/**
 * Original author of PixelateFilter: Mat Groves http://matgroves.com/ @Doormat23
 * adapted for Phaser.js
 */

/**
 * This filter applies a pixelate effect making display objects appear 'blocky'
 * @class PixelateFilter
 * @contructor
 */
Phaser.Filter.Pixelate = function(game) {

    Phaser.Filter.call(this, game);

    this.passes = [this];

    this.uniforms.invert = { type: '1f', value: 0 };
    this.uniforms.pixelSize = { type: '2f', value: { x: 10, y: 10 } };
    this.uniforms.dimensions = { type: '4fv', value: new Float32Array( [ 10000, 100, 10, 10 ] ) };

    this.fragmentSrc = [

        "precision mediump float;",
        "varying vec2 vTextureCoord;",
        "varying vec4 vColor;",
        "uniform vec2 testDim;",
        "uniform vec4 dimensions;",
        "uniform vec2 pixelSize;",
        "uniform sampler2D uSampler;",

        "void main(void)",
        "{",

        "vec2 coord = vTextureCoord;",
        "vec2 size = dimensions.xy/pixelSize;",
        "vec2 color = floor( ( vTextureCoord * size ) ) / size + pixelSize/dimensions.xy * 0.5;",
        "gl_FragColor = texture2D(uSampler, color);",
        "}"
    ];
};

Phaser.Filter.Pixelate.prototype = Object.create(Phaser.Filter.prototype);
Phaser.Filter.Pixelate.prototype.constructor = Phaser.Filter.Pixelate;

/**
 * This a point that describes the size of the blocs. x is the width of the block and y is the the height
 * @property size
 * @type Point
 */
Object.defineProperty(Phaser.Filter.prototype, 'size', {

    get: function() {

        return this.uniforms.pixelSize.value;

    },

    set: function(value) {

        this.dirty = true;
        this.uniforms.pixelSize.value = value;

    }

});