Copyright © 2013 W3C® (MIT, ERCIM, Keio, Beihang), All Rights Reserved. W3C liability, trademark and document use rules apply.
Filter effects are a way of processing an element’s rendering before it is displayed in the document. Typically, rendering an element via CSS or SVG can be conceptually described as if the element, including its children, are drawn into a buffer (such as a raster image) and then that buffer is composited into the elements parent. Filters apply an effect before the compositing stage. Examples of such effects are blurring, changing color intensity and warping the image.
Although originally designed for use in SVG, filter effects are a set a set of operations to apply on an image buffer and therefore can be applied to nearly any presentational environment, including CSS. They are triggered by a style instruction (the filter property). This specification describes filters in a manner that allows them to be used in content styled by CSS, such as HTML and SVG. It also defines a CSS property value function that produces a CSS <image> value. CSS is a language for describing the rendering of structured documents (such as HTML and XML) on screen, on paper, in speech, etc.
This section describes the status of this document at the time of its publication. Other documents may supersede this document. A list of current W3C publications and the latest revision of this technical report can be found in the W3C technical reports index at http://www.w3.org/TR/.
Publication as a Working Draft does not imply endorsement by the W3C Membership. This is a draft document and may be updated, replaced or obsoleted by other documents at any time. It is inappropriate to cite this document as other than work in progress.
The (archived) public mailing list public-fx@w3.org (see instructions) is preferred for discussion of this specification. When sending e-mail, please put the text “filter-effects” in the subject, preferably like this: “[filter-effects] …summary of comment…”
This document was produced by the CSS Working Group (part of the Style Activity) and the SVG Working Group (part of the Graphics Activity).
This document was produced by groups operating under the 5 February 2004 W3C Patent Policy. W3C maintains a public list of any patent disclosures (CSS) and a public list of any patent disclosures (SVG) made in connection with the deliverables of each group; these pages also includes instructions for disclosing a patent. An individual who has actual knowledge of a patent which the individual believes contains Essential Claim(s) must disclose the information in accordance with section 6 of the W3C Patent Policy.
See the Changes section for changes since the previous draft.
<filter>
element<feBlend>
<feColorMatrix>
<feComponentTransfer>
<feComposite>
<feConvolveMatrix>
<feCustom>
<feDiffuseLighting>
<feDisplacementMap>
<feDropShadow>
<feFlood>
<feGaussianBlur>
<feImage>
<feMerge>
<feMorphology>
<feOffset>
<feSpecularLighting>
<feTile>
<feTurbulence>
<filter>
element
A filter effect is a graphical operation that is applied to an element as it is drawn into the document. It is an image-based effect, in that it takes zero or more images as input, a number of parameters specific to the effect, and then produces an image as output. The output image is either rendered into the document instead of the original element, used as an input image to another filter effect, or provided as a CSS image value.
A simple example of a filter effect is a "flood". It takes no image inputs but has a parameter defining a color. The effect produces an output image that is completely filled with the given color. A slightly more complex example is an "inversion" which takes a single image input (typically an image of the element as it would normally be rendered into its parent) and adjusts each pixel such that they have the opposite color values.
Filter effects are exposed with three levels of complexity:
The following shows an example of graph of individual filter effects.
Initial example for a filtered object.
View this example as SVG
The filter effect used in the example above is repeated here with reference numbers in the left column before each of the six filter primitives:
1 2 3 4 5 6 |
<filter id="MyFilter" filterUnits="userSpaceOnUse" x="0" y="0" width="200" height="120"> <desc>Produces a 3D lighting effect.</desc> <feGaussianBlur in="SourceAlpha" stdDeviation="4" result="blur"/> <feOffset in="blur" dx="4" dy="4" result="offsetBlur"/> <feSpecularLighting in="blur" surfaceScale="5" specularConstant=".75" specularExponent="20" lighting-color="#bbbbbb" result="specOut"> <fePointLight x="-5000" y="-10000" z="20000"/> </feSpecularLighting> <feComposite in="specOut" in2="SourceAlpha" operator="in" result="specOut"/> <feComposite in="SourceGraphic" in2="specOut" operator="arithmetic" k1="0" k2="1" k3="1" k4="0" result="litPaint"/> <feMerge> <feMergeNode in="offsetBlur"/> <feMergeNode in="litPaint"/> </feMerge> </filter> |
The following pictures show the intermediate image results from each of the six filter elements:
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<feGaussianBlur>
takes input SourceAlpha, which is the alpha channel of the source graphic. The result is stored in a temporary buffer named "blur". Note that "blur" is used as input to both filter primitives 2 and 3.
