- From: Dirk Schulze <dschulze@adobe.com>
- Date: Tue, 16 Oct 2012 07:24:04 -0700
- To: Roy Williams <royw@fb.com>
- CC: "public-fx@w3.org" <public-fx@w3.org>
Hi Roy, On Oct 11, 2012, at 6:26 PM, Roy Williams <royw@fb.com> wrote: > Lots of effects like reflections or distortions, etc... require > sampling from different locations in a texture to get the desired effect. > Effects like Blurs or edge detection require convolution. When I first > heard about CSS Filter Effects and sat down with the code, I tried to > implement a water ripple originating from where the user clicked. I found > I was unable to do so with the current spec, I wasn't able to distort the element I was styling. Correct, with the current specification effects like distortions are not possible. This is part of the security model. But Filter Effects specifies feGaussianBlur[1] for blurring effects and feConvolveMatrix[2] for convolutions. Some of your requests should easily be possible with these effects already. > > Convolution is a superset of modifying the sample location, so I would > propose adding two (maybe 3?) new output parameters from the fragment > shader, > > vec2[KERNEL_SIZE] css_SampleOffsets (css_SampleLocations?) > and > float[KERNEL_SIZE] css_SampleWeight > (maybe mat4[KERNEL_SIZE] css_SampleColorMatrix as well?) > > The first, css_SampleOffsets, would contain the offsets (or absolute > locations?) into the texture to sample from. css_SampleColorMatrix would > have the same functionality as css_ColorMatrix, but applied to each > sample. css_SampleWeights would contain the weight with which each sample > should contribute to the final color. Finally, css_SampleWeight would be > used to weigh each sample. > > The actual fragment shader executing would look something like: > > void main() { > shaderMain(); > float totalWeight = 0; > vec4 sum = vec4(0.); > for (int i = 0; i < KERNEL_SIZE; ++i) { > sum += css_SampleColorMatrix[i] * > texture2D(tex, css_SampleLocations[i]) * css_SampleWeight[i]; > totalWeight += css_SampleWeight[i]; > } > multColor = css_ColorMatrix * (sum / max(totalWeight, 1.)); > } Just for understanding your request. You ask for exposing the current position of the current fragment. You don't want to access the passed texture (which is either the output of a previous effect or the filtered element itself)? Why does css_SampleOffsets need to be a vector? You can pass vectors as parameters in your CSS syntax. I assume that css_SampleWeight is the kernel. This can be passed with parameters as well: custom(url(vertexShader), mix(url(fragmentShader), source-atop normal), kernel mat4(1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1), kerneSize 16); But for the example above, feConvolveMatrix would work as well. You could even do it on the element texture, which would not be possible for custom filter effects. > > This doesn't seem like it would disclose any additional information nor > does it seem like it could be exploited by a timing attack, but it would > greatly expand the kinds of effects you can achieve with the shader. If the texture passes the requirements of CORS, it should be fine. I need to check this again. Greetings, Dirk > > I'd make css_SampleColorMatrix optional. There are a large number of > effects that would default to the identity matrix, and it would be > wasteful to use all of that additional memory. If there aren't an effects > that would need this kind of functionality, I wouldn't bother with it. > > Thanks, > > Roy Williams > Software Engineer, Facebook > royw@fb.com [1] https://dvcs.w3.org/hg/FXTF/raw-file/tip/filters/index.html#feGaussianBlurElement [2] https://dvcs.w3.org/hg/FXTF/raw-file/tip/filters/index.html#feConvolveMatrixElement
Received on Tuesday, 16 October 2012 14:24:28 UTC