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Chunithm Chart Perspective Tool for YouTube
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// ==UserScript== | |
// @name Chunithm Chart Perspective Tool for YouTube | |
// @namespace https://fang.lu/ | |
// @version 1.1 | |
// @description Reverse 3D perspective back to a flat falling chart. | |
// @author ilufang | |
// @match https://www.youtube.com/watch?* | |
// @grant none | |
// @require https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.8.1/gl-matrix-min.js | |
// @downloadURL https://gist.githubusercontent.com/ilufang/1651c4e4af2ba122f09407886e55d826/raw/yt-chunithm-perspective.user.js | |
// ==/UserScript== | |
/* | |
* Adapted from MDN WebGL Tutorial. | |
* https://github.com/mdn/webgl-examples/tree/gh-pages/tutorial/sample8 | |
*/ | |
(function() { | |
// Vertex shader program | |
const vsSource = ` | |
attribute vec4 aVertexPosition; | |
attribute vec2 aTextureCoord; | |
uniform mat4 uModelViewMatrix; | |
uniform mat4 uProjectionMatrix; | |
varying highp vec2 vTextureCoord; | |
void main(void) { | |
gl_Position = uProjectionMatrix * uModelViewMatrix * aVertexPosition; | |
vTextureCoord = aTextureCoord; | |
} | |
`; | |
// Fragment shader program | |
const fsSource = ` | |
varying highp vec2 vTextureCoord; | |
uniform sampler2D uSampler; | |
void main(void) { | |
highp vec4 texelColor = texture2D(uSampler, vTextureCoord); | |
gl_FragColor = texelColor; | |
} | |
`; | |
// | |
// Entry point | |
// | |
var video, container, canvas; | |
function chuni() { | |
video = document.querySelector("video"); | |
container = video.parentElement; | |
canvas = document.createElement("canvas"); | |
canvas.width=video.videoWidth; | |
canvas.height=video.videoHeight; | |
canvas.style.position = "absolute"; | |
canvas.style.width = video.style.width; | |
canvas.style.height = video.style.height; | |
canvas.style.left = video.style.left; | |
canvas.style.top = video.style.top; | |
canvas.style.zIndex = "9"; | |
video.style.zIndex = "15"; | |
video.style.opacity = "0"; | |
container.appendChild(canvas); | |
const gl = canvas.getContext("webgl"); | |
// If we don't have a GL context, give up now | |
if (!gl) { | |
alert('Unable to initialize WebGL. Your browser or machine may not support it.'); | |
return; | |
} | |
// Initialize a shader program; this is where all the lighting | |
// for the vertices and so forth is established. | |
const shaderProgram = initShaderProgram(gl, vsSource, fsSource); | |
// Collect all the info needed to use the shader program. | |
// Look up which attributes our shader program is using | |
// for aVertexPosition, aVertexNormal, aTextureCoord, | |
// and look up uniform locations. | |
const programInfo = { | |
program: shaderProgram, | |
attribLocations: { | |
vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'), | |
textureCoord: gl.getAttribLocation(shaderProgram, 'aTextureCoord'), | |
}, | |
uniformLocations: { | |
projectionMatrix: gl.getUniformLocation(shaderProgram, 'uProjectionMatrix'), | |
modelViewMatrix: gl.getUniformLocation(shaderProgram, 'uModelViewMatrix'), | |
uSampler: gl.getUniformLocation(shaderProgram, 'uSampler'), | |
}, | |
}; | |
// Here's where we call the routine that builds all the | |
// objects we'll be drawing. | |
const buffers = initBuffers(gl); | |
const texture = initTexture(gl); | |
var then = 0; | |
// Draw the scene repeatedly | |
function render() { | |
updateTexture(gl, texture, video); | |
drawScene(gl, programInfo, buffers, texture); | |
requestAnimationFrame(render); | |
} | |
requestAnimationFrame(render); | |
} | |
var initialized = false; | |
var enabled = false; | |
document.body.addEventListener("keydown", e => { | |
if (e.ctrlKey && e.altKey && e.shiftKey && e.code=="KeyC") { | |
if (!initialized) { | |
chuni(); | |
initialized = true; | |
} | |
enabled = !enabled; | |
if (enabled) { | |
canvas.style.display = ""; | |
video.style.opacity = "0"; | |
} else { | |
canvas.style.display = "none"; | |
video.style.opacity = ""; | |
} | |
} | |
}); | |
// | |
// initBuffers | |
// | |
// Initialize the buffers we'll need. For this demo, we just | |
// have one object -- a simple three-dimensional cube. | |
// | |
function initBuffers(gl) { | |
// Create a buffer for the cube's vertex positions. | |
const positionBuffer = gl.createBuffer(); | |
// Select the positionBuffer as the one to apply buffer | |
// operations to from here out. | |