<feOffset>
takes buffer "blur", shifts the result in a positive direction in both x and y, and creates a new buffer named "offsetBlur". The effect is that of a drop shadow.
<feSpecularLighting>
, uses buffer "blur" as a model of a surface elevation and generates a lighting effect from a single point source. The result is stored in buffer "specOut".
<feComposite>
masks out the result of filter primitive 3 by the original source graphics alpha channel so that the intermediate result is no bigger than the original source graphic.
<feComposite>
composites the result of the specular lighting with the original source graphic.
<feMerge>
composites two layers together. The lower layer consists of the drop shadow result from filter primitive 2. The upper layer consists of the specular lighting result from filter primitive 5.
This specification defines a set of CSS properties that affect the visual rendering of elements to which those properties are applied; these effects are applied after elements have been sized and positioned according to the Visual formatting model from [CSS21]. Some values of these properties result in the creation of a containing block, and/or the creation of a stacking context.
The compositing model follows the SVG compositing model [SVG11]: first any filter effect is applied, then any clipping, masking and opacity [CSS3COLOR]. These effects all apply after any other CSS effects such as border [CSS3BG].
Some property and element definitions in this specification require an SVG 1.1 implementation [SVG11]. UAs without support for SVG must not implement the color-interpolation-filters, flood-color, flood-opacity and lighting-color properties as well as the <filter>
element, the <feMergeNode>
element, the <feCustomParam>
element, the transfer function elements and the filter primitive elements.
This specification follows the CSS property definition conventions from [CSS21]. Value types not defined in these specifications are defined in CSS Values and Units Module Level 3 [CSS3VAL].
In addition to the property-specific values listed in their definitions, all properties defined in this specification also accept the inherit keyword as their property value. For readability it has not been repeated explicitly.
When used in this specification, terms have the meanings assigned in this section.
<feFuncR>
, <feFuncG>
, <feFuncB>
, <feFuncA>
elements, that define the transfer function for the <feComponentTransfer>
filter primitive.
http://www.w3.org/2000/svg
namespace and it’s descendant elements. Or the object bounding box [SVG11], if the element does not have an associated CSS layout box and is in the http://www.w3.org/2000/svg
namespace (See getBoundingClientRect [CSSOM]).
In general, a coordinate system defines locations and distances on the current canvas. The current local coordinate system (also user coordinate system) is the coordinate system that is currently active and which is used to define how coordinates and lengths are located and computed, respectively, on the current canvas [CSS3-TRANSFORMS].
For elements that have an associated CSS layout box, the current user coordinate system has its origin at the top-left corner of the bounding client rect and one unit equals one CSS pixel. The viewport for resolving percentage values is defined by the width and height of the bounding client rect.
If the element does not have an associated CSS layout box and is in the http://www.w3.org/2000/svg
namespace, the current local coordinate system has its origin at the top-left corner of the element’s nearest viewport.
<filter>
element, particularly: <feSpotLight>
, <feBlend>
, <feColorMatrix>
, <feComponentTransfer>
, <feComposite>
, <feConvolveMatrix>
, <feCustom>
, <feDiffuseLighting>
, <feDisplacementMap>
, <feDropShadow>
, <feFlood>
, <feGaussianBlur>
, <feImage>
, <feMerge>
, <feMorphology>
, <feOffset>
, <feSpecularLighting>
, <feTile>
, <feTurbulence>
.
<feDistantLight>
, <fePointLight>
, <feSpotLight>
.
