I suppose I deserve that reply.
Is the video created in realtime by executing code that draws geometric objects on the screen? Then just write this code into the shader.
The video is create as render using a 3d engine called Arnold for 3ds Max and could not be rendered in real time even in Unreal 4 so not at all in webGL.
Video is just an image sequence played/flipped at a rate. Instead of using a source image that is retargeted to / rendered to the canvas object I want to use a shader in code to draw each from in real time.
Or is it something more complex like a prerecorded video? WebGL needs a link to a video in a <video>-tag to use it as a texture. This means the link to your video is visible in the HTML document.
Indeed it is pre-recorded. And yes I know about the video and the easy to access link. That is why I'm exploring a way to avoid the <video> tag.
You can make downloading difficult by setting up a video streaming service with DRM. But even then it's possible to record the video with the help of tools.
Thank you for the referral and I will look at it. However, the idea is to explore unused solutions as you point out the current are already broken. I assume by tools you mean something that gets the source video and not a screen capture. Because yes at the end of the day anyone who really wants can use a screen grab.
If you don't want other people to download the video don't upload it in the first place. Everything visible on a website is downloadable. Otherwise your browser couldn't even display the contents.
That is a terrible statement. It's understandable that the nature of technology means that nothing can be fully protected. However shall I tell you not to publish your game to Steam or the Apple store or the Play store because it can be cracked and dumped on the torrent network? Don't release it at all because it be cracked. Don't release your bands album, or anything. Don't publicly show or share anything you've created because if you don't want people to violate the law, your rights and every morels code, and take it or use it unauthorized. If you don't want your creative work stolen, don't share it in the first place.
Now maybe I was a little cross. But I understand the technology and how to use it. I was seeking to make accessing the video insanely difficult. Very hard. As troublesome as possible. I was asking if anyone wanted to explore using webGL and shaders in ways that have not already been implemented.
I called it a challenge. If you could Google an already achieved solution, than I would be an idiot and the challenge would be the ability to Google.
I understand it's a foolish idea. Countering downloading and AD blockers is a waste of time. It's not worth exploring. No one wants that. It's not challenging and completely without value. For me it's something I just don't have the time for tackling. Product production is taking most every second I have.
Thanks for the reply.
I dreamed the dream that never was...