You can edit the below JavaScript code to customize the image tool.
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function processImage(originalImg, text = "SILLY BURGER MAJOR!", intensity = "1") {
const width = originalImg.width;
const height = originalImg.height;
// Create output canvas
const canvas = document.createElement('canvas');
canvas.width = width;
canvas.height = height;
const ctx = canvas.getContext('2d');
// --- 1. Generate "Major" Memetic Texture (Mirrored Symmetrically) ---
const majorCanvas = document.createElement('canvas');
majorCanvas.width = width;
majorCanvas.height = height;
const mCtx = majorCanvas.getContext('2d');
// Classic YTP "Major" effect: mirror left half horizontally to the right half
mCtx.drawImage(originalImg, 0, 0, width / 2, height, 0, 0, width / 2, height);
mCtx.save();
mCtx.translate(width, 0);
mCtx.scale(-1, 1);
mCtx.drawImage(originalImg, 0, 0, width / 2, height, 0, 0, width / 2, height);
mCtx.restore();
// --- 2. Draw MLG / Major Burst Background ---
const cx = width / 2;
const cy = height / 2;
const maxRadius = Math.sqrt(cx*cx + cy*cy);
for (let i = 0; i < 360; i += 15) {
ctx.beginPath();
ctx.moveTo(cx, cy);
let a1 = i * Math.PI / 180;
let a2 = (i + 15) * Math.PI / 180;
ctx.lineTo(cx + Math.cos(a1) * maxRadius, cy + Math.sin(a1) * maxRadius);
ctx.lineTo(cx + Math.cos(a2) * maxRadius, cy + Math.sin(a2) * maxRadius);
ctx.closePath();
// Red and Yellow rays
ctx.fillStyle = (i / 15) % 2 === 0 ? '#ff1100' : '#ffcc00';
ctx.fill();
}
// --- 3. Define the "Silly Burger" Architecture ---
// Layers defined from top to bottom
const layout = [
{ name: 'topBun', color: '#FFB84D', h: 0.25, shape: 'domeTop', w: 0.65 },
{ name: 'lettuce', color: '#66CC55', h: 0.11, shape: 'wavy', w: 0.75 },
{ name: 'tomato', color: '#FF4444', h: 0.08, shape: 'roundRect', w: 0.70 },
{ name: 'cheese', color: '#FFCC00', h: 0.14, shape: 'cheese', w: 0.75 },
{ name: 'patty', color: '#8B4513', h: 0.17, shape: 'roundRect', w: 0.72 },
{ name: 'bottomBun', color: '#FFB84D', h: 0.19, shape: 'domeBottom', w: 0.65 }
];
let currentY = height * 0.05; // Drop down slightly
let drawnLayers = [];
// Calculate layout overlaps
layout.forEach(ly => {
let advY = 1.0;
if (ly.name === 'topBun') advY = 0.9;
else if (ly.name === 'lettuce') advY = 0.8;
else if (ly.name === 'tomato') advY = 0.9;
else if (ly.name === 'cheese') advY = 0.25; // Cheese drops heavily over patty
else if (ly.name === 'patty') advY = 0.8;
drawnLayers.push({
...ly,
y: currentY,
pixelH: height * ly.h,
pixelW: width * ly.w,
x: (width - (width * ly.w)) / 2
});
currentY += height * ly.h * advY;
});
// --- 4. Render Ingredients (Bottom to Top stacking) ---
// Ensures ingredients placed on top visually cover what's below them
let wobbleIntensity = parseFloat(intensity);
if (isNaN(wobbleIntensity)) wobbleIntensity = 1;
drawnLayers.reverse().forEach((layer, i) => {
const marginX = layer.x;
const layerY = layer.y;
const layerW = layer.pixelW;
const layerH = layer.pixelH;
ctx.save();
// Silly Wobble alignment
ctx.translate(width / 2, layerY + layerH / 2);
let wobble = (i % 2 === 0 ? 1 : -1) * (0.01 + Math.random() * 0.02) * wobbleIntensity;
ctx.rotate(wobble);
ctx.translate(-width / 2, -(layerY + layerH / 2));
// Define Burger Slice Shape
ctx.beginPath();
if (layer.shape === 'domeTop') {
ctx.moveTo(marginX, layerY + layerH);
ctx.bezierCurveTo(marginX, layerY - layerH * 0.2, marginX + layerW, layerY - layerH * 0.2, marginX + layerW, layerY + layerH);
} else if (layer.shape === 'domeBottom') {
ctx.moveTo(marginX, layerY);
ctx.bezierCurveTo(marginX, layerY + layerH * 1.2, marginX + layerW, layerY + layerH * 1.2, marginX + layerW, layerY);
