function drawOnCanvas(file) {
var reader = new FileReader();
reader.onload = function (e) {
var dataURL = e.target.result,
c = document.querySelector('canvas'), // see Example 4
ctx = c.getContext('2d'),
img = new Image();
img.onload = function() {
c.width = img.width;
c.height = img.height;
ctx.drawImage(img, 0, 0);
};
img.src = dataURL;
};
reader.readAsDataURL(file);
}