  }
  /**
   * @param {ImageData} imageData
   * @param {Integer} topX
   * @param {Integer} topY
   * @param {Integer} width
   * @param {Integer} height
   * @param {Float} radius
   * @returns {ImageData}
   */


  function processImageDataRGB(imageData, topX, topY, width, height, radius) {
    var pixels = imageData.data;
    var div = 2 * radius + 1; // const w4 = width << 2;

    var widthMinus1 = width - 1;
    var heightMinus1 = height - 1;
    var radiusPlus1 = radius + 1;
    var sumFactor = radiusPlus1 * (radiusPlus1 + 1) / 2;
    var stackStart = new BlurStack();
    var stack = stackStart;
    var stackEnd;

    for (var i = 1; i < div; i++) {
      stack = stack.next = new BlurStack();

      if (i === radiusPlus1) {
        stackEnd = stack;
      }
    }

    stack.next = stackStart;
    var stackIn = null;
    var stackOut = null;
    var mulSum = mulTable[radius];
    var shgSum = shgTable[radius];
    var p, rbs;
    var yw = 0,
        yi = 0;

    for (var y = 0; y < height; y++) {
      var pr = pixels[yi],
          pg = pixels[yi + 1],
          pb = pixels[yi + 2],
          rOutSum = radiusPlus1 * pr,
          gOutSum = radiusPlus1 * pg,
          bOutSum = radiusPlus1 * pb,
          rSum = sumFactor * pr,
          gSum = sumFactor * pg,
          bSum = sumFactor * pb;
      stack = stackStart;

      for (var _i5 = 0; _i5 < radiusPlus1; _i5++) {
        stack.r = pr;
        stack.g = pg;
        stack.b = pb;
        stack = stack.next;
      }

      var rInSum = 0,
          gInSum = 0,
          bInSum = 0;

      for (var _i6 = 1; _i6 < radiusPlus1; _i6++) {
        p = yi + ((widthMinus1 < _i6 ? widthMinus1 : _i6) << 2);
        rSum += (stack.r = pr = pixels[p]) * (rbs = radiusPlus1 - _i6);
        gSum += (stack.g = pg = pixels[p + 1]) * rbs;
        bSum += (stack.b = pb = pixels[p + 2]) * rbs;
        rInSum += pr;
        gInSum += pg;
        bInSum += pb;
        stack = stack.next;
      }

      stackIn = stackStart;
      stackOut = stackEnd;

      for (var x = 0; x < width; x++) {
        pixels[yi] = rSum * mulSum >>> shgSum;
        pixels[yi + 1] = gSum * mulSum >>> shgSum;
        pixels[yi + 2] = bSum * mulSum >>> shgSum;
        rSum -= rOutSum;
        gSum -= gOutSum;
        bSum -= bOutSum;
        rOutSum -= stackIn.r;
        gOutSum -= stackIn.g;
        bOutSum -= stackIn.b;
        p = yw + ((p = x + radius + 1) < widthMinus1 ? p : widthMinus1) << 2;
        rInSum += stackIn.r = pixels[p];
        gInSum += stackIn.g = pixels[p + 1];
        bInSum += stackIn.b = pixels[p + 2];
        rSum += rInSum;
        gSum += gInSum;
        bSum += bInSum;
        stackIn = stackIn.next;
        rOutSum += pr = stackOut.r;
        gOutSum += pg = stackOut.g;
        bOutSum += pb = stackOut.b;
        rInSum -= pr;
        gInSum -= pg;
        bInSum -= pb;
        stackOut = stackOut.next;
        yi += 4;
      }

      yw += width;
    }

    for (var _x2 = 0; _x2 < width; _x2++) {
      yi = _x2 << 2;

      var _pr2 = pixels[yi],
          _pg2 = pixels[yi + 1],
          _pb2 = pixels[yi + 2],
          _rOutSum2 = radiusPlus1 * _pr2,
          _gOutSum2 = radiusPlus1 * _pg2,
          _bOutSum2 = radiusPlus1 * _pb2,
          _rSum2 = sumFactor * _pr2,
          _gSum2 = sumFactor * _pg2,
          _bSum2 = sumFactor * _pb2;

      stack = stackStart;

      for (var _i7 = 0; _i7 < radiusPlus1; _i7++) {
        stack.r = _pr2;
        stack.g = _pg2;
        stack.b = _pb2;
        stack = stack.next;
      }

      var _rInSum2 = 0,
          _gInSum2 = 0,
          _bInSum2 = 0;

      for (var _i8 = 1, yp = width; _i8 <= radius; _i8++) {
        yi = yp + _x2 << 2;
        _rSum2 += (stack.r = _pr2 = pixels[yi]) * (rbs = radiusPlus1 - _i8);
        _gSum2 += (stack.g = _pg2 = pixels[yi + 1]) * rbs;
        _bSum2 += (stack.b = _pb2 = pixels[yi + 2]) * rbs;
        _rInSum2 += _pr2;
        _gInSum2 += _pg2;
        _bInSum2 += _pb2;
        stack = stack.next;

        if (_i8 < heightMinus1) {
          yp += width;
        }
      }

      yi = _x2;
      stackIn = stackStart;
      stackOut = stackEnd;

      for (var _y2 = 0; _y2 < height; _y2++) {
        p = yi << 2;
        pixels[p] = _rSum2 * mulSum >>> shgSum;
        pixels[p + 1] = _gSum2 * mulSum >>> shgSum;
        pixels[p + 2] = _bSum2 * mulSum >>> shgSum;
        _rSum2 -= _rOutSum2;
        _gSum2 -= _gOutSum2;
        _bSum2 -= _bOutSum2;
        _rOutSum2 -= stackIn.r;
        _gOutSum2 -= stackIn.g;
        _bOutSum2 -= stackIn.b;
        p = _x2 + ((p = _y2 + radiusPlus1) < heightMinus1 ? p : heightMinus1) * width << 2;
        _rSum2 += _rInSum2 += stackIn.r = pixels[p];
        _gSum2 += _gInSum2 += stackIn.g = pixels[p + 1];
        _bSum2 += _bInSum2 += stackIn.b = pixels[p + 2];
        stackIn = stackIn.next;
        _rOutSum2 += _pr2 = stackOut.r;
        _gOutSum2 += _pg2 = stackOut.g;
        _bOutSum2 += _pb2 = stackOut.b;
        _rInSum2 -= _pr2;
        _gInSum2 -= _pg2;
        _bInSum2 -= _pb2;
        stackOut = stackOut.next;
        yi += width;
      }
    }

    return imageData;
  }
  /**
   *
   */


  var BlurStack =
  /**
   * Set properties.
   */
  function BlurStack() {
    _classCallCheck(this, BlurStack);

    this.r = 0;
    this.g = 0;
    this.b = 0;
    this.a = 0;
    this.next = null;
  };

  exports.BlurStack = BlurStack;
  exports.canvasRGB = processCanvasRGB;
  exports.canvasRGBA = processCanvasRGBA;
  exports.image = processImage;
  exports.imageDataRGB = processImageDataRGB;
  exports.imageDataRGBA = processImageDataRGBA;

  Object.defineProperty(exports, '__esModule', { value: true });

})));