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); | |
// Now create an array of positions for the cube. | |
const positions = [ | |
// Front face | |
-9.6, -5.4, 1.0, | |
9.6, -5.4, 1.0, | |
9.6, 5.4, 1.0, | |
-9.6, 5.4, 1.0, | |
]; | |
// Now pass the list of positions into WebGL to build the | |
// shape. We do this by creating a Float32Array from the | |
// JavaScript array, then use it to fill the current buffer. | |
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); | |
// Now set up the texture coordinates for the faces. | |
const textureCoordBuffer = gl.createBuffer(); | |
gl.bindBuffer(gl.ARRAY_BUFFER, textureCoordBuffer); | |
const textureCoordinates = [ | |
// Front | |
0.0, 0.0, | |
1.0, 0.0, | |
1.0, 1.0, | |
0.0, 1.0, | |
]; | |
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoordinates), | |
gl.STATIC_DRAW); | |
// Build the element array buffer; this specifies the indices | |
// into the vertex arrays for each face's vertices. | |
const indexBuffer = gl.createBuffer(); | |
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); | |
// This array defines each face as two triangles, using the | |
// indices into the vertex array to specify each triangle's | |
// position. | |
const indices = [ | |
0, 1, 2, 0, 2, 3, // front | |
]; | |
// Now send the element array to GL | |
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, | |
new Uint16Array(indices), gl.STATIC_DRAW); | |
return { | |
position: positionBuffer, | |
textureCoord: textureCoordBuffer, | |
indices: indexBuffer, | |
}; | |
} | |
// | |
// Initialize a texture. | |
// | |
function initTexture(gl, url) { | |
const texture = gl.createTexture(); | |
gl.bindTexture(gl.TEXTURE_2D, texture); | |
// Because video havs to be download over the internet | |
// they might take a moment until it's ready so | |
// put a single pixel in the texture so we can | |
// use it immediately. | |
const level = 0; | |
const internalFormat = gl.RGBA; | |
const width = 1; | |
const height = 1; | |
const border = 0; | |
const srcFormat = gl.RGBA; | |
const srcType = gl.UNSIGNED_BYTE; | |
const pixel = new Uint8Array([0, 0, 255, 255]); // opaque blue | |
gl.texImage2D(gl.TEXTURE_2D, level, internalFormat, | |
width, height, border, srcFormat, srcType, | |
pixel); | |
// Turn off mips and set wrapping to clamp to edge so it | |
// will work regardless of the dimensions of the video. | |
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); | |
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); | |
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); | |
return texture; | |
} | |
// | |
// copy the video texture | |
// | |
function updateTexture(gl, texture, video) { | |
const level = 0; | |
const internalFormat = gl.RGBA; | |
const srcFormat = gl.RGBA; | |
const srcType = gl.UNSIGNED_BYTE; | |
gl.bindTexture(gl.TEXTURE_2D, texture); | |
gl.texImage2D(gl.TEXTURE_2D, level, internalFormat, | |
srcFormat, srcType, video); | |
} | |
function isPowerOf2(value) { | |
return (value & (value - 1)) == 0; | |
} | |
window.rotX = Math.PI*(1+120/360); | |
window.rotY = 0; | |
window.rotZ = 0; | |
window.distX = 0; | |
window.distY = 1.8; | |
window.distZ = 4.9; | |
// | |
// Draw the scene. | |
// | |
function drawScene(gl, programInfo, buffers, texture) { | |
gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear to black, fully opaque | |
gl.clearDepth(1.0); // Clear everything | |
gl.enable(gl.DEPTH_TEST); // Enable depth testing | |
gl.depthFunc(gl.LEQUAL); // Near things obscure far things | |
// Clear the canvas before we start drawing on it. | |
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); | |
// Create a perspective matrix, a special matrix that is | |
// used to simulate the distortion of perspective in a camera. | |
// Our field of view is 45 degrees, with a width/height | |
// ratio that matches the display size of the canvas | |
// and we only want to see objects between 0.1 units | |
// and 100 units away from the camera. | |
const fieldOfView = 45 * Math.PI / 180; // in radians | |
const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight; | |
const zNear = 0.1; | |
const zFar = 100.0; | |
const projectionMatrix = mat4.create(); | |
// note: glmatrix.js always has the first argument | |
// as the destination to receive the result. | |
mat4.perspective(projectionMatrix, | |
fieldOfView, | |
aspect, | |
zNear, | |
zFar); | |
