Something like that?
: , . .
<html>
<head>
<script type="text/javascript">
function createCanvas(image){
var myCanvas = document.createElement("canvas");
var myCanvasContext = myCanvas.getContext("2d");
var imgWidth=image.width;
var imgHeight=image.height;
myCanvas.width= imgWidth;
myCanvas.height = imgHeight;
myCanvasContext.drawImage(image,0,0);
var imageData = myCanvasContext.getImageData(0,0, imgWidth, imgHeight);
for (j=0; j<imageData.width; j++)
{
for (i=0; i<imageData.height; i++)
{
var index=(i*4)*imageData.width+(j*4);
var red=imageData.data[index];
var alpha=imageData.data[index+3];
imageData.data[index]=red;
imageData.data[index+1]=0;
imageData.data[index+2]=0;
imageData.data[index+3]=alpha;
delete c;
}
}
myCanvasContext.putImageData(imageData,0,0,0,0, imageData.width, imageData.height);
document.body.appendChild(myCanvas);
}
function loadImage(){
var img = new Image();
img.onload = function (){
createCanvas(img);
}
img.src = "monkey.jpg";
}
</script>
</head>
<body onload="loadImage()">
</body>
</html>