- From: Michael Mullany <michael@sencha.com>
- Date: Tue, 16 Oct 2012 11:05:53 -0700
- To: Roy Williams <royw@fb.com>
- Cc: "public-fx@w3.org" <public-fx@w3.org>
- Message-ID: <CABTYPJ=rRJF7TUBzUMovPPakMS+xgFvM3Y1J7KFU=GkUTVC-oQ@mail.gmail.com>
Roy,
I'd also encourage you to take a look at Eric Dahlstrom's implementation of
a ripple effect using a SMIL-animated feDisplacementMap.
http://svg-wow.org/filterEffects/ripple.svg
-- michael
On Thu, 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.
>
> 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.));
> }
>
> 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.
>
> 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
>
Received on Tuesday, 16 October 2012 18:06:25 UTC