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NextGen Gallery B&W Fade

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Dec 12th, 2012
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PHP 1.87 KB | None | 0 0
  1. <script type="text/javascript">
  2.    
  3.     // On window load. This waits until images have loaded which is essential
  4.     jQuery(window).load(function(){
  5.        
  6.         // Fade in images so there isn't a color "pop" document load and then on window load
  7.         jQuery(".ngg-gallery-thumbnail img").fadeIn(500);
  8.        
  9.         // clone image
  10.         jQuery('.ngg-gallery-thumbnail img').each(function(){
  11.             var el = jQuery(this);
  12.             el.css({"position":"absolute"}).wrap("<div class='img_wrapper' style='display: inline-block'>").clone().addClass('img_grayscale').css({"position":"absolute","z-index":"998","opacity":"0"}).insertBefore(el).queue(function(){
  13.                 var el = jQuery(this);
  14.                 el.parent().css({"width":this.width,"height":this.height});
  15.                 el.dequeue();
  16.             });
  17.             this.src = grayscale(this.src);
  18.         });
  19.        
  20.         // Fade image
  21.         jQuery('.ngg-gallery-thumbnail img').mouseover(function(){
  22.             jQuery(this).parent().find('img:first').stop().animate({opacity:1}, 1000);
  23.         })
  24.         jQuery('.img_grayscale').mouseout(function(){
  25.             jQuery(this).stop().animate({opacity:0}, 1000);
  26.         });    
  27.     });
  28.    
  29.     // Grayscale w canvas method
  30.     function grayscale(src){
  31.         var canvas = document.createElement('canvas');
  32.         var ctx = canvas.getContext('2d');
  33.         var imgObj = new Image();
  34.         imgObj.src = src;
  35.         canvas.width = imgObj.width;
  36.         canvas.height = imgObj.height;
  37.         ctx.drawImage(imgObj, 0, 0);
  38.         var imgPixels = ctx.getImageData(0, 0, canvas.width, canvas.height);
  39.         for(var y = 0; y < imgPixels.height; y++){
  40.             for(var x = 0; x < imgPixels.width; x++){
  41.                 var i = (y * 4) * imgPixels.width + x * 4;
  42.                 var avg = (imgPixels.data[i] + imgPixels.data[i + 1] + imgPixels.data[i + 2]) / 3;
  43.                 imgPixels.data[i] = avg;
  44.                 imgPixels.data[i + 1] = avg;
  45.                 imgPixels.data[i + 2] = avg;
  46.             }
  47.         }
  48.         ctx.putImageData(imgPixels, 0, 0, 0, 0, imgPixels.width, imgPixels.height);
  49.         return canvas.toDataURL();
  50.     }
  51.        
  52. </script>
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