// Enhanced Occlusion Layer Module for Foundry VTT

export function registerOcclusionLayerConfig2ForUpload() {
	// Global Hook Registration
	function registerGlobalHooks() {
		const updateTriggers = [ // Update triggers for occlusion layer
			'canvasReady', 
			'canvasPan',
			'canvasTokensRefresh', 
			'updateToken', 
			'controlToken', 
			'refreshToken',
			'preUpdateScene',  // Added to ensure update on scene modifications
			'updateScene'      // Added to ensure update on scene modifications
		];

		updateTriggers.forEach(hookName => {
			Hooks.on(hookName, () => {
				updateOcclusionLayer(); //debouncedUpdate(); 
			});
		});
	}

	// Initial layer setup
	Hooks.once('ready', () => {
		if (canvas.ready)
			initializeOcclusionLayer();
	});

	// Initialize on canvas setup
	Hooks.on('canvasInit', () => {
		initializeOcclusionLayer();
	});

	// Reset on scene change
	Hooks.on('changeScene', () => {
		if (occlusionConfig.container) {
			canvas.stage.removeChild(occlusionConfig.container);
			occlusionConfig.container.destroy({ children: true });
			occlusionConfig.container = null;
			occlusionConfig.tokensLayer = null;
			occlusionConfig.initialized = false;
		}
	});

	// Start the module
	registerGlobalHooks();
}

// Otimização 1: Debounce do updateOcclusionLayer
const debouncedUpdate = debounce(updateOcclusionLayer, 10); // ~60fps











// Persistent occlusion layer configuration
const occlusionConfig = {
	container: null,
	tokensLayer: null,
	initialized: false
};

// Initialize or reset the occlusion layer
function initializeOcclusionLayer() {
	// Remove existing container if it exists
	if (occlusionConfig.container) {
		canvas.stage.removeChild(occlusionConfig.container);
		occlusionConfig.container.destroy({ children: true });
	}

	// Create the main occlusion container
	occlusionConfig.container = new PIXI.Container();
	occlusionConfig.container.name = "OcclusionContainer";
	occlusionConfig.container.eventMode = 'passive';

	// Create a layer for occlusion tokens
	occlusionConfig.tokensLayer = new PIXI.Container();
	occlusionConfig.tokensLayer.name = "OcclusionTokens";
	occlusionConfig.tokensLayer.sortableChildren = true;

	// Add the layer to the container
	occlusionConfig.container.addChild(occlusionConfig.tokensLayer);

	// Add to canvas stage
	canvas.stage.addChild(occlusionConfig.container);
	canvas.stage.sortChildren();

	occlusionConfig.initialized = true;
}



let updateTimeout = null;

// Comprehensive update mechanism for occlusion layer
function updateOcclusionLayer() {
	// // Cancele qualquer atualização pendente
	// if (updateTimeout) {
	// 	clearTimeout(updateTimeout);
	// }

	// Agende uma atualização com um pequeno atraso
	// updateTimeout = setTimeout(() => {
	// 	if (!canvas.ready) return;
	//  //adiciona o código que deve ser debounçado
	//}, 50);
		
		// Ensure canvas is ready and layer is initialized
		if (!canvas.ready) return;

		// Reinitialize if not yet set up
		if (!occlusionConfig.initialized) {
			initializeOcclusionLayer();
		}

		// Clear existing occlusion tokens
		occlusionConfig.tokensLayer.removeChildren();

		// Get all tokens and tiles
		const tokens = canvas.tokens.placeables;
		const tiles = canvas.tiles.placeables;

		tokens.forEach(token => {
			// Find tiles that intersect with this token
			const intersectingTiles = tiles.filter(tile => 
				checkTokenTileIntersection(token, tile)
			);

			// If there are intersecting tiles, create an occlusion sprite
			if (intersectingTiles.length > 0) {
				const occlusionSprite = createOcclusionSprite(token, intersectingTiles);
				if (occlusionSprite) {
					occlusionConfig.tokensLayer.addChild(occlusionSprite);
				}
			}
		});
}







// Token-Tile Intersection Check
// function checkTokenTileIntersection(token, tile) {
// 	// Basic intersection check using bounding boxes
// 	const tokenBounds = token.mesh.getBounds();
// 	const tileBounds = tile.mesh.getBounds();