The description of the filter property is as follows:
Name: | filter |
---|---|
Value: | none | <filter-function-list> |
Initial: | none |
Applies to: | All elements. In SVG, it applies to container elements without the <defs> element and all graphics elements |
Inherited: | no |
Media: | visual |
Computed value: | as specified |
Percentages: | n/a |
Animatable: | yes |
If the value of the filter property is none then there is no filter effect applied. Otherwise, the list of functions are applied in the order provided.
<filter-function-list> = [ <filter-function> | <url> ]+
<filter-function> = [ <blur()> | <brightness()> | <contrast()> | <custom()> | <drop-shadow()> | <grayscale()> | <hue-rotate()> | <invert()> | <opacity()> | <sepia()> | <saturate()>
<filter>
element. For example url(commonfilters.svg#filter). If the filter references a non-existent object or the referenced object is not a <filter>
element, then the whole filter chain is ignored. No filter is applied to the object.
Applies a Gaussian blur to the input image. The passed parameter (the radius) defines the value of the standard deviation to the Gaussian function. The parameter is specified a CSS length, but does not accept percentage values. The markup equivalent of this function is given below.
Negative values are not allowed.
The lacuna value for interpolation is 0px.
Applies a linear multiplier to input image, making it appear more or less bright. A value of 0% will create an image that is completely black. A value of 100% leaves the input unchanged. Other values are linear multipliers on the effect. Values of amount over 100% are allowed, providing brighter results. The markup equivalent of this function is given below.
Negative values are not allowed.
The lacuna value for interpolation is 1.
Adjusts the contrast of the input. A value of 0% will create an image that is completely gray. A value of 100% leaves the input unchanged. Values of amount over 100% are allowed, providing results with less contrast. The markup equivalent of this function is given below.
Negative values are not allowed.
The lacuna value for interpolation is 1.
Applies a drop shadow effect to the input image. A drop shadow is effectively a blurred, offset version of the input image’s alpha mask drawn in a particular color, composited below the image. Values are interpreted as for box-shadow [CSS3BG]. The markup equivalent of this function is given below.
Note that spread values or multiple shadows are not accepted for this level of the specification.
The lacuna value for interpolation is all length values set to 0 and the used color is taken from the color property.
Converts the input image to grayscale. The passed parameter defines the proportion of the conversion. A value of 100% is completely grayscale. A value of 0% leaves the input unchanged. Values between 0% and 100% are linear multipliers on the effect. Values of amount over 100% are allowed but UAs must clamp the values to 1. The markup equivalent of this function is given below.
Negative values are not allowed.
The lacuna value for interpolation is 0.
Applies a hue rotation on the input image. The passed parameter defines the number of degrees around the color circle the input samples will be adjusted. A value of 0deg leaves the input unchanged. Implementations should not normalize this value in order to allow animations beyond 360deg. The markup equivalent of this function is given below.
The lacuna value for interpolation is 0deg.
Inverts the samples in the input image. The passed parameter defines the proportion of the conversion. A value of 100% is completely inverted. A value of 0% leaves the input unchanged. Values between 0% and 100% are linear multipliers on the effect. Values of amount over 100% are allowed but UAs must clamp the values to 1. The markup equivalent of this function is given below.
Negative values are not allowed.
The lacuna value for interpolation is 0.
Applies transparency to the samples in the input image. The passed parameter defines the proportion of the conversion. A value of 0% is completely transparent. A value of 100% leaves the input unchanged. Values between 0% and 100% are linear multipliers on the effect. This is equivalent to multiplying the input image samples by amount. Values of amount over 100% are allowed but UAs must clamp the values to 1. The markup equivalent of this function is given below.
Negative values are not allowed.
The lacuna value for interpolation is 1.
The opacity filter function is not meant to be a shorthand of the opacity property. Furthermore, it allows setting the transparency of intermediate filter primitive results before passing to the next filter primitive. If the opacity filter function is set as last filter primitive, the value of the opacity property is multiplied on top of the value of the filter function, which may result in a more transparent content.
Saturates the input image. The passed parameter defines the proportion of the conversion. A value of 0% is completely un-saturated. A value of 100% leaves the input unchanged. Other values are linear multipliers on the effect. Values of amount over 100% are allowed, providing super-saturated results. The markup equivalent of this function is given below.
