- From: Dirk Schulze <dschulze@adobe.com>
- Date: Tue, 16 Oct 2012 07:49:31 -0700
- To: Roy Williams <royw@fb.com>
- CC: "public-fx@w3.org" <public-fx@w3.org>
On Oct 16, 2012, at 7:24 AM, "Dirk Schulze" <dschulze@adobe.com> wrote: > 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? Sorry, to early in the morning. I meant array. We also don't limit the access to the current position with v_texCoord. Greetings, Dirk > 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 14:50:09 UTC