index.html
<!DOCTYPE HTML>
<html>
<body>
<canvas id="myCanvas" width="1000" height="1000"></canvas>
<script>
function drawImage() {
var canvas = document.getElementById('myCanvas');
var context = canvas.getContext('2d');
var imageWidth = canvas.width = Math.min(canvas.width, window.innerWidth);
var imageHeight = canvas.height = Math.min(canvas.height, window.innerHeight);
var imageData = context.createImageData(imageWidth, imageHeight);
for(var y = 0; y < imageHeight; y++) {
for(var x = 0; x < imageWidth; x++) {
imageData.data[(imageWidth*y + x) * 4 + 0] = y/imageHeight * 255;
imageData.data[(imageWidth*y + x) * 4 + 1] = y/imageHeight * 255;
imageData.data[(imageWidth*y + x) * 4 + 2] = x/imageWidth * 255;
imageData.data[(imageWidth*y + x) * 4 + 3] = 255;
}
}
context.putImageData(imageData, 0, 0);
}
drawImage();
</script>
</body>
</html>