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Home/ Questions/Q 8804033
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Editorial Team
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Editorial Team
Asked: June 14, 20262026-06-14T01:29:58+00:00 2026-06-14T01:29:58+00:00

I would like to create the effect that can be seen on the website

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I would like to create the effect that can be seen on the website http://www.murmure.me/ when you hover on their images.

I know they use two different images but I would like to be able to replicate this kind of visual effect without 2 images, just by using ONE picture (the one without the dots) and by using using javascript/jquery. Is it possible ?

This question follows the original one which tried to solve the issue with CSS, but it seemed impossible, or only on too few browsers : How to create a dotted shadowy effect on an image with CSS?)

Thank you for your help!

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-06-14T01:29:59+00:00Added an answer on June 14, 2026 at 1:29 am

    I’ll suggest you to search for canvas element in html5, supported in all modern browsers.

    As canvas is subject to cross domain policy for media (even image), i cannot set you a jsfiddle sample.
    So i set you a sample here to give you the idea: HERE

    Here is the source code:

    <!DOCTYPE html>
    <html>
    <head>
    <meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
    <title>HTML5 Canvas</title>
    
    <style type="text/css">
    img{position:absolute;}
    canvas{display:none;position:absolute;z-index:100;}
    </style>
    
    </head>
    
    <body>
     <img src="beach_volley_layout.jpg"></img>   
    <script src="http://ajax.googleapis.com/ajax/libs/jquery/1.8.2/jquery.min.js"></script>
    <script>
    var canvas;
    $('img').mouseover(function(){
    
        canvas = createCanvasOverlay(this);
        $(canvas).fadeIn(600);
    }).mouseout(function(){
        $(canvas).fadeOut(600);
    });
    
    function createCanvasOverlay(image) {
    
        var canvas = document.createElement('canvas'),
            canvasContext = canvas.getContext("2d");
    
        // Make it the same size as the image
        canvas.width = image.width;
        canvas.height = image.height;
    
        // Drawing the default version of the image on the canvas:
        canvasContext.drawImage(image, 0, 0);
    
    
        // Taking the image data and storing it in the imageData array:
        var imageData = canvasContext.getImageData(0, 0, canvas.width, canvas.height),
            data = imageData.data;
    
        // Loop through all the pixels in the imageData array, and modify
        // the red, green, and blue color values.
        for (var i = 0, z = data.length; i < z; i++) {
    
            // The values for red, green and blue are consecutive elements
            // in the imageData array. We modify the three of them at once:
            data[i] = ((data[i] < 128) ? (2 * data[i] * data[i] / 255) : 20);
            data[++i] = ((data[i] < 128) ? (2 * data[i] * data[i] / 255) : (255 - 2 * (255 - data[i]) * (255 - data[i]) / 255));
            data[++i] = ((data[i] < 128) ? (2 * data[i] * data[i] / 255) : 20);
    
            // After the RGB elements is the alpha value, but we leave it the same.
            ++i;
        }
    
        // Putting the modified imageData back to the canvas.
        canvasContext.putImageData(imageData, 0, 0);
    
        // Inserting the canvas in the DOM, before the image:
        image.parentNode.insertBefore(canvas, image);
    
        return canvas;
    }
    </script>
    </body>
    </html>
    
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