Index: imaps-frontend/node_modules/stackblur-canvas/src/stackblur.js
===================================================================
--- imaps-frontend/node_modules/stackblur-canvas/src/stackblur.js	(revision 79a03170cdde4e801d12257ee86723774970427b)
+++ imaps-frontend/node_modules/stackblur-canvas/src/stackblur.js	(revision 79a03170cdde4e801d12257ee86723774970427b)
@@ -0,0 +1,710 @@
+/* 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.
+*/
+
+const 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
+];
+
+const 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;
+  }
+
+  const dimensionType = useOffset ? 'offset' : 'natural';
+  let w = img[dimensionType + 'Width'];
+  let 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;
+
+  const 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!'
+    );
+  }
+
+  const 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;
+
+  let 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) {
+  const pixels = imageData.data;
+
+  const div = 2 * radius + 1;
+  // const w4 = width << 2;
+  const widthMinus1 = width - 1;
+  const heightMinus1 = height - 1;
+  const radiusPlus1 = radius + 1;
+  const sumFactor = radiusPlus1 * (radiusPlus1 + 1) / 2;
+
+  const stackStart = new BlurStack();
+  let stack = stackStart;
+  let stackEnd;
+  for (let i = 1; i < div; i++) {
+    stack = stack.next = new BlurStack();
+    if (i === radiusPlus1) {
+      stackEnd = stack;
+    }
+  }
+  stack.next = stackStart;
+
+  let stackIn = null,
+    stackOut = null,
+    yw = 0,
+    yi = 0;
+
+  const mulSum = mulTable[radius];
+  const shgSum = shgTable[radius];
+
+  for (let y = 0; y < height; y++) {
+    stack = stackStart;
+
+    const pr = pixels[yi],
+      pg = pixels[yi + 1],
+      pb = pixels[yi + 2],
+      pa = pixels[yi + 3];
+
+    for (let i = 0; i < radiusPlus1; i++) {
+      stack.r = pr;
+      stack.g = pg;
+      stack.b = pb;
+      stack.a = pa;
+      stack = stack.next;
+    }
+
+    let 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 (let i = 1; i < radiusPlus1; i++) {
+      const p = yi + ((widthMinus1 < i ? widthMinus1 : i) << 2);
+
+      const r = pixels[p],
+        g = pixels[p + 1],
+        b = pixels[p + 2],
+        a = pixels[p + 3];
+
+      const rbs = radiusPlus1 - i;
+      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 (let x = 0; x < width; x++) {
+      const paInitial = (aSum * mulSum) >>> shgSum;
+      pixels[yi + 3] = paInitial;
+      if (paInitial !== 0) {
+        const a = 255 / paInitial;
+        pixels[yi] = ((rSum * mulSum) >>> shgSum) * a;
+        pixels[yi + 1] = ((gSum * mulSum) >>> shgSum) * a;
+        pixels[yi + 2] = ((bSum * mulSum) >>> shgSum) * a;
+      } 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;
+
+      let 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;
+
+      const {r, g, b, a} = stackOut;
+
+      rOutSum += r;
+      gOutSum += g;
+      bOutSum += b;
+      aOutSum += a;
+
+      rInSum -= r;
+      gInSum -= g;
+      bInSum -= b;
+      aInSum -= a;
+
+      stackOut = stackOut.next;
+
+      yi += 4;
+    }
+    yw += width;
+  }
+
+  for (let x = 0; x < width; x++) {
+    yi = x << 2;
+
+    let 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 (let i = 0; i < radiusPlus1; i++) {
+      stack.r = pr;
+      stack.g = pg;
+      stack.b = pb;
+      stack.a = pa;
+      stack = stack.next;
+    }
+
+    let yp = width;
+
+    let gInSum = 0, bInSum = 0, aInSum = 0, rInSum = 0;
+    for (let i = 1; i <= radius; i++) {
+      yi = (yp + x) << 2;
+
+      const rbs = radiusPlus1 - i;
+      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 (i < heightMinus1) {
+        yp += width;
+      }
+    }
+
+    yi = x;
+    stackIn = stackStart;
+    stackOut = stackEnd;
+    for (let y = 0; y < height; y++) {
+      let p = yi << 2;
+      pixels[p + 3] = pa = (aSum * mulSum) >>> shgSum;
+      if (pa > 0) {
+        pa = 255 / pa;
+        pixels[p] = ((rSum * mulSum) >>> shgSum) * pa;
+        pixels[p + 1] = ((gSum * mulSum) >>> shgSum) * pa;
+        pixels[p + 2] = ((bSum * mulSum) >>> shgSum) * pa;
+      } else {
+        pixels[p] = pixels[p + 1] = pixels[p + 2] = 0;
+      }
+
+      rSum -= rOutSum;
+      gSum -= gOutSum;
+      bSum -= bOutSum;
+      aSum -= aOutSum;
+