Negative values are not allowed.
The lacuna value for interpolation is 1.
Converts the input image to sepia. The passed parameter defines the proportion of the conversion. A value of 100% is completely sepia. A value of 0% leaves the input unchanged. Values between 0% and 100% are linear multipliers on the effect. Values of amount over 100% are allowed but UAs must clamp the values to 1. The markup equivalent of this function is given below.
Negative values are not allowed.
The lacuna value for interpolation is 0.
The first filter function or <filter>
reference in the list takes the element (SourceGraphic) as the input image. Subsequent operations take the output from the previous filter function or <filter>
reference as the input image. <filter>
element reference functions can specify an alternate input, but still uses the previous output as its SourceGraphic.
Filter functions must operate in the sRGB color space.
A computed value of other than none results in the creation of a stacking context [CSS21] the same way that CSS opacity does. All the elements descendants are rendered together as a group with the filter effect applied to the group as a whole.
The filter property has no effect on the geometry of the target element’s CSS boxes, even though filter can cause painting outside of an element’s border box.
Conceptually, any parts of the drawing are effected by filter operations. This includes any content, background, borders, text decoration, outline and visible scrolling mechanism of the element to which the filter is applied, and those of its descendants. The filter operations are applied in the element’s local coordinate system.
The compositing model follows the SVG compositing model [SVG11]: first any filter effect is applied, then any clipping, masking and opacity. As per SVG, the application of filter has no effect on hit-testing.
<filter>
elementName: | filter |
---|---|
Categories: | None. |
Content model: | Any number of the following elements, in any order: |
Attributes: | |
DOM Interfaces: | SVGFilterElement |
The description of the <filter>
element follows:
Attribute definitions:
Specifies the coordinate system for the various length values within the filter primitives and for the attributes that define the filter primitive subregion.
If primitiveUnits is equal to userSpaceOnUse, any length values within the filter definitions represent values in the current user coordinate system in place at the time when the
<filter>
element is referenced (i.e., the user coordinate system for the element referencing the <filter>
element via a filter property).
If primitiveUnits is equal to objectBoundingBox, then any length values within the filter definitions represent fractions or percentages of the bounding box on the referencing element (see object bounding box units). Note that if only one number was specified in a <number-optional-number> value this number is expanded out before the primitiveUnits computation takes place.
The lacuna value for primitiveUnits is userSpaceOnUse.
Animatable: yes.
If we make filter region auto, how will it affect existing content that uses objectBoundingBox? Bug 21611
filterRes = "<number-optional-number>"
The filterRes attribute was removed from the specification. See SVG 1.1 specification for the defintion [SVG11].
Properties inherit into the <filter>
element from its ancestors; properties do not inherit from the element referencing the <filter>
element.
<filter>
elements are never rendered directly; their only usage is as something that can be referenced using the filter property. The display property does not apply to the <filter>
element; thus, <filter>
elements are not directly rendered even if the display property is set to a value other than none, and <filter>
elements are available for referencing even when the display property on the <filter>
element or any of its ancestors is set to none.
A <filter>
element can define a region on the canvas to which a given filter effect applies and can provide a resolution for any intermediate continuous tone images used to process any raster-based filter primitives. The <filter>
element has the following attributes which work together to define the filter effects region:
Defines the coordinate system for attributes x, y, width, height.
If filterUnits is equal to userSpaceOnUse, x, y, width, height represent values in the current user coordinate system in place at the time when the <filter>
element is referenced (i.e., the user coordinate system for the element referencing the <filter>
element via a filter property).
If filterUnits is equal to objectBoundingBox, then x, y, width, height represent fractions or percentages of the bounding box on the referencing element (see object bounding box units).
The lacuna value for ‘filterUnits‘ is objectBoundingBox.
Animatable: yes.
These attributes define a rectangular region on the canvas to which this filter applies.
The coordinate system for these attributes depends on the value for attribute ‘filterUnits‘.
