Index: imaps-frontend/node_modules/stackblur-canvas/dist/stackblur-es.min.js.map
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--- imaps-frontend/node_modules/stackblur-canvas/dist/stackblur-es.min.js.map	(revision 79a03170cdde4e801d12257ee86723774970427b)
+++ imaps-frontend/node_modules/stackblur-canvas/dist/stackblur-es.min.js.map	(revision 79a03170cdde4e801d12257ee86723774970427b)
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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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