text: /* eslint-disable */
  /*
   * Bases on StackBlur 0.6
   * Copyright (c) 2010 Mario Klingemann <mario@quasimondo.com>
   * https://github.com/Quasimondo/QuasimondoJS
   */
  
  // var mul_table = [
  //         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];
  // 'light' => 512, (7) / 15
  // 'strong' => 512, / 17
          
      
  // var shg_table = [
  // 	     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 ];
  
  // function stackBlurImage( imageIDOrElement, canvasIDOrElement, radius, blurAlphaChannel )
  // {
        
  // 	var img = stackBlurGetElement( imageIDOrElement );
  // 	var w = img.naturalWidth;
  // 	var h = img.naturalHeight;
          
  // 	var canvas = stackBlurGetElement( canvasIDOrElement );
        
  //     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 );
  
  // 	if ( isNaN(radius) || radius < 1 ) return;
    
  // 	if ( blurAlphaChannel )
  // 		stackBlurCanvasRGBA( canvasIDOrElement, 0, 0, w, h, radius );
  // 	else 
  // 		stackBlurCanvasRGB( canvasIDOrElement, 0, 0, w, h, radius );
  // }
  
  
  function stackBlurCanvasRGBA( canvas, top_x, top_y, width, height, radius, mul_sum, shg_sum )
  {
    //var canvas    = stackBlurGetElement( canvasIDOrElement );
    var context   = canvas.getContext("2d");
    var imageData = context.getImageData( top_x, top_y, width, height );
    
    // try {
    //   try {
    // 	imageData = context.getImageData( top_x, top_y, width, height );
    //   } catch(e) {
      
    // 	// NOTE: this part is supposedly only needed if you want to work with local files
    // 	// so it might be okay to remove the whole try/catch block and just use
    // 	// imageData = context.getImageData( top_x, top_y, width, height );
    // 	try {
    // 		netscape.security.PrivilegeManager.enablePrivilege("UniversalBrowserRead");
    // 		imageData = context.getImageData( top_x, top_y, width, height );
    // 	} catch(e) {
    // 		alert("Cannot access local image");
    // 		throw new Error("unable to access local image data: " + e);
    // 		return;
    // 	}
    //   }
    // } catch(e) {
    //   alert("Cannot access image");
    //   throw new Error("unable to access image data: " + e);
    // }
    
    imageData = stackBlurImageDataRGBA( imageData, radius, mul_sum, shg_sum );
    context.putImageData( imageData, top_x, top_y );
  }
  
  
  function stackBlurImageDataRGBA( imageData, radius, mul_sum, shg_sum )
  {
    // if ( isNaN(radius) || radius < 1 ) return;
    // radius |= 0;
        
    var pixels = imageData.data,
        width  = imageData.width,
        height = imageData.height;
        
    var x, y, i, p, yp, yi, yw, r_sum, g_sum, b_sum, a_sum, 
        r_out_sum, g_out_sum, b_out_sum, a_out_sum,
        r_in_sum, g_in_sum, b_in_sum, a_in_sum, 
        pr, pg, pb, pa, rbs;
        
    var div 				 = radius + radius + 1,
        w4  				 = width << 2,
        widthMinus1  = width - 1,
        heightMinus1 = height - 1,
        radiusPlus1  = radius + 1,
        sumFactor    = radiusPlus1 * (radiusPlus1 + 1) / 2;
    
    var stackStart = new BlurStack();
    var stackEnd;
    var stack = stackStart;
    for ( i = 1; i < div; i++ )
    {
      stack = stack.next = new BlurStack();
      if ( i == radiusPlus1 ) stackEnd = stack;
    }
    stack.next = stackStart;
    var stackIn = null;
    var stackOut = null;
    
    yw = yi = 0;
    
    // var mul_sum = mul_table[radius];
    // var shg_sum = shg_table[radius];
    
    for ( y = 0; y < height; y++ )
    {
      r_in_sum = g_in_sum = b_in_sum = a_in_sum = r_sum = g_sum = b_sum = a_sum = 0;
      
      r_out_sum = radiusPlus1 * ( pr = pixels[yi] );
      g_out_sum = radiusPlus1 * ( pg = pixels[yi+1] );
      b_out_sum = radiusPlus1 * ( pb = pixels[yi+2] );
      a_out_sum = radiusPlus1 * ( pa = pixels[yi+3] );
      
      r_sum += sumFactor * pr;
      g_sum += sumFactor * pg;
      b_sum += sumFactor * pb;
      a_sum += sumFactor * pa;
      
      stack = stackStart;
      
      for( i = 0; i < radiusPlus1; i++ )
      {
        stack.r = pr;
        stack.g = pg;
        stack.b = pb;
        stack.a = pa;
        stack = stack.next;
      }
      