// 	return (
// 		tokenBounds.x < tileBounds.x + tileBounds.width &&
// 		tokenBounds.x + tokenBounds.width > tileBounds.x &&
// 		tokenBounds.y < tileBounds.y + tileBounds.height &&
// 		tokenBounds.y + tokenBounds.height > tileBounds.y
// 	);
// }

// Use uma chave de string em vez de objeto
const intersectionCache = new Map();

function checkTokenTileIntersection(token, tile) {
	// Crie uma chave única usando IDs ou outras propriedades únicas
	const cacheKey = `${token.id || token.document?.id}-${tile.id || tile.document?.id}`;
	
	// Verifique se já calculamos essa intersecção
	if (intersectionCache.has(cacheKey)) {
		return intersectionCache.get(cacheKey);
	}

	const tokenBounds = token.mesh.getBounds();
	const tileBounds = tile.mesh.getBounds();

	const intersects = (
		tokenBounds.x < tileBounds.x + tileBounds.width &&
		tokenBounds.x + tokenBounds.width > tileBounds.x &&
		tokenBounds.y < tileBounds.y + tileBounds.height &&
		tokenBounds.y + tokenBounds.height > tileBounds.y
	);

	// Armazene o resultado no cache
	intersectionCache.set(cacheKey, intersects);
	return intersects;
}






// Create Occlusion Sprite with Advanced Masking
function createOcclusionSprite(token, intersectingTiles) {
	if (!token.mesh || !token.mesh.texture) return null;

	// Create a sprite from the token's texture
	const sprite = new PIXI.Sprite(token.mesh.texture);
	sprite.position.set(token.mesh.position.x, token.mesh.position.y);
	sprite.anchor.set(token.mesh.anchor.x, token.mesh.anchor.y);
	sprite.angle = token.mesh.angle;
	sprite.scale.set(token.mesh.scale.x, token.mesh.scale.y);

	// Create a mask for the occlusion
	const mask = createOcclusionMask(token, intersectingTiles);
	
	if (mask) {
		sprite.mask = mask;
	}

	// sprite.filters = [colorMatrix, outlineFilter, alphaFilter];
	sprite.filters = [colorMatrix, outlineFilter]; //criados no fim do arquivo

	//sprite.alpha = 0.75;
	sprite.eventMode = 'passive';

	return sprite;
}














// Advanced Occlusion Mask Creation
/*function createOcclusionMask(token, intersectingTiles) {
	const maskGraphics = new PIXI.Graphics();
	maskGraphics.beginFill(0xffffff);

	// Create a temporary canvas once
	const tempCanvas = document.createElement('canvas');
	const tempCtx = tempCanvas.getContext('2d', { willReadFrequently: true });

	intersectingTiles.forEach(tile => {
		const tokenBounds = token.mesh.getBounds();
		const tileBounds = tile.mesh.getBounds();
				
		// Calculate intersection area
		const x = Math.max(tokenBounds.x, tileBounds.x);
		const y = Math.max(tokenBounds.y, tileBounds.y);
		const width = Math.min(tokenBounds.x + tokenBounds.width, tileBounds.x + tileBounds.width) - x;
		const height = Math.min(tokenBounds.y + tokenBounds.height, tileBounds.y + tileBounds.height) - y;

		// Skip if no intersection
		if (width <= 0 || height <= 0) return;

		// Access tile texture
		const tileTexture = tile.texture?.baseTexture?.resource?.source;
		if (!tileTexture || tileTexture.width <= 0 || tileTexture.height <= 0) return;

		// Set canvas size to intersection size
		tempCanvas.width = Math.ceil(width);
		tempCanvas.height = Math.ceil(height);

		// Clear the canvas
		tempCtx.clearRect(0, 0, tempCanvas.width, tempCanvas.height);

		// Calculate source and destination rectangles
		const sourceX = (x - tileBounds.x) * (tileTexture.width / tileBounds.width);
		const sourceY = (y - tileBounds.y) * (tileTexture.height / tileBounds.height);
		const sourceWidth = width * (tileTexture.width / tileBounds.width);
		const sourceHeight = height * (tileTexture.height / tileBounds.height);

		// Draw the relevant portion of the tile
		tempCtx.drawImage(tileTexture,
			sourceX, sourceY, sourceWidth, sourceHeight,
			0, 0, tempCanvas.width, tempCanvas.height
		);

		// Get image data for the intersection area
		const imageData = tempCtx.getImageData(0, 0, tempCanvas.width, tempCanvas.height);
		const data = imageData.data;

