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<!doctype html>
<html>
<head>
<title>Shader</title>
<style type="text/css">
#url { width: 100px; }
#width,#height,#frames,#delay {width: 30px; }
#shader { width: 400px; height: 247px; font-family: fixed; }
div { float: left; padding: 10px;}
</style>
</head>
<body>
<div id="controls">
<input type="text" id="url" value="img/1376516658960-dumpfm-DoritoWitch-TimeFLyTrans0001.png">


<!--
frames <input type="text" id="frames" value="7">
delay <input type="text" id="delay" value="60">
-->
<button id="reset">reset</button>
<button id="render" disabled>render</button>
<button id="demo">demo</button>
<button id="dither-demo">dither</button>
<br>
<br>
<textarea id="shader">
</textarea>
</div>
<div id="workspace">
</div>
</body>
<script type="text/javascript" src="js/vendor/gif-encode/util.js"></script>
<script type="text/javascript" src="js/vendor/gif-encode/tube.js"></script>
<script type="text/javascript" src="js/vendor/gif-encode/client.js"></script>
<script type="text/javascript" src="js/vendor/gif.js"></script>
<script type="text/javascript" src="js/vendor/FileSaver/FileSaver.js"></script>
<script type="text/javascript" src="js/vendor/dataUriToBlob.js"></script>
<script type="text/javascript" src="js/vendor/jquery/jquery.min.js"></script>
<script type="text/javascript" src="js/vendor/canvasquery.js"></script>
<script type="text/javascript" src="js/canvasquery.dither.js"></script>
<script type="text/javascript" src="js/color.js"></script>
<script type="text/javascript" src="js/util.js"></script>
<script type="text/javascript">

var cc = cq(0,0).appendTo("#workspace")
var w, h

$(init)

function init(){
  $("#url").change(load)
  $("#reset").click(reset)
  $("#demo").click(function(){ demo("#first") })
  $("#dither-demo").click(function(){ demo("#second") })
  demo('#first')
  load()
  draw()
}
function demo(el){
  $el = $(el)
  s = $el.html()
  $("#shader").html(s)
}
function load(){
  loading = true
  var imageURL = $("#url").val()
  loadImage(imageURL, ready)
}

function reset(){
  start_t = old_t
}

var timeout = null, raf_id, start_t = 0, old_t = 0;
function draw(t){
  raf_id = requestAnimationFrame(draw);
  old_t = t
  t -= start_t
  shade(frame, t)
}

var frame;
function ready(){
  loading = false
  if (window.gif) {
    frame = gif.frames[0]
  }
  else {
    fc = cq(img.width, img.height)
    fc.drawImage(img, 0, 0)
    frame = { ctx: fc.context }
  }
  w = cc.canvas.width = frame.ctx.canvas.width
  h = cc.canvas.height = frame.ctx.canvas.height
}

function shade(frame, t){
  try {
    if (window.gif) frame = giveImage()
    var f = $("#shader").val()
    if (!f.length) return;
    var shader = new Function('x','y','t', f)
    var imageData = frame.ctx.getImageData(0,0,w,h)
    var data = imageData.data
    for (var x = 0; x < w; x++) {
      for (var y = 0; y < h; y++) {
        q = 4*(y*w+x)
        r = data[q], g = data[q+1], b = data[q+2], a = data[q+3]
        result = shader(x,y,t)
        data[q] = r
        data[q+1] = g
        data[q+2] = b
        data[q+3] = a
      }
    }
    cc.putImageData(imageData,0,0)
  }
  catch (e){
    console.log(e)
  }
}

</script>
<script type="text/javascript-shader" id="first">
t /= 500
if (a == 0) { r = g = b = x; t /= -3 }
r *= (Math.sin(t*x/y) + 1)/2
g *= (Math.cos(t*y/x) + 0.4)/2
b *= (Math.sin(t) + 1.5)/2
a = y

</script>
<script type="text/javascript-shader" id="second">
xx = x, yy = y

var d = ((x % 2) + 2 * (y % 2)) - 2

x += w/2
y -= h/2
t/=-200
y/=96
x/=50
v = (Math.sin(t+x*y) + 1.0) / 2
v = (0.6) * v - 0.4 + Math.random()

v = clamp( v*64 + 128 , 0, 255)
v += d*32
if (a == 0) r = g = b = xx/w * 255
a = v > 128 ? v:0

</script>
</html>