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script.js
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47 lines (42 loc) · 1.53 KB
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document.addEventListener('DOMContentLoaded', function(){
var v = document.getElementById('v');
var canvas = document.getElementById('c');
var context = canvas.getContext('2d');
var back = document.createElement('canvas');
var backcontext = back.getContext('2d');
var cw,ch;
v.addEventListener('play', function(){
cw = v.clientWidth;
ch = v.clientHeight;
canvas.width = cw;
canvas.height = ch;
back.width = cw;
back.height = ch;
draw(v,context,backcontext,cw,ch);
},false);
},false);
function draw(v,c,bc,w,h) {
if(v.paused || v.ended) return false;
// First, draw it into the backing canvas
bc.drawImage(v,0,0,w,h);
// Grab the pixel data from the backing canvas
var idata = bc.getImageData(0,0,w,h);
var data = idata.data;
var limit = data.length
var pixelLap = [];
// Loop through the subpixels, convoluting each using an edge-detection matrix.
for(var i = 0; i < limit; i++) {
if( i%4 == 3 ) continue;
//data[i] = 2*data[i] - data[i + 4] - data[i + w*4];
pixelLap[i] = -4*data[i] + (data[i + 4] + data[i - 4] + data[i + w*4] + data[i - w*4])
}
for(var i = 0; i < limit; i++) {
if( i%4 == 3 ) continue;
data[i] = pixelLap[i];
}
idata.data = data;
// Draw the pixels onto the visible canvas
c.putImageData(idata,0,0);
// Start over!
setTimeout(draw,20,v,c,bc,w,h);
}