		// Use a more efficient approach to detect non-transparent regions
		const chunkSize = 1; // Process 4x4 pixel blocks at once
		const widthInChunks = Math.ceil(tempCanvas.width / chunkSize);
		const heightInChunks = Math.ceil(tempCanvas.height / chunkSize);

		for (let cy = 0; cy < heightInChunks; cy++) {
			for (let cx = 0; cx < widthInChunks; cx++) {
				let hasOpaquePixel = false;

				// Check the chunk for any non-transparent pixels
				chunkLoop: for (let py = 0; py < chunkSize; py++) {
					const y = cy * chunkSize + py;
					if (y >= tempCanvas.height) break;

					for (let px = 0; px < chunkSize; px++) {
						const x = cx * chunkSize + px;
						if (x >= tempCanvas.width) break;

						const i = (y * tempCanvas.width + x) * 4 + 3;
						if (data[i] > 0) {
							hasOpaquePixel = true;
							break chunkLoop;
						}
					}
				}

				// If chunk has any non-transparent pixels, draw it
				if (hasOpaquePixel) {
					const chunkX = x + (cx * chunkSize);
					const chunkY = y + (cy * chunkSize);
					const chunkW = Math.min(chunkSize, tempCanvas.width - cx * chunkSize);
					const chunkH = Math.min(chunkSize, tempCanvas.height - cy * chunkSize);

					maskGraphics.drawRect(chunkX, chunkY, chunkW, chunkH);
				}
			}
		}
	});

	// Clean up
	tempCanvas.remove();

	return maskGraphics;
}*/


// A variável para armazenar o Web Worker
let occlusionWorker = null;

function initializeOcclusionWorker() {
	// Cria o worker se ele ainda não estiver criado
	if (!occlusionWorker) {
		occlusionWorker = new Worker('modules/isometric-perspective/scripts/occlusionWorker.js');
		occlusionWorker.onmessage = handleWorkerMessage;
	}
}

function handleWorkerMessage(event) {
	const { type, maskGraphics } = event.data;
	if (type === 'maskCreated' && maskGraphics) {
		// Agora podemos usar o maskGraphics para criar a máscara no sprite
		const mask = createMaskGraphicsFromWorkerData(maskGraphics);
		// Use this mask to apply it to the sprite (like in the original code)
	}
}

function terminateOcclusionWorker() {
	if (occlusionWorker) {
		occlusionWorker.terminate();
		occlusionWorker = null;
	}
}

function createOcclusionMask(token, intersectingTiles, chunkSize = 2) {
	const tileTextureData = intersectingTiles.map(tile => {
		const tileBounds = tile.mesh.getBounds();
		const tileTexture = tile.texture?.baseTexture?.resource?.source;
		if (!tileTexture || tileTexture.width <= 0 || tileTexture.height <= 0) return null;

		// Assuming tileTexture is an ImageData-compatible object (you may need to convert it to match)
		const imageData = getTileImageData(tileTexture, tileBounds);
		return {
			width: imageData.width,
			height: imageData.height,
			pixels: imageData.data
		};
	}).filter(Boolean);

	// Pass the data to the worker
	initializeOcclusionWorker();
	occlusionWorker.postMessage({
		type: 'createMask',
		tokenBounds: token.mesh.getBounds(),
		intersectingTiles: intersectingTiles,
		tileTextureData: tileTextureData,
		chunkSize: chunkSize
	});
}

// Helper function to extract ImageData from a tile texture (if necessary)
function getTileImageData(tileTexture, tileBounds) {
	const canvas = document.createElement('canvas');
	const ctx = canvas.getContext('2d');
	const width = tileTexture.width;
	const height = tileTexture.height;

	canvas.width = width;
	canvas.height = height;
	ctx.drawImage(tileTexture, 0, 0, width, height);

	return ctx.getImageData(0, 0, width, height);
}

function createMaskGraphicsFromWorkerData(maskData) {
	const maskGraphics = new PIXI.Graphics();
	maskGraphics.beginFill(0xffffff);
	maskData.forEach(({ x, y, width, height }) => {
		maskGraphics.drawRect(x, y, width, height);
	});
	return maskGraphics;
}





















