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https://github.com/kkapsner/CanvasBlocker
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Added test page for webGL - it is also working with the webExtension.
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@ -297,7 +297,7 @@
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return function readPixels(x, y, width, height, format, type, pixels){
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return function readPixels(x, y, width, height, format, type, pixels){
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// not able to use the getFakeCanvas function because the context type is wrong...
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// not able to use the getFakeCanvas function because the context type is wrong...
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notify("fakedReadout");
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notify("fakedReadout");
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var xPixels = pixels//Cu.waiveXrays(pixels);
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var xPixels = pixels;
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var ret = original.apply(this, window.Array.from(arguments));
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var ret = original.apply(this, window.Array.from(arguments));
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var l = xPixels.length;
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var l = xPixels.length;
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var rng = randomSupply.getRng(l, window);
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var rng = randomSupply.getRng(l, window);
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@ -1,7 +1,6 @@
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Version 0.4.0:
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Version 0.4.0:
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todos:
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todos:
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- import settings in content script (have to wait for the new API to register content scripts)
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- import settings in content script (have to wait for the new API to register content scripts)
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- check if webGL is still working
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- add notification actions to page action popup
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- add notification actions to page action popup
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changes:
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changes:
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- switched to webExtension
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- switched to webExtension
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@ -12,6 +11,7 @@ Version 0.4.0:
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fixes:
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fixes:
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- ask mode did not work for input types
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- ask mode did not work for input types
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- allow page scripts to overwrite the faked funtions
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Version 0.3.8:
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Version 0.3.8:
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changes:
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changes:
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22
test/webGL-Test.html
Normal file
22
test/webGL-Test.html
Normal file
@ -0,0 +1,22 @@
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<!DOCTYPE html>
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<html>
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<head>
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<title>Test</title>
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</head>
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<body>
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<canvas id="canvas" width="10" height="10"></canvas>
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<span id="output"></span>
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<script>
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(function(){
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var canvas = document.getElementById('canvas');
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var gl = canvas.getContext('webgl');
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var pixels = new Uint8Array(gl.drawingBufferWidth * gl.drawingBufferHeight * 4);
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gl.readPixels(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
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var values = [];
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for (var i = 0; i < pixels.length; i += 1){
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values[pixels[i]] = (values[pixels[i]] || 0) + 1;
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}
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document.getElementById("output").textContent = JSON.stringify(values);
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}());
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</script>
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</body></html>
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