Has anyone implemented a flood fill algorithm in javascript for use with HTML Canvas?

My requirements are simple: flood with a single color starting from a single point, where the boundary color is any color greater than a certain delta of the color at the specified point.

var r1, r2; // red values
var g1, g2; // green values
var b1, b2; // blue values
var actualColorDelta = Math.sqrt((r1 - r2)*(r1 - r2) + (g1 - g2)*(g1 - g2) + (b1 - b2)*(b1 - b2))

function floodFill(canvas, x, y, fillColor, borderColorDelta) {
  ...
}

Update:

I wrote my own implementation of flood fill, which follows. It is slow, but accurate. About 37% of the time is taken up in two low-level array functions that are part of the prototype framework. They are called by push and pop, I presume. Most of the rest of the time is spent in the main loop.

var ImageProcessing;

ImageProcessing = {

  /* Convert HTML color (e.g. "#rrggbb" or "#rrggbbaa") to object with properties r, g, b, a. 
   * If no alpha value is given, 255 (0xff) will be assumed.
   */
  toRGB: function (color) {
    var r, g, b, a, html;
    html = color;

    // Parse out the RGBA values from the HTML Code
    if (html.substring(0, 1) === "#")
    {
      html = html.substring(1);
    }

    if (html.length === 3 || html.length === 4)
    {
      r = html.substring(0, 1);
      r = r + r;

      g = html.substring(1, 2);
      g = g + g;

      b = html.substring(2, 3);
      b = b + b;

      if (html.length === 4) {
        a = html.substring(3, 4);
        a = a + a;
      }
      else {
        a = "ff";
      }
    }
    else if (html.length === 6 || html.length === 8)
    {
      r = html.substring(0, 2);
      g = html.substring(2, 4);
      b = html.substring(4, 6);
      a = html.length === 6 ? "ff" : html.substring(6, 8);
    }

    // Convert from Hex (Hexidecimal) to Decimal
    r = parseInt(r, 16);
    g = parseInt(g, 16);
    b = parseInt(b, 16);
 
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