Small and very fast single-function "lib" for smoothing visible banding in linear-gradient backgrounds.
Gradient fills that use very similar colors are prone to produce a visual artefact called color banding.
For example, a vertical linear-gradient
from #112233 to #223344 looks like this:
Depending on your monitor and the lighting conditions the effect may be pronounced or just barely visible. Here's the same image with luminosity levels adjusted to exaggerate the effect:
Banding is certainly not an Earth-shattering issue, but when it's noticeable, it tends to stick out and detract the attention from the rest of the design.
There is however a very simple solution. It works by adding a small amount of noise to the image, so that some pixels become a little bit lighter and some a little bit darker.
By varying the amount of noise and the strength of lightening/darkening it is possible to visually blend bands together, albeit at the expense of adding a bit of a texture.
Or, again, with the exaggeration to show the details:
And, finally, "raw" and "smoothed" versions side by side:
NoisyVerticalGradient()
accepts image dimensions, a set of gradient
stops and optional configuration overrides, and produces an image filled
with a smoothed gradient as per above.
Caveats:
- Gradient stops are solid colors, specified in
#rrggbb
format. - Gradient stops are assumed to be spaced evenly.
- The gradient is vertical, as per the function name.
- IE is not supported.
Pixels from the raw gradient fill are lightened up or dimmed by overlaying either pure white or pure black pixels with a random alpha transparency.
The usage:
var nvg = new NoisyVerticalGradient(50, 400, ['#112233', '#223344'] );
var png = nvg.render_png();
document.getElementById('xyz').style.backgroundImage = png;
This can obviously be simplified with some code to automatically
extract width
, height
and stops
arguments from the DOM/CSS
of a target element.
Options:
cover
- the percentage of pixels that gets their color tweaked. The default is 1.0, which is "all pixels".black
- the maximum alpha of pure black pixels. The default is 0.03.white
- the maximum alpha of pure white pixels. The default is 0.015.
So something like this will introduce an overly strong black-only noise to about 30% of the image:
var nvg = new NoisyVerticalGradient(..., { cover: 0.3, black: 1.0, white: 0.0 });
Adding noise to an image is not really rocket science, but the trick is how to do it fast.
Here it's done with WebGL, which is probably one of more esoteric uses of this lovely framework.
In fact, the WebGL use is what makes the whole thing notable.
If you ever wondered how to apply WebGL in a purely aesthetic capacity, this is the example of that.
There's also a pure 2D canvas
version, but be advised that it
can be very slow even on very fast machines. Literally, it will
take seconds to run for an image that's not even a full screen.
For that reason the fallback to the 2d_canvas rendering in case when WebGL is not available is OFF by default.
You can switch it on by setting canvas_fallback
to true
in
the opts
argument of NoisyVerticalGradient
.
This code was written for the recent redesign of
Bvckup 2 homepage which makes a good use
of very dark gradients that showed a fair amount of banding with
the plain linear-gradient
.
Could've just photoshopped the noise on a background strip, but where's fun in that? :)