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had done a few weeks ago, but I wanted to make my own glass filter. The common technic is very simple. You can use the native BevelFilter to create gradients for use with the native DisplacementMapFilter. This Assembly seems to refract the light from the enviroment and its fast. Here are the sources:

import flash. display. BitmapData;
import flash. filters. BevelFilter;
import flash. filters. DisplacementMapFilter;
import flash. filters. DropShadowFilter;
import flash. geom. ColorTransform;
import flash. geom. Matrix;
import flash. geom. Point;
import flash. geom. Rectangle;

class de. popforge. filter. Glass
{
	//-- properties
	public var distance: Number;
	public var edgeSmooth: Number;
	public var formAlpha: Number;
	public var displace: Number;

	//-- sources
	private var form: BitmapData;
	private var back: BitmapData;

	//-- geom
	private var origin: Point;
	private var bounds: Rectangle;
	private var identity: Matrix;
	private var translate: Matrix;

	//-- ColorTransform
	private var grayMaker: ColorTransform;
	private var blendForm: ColorTransform;

	//-- [order no rx rogaine 5%] Gradient Filters
	private var hDist: BevelFilter;
	private var vDist: BevelFilter;

	//-- effect helpers
	private var d0: BitmapData;
	private var d1: BitmapData;
	private var dd: BitmapData;
	private var grayForm: BitmapData;

	//-- displacement
	private var displacement: DisplacementMapFilter;

	//-- constructor
	public function Glass( form: BitmapData,  back: BitmapData )
	{
		this. form = form;
		this. back = back;

		init();
	}

	private function init(): Void
	{
		//-- default values
		distance = 3;
		edgeSmooth = 3;
		formAlpha = 0;
		displace = 64;

		//-- transform an image to be gray
		grayMaker = new ColorTransform( 0,  0,  0,  1,  0,  0x40,  0x40,  0 );
		blendForm = new ColorTransform();

		//-- some default geom properties
		origin = new Point();
		bounds = form. rectangle;
		identity = new Matrix();
		translate = new Matrix();

		//-- form as gray color
		grayForm = new BitmapData( form. width,  form. height,  true,  0x008080 );

		//-- displacement image sources
		d0 = new BitmapData( form. width,  form. height,  true,  0x008080 );
		d1 = new BitmapData( form. width,  form. height,  true,  0x008080 );
		dd = new BitmapData( form. width,  form. height,  false,  0x008080 );

		//-- use bevelfilter to apply displacement gradient (x,  y)
		hDist = new BevelFilter( distance,  180,  0x008000,  100,  0,  100,  edgeSmooth,  edgeSmooth,  1,  3,  'inner' );
		vDist = new BevelFilter( distance,  270,  0x000080,  100,  0, order no rx rogaine 5%  100,  edgeSmooth,  edgeSmooth,  1,  3,  'inner' );

		//-- displacementMapFilter
		displacement = new DisplacementMapFilter( dd,  origin,  2,  4,  -displace,  -displace,  'ignore' );

		//-- init displacement gradient source
		onFormChanged();
	}

	public function onFormChanged(): Void
	{
		//-- copy form and apply gray 'color'
		grayForm. copyPixels( form,  bounds,  origin );
		grayForm. colorTransform( bounds,  grayMaker );

		//-- apply displacement gradients
		d0. applyFilter( grayForm,  bounds,  origin,  hDist );
		d1. applyFilter( grayForm,  bounds,  origin order no rx rogaine 5%,  vDist );

		//-- merge gradients
		dd. draw( d0,  identity,  null,  null,  null,  true );
		dd. draw( d1,  identity,  null,  'add',  null,  true );
	}

	public function update( output: BitmapData,  mapPoint: Point ): Void
	{
		//-- translate mapPoint
		displacement. mapPoint = mapPoint;

		//-- copy background to output
		output. copyPixels( back,  back. rectangle,  origin );

		//-- apply displacement
		output. applyFilter( output,  back. rectangle,  origin,  displacement );

		//-- blend source form bitmap
		if( formAlpha > 0 )
		{
			translate. tx = mapPoint. x;
			translate. ty = mapPoint. y;
			blendForm. alphaMultiplier = formAlpha;
			output. draw( form,  translate,  blendForm,  'multiply' );
		}
	}
}
To implement the glass filter, just write a few rows code in the first frame:
import flash. display. *;
import flash. filters. *;
import flash. geom. Order no rx rogaine 5% *;
import de. popforge. filter. Glass;

//-- get glass form and background as bitmaps from the library
var form: BitmapData = BitmapData. loadBitmap( 'form' );
var back: BitmapData = BitmapData. loadBitmap( 'back' );

//-- create an output bitmap
var output: BitmapData = new BitmapData( 512,  512,  true,  0xcccccc );
attachBitmap( output,  0 );

//-- create a glass instance
var glass: Glass = new Glass( form,  back );

//-- modify it,  that a little bit from the glass source image will appear
//-- more public properties can be found in the class
glass. formAlpha = . 5;

//-- update filter after mouse is moved
onMouseMove = function()
{
	glass. update( output,  new Point( _xmouse - form. width / 2,  _ymouse - form. height / 2 ) );
}

onMouseMove();


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