// Set the drawing position to the "identity" point, which is | |
// the center of the scene. | |
const modelViewMatrix = mat4.create(); | |
// Now move the drawing position a bit to where we want to | |
// start drawing the square. | |
mat4.translate(modelViewMatrix, // destination matrix | |
modelViewMatrix, // matrix to translate | |
[-distX, -distY, -distZ]); // amount to translate | |
if (rotX) | |
mat4.rotate(modelViewMatrix, // destination matrix | |
modelViewMatrix, // matrix to rotate | |
rotX, // amount to rotate in radians | |
[1, 0, 0]); // axis to rotate around (X) | |
if (rotY) | |
mat4.rotate(modelViewMatrix, // destination matrix | |
modelViewMatrix, // matrix to rotate | |
rotY, // amount to rotate in radians | |
[0, 1, 0]); // axis to rotate around (Y) | |
if (rotZ) | |
mat4.rotate(modelViewMatrix, // destination matrix | |
modelViewMatrix, // matrix to rotate | |
rotZ, // amount to rotate in radians | |
[0, 0, 1]); // axis to rotate around (Y) | |
// Tell WebGL how to pull out the positions from the position | |
// buffer into the vertexPosition attribute | |
{ | |
const numComponents = 3; | |
const type = gl.FLOAT; | |
const normalize = false; | |
const stride = 0; | |
const offset = 0; | |
gl.bindBuffer(gl.ARRAY_BUFFER, buffers.position); | |
gl.vertexAttribPointer( | |
programInfo.attribLocations.vertexPosition, | |
numComponents, | |
type, | |
normalize, | |
stride, | |
offset); | |
gl.enableVertexAttribArray( | |
programInfo.attribLocations.vertexPosition); | |
} | |
// Tell WebGL how to pull out the texture coordinates from | |
// the texture coordinate buffer into the textureCoord attribute. | |
{ | |
const numComponents = 2; | |
const type = gl.FLOAT; | |
const normalize = false; | |
const stride = 0; | |
const offset = 0; | |
gl.bindBuffer(gl.ARRAY_BUFFER, buffers.textureCoord); | |
gl.vertexAttribPointer( | |
programInfo.attribLocations.textureCoord, | |
numComponents, | |
type, | |
normalize, | |
stride, | |
offset); | |
gl.enableVertexAttribArray( | |
programInfo.attribLocations.textureCoord); | |
} | |
// Tell WebGL which indices to use to index the vertices | |
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffers.indices); | |
// Tell WebGL to use our program when drawing | |
gl.useProgram(programInfo.program); | |
// Set the shader uniforms | |
gl.uniformMatrix4fv( | |
programInfo.uniformLocations.projectionMatrix, | |
false, | |
projectionMatrix); | |
gl.uniformMatrix4fv( | |
programInfo.uniformLocations.modelViewMatrix, | |
false, | |
modelViewMatrix); | |
// Specify the texture to map onto the faces. | |
// Tell WebGL we want to affect texture unit 0 | |
gl.activeTexture(gl.TEXTURE0); | |
// Bind the texture to texture unit 0 | |
gl.bindTexture(gl.TEXTURE_2D, texture); | |
// Tell the shader we bound the texture to texture unit 0 | |
gl.uniform1i(programInfo.uniformLocations.uSampler, 0); | |
{ | |
const vertexCount = 6; | |
const type = gl.UNSIGNED_SHORT; | |
const offset = 0; | |
gl.drawElements(gl.TRIANGLES, vertexCount, type, offset); | |
} | |
} | |
// | |
// Initialize a shader program, so WebGL knows how to draw our data | |
// | |
function initShaderProgram(gl, vsSource, fsSource) { | |
const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource); | |
const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource); | |
// Create the shader program | |
const shaderProgram = gl.createProgram(); | |
gl.attachShader(shaderProgram, vertexShader); | |
gl.attachShader(shaderProgram, fragmentShader); | |
gl.linkProgram(shaderProgram); | |
// If creating the shader program failed, alert | |
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { | |
alert('Unable to initialize the shader program: ' + gl.getProgramInfoLog(shaderProgram)); | |
return null; | |
} | |
return shaderProgram; | |
} | |
// | |
// creates a shader of the given type, uploads the source and | |
// compiles it. | |
// | |
function loadShader(gl, type, source) { | |
const shader = gl.createShader(type); | |
// Send the source to the shader object | |
gl.shaderSource(shader, source); | |
// Compile the shader program | |
gl.compileShader(shader); | |
// See if it compiled successfully | |
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { | |
alert('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader)); | |
gl.deleteShader(shader); | |
return null; | |
} | |
return shader; | |
} | |
})(); |
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