Index: node_modules/d3-array/src/blur.js
===================================================================
--- node_modules/d3-array/src/blur.js	(revision e4c61dd6cd86e06265bc2bd91adba84a0f04044a)
+++ node_modules/d3-array/src/blur.js	(revision e4c61dd6cd86e06265bc2bd91adba84a0f04044a)
@@ -0,0 +1,115 @@
+export function blur(values, r) {
+  if (!((r = +r) >= 0)) throw new RangeError("invalid r");
+  let length = values.length;
+  if (!((length = Math.floor(length)) >= 0)) throw new RangeError("invalid length");
+  if (!length || !r) return values;
+  const blur = blurf(r);
+  const temp = values.slice();
+  blur(values, temp, 0, length, 1);
+  blur(temp, values, 0, length, 1);
+  blur(values, temp, 0, length, 1);
+  return values;
+}
+
+export const blur2 = Blur2(blurf);
+
+export const blurImage = Blur2(blurfImage);
+
+function Blur2(blur) {
+  return function(data, rx, ry = rx) {
+    if (!((rx = +rx) >= 0)) throw new RangeError("invalid rx");
+    if (!((ry = +ry) >= 0)) throw new RangeError("invalid ry");
+    let {data: values, width, height} = data;
+    if (!((width = Math.floor(width)) >= 0)) throw new RangeError("invalid width");
+    if (!((height = Math.floor(height !== undefined ? height : values.length / width)) >= 0)) throw new RangeError("invalid height");
+    if (!width || !height || (!rx && !ry)) return data;
+    const blurx = rx && blur(rx);
+    const blury = ry && blur(ry);
+    const temp = values.slice();
+    if (blurx && blury) {
+      blurh(blurx, temp, values, width, height);
+      blurh(blurx, values, temp, width, height);
+      blurh(blurx, temp, values, width, height);
+      blurv(blury, values, temp, width, height);
+      blurv(blury, temp, values, width, height);
+      blurv(blury, values, temp, width, height);
+    } else if (blurx) {
+      blurh(blurx, values, temp, width, height);
+      blurh(blurx, temp, values, width, height);
+      blurh(blurx, values, temp, width, height);
+    } else if (blury) {
+      blurv(blury, values, temp, width, height);
+      blurv(blury, temp, values, width, height);
+      blurv(blury, values, temp, width, height);
+    }
+    return data;
+  };
+}
+
+function blurh(blur, T, S, w, h) {
+  for (let y = 0, n = w * h; y < n;) {
+    blur(T, S, y, y += w, 1);
+  }
+}
+
+function blurv(blur, T, S, w, h) {
+  for (let x = 0, n = w * h; x < w; ++x) {
+    blur(T, S, x, x + n, w);
+  }
+}
+
+function blurfImage(radius) {
+  const blur = blurf(radius);
+  return (T, S, start, stop, step) => {
+    start <<= 2, stop <<= 2, step <<= 2;
+    blur(T, S, start + 0, stop + 0, step);
+    blur(T, S, start + 1, stop + 1, step);
+    blur(T, S, start + 2, stop + 2, step);
+    blur(T, S, start + 3, stop + 3, step);
+  };
+}
+
+// Given a target array T, a source array S, sets each value T[i] to the average
+// of {S[i - r], …, S[i], …, S[i + r]}, where r = ⌊radius⌋, start <= i < stop,
+// for each i, i + step, i + 2 * step, etc., and where S[j] is clamped between
+// S[start] (inclusive) and S[stop] (exclusive). If the given radius is not an
+// integer, S[i - r - 1] and S[i + r + 1] are added to the sum, each weighted
+// according to r - ⌊radius⌋.
+function blurf(radius) {
+  const radius0 = Math.floor(radius);
+  if (radius0 === radius) return bluri(radius);
+  const t = radius - radius0;
+  const w = 2 * radius + 1;
+  return (T, S, start, stop, step) => { // stop must be aligned!
+    if (!((stop -= step) >= start)) return; // inclusive stop
+    let sum = radius0 * S[start];
+    const s0 = step * radius0;
+    const s1 = s0 + step;
+    for (let i = start, j = start + s0; i < j; i += step) {
+      sum += S[Math.min(stop, i)];
+    }
+    for (let i = start, j = stop; i <= j; i += step) {
+      sum += S[Math.min(stop, i + s0)];
+      T[i] = (sum + t * (S[Math.max(start, i - s1)] + S[Math.min(stop, i + s1)])) / w;
+      sum -= S[Math.max(start, i - s0)];
+    }
+  };
+}
+
+// Like blurf, but optimized for integer radius.
+function bluri(radius) {
+  const w = 2 * radius + 1;
+  return (T, S, start, stop, step) => { // stop must be aligned!
+    if (!((stop -= step) >= start)) return; // inclusive stop
+    let sum = radius * S[start];
+    const s = step * radius;
+    for (let i = start, j = start + s; i < j; i += step) {
+      sum += S[Math.min(stop, i)];
+    }
+    for (let i = start, j = stop; i <= j; i += step) {
+      sum += S[Math.min(stop, i + s)];
+      T[i] = sum / w;
+      sum -= S[Math.max(start, i - s)];
+    }
+  };
+}