The bounds of this rectangle act as a hard clipping region for each filter primitive included with a given <filter>
element; thus, if the effect of a given filter primitive would extend beyond the bounds of the rectangle (this sometimes happens when using a <feGaussianBlur>
filter primitive with a very large stdDeviation), parts of the effect will get clipped.
The lacuna value for x and y is -10%.
The lacuna value for width and height is 120%.
Negative or zero values for width or height disable rendering of the element which referenced the filter.
Animatable: yes.
Note that both of the two possible value for ‘filterUnits‘ (i.e., objectBoundingBox and userSpaceOnUse) result in a filter region whose coordinate system has its X-axis and Y-axis each parallel to the X-axis and Y-axis, respectively, of the user coordinate system for the element to which the filter will be applied.
Sometimes implementers can achieve faster performance when the filter region can be mapped directly to device pixels; thus, for best performance on display devices, it is suggested that authors define their region such that the user agent can align the filter region pixel-for-pixel with the background. In particular, for best filter effects performance, avoid rotating or skewing the user coordinate system.
The value of auto should take care of that unless the authors wants to clip explicitly. Given that, do we need it at all? You can clip with the clip-path property.
This section describes the various filter primitives that can be assembled to achieve a particular filter effect.
Unless otherwise stated, all image filters operate on premultiplied RGBA samples. Some filters like <feColorMatrix>
, <feCustom>
and <feComponentTransfer>
work more naturally on non-premultiplied data. For the time of the filter operation, all color values must temporarily be transformed to the required color multiplication of the current filter.
Note: All input images are assumed to be in premultiplied RGBA. User agents can optimize performance by using non-premultiplied data buffering.
All raster effect filtering operations take 1 to N input RGBA images, additional attributes as parameters, and produce a single output RGBA image.
The RGBA result from each filter primitive will be clamped into the allowable ranges for colors and opacity values. Thus, for example, the result from a given filter primitive will have any negative color values or opacity values adjusted up to color/opacity of zero.
The color space in which a particular filter primitive performs its operations is determined by the value of the property ‘color-interpolation-filters‘ on the given filter primitive. A different property, color-interpolation determines the color space for other color operations. Because these two properties have different initial values (color-interpolation-filters has an initial value of linearRGB whereas color-interpolation has an initial value of sRGB), in some cases to achieve certain results (e.g., when coordinating gradient interpolation with a filtering operation) it will be necessary to explicitly set color-interpolation to linearRGB or color-interpolation-filters to sRGB on particular elements. Note that the examples below do not explicitly set either color-interpolation or color-interpolation-filters, so the initial values for these properties apply to the examples.
Sometimes filter primitives result in undefined pixels. For example, filter primitive <feOffset>
can shift an image down and to the right, leaving undefined pixels at the top and left. In these cases, the undefined pixels are set to transparent black.
To provide high quality rendering, all filter primitives should operate in a device dependent coordinate space, the operating coordinate space, taking device pixel density, user space transformations and zooming into account. To provide a platform independent alignment, attribute and property values are often relative to a coordinate system described by the primitiveUnits attribute. User agents must scale these relative attributes and properties to the operating coordinate space.
Note: On high resolution devices, attribute and property values that are relative to the primitiveUnits usually need to be scaled up. User agents may reduce the resolution of filter primitives on limited platform resources.
Note: Some attribute or property values from the filter primitives <feConvolveMatrix>
and light sources can not be mapped from the coordinate space defined by the primitiveUnits attribute to the operating coordinate space.
The following attributes are available for all filter primitives:
Attribute definitions:
The minimum x coordinate for the subregion which restricts calculation and rendering of the given filter primitive. See filter primitive subregion.
The lacuna value for x is 0%.
Animatable: yes.
The minimum y coordinate for the subregion which restricts calculation and rendering of the given filter primitive. See filter primitive subregion.
The lacuna value for y is 0%.
Animatable: yes.
The width of the subregion which restricts calculation and rendering of the given filter primitive. See filter primitive subregion.
A negative or zero value disables the effect of the given filter primitive (i.e., the result is a transparent black image).
The lacuna value for width is 100%.
Animatable: yes.
