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81 lines (53 loc) · 1.79 KB
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8" />
<title>Glitch</title>
<script type="text/javascript">
//drawImage(image, sx, sy, sw, sh, dx, dy, dw, dh) takes an image, clips it to the rectangle (sx, sy, sw, sh), scales it to dimensions (dw, dh), and draws it on the canvas at coordinates (dx, dy)
function displayIMG_canvas() {
var canvas = document.getElementById("myCanvas");
var context = canvas.getContext("2d");
//context.canvas.width = 924;
//context.canvas.height = 520;
var myIMG = new Image();
myIMG.src = "images/ca001.jpg";
//draw image on canvas
context.drawImage(myIMG, 0, 0, myIMG.width, myIMG.height);
//get image data
var imgData = context.getImageData(0, 0, myIMG.width, myIMG.height);
//get pixel data
var pixelData = imgData.data;
var alength = pixelData.length;
var start = 80700;
var range = myIMG.width*60;
var myArray = new Array();
for (var j=0; j<range; j+=4){
myArray[j] = pixelData[j+start];
myArray[j+1] = pixelData[j+start+1];
myArray[j+2] = pixelData[j+start+2];
myArray[j+3] = pixelData[j+start+3];
}
for(var i=0; i<alength; i+=4) {
var r = pixelData[i];
var g = pixelData[i+1];
var b = pixelData[i+2];
var a = pixelData[i+3];
var glitch = r*.3 + g*.59 + b*.11;
pixelData[i] = r;
pixelData[i+1] = g;
pixelData[i+2] = b;
};
for(var n=0; n<range; n++){
pixelData[n+start*2] = myArray[n];
}
//put image dat back
context.putImageData(imgData, 0, 0);
//console.log(imgData);
};
</script>
</head>
<body onLoad="displayIMG_canvas()">
<canvas id="myCanvas" width="924" height="520"></canvas>
</body>
</html>