      for( i = 1; i < radiusPlus1; i++ )
      {
        p = yi + (( widthMinus1 < i ? widthMinus1 : i ) << 2 );
        r_sum += ( stack.r = ( pr = pixels[p])) * ( rbs = radiusPlus1 - i );
        g_sum += ( stack.g = ( pg = pixels[p+1])) * rbs;
        b_sum += ( stack.b = ( pb = pixels[p+2])) * rbs;
        a_sum += ( stack.a = ( pa = pixels[p+3])) * rbs;
        
        r_in_sum += pr;
        g_in_sum += pg;
        b_in_sum += pb;
        a_in_sum += pa;
        
        stack = stack.next;
      }
      
      
      stackIn = stackStart;
      stackOut = stackEnd;
      for ( x = 0; x < width; x++ )
      {
        pixels[yi]   = (r_sum * mul_sum) >> shg_sum;
        pixels[yi+1] = (g_sum * mul_sum) >> shg_sum;
        pixels[yi+2] = (b_sum * mul_sum) >> shg_sum;
        pixels[yi+3] = (a_sum * mul_sum) >> shg_sum;
        
        r_sum -= r_out_sum;
        g_sum -= g_out_sum;
        b_sum -= b_out_sum;
        a_sum -= a_out_sum;
        
        r_out_sum -= stackIn.r;
        g_out_sum -= stackIn.g;
        b_out_sum -= stackIn.b;
        a_out_sum -= stackIn.a;
        
        p =  ( yw + ( ( p = x + radius + 1 ) < widthMinus1 ? p : widthMinus1 ) ) << 2;
        
        r_in_sum += ( stackIn.r = pixels[p]);
        g_in_sum += ( stackIn.g = pixels[p+1]);
        b_in_sum += ( stackIn.b = pixels[p+2]);
        a_in_sum += ( stackIn.a = pixels[p+3]);
        
        r_sum += r_in_sum;
        g_sum += g_in_sum;
        b_sum += b_in_sum;
        a_sum += a_in_sum;
        
        stackIn = stackIn.next;
        
        r_out_sum += ( pr = stackOut.r );
        g_out_sum += ( pg = stackOut.g );
        b_out_sum += ( pb = stackOut.b );
        a_out_sum += ( pa = stackOut.a );
        
        r_in_sum -= pr;
        g_in_sum -= pg;
        b_in_sum -= pb;
        a_in_sum -= pa;
        
        stackOut = stackOut.next;
  
        yi += 4;
      }
      yw += width;
    }
  
    
    for ( x = 0; x < width; x++ )
    {
      g_in_sum = b_in_sum = a_in_sum = r_in_sum = g_sum = b_sum = a_sum = r_sum = 0;
      
      yi = x << 2;
      r_out_sum = radiusPlus1 * ( pr = pixels[yi]);
      g_out_sum = radiusPlus1 * ( pg = pixels[yi+1]);
      b_out_sum = radiusPlus1 * ( pb = pixels[yi+2]);
      a_out_sum = radiusPlus1 * ( pa = pixels[yi+3]);
      
      r_sum += sumFactor * pr;
      g_sum += sumFactor * pg;
      b_sum += sumFactor * pb;
      a_sum += sumFactor * pa;
      
      stack = stackStart;
      
      for( i = 0; i < radiusPlus1; i++ )
      {
        stack.r = pr;
        stack.g = pg;
        stack.b = pb;
        stack.a = pa;
        stack = stack.next;
      }
      
      yp = width;
      
      for( i = 1; i <= radius; i++ )
      {
        yi = ( yp + x ) << 2;
        
        r_sum += ( stack.r = ( pr = pixels[yi])) * ( rbs = radiusPlus1 - i );
        g_sum += ( stack.g = ( pg = pixels[yi+1])) * rbs;
        b_sum += ( stack.b = ( pb = pixels[yi+2])) * rbs;
        a_sum += ( stack.a = ( pa = pixels[yi+3])) * rbs;
          
        r_in_sum += pr;
        g_in_sum += pg;
        b_in_sum += pb;
        a_in_sum += pa;
        
        stack = stack.next;
      
        if( i < heightMinus1 )
        {
          yp += width;
        }
      }
      
      yi = x;
      stackIn = stackStart;
      stackOut = stackEnd;
      for ( y = 0; y < height; y++ )
      {
        p = yi << 2;
        pixels[p+3] = pa = (a_sum * mul_sum) >> shg_sum;
        if ( pa > 0 )
        {
          pa = 255 / pa;
          pixels[p]   = ((r_sum * mul_sum) >> shg_sum ) * pa;
          pixels[p+1] = ((g_sum * mul_sum) >> shg_sum ) * pa;
          pixels[p+2] = ((b_sum * mul_sum) >> shg_sum ) * pa;
        } else {
          pixels[p] = pixels[p+1] = pixels[p+2] = 0;
        }
        