// Definição do isoOutlineFilter
if (typeof PIXI !== 'undefined' && PIXI.filters) {
	const vertexShader =`
		attribute vec2 aVertexPosition;
		attribute vec2 aTextureCoord;
		uniform mat3 projectionMatrix;
		varying vec2 vTextureCoord;

		void main(void) {
			gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);
			vTextureCoord = aTextureCoord;
		}
	`;

	const fragmentShader = `
		varying vec2 vTextureCoord;

		uniform sampler2D uSampler;
		uniform float alpha;
		uniform vec2 outlineThickness;
		uniform vec4 outlineColor;
		uniform vec4 filterArea;
		uniform vec4 filterClamp;

		void main(void) {
			vec4 ownColor = texture2D(uSampler, vTextureCoord);
			vec4 curColor;
			float maxAlpha = 0.0;
			vec2 displaced;

			for (float angle = 0.0; angle < 6.28318530718; angle += 0.78539816339) {
				displaced.x = vTextureCoord.x + outlineThickness.x * cos(angle);
				displaced.y = vTextureCoord.y + outlineThickness.y * sin(angle);
				curColor = texture2D(uSampler, displaced);
				maxAlpha = max(maxAlpha, curColor.a);
			}
			float resultAlpha = max(maxAlpha, ownColor.a);
			gl_FragColor = vec4((ownColor.rgb * ownColor.a + outlineColor.rgb * (1.0 - ownColor.a)) * resultAlpha, resultAlpha);
		 }
	`;

	const fragmentShader2 = `
			varying vec2 vTextureCoord;

			uniform sampler2D uSampler;
			uniform float alpha;
			uniform vec2 outlineThickness;
			uniform vec4 outlineColor;
			uniform vec4 filterArea;
			uniform vec4 filterClamp;

			void main(void) {
					vec4 ownColor = texture2D(uSampler, vTextureCoord);
					vec4 curColor;
					float maxAlpha = 0.0;
					vec2 displaced;
        
					// Outline externo
					for (float angle = 0.0; angle < 6.28318530718; angle += 0.78539816339) {
							displaced.x = vTextureCoord.x + outlineThickness.x * cos(angle);
							displaced.y = vTextureCoord.y + outlineThickness.y * sin(angle);
							curColor = texture2D(uSampler, displaced);
							maxAlpha = max(maxAlpha, curColor.a);
					}

					// Outline interno
					float innerAlpha = 0.0;
					for (float angle = 0.0; angle < 6.28318530718; angle += 0.78539816339) {
							displaced.x = vTextureCoord.x - (outlineThickness.x * 0.5) * cos(angle);
							displaced.y = vTextureCoord.y - (outlineThickness.y * 0.5) * sin(angle);
							curColor = texture2D(uSampler, displaced);
							innerAlpha = max(innerAlpha, step(curColor.a, 0.1));  // Detecta transição para transparente
					}
        
					float resultAlpha = max(maxAlpha, ownColor.a);
					float innerEffect = innerAlpha * ownColor.a;  // Aplica apenas em áreas não transparentes

					// Combina os efeitos
					vec3 color = ownColor.rgb;
					if (ownColor.a < 0.1) {  // Pixel transparente
							color = outlineColor.rgb * float(maxAlpha > 0.1);  // Outline externo
					} else if (innerEffect > 0.0) {  // Pixel com outline interno
							color = mix(color, outlineColor.rgb, 0.5);
					}

					gl_FragColor = vec4(color, resultAlpha);
			}
	`;

	const fragmentShader22 = `
			varying vec2 vTextureCoord;

			uniform sampler2D uSampler;
			uniform float alpha;
			uniform vec2 outlineThickness;
			uniform vec4 outlineColor;
			uniform vec4 filterArea;
			uniform vec4 filterClamp;

			void main(void) {
					vec4 ownColor = texture2D(uSampler, vTextureCoord);
					vec4 curColor;
					float maxAlpha = 0.0;
					vec2 displaced;
        
					// Outline externo com mais samples e suavização
					for (float angle = 0.0; angle < 6.28318530718; angle += 0.19634954085) {  // Dividido em 32 samples
							// Múltiplas amostras em diferentes distâncias para cada ângulo
							for (float dist = 0.5; dist <= 1.0; dist += 0.25) {
									displaced.x = vTextureCoord.x + (outlineThickness.x * dist) * cos(angle);
									displaced.y = vTextureCoord.y + (outlineThickness.y * dist) * sin(angle);
									curColor = texture2D(uSampler, displaced);
									maxAlpha = max(maxAlpha, curColor.a * (1.0 - dist * 0.5));  // Peso baseado na distância
							}
					}