The height of the subregion which restricts calculation and rendering of the given filter primitive. See filter primitive subregion.
A negative or zero value must disable the effect of the given filter primitive (i.e., the result is a transparent black image).
The lacuna value for height is 100%.
Animatable: yes.
<filter>
element. If no value is provided, the output will only be available for re-use as the implicit input into the next filter primitive if that filter primitive provides no value for its ‘in‘ attribute.
The following attribute is representative for all input attributes:
Attribute definitions:
Identifies input for the given filter primitive. The value can be either one of six keywords or can be a string which matches a previous result attribute value within the same <filter>
element. If no value is provided and this is the first filter primitive, then this filter primitive will use SourceGraphic as its input. If no value is provided and this is a subsequent filter primitive, then this filter primitive will use the result from the previous filter primitive as its input.
If the value for result appears multiple times within a given <filter>
element, then a reference to that result will use the closest preceding filter primitive with the given value for attribute result. Forward references to results are not allowed, and will be treated as if no result was specified.
Definitions for the six keywords:
This keyword represents the graphics elements that were the original input into the <filter>
element. For raster effects filter primitives, the graphics elements will be rasterized into an initially clear RGBA raster in image space. Pixels left untouched by the original graphic will be left clear. The image is specified to be rendered in linear RGBA pixels. The alpha channel of this image captures any anti-aliasing specified by SVG. (Since the raster is linear, the alpha channel of this image will represent the exact percent coverage of each pixel.)
This keyword represents the graphics elements that were the original input into the <filter>
element. SourceAlpha has all of the same rules as SourceGraphic except that only the alpha channel is used. The input image is an RGBA image consisting of implicitly black color values for the RGB channels, but whose alpha channel is the same as SourceGraphic.
If this option is used, then some implementations might need to rasterize the graphics elements in order to extract the alpha channel.
<filter>
element was invoked. See isolation property [COMPOSITING].
This keyword represents the value of the fill property on the target element for the filter effect. The FillPaint image has conceptually infinite extent. Frequently this image is opaque everywhere, but it might not be if the "paint" itself has alpha, as in the case of a gradient or pattern which itself includes transparent or semi-transparent parts. If fill references a paint server, then the coordinate space of the paint server is the coordinate space defined for the filtered object. E.g if the paint server requires to use the objectBoundingBox of the object, the object bounding box of the filtered object defines the reference size of the paint server. If the paint server requires to use the userSpaceOnUse, the nearest viewport in the local coordinate system of the filtered object defines the reference size of the paint server.
Animatable: yes.
Define filter primitive subregion for shorthands. E.g. the out bounds of the previous filter functions, extended by affected area of current filter function. Bug 22580
All filter primitives have attributes x, y, width and height which together identify a subregion which restricts calculation and rendering of the given filter primitive. The x, y, width and height attributes are defined according to the same rules as other filter primitives coordinate and length attributes and thus represent values in the coordinate system established by attribute primitiveUnits on the <filter>
element.
x, y, width and height default to the union (i.e., tightest fitting bounding box) of the subregions defined for all referenced nodes. If there are no referenced nodes (e.g., for <feImage>
or <feTurbulence>
), or one or more of the referenced nodes is a standard input (one of SourceGraphic, SourceAlpha, BackgroundImage, BackgroundAlpha, FillPaint or StrokePaint), or for <feTile>
(which is special because its principal function is to replicate the referenced node in X and Y and thereby produce a usually larger result), the default subregion is 0%, 0%, 100%, 100%, where as a special-case the percentages are relative to the dimensions of the filter region, thus making the default filter primitive subregion equal to the filter region.
If the filter primitive subregion has a negative or zero width or height, the effect of the filter primitive is disabled.
The filter primitive subregion act as a hard clip clipping rectangle on both the filter primitive’s input image(s) and the filter primitive result.
All intermediate offscreens are defined to not exceed the intersection of the filter primitive subregion with the filter region. The filter region and any of the filter primitive subregions are to be set up such that all offscreens are made big enough to accommodate any pixels which even partly intersect with either the filter region or the filter primitive subregions.