+      rOutSum -= stackIn.r;
+      gOutSum -= stackIn.g;
+      bOutSum -= stackIn.b;
+      aOutSum -= stackIn.a;
+
+      p = (x + (
+        ((p = y + radiusPlus1) < heightMinus1 ? p : heightMinus1) *
+                width
+      )) << 2;
+
+      rSum += (rInSum += (stackIn.r = pixels[p]));
+      gSum += (gInSum += (stackIn.g = pixels[p + 1]));
+      bSum += (bInSum += (stackIn.b = pixels[p + 2]));
+      aSum += (aInSum += (stackIn.a = pixels[p + 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;
+
+  let 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) {
+  const pixels = imageData.data;
+
+  const div = 2 * radius + 1;
+  // const w4 = width << 2;
+  const widthMinus1 = width - 1;
+  const heightMinus1 = height - 1;
+  const radiusPlus1 = radius + 1;
+  const sumFactor = radiusPlus1 * (radiusPlus1 + 1) / 2;
+
+  const stackStart = new BlurStack();
+  let stack = stackStart;
+  let stackEnd;
+  for (let i = 1; i < div; i++) {
+    stack = stack.next = new BlurStack();
+    if (i === radiusPlus1) {
+      stackEnd = stack;
+    }
+  }
+  stack.next = stackStart;
+  let stackIn = null;
+  let stackOut = null;
+
+  const mulSum = mulTable[radius];
+  const shgSum = shgTable[radius];
+
+  let p, rbs;
+  let yw = 0, yi = 0;
+
+  for (let y = 0; y < height; y++) {
+    let 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 (let i = 0; i < radiusPlus1; i++) {
+      stack.r = pr;
+      stack.g = pg;
+      stack.b = pb;
+      stack = stack.next;
+    }
+
+    let rInSum = 0, gInSum = 0, bInSum = 0;
+    for (let i = 1; i < radiusPlus1; i++) {
+      p = yi + ((widthMinus1 < i ? widthMinus1 : i) << 2);
+      rSum += (stack.r = (pr = pixels[p])) * (rbs = radiusPlus1 - i);
+      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 (let 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 (let x = 0; x < width; x++) {
+    yi = x << 2;
+    let 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 (let i = 0; i < radiusPlus1; i++) {
+      stack.r = pr;
+      stack.g = pg;
+      stack.b = pb;
+      stack = stack.next;
+    }
+
+    let rInSum = 0, gInSum = 0, bInSum = 0;
+    for (let i = 1, yp = width; i <= radius; i++) {
+      yi = (yp + x) << 2;
+
+      rSum += (stack.r = (pr = pixels[yi])) * (rbs = radiusPlus1 - i);
+      gSum += (stack.g = (pg = pixels[yi + 1])) * rbs;
+      bSum += (stack.b = (pb = pixels[yi + 2])) * rbs;
+
+      rInSum += pr;
+      gInSum += pg;
+      bInSum += pb;
+
+      stack = stack.next;
+
+      if (i < heightMinus1) {
+        yp += width;
+      }
+    }
+
+    yi = x;
+    stackIn = stackStart;
+    stackOut = stackEnd;
+    for (let y = 0; y < height; y++) {
+      p = yi << 2;
+      pixels[p] = (rSum * mulSum) >>> shgSum;
+      pixels[p + 1] = (gSum * mulSum) >>> shgSum;
+      pixels[p + 2] = (bSum * mulSum) >>> shgSum;
+
+      rSum -= rOutSum;
+      gSum -= gOutSum;
+      bSum -= bOutSum;
+
+      rOutSum -= stackIn.r;
+      gOutSum -= stackIn.g;
+      bOutSum -= stackIn.b;
+
+      p = (x + (
+        ((p = y + radiusPlus1) < heightMinus1 ? p : heightMinus1) *
+                width
+      )) << 2;
+
+      rSum += (rInSum += (stackIn.r = pixels[p]));
+      gSum += (gInSum += (stackIn.g = pixels[p + 1]));
+      bSum += (bInSum += (stackIn.b = pixels[p + 2]));
+
+      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 += width;
+    }
+  }
+
+  return imageData;
+}
+
+/**
+ *
+ */
+export class BlurStack {
+  /**
+   * Set properties.
+   */
+  constructor () {
+    this.r = 0;
+    this.g = 0;
+    this.b = 0;
+    this.a = 0;
+    this.next = null;
+  }
+}
+
+export {
+  /**
+    * @function module:StackBlur.image
+    * @see module:StackBlur~processImage
+    */
+  processImage as image,
+  /**
+    * @function module:StackBlur.canvasRGBA
+    * @see module:StackBlur~processCanvasRGBA
+    */
+  processCanvasRGBA as canvasRGBA,
+  /**
+    * @function module:StackBlur.canvasRGB
+    * @see module:StackBlur~processCanvasRGB
+    */
+  processCanvasRGB as canvasRGB,
+  /**
+    * @function module:StackBlur.imageDataRGBA
+    * @see module:StackBlur~processImageDataRGBA
+    */
+  processImageDataRGBA as imageDataRGBA,
+  /**
+    * @function module:StackBlur.imageDataRGB
+    * @see module:StackBlur~processImageDataRGB
+    */
+  processImageDataRGB as imageDataRGB
+};