} else if (layer.shape === 'wavy') {
ctx.moveTo(marginX, layerY);
const waves = 8;
for(let j=1; j<=waves; j++) {
let x = marginX + layerW * (j/waves);
let cpX = marginX + layerW * ((j-0.5)/waves);
let cpY = layerY + ((j%2===0) ? -layerH*0.4 : layerH*0.4);
ctx.quadraticCurveTo(cpX, cpY, x, layerY);
}
ctx.lineTo(marginX + layerW, layerY + layerH);
for(let j=waves-1; j>=0; j--) {
let x = marginX + layerW * (j/waves);
let cpX = marginX + layerW * ((j+0.5)/waves);
let cpY = layerY + layerH + ((j%2===0) ? layerH*0.4 : -layerH*0.4);
ctx.quadraticCurveTo(cpX, cpY, x, layerY + layerH);
}
} else if (layer.shape === 'roundRect') {
let r = layerH * 0.2;
ctx.moveTo(marginX + r, layerY);
ctx.lineTo(marginX + layerW - r, layerY);
ctx.quadraticCurveTo(marginX + layerW, layerY, marginX + layerW, layerY + r);
ctx.lineTo(marginX + layerW, layerY + layerH - r);
ctx.quadraticCurveTo(marginX + layerW, layerY + layerH, marginX + layerW - r, layerY + layerH);
ctx.lineTo(marginX + r, layerY + layerH);
ctx.quadraticCurveTo(marginX, layerY + layerH, marginX, layerY + layerH - r);
ctx.lineTo(marginX, layerY + r);
ctx.quadraticCurveTo(marginX, layerY, marginX + r, layerY);
} else if (layer.shape === 'cheese') {
ctx.moveTo(marginX, layerY);
ctx.lineTo(marginX + layerW, layerY);
ctx.lineTo(marginX + layerW, layerY + layerH * 0.8);
ctx.lineTo(marginX + layerW * 0.85, layerY + layerH * 0.3);
ctx.lineTo(marginX + layerW * 0.6, layerY + layerH * 1.0);
ctx.lineTo(marginX + layerW * 0.4, layerY + layerH * 0.4);
ctx.lineTo(marginX + layerW * 0.15, layerY + layerH * 0.9);
ctx.lineTo(marginX, layerY + layerH * 0.4);
}
ctx.closePath();
// Add drop shadow under each ingredient for 3D realism
ctx.save();
ctx.fillStyle = 'rgba(0,0,0,1)';
ctx.shadowColor = 'rgba(0,0,0,0.6)';
ctx.shadowBlur = Math.max(5, height * 0.015);
ctx.shadowOffsetY = Math.max(3, height * 0.01);
ctx.fill();
ctx.restore();
// Clip to shape for drawing the image texture
ctx.save();
ctx.clip();
// Draw the Memetic Major image tightly fitted into the ingredient boundaries
ctx.drawImage(majorCanvas, marginX, layerY, layerW, layerH);
// Apply Ingredient Color Tint
ctx.globalCompositeOperation = 'hard-light';
ctx.globalAlpha = 0.55;
ctx.fillStyle = layer.color;
ctx.fill();
ctx.restore();
// Add Cartoon-Style Stroke
ctx.lineWidth = Math.max(3, width * 0.005);
ctx.strokeStyle = '#222';
ctx.stroke();
// Sesame Seeds explicitly for the Top Bun
if (layer.name === 'topBun') {
ctx.fillStyle = '#FFE6B3';
for (let j = 0; j < 30; j++) {
let sx = marginX + layerW * (0.15 + Math.random() * 0.7);
let sy = layerY + layerH * (0.15 + Math.random() * 0.75);
ctx.save();
ctx.translate(sx, sy);
ctx.rotate(Math.random() * Math.PI);
ctx.beginPath();
ctx.ellipse(0, 0, Math.max(2, width * 0.004), Math.max(4, width * 0.008), 0, 0, Math.PI * 2);
ctx.fill();
ctx.lineWidth = 1;
ctx.strokeStyle = 'rgba(0,0,0,0.4)';
ctx.stroke();
ctx.restore();
}
}
ctx.restore(); // Restore wobble transform
});
// --- 5. Add "MAJOR" Impact Text ---
ctx.textAlign = 'center';
ctx.textBaseline = 'bottom';
let fontSize = Math.max(12, Math.floor(height * 0.12));
ctx.font = `900 ${fontSize}px Impact, sans-serif`;
// Scale text if it exceeds canvas width
let textWidth = ctx.measureText(text).width;
if (textWidth > width * 0.95) {
fontSize = Math.floor(fontSize * (width * 0.95) / textWidth);
ctx.font = `900 ${fontSize}px Impact, sans-serif`;
}
ctx.fillStyle = '#FFF';
ctx.strokeStyle = '#000';
ctx.lineWidth = Math.max(3, height * 0.015);
ctx.strokeText(text, width / 2, height * 0.98);
ctx.fillText(text, width / 2, height * 0.98);
return canvas;
}
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