<feTile>
references a previous filter primitive and then stitches the tiles together based on the filter primitive subregion of the referenced filter primitive in order to fill its own filter primitive subregion.
<svg width="400" height="400" xmlns="http://www.w3.org/2000/svg"> <defs> <filter id="flood" x="0" y="0" width="100%" height="100%" primitiveUnits="objectBoundingBox"> <feFlood x="25%" y="25%" width="50%" height="50%" flood-color="green" flood-opacity="0.75"/> </filter> <filter id="blend" primitiveUnits="objectBoundingBox"> <feBlend x="25%" y="25%" width="50%" height="50%" in2="SourceGraphic" mode="multiply"/> </filter> <filter id="merge" primitiveUnits="objectBoundingBox"> <feMerge x="25%" y="25%" width="50%" height="50%"> <feMergeNode in="SourceGraphic"/> <feMergeNode in="FillPaint"/> </feMerge> </filter> </defs> <g fill="none" stroke="blue" stroke-width="4"> <rect width="200" height="200"/> <line x2="200" y2="200"/> <line x1="200" y2="200"/> </g> <circle fill="green" filter="url(#flood)" cx="100" cy="100" r="90"/> <g transform="translate(200 0)"> <g fill="none" stroke="blue" stroke-width="4"> <rect width="200" height="200"/> <line x2="200" y2="200"/> <line x1="200" y2="200"/> </g> <circle fill="green" filter="url(#blend)" cx="100" cy="100" r="90"/> </g> <g transform="translate(0 200)"> <g fill="none" stroke="blue" stroke-width="4"> <rect width="200" height="200"/> <line x2="200" y2="200"/> <line x1="200" y2="200"/> </g> <circle fill="green" fill-opacity="0.5" filter="url(#merge)" cx="100" cy="100" r="90"/> </g> </svg>
View this example as SVG (SVG-enabled browsers only)
In the example above there are three rectangles that each have a cross and a circle in them. The circle element in each one has a different filter applied, but with the same filter primitive subregion. The filter output should be limited to the filter primitive subregion, so you should never see the circles themselves, just the rectangles that make up the filter primitive subregion.
<feFlood>
with flood-opacity: 75% so the cross should be visible through the green rect in the middle.
<feMerge>
that merges SourceGraphic with FillPaint. Since the circle has fill-opacity="0.5" it will also be transparent so that the cross is visible through the green rect in the middle.
<feBlend>
that has mode="multiply". Since the circle in this case isn’t transparent the result is totally opaque. The rect should be dark green and the cross should not be visible through it.
<feBlend>
Name: | feBlend |
---|---|
Categories: | Filter primitive element |
Content model: | Any number of the following elements, in any order: |
Attributes: | |
DOM Interfaces: | SVGFEBlendElement |
This filter blends two objects together using commonly used imaging software blending modes. It performs a pixel-wise combination of two input images. (See [COMPOSITING].)
Attribute definitions:
One of the image blending modes (see table below). The lacuna value for ‘mode‘ is normal.
Animatable: yes.
The second input image to the blending operation. This attribute can take on the same values as the in attribute. (example)
public-fx: <feComposite>
: Does that mean that "in2" should take the value of "in" if not specified?
Animatable: yes.
SVG WG decision: Enable blending without composition.
For all feBlend modes, the result opacity is computed as follows:
qr = 1 - (1-qa)*(1-qb)
For the compositing formulas below, the following definitions apply:
image A = in image B = in2 cr = Result color (RGB) - premultiplied qa = Opacity value at a given pixel for image A qb = Opacity value at a given pixel for image B ca = Color (RGB) at a given pixel for image A - premultiplied cb = Color (RGB) at a given pixel for image B - premultiplied
The following table provides the list of available image blending modes:
Image Blending Mode | Formula for computing result color |
---|---|
normal | cr = (1 - qa) * cb + ca |
multiply | cr = (1 - qa) * cb + (1 - qb) * ca + ca * cb |
screen | cr = cb + ca - ca * cb |
darken | cr = Min ((1 - qa) * cb + ca, (1 - qb) