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                <canvas id="app-canvas"/>


                canvas {
  display: block;
  position: absolute;
  transform: translate(-50%, -50%) scale(4);
  left: 50%;
  top: 50%;
  image-rendering: pixelated;
body {
  background: radial-gradient(ellipse at center, #353535 0%, #141414 100%);



                const { Filter, Matrix, RenderTexture, Sprite, systems, Texture } = PIXI;

const vertex = `
attribute vec2 aVertexPosition;
attribute vec2 aTextureCoord;

uniform mat3 projectionMatrix;
varying vec2 vTextureCoord;

uniform mat3 shadowMapMatrix;
varying vec2 vShadowMapCoord;

void main(void)
    gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);

    vTextureCoord = aTextureCoord;
    vShadowMapCoord = (shadowMapMatrix * vec3(aTextureCoord, 1.0)).xy;   

const fragment = `
precision highp float;

varying vec2 vTextureCoord;
uniform vec4 inputPixel;

varying vec2 vShadowMapCoord;
uniform sampler2D shadowMapTexture;

void main() {
  vec4 shadowColor = vec4(1, 0, 0, 1);

  vec2 displacementCoord = vShadowMapCoord;
  vec4 shadowMapColor = texture2D(shadowMapTexture, vShadowMapCoord);
  vec4 finalColor;
  vec4 translateColor;

  vec2 translate = vec2(1.0/80.0,-1.0/80.0);
  for(int i= 0; i < 10; i++) {
    displacementCoord -= translate;
    translateColor = texture2D(shadowMapTexture, displacementCoord);
    if (translateColor.x > 0.0 && shadowMapColor.x == 0.0) {
      finalColor = shadowColor;
	gl_FragColor = finalColor;

interface ShadowsHardUniforms {
  shadowMapTexture: Texture;
  shadowMapMatrix: Matrix;

class ShadowsHardFilter extends Filter {
  public uniforms: ShadowsHardUniforms;

  private _wallSprite: Sprite;
  private _shadowMapSprite: Sprite;
  private _matrix: Matrix;
  private _matrix2: Matrix;

  constructor(shadowMapSprite: Sprite) {
    super(vertex, fragment, undefined);
    this.uniforms.shadowMapTexture = shadowMapSprite.texture;
    this._shadowMapSprite = shadowMapSprite;
    this._matrix = new Matrix();

  public apply(
    filterManager: systems.FilterSystem,
    input: RenderTexture,
    output: RenderTexture,
    clearMode: boolean
  ): void {
    this.uniforms.shadowMapMatrix = filterManager.calculateSpriteMatrix(
    filterManager.applyFilter(this, input, output, clearMode);

const app = new PIXI.Application({
  width: 16 * 6,
  height: 16 * 6,
  transparent: true,
  view: document.getElementById("app-canvas") as HTMLCanvasElement

  .add("b1", "")
  .load((loader, resources) => {
    const tex = resources.b1.texture;
    const shadowMapSp = new Sprite(resources.b1.texture);
    const shadowsHardTex: RenderTexture = RenderTexture.create({
      width: tex.width,
      height: tex.height
    const shadowsHardSp = new Sprite(shadowsHardTex);
    const filter = new ShadowsHardFilter(shadowMapSp);
    shadowsHardSp.alpha = 0.8;
    shadowsHardSp.filters = [filter];
    app.renderer.render(shadowsHardSp, shadowsHardTex, false);