- From: Fabrice Robinet <cmg473@motorola.com>
- Date: Sat, 21 Apr 2012 16:23:37 -0700
- To: Vincent Hardy <vhardy@adobe.com>
- Cc: "public-fx@w3.org" <public-fx@w3.org>
- Message-ID: <CAPam9Rrk5f6AtdACiWi8XfO572TwUx3WLEy-iGe8j0wnt08jJQ@mail.gmail.com>
Hi Vincent, First, thanks for sharing all this information and all the work on the WIKI. Could you provide more information about the "combination" that you refer to i.e blending ? I believe the importance of this topic become very important now. In the WIKI you refer to overlay & screen, I was expecting something more like blending mode as additive, , replace, modulated and such... (possibly in line with GL blending). Regarding the test cases for fragment shaders, I have to disagree a bit about the lighting. For a typical lighting you may have diffuse parts of the image dimmed while the one hitting a specular spot will be highlighted so I am not sure how this can be "faked" efficiently with a simple combine. But yes, for *very very* limited lighting this will work. As an aside, we still need the new matrixes to be adopted in the SPEC to make this test case work :). Best, Fabrice. On Wed, Apr 18, 2012 at 10:54 PM, Vincent Hardy <vhardy@adobe.com> wrote: > Hello, > > Since the original proposal on CSS shaders, there have been discussions on > this list and some related discussion on the WebGL mailing list at Khronos. > > Following the most recent findings in efforts to make CSS shaders secure, > I have updated the page that summarizes the proposed security measure that > looks the most reasonable. The other measures that were considered are also > documented and a summary of why there did not fully meet the needs is also > provided. > > The short description of the proposal is that it removes access to the > rendered content from the shaders. This is not an issue for vertex shaders > (at least for a wide set of use cases). For fragment shaders, the result > produced by the shader will be combined with the rendered content, but this > combination step is not controlled by the shader, it is controlled by the > implementation. > > For example, a vertex shader that produces a flapping flag effect will not > be affected by the restriction because it does not need access to the > texture. A fragment shader that computes a lighting effect will compute a > light map that the implementation will then multiply with the original > texture. Here again, the shader does not access the rendered texture. > > I believe that this is a good approach and while it reduces some of the > functionally, it also addresses the new security concerns CSS shaders > raised. > > Please see the detailed description of the approach and examples of how a > technology like ANGLE could be used for an efficient implementation: > > http://www.w3.org/Graphics/fx/wiki/CSS_Shaders_Security > > Kind regards, > Vincent Hardy >
Received on Saturday, 21 April 2012 23:24:04 UTC