        r_sum -= r_out_sum;
        g_sum -= g_out_sum;
        b_sum -= b_out_sum;
        a_sum -= a_out_sum;
          
        r_out_sum -= stackIn.r;
        g_out_sum -= stackIn.g;
        b_out_sum -= stackIn.b;
        a_out_sum -= stackIn.a;
        
        p = ( x + (( ( p = y + radiusPlus1) < heightMinus1 ? p : heightMinus1 ) * width )) << 2;
        
        r_sum += ( r_in_sum += ( stackIn.r = pixels[p]));
        g_sum += ( g_in_sum += ( stackIn.g = pixels[p+1]));
        b_sum += ( b_in_sum += ( stackIn.b = pixels[p+2]));
        a_sum += ( a_in_sum += ( stackIn.a = pixels[p+3]));
          
        stackIn = stackIn.next;
        
        r_out_sum += ( pr = stackOut.r );
        g_out_sum += ( pg = stackOut.g );
        b_out_sum += ( pb = stackOut.b );
        a_out_sum += ( pa = stackOut.a );
        
        r_in_sum -= pr;
        g_in_sum -= pg;
        b_in_sum -= pb;
        a_in_sum -= pa;
        
        stackOut = stackOut.next;
        
        yi += width;
      }
    }
    
    return imageData;
    
  }
  
  
  function stackBlurCanvasRGB( canvas, top_x, top_y, width, height, radius, mul_sum, shg_sum )
  {
    // if ( isNaN(radius) || radius < 1 ) return;
    // radius |= 0;
    
    //var canvas    = stackBlurGetElement( canvasIDOrElement );
    var context   = canvas.getContext("2d");
    var imageData = context.getImageData( top_x, top_y, width, height );
    
    // try {
    //   try {
    // 	imageData = context.getImageData( top_x, top_y, width, height );
    //   } catch(e) {
      
    // 	// NOTE: this part is supposedly only needed if you want to work with local files
    // 	// so it might be okay to remove the whole try/catch block and just use
    // 	// imageData = context.getImageData( top_x, top_y, width, height );
    // 	try {
    // 		netscape.security.PrivilegeManager.enablePrivilege("UniversalBrowserRead");
    // 		imageData = context.getImageData( top_x, top_y, width, height );
    // 	} catch(e) {
    // 		alert("Cannot access local image");
    // 		throw new Error("unable to access local image data: " + e);
    // 		return;
    // 	}
    //   }
    // } catch(e) {
    //   alert("Cannot access image");
    //   throw new Error("unable to access image data: " + e);
    // }
        
    var pixels = imageData.data;
        
    var x, y, i, p, yp, yi, yw, r_sum, g_sum, b_sum,
    r_out_sum, g_out_sum, b_out_sum,
    r_in_sum, g_in_sum, b_in_sum,
    pr, pg, pb, rbs;
        
    var div = radius + radius + 1;
    var 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 stackEnd;
    var stack = stackStart;
    for ( i = 1; i < div; i++ )
    {
      stack = stack.next = new BlurStack();
      if ( i == radiusPlus1 ) stackEnd = stack;
    }
    stack.next = stackStart;
    var stackIn = null;
    var stackOut = null;
    
    yw = yi = 0;
    
    // var mul_sum = mul_table[radius];
    // var shg_sum = shg_table[radius];
    
    for ( y = 0; y < height; y++ )
    {
      r_in_sum = g_in_sum = b_in_sum = r_sum = g_sum = b_sum = 0;
      
      r_out_sum = radiusPlus1 * ( pr = pixels[yi] );
      g_out_sum = radiusPlus1 * ( pg = pixels[yi+1] );
      b_out_sum = radiusPlus1 * ( pb = pixels[yi+2] );
      
      r_sum += sumFactor * pr;
      g_sum += sumFactor * pg;
      b_sum += sumFactor * pb;
      
      stack = stackStart;
      
      for( i = 0; i < radiusPlus1; i++ )
      {
        stack.r = pr;
        stack.g = pg;
        stack.b = pb;
        stack = stack.next;
      }
      
      for( i = 1; i < radiusPlus1; i++ )
      {
        p = yi + (( widthMinus1 < i ? widthMinus1 : i ) << 2 );
        r_sum += ( stack.r = ( pr = pixels[p])) * ( rbs = radiusPlus1 - i );
        g_sum += ( stack.g = ( pg = pixels[p+1])) * rbs;
        b_sum += ( stack.b = ( pb = pixels[p+2])) * rbs;
        
        r_in_sum += pr;
        g_in_sum += pg;
        b_in_sum += pb;
        
        stack = stack.next;
      }
      
      
      stackIn = stackStart;
      stackOut = stackEnd;
      for ( x = 0; x < width; x++ )
      {
        pixels[yi]   = (r_sum * mul_sum) >> shg_sum;
        pixels[yi+1] = (g_sum * mul_sum) >> shg_sum;
        pixels[yi+2] = (b_sum * mul_sum) >> shg_sum;
        
        r_sum -= r_out_sum;
        g_sum -= g_out_sum;
        b_sum -= b_out_sum;
        
        r_out_sum -= stackIn.r;
        g_out_sum -= stackIn.g;
        b_out_sum -= stackIn.b;
        
        p =  ( yw + ( ( p = x + radius + 1 ) < widthMinus1 ? p : widthMinus1 ) ) << 2;
        
        r_in_sum += ( stackIn.r = pixels[p]);
        g_in_sum += ( stackIn.g = pixels[p+1]);
        b_in_sum += ( stackIn.b = pixels[p+2]);
        
        r_sum += r_in_sum;
        g_sum += g_in_sum;
        b_sum += b_in_sum;
        
        stackIn = stackIn.next;
        
        r_out_sum += ( pr = stackOut.r );
        g_out_sum += ( pg = stackOut.g );
        b_out_sum += ( pb = stackOut.b );
        
        r_in_sum -= pr;
        g_in_sum -= pg;
        b_in_sum -= pb;
        
        stackOut = stackOut.next;
  
        yi += 4;
      }
      yw += width;
    }
  
    
    for ( x = 0; x < width; x++ )
    {
      g_in_sum = b_in_sum = r_in_sum = g_sum = b_sum = r_sum = 0;
      
      yi = x << 2;
      r_out_sum = radiusPlus1 * ( pr = pixels[yi]);
      g_out_sum = radiusPlus1 * ( pg = pixels[yi+1]);
      b_out_sum = radiusPlus1 * ( pb = pixels[yi+2]);
      
      r_sum += sumFactor * pr;
      g_sum += sumFactor * pg;
      b_sum += sumFactor * pb;
      
      stack = stackStart;
      
      for( i = 0; i < radiusPlus1; i++ )
      {
        stack.r = pr;
        stack.g = pg;
        stack.b = pb;
        stack = stack.next;
      }
      
      yp = width;
      
      for( i = 1; i <= radius; i++ )
      {
        yi = ( yp + x ) << 2;
        
        r_sum += ( stack.r = ( pr = pixels[yi])) * ( rbs = radiusPlus1 - i );
        g_sum += ( stack.g = ( pg = pixels[yi+1])) * rbs;
        b_sum += ( stack.b = ( pb = pixels[yi+2])) * rbs;
        
        r_in_sum += pr;
        g_in_sum += pg;
        b_in_sum += pb;
        
        stack = stack.next;
      
        if( i < heightMinus1 )
        {
          yp += width;
        }
      }
      
      yi = x;
      stackIn = stackStart;
      stackOut = stackEnd;
      for ( y = 0; y < height; y++ )
      {
        p = yi << 2;
        pixels[p]   = (r_sum * mul_sum) >> shg_sum;
        pixels[p+1] = (g_sum * mul_sum) >> shg_sum;
        pixels[p+2] = (b_sum * mul_sum) >> shg_sum;
        
        r_sum -= r_out_sum;
        g_sum -= g_out_sum;
        b_sum -= b_out_sum;
        
        r_out_sum -= stackIn.r;
        g_out_sum -= stackIn.g;
        b_out_sum -= stackIn.b;
        
        p = ( x + (( ( p = y + radiusPlus1) < heightMinus1 ? p : heightMinus1 ) * width )) << 2;
        
        r_sum += ( r_in_sum += ( stackIn.r = pixels[p]));
        g_sum += ( g_in_sum += ( stackIn.g = pixels[p+1]));
        b_sum += ( b_in_sum += ( stackIn.b = pixels[p+2]));
        
        stackIn = stackIn.next;
        
        r_out_sum += ( pr = stackOut.r );
        g_out_sum += ( pg = stackOut.g );
        b_out_sum += ( pb = stackOut.b );
        
        r_in_sum -= pr;
        g_in_sum -= pg;
        b_in_sum -= pb;
        
        stackOut = stackOut.next;
        
        yi += width;
      }
    }
    
    context.putImageData( imageData, top_x, top_y );
    
  }
  
  function BlurStack()
  {
    this.r = 0;
    this.g = 0;
    this.b = 0;
    this.a = 0;
    this.next = null;
  }
  
  /* eslint-enable */
  
  export default {
    rgba: stackBlurCanvasRGBA,
    rgb:  stackBlurCanvasRGB,
  };