					// Outline interno com suavização
					float innerAlpha = 0.0;
					for (float angle = 0.0; angle < 6.28318530718; angle += 0.19634954085) {
							for (float dist = 0.25; dist <= 0.75; dist += 0.25) {
									displaced.x = vTextureCoord.x - (outlineThickness.x * dist) * cos(angle);
									displaced.y = vTextureCoord.y - (outlineThickness.y * dist) * sin(angle);
									curColor = texture2D(uSampler, displaced);
									innerAlpha = max(innerAlpha, step(curColor.a, 0.1) * (1.0 - dist * 0.5));
							}
					}
        
					float resultAlpha = max(maxAlpha, ownColor.a);
					float innerEffect = smoothstep(0.0, 0.5, innerAlpha) * ownColor.a;

					// Suaviza a transição entre cores
					vec3 color = ownColor.rgb;
					if (ownColor.a < 0.1) {
							color = outlineColor.rgb * smoothstep(0.0, 0.3, maxAlpha);
					} else if (innerEffect > 0.0) {
							color = mix(color, outlineColor.rgb, innerEffect * 0.5);
					}

					gl_FragColor = vec4(color, resultAlpha);
			}
	`;

	const fragmentShader31 = `
			varying vec2 vTextureCoord;
			uniform sampler2D uSampler;
			uniform float alpha;
			uniform vec2 outlineThickness;
			uniform vec4 outlineColor;
			uniform vec4 filterArea;
			uniform vec4 filterClamp;

			float gaussian(float x, float sigma) {
					return exp(-(x * x) / (2.0 * sigma * sigma));
			}

			void main(void) {
					vec4 ownColor = texture2D(uSampler, vTextureCoord);
					vec4 curColor;
					float maxAlpha = 0.0;
					float innerAlpha = 0.0;
					vec2 displaced;
        
					// Outline externo com blur gaussiano
					for (float angle = 0.0; angle < 6.28318530718; angle += 0.19634954085) {
							for (float dist = 0.5; dist <= 1.0; dist += 0.25) {
									displaced.x = vTextureCoord.x + (outlineThickness.x * dist) * cos(angle);
									displaced.y = vTextureCoord.y + (outlineThickness.y * dist) * sin(angle);
									curColor = texture2D(uSampler, clamp(displaced, filterClamp.xy, filterClamp.zw));
									float weight = gaussian(dist - 0.75, 0.3);
									maxAlpha = max(maxAlpha, curColor.a * weight);
							}
					}

					// Outline interno com blur gaussiano
					for (float angle = 0.0; angle < 6.28318530718; angle += 0.19634954085) {
							for (float dist = 0.25; dist <= 0.75; dist += 0.25) {
									displaced.x = vTextureCoord.x - (outlineThickness.x * dist) * cos(angle);
									displaced.y = vTextureCoord.y - (outlineThickness.y * dist) * sin(angle);
									curColor = texture2D(uSampler, clamp(displaced, filterClamp.xy, filterClamp.zw));
									float weight = gaussian(dist - 0.5, 0.3);
									innerAlpha = max(innerAlpha, step(curColor.a, 0.1) * weight);
							}
					}
        
					float resultAlpha = max(maxAlpha, ownColor.a);
					float innerEffect = smoothstep(0.0, 0.5, innerAlpha) * ownColor.a;

					vec3 color = ownColor.rgb;
					if (ownColor.a < 0.1) {
							color = outlineColor.rgb * smoothstep(0.0, 0.3, maxAlpha);
					} else if (innerEffect > 0.0) {
							color = mix(color, outlineColor.rgb, innerEffect * 0.5);
					}

					gl_FragColor = vec4(color, resultAlpha * alpha);
			}
	`;
	const fragmentShaderInternOnly = `
			varying vec2 vTextureCoord;
			uniform sampler2D uSampler;
			uniform float alpha;
			uniform vec2 outlineThickness;
			uniform vec4 outlineColor;
			uniform vec4 filterArea;
			uniform vec4 filterClamp;

			float gaussian(float x, float sigma) {
					return exp(-(x * x) / (2.0 * sigma * sigma));
			}

			void main(void) {
					vec4 ownColor = texture2D(uSampler, vTextureCoord);
					vec4 curColor;
					float innerAlpha = 0.0;
					vec2 displaced;
        
					// Outline interno com blur gaussiano
					for (float angle = 0.0; angle < 6.28318530718; angle += 0.19634954085) {
							for (float dist = 0.25; dist <= 0.75; dist += 0.25) {
									displaced.x = vTextureCoord.x - (outlineThickness.x * dist) * cos(angle);
									displaced.y = vTextureCoord.y - (outlineThickness.y * dist) * sin(angle);
									curColor = texture2D(uSampler, clamp(displaced, filterClamp.xy, filterClamp.zw));
									float weight = gaussian(dist - 0.5, 0.3);
									innerAlpha = max(innerAlpha, step(curColor.a, 0.1) * weight);
							}
					}
        
					float innerEffect = smoothstep(0.0, 0.5, innerAlpha) * ownColor.a;

					vec3 color = ownColor.rgb;
					if (innerEffect > 0.0) {
							color = mix(color, outlineColor.rgb, innerEffect * 0.5);
					}

					gl_FragColor = vec4(color, ownColor.a * alpha);
			}
	`;




	// Defina a classe isoOutlineFilter
	class IsoOutlineFilter extends PIXI.Filter {
		constructor(thickness = 1, color = 0x000000, alpha = 1) {
				super(vertexShader, fragmentShader22);

				this.uniforms.outlineColor = new Float32Array(4);
				this.uniforms.outlineThickness = new Float32Array(2);
				this.uniforms.filterArea = new Float32Array(2);
				this.uniforms.alpha = alpha;

				this.color = color;
				this.thickness = thickness;
		}

		get alpha() {
				return this.uniforms.alpha;
		}
	
		set alpha(value) {
				this.uniforms.alpha = value;
		}

		get color() {
				return PIXI.utils.rgb2hex(this.uniforms.outlineColor);
		}
	
		set color(value) {
				PIXI.utils.hex2rgb(value, this.uniforms.outlineColor);
		}

		get thickness() {
				return this.uniforms.outlineThickness[0];
		}
	
		set thickness(value) {
				const filterAreaX = this.uniforms.filterArea[0] || 1;
				const filterAreaY = this.uniforms.filterArea[1] || 1;
			
				this.uniforms.outlineThickness[0] = value / filterAreaX;
				this.uniforms.outlineThickness[1] = value / filterAreaY;
		}
}
/*
	class IsoOutlineFilter extends PIXI.Filter {
		constructor(thickness = 0.5, color = 0x000000, alpha = 0.5) {
			super(vertexShader, fragmentShader22);

			// Inicialize os uniforms
			this.uniforms.outlineColor = new Float32Array(4); // Para armazenar RGBA
			this.uniforms.outlineThickness = new Float32Array(2); // Para armazenar X e Y
			this.uniforms.filterArea = new Float32Array(2); // Para área de filtro
			this.uniforms.alpha = alpha;

			// Configure as propriedades iniciais
			this.color = color;
			this.thickness = thickness;
		}

		get alpha() {
			return this.uniforms.alpha;
		}
		set alpha(value) {
			this.uniforms.alpha = value;
		}

		get color() {
			return PIXI.utils.rgb2hex(this.uniforms.outlineColor);
		}
		set color(value) {
			PIXI.utils.hex2rgb(value, this.uniforms.outlineColor);
		}

		get thickness() {
			return this.uniforms.outlineThickness[0];
		}
		set thickness(value) {
			// Certifique-se de que filterArea tenha valores válidos
			const filterAreaX = this.uniforms.filterArea[0] || 1; // Evite divisão por 0
			const filterAreaY = this.uniforms.filterArea[1] || 1; // Evite divisão por 0
			
			this.uniforms.outlineThickness[0] = value / filterAreaX;
			this.uniforms.outlineThickness[1] = value / filterAreaY;
		}
	}
	*/

	// Adicione o isoOutlineFilter ao namespace PIXI.filters
	PIXI.filters.isoOutlineFilter = IsoOutlineFilter;
} else {
	console.error('PIXI ou PIXI.filters não estão disponíveis.');
}







// Create Deafult Custom Filters 
// Create new outline filter
const outlineFilter = new PIXI.filters.isoOutlineFilter();
outlineFilter.thickness = 0.005;
outlineFilter.color = 0x00ff59;
		
// Create a greyscale/dimming filter
const colorMatrix = new PIXI.ColorMatrixFilter();
colorMatrix.alpha = 1;
colorMatrix.matrix = [
	0.3,  0.0,  0.0,  0.0,  0.0,
	0.0,  0.3,  0.0,  0.0,  0.0,
	0.0,  0.0,  0.3,  0.0,  0.0,
	0.0,  0.0,  0.0,  1.0,  0.0
];

const alphaFilter = new PIXI.AlphaFilter();
alphaFilter.alpha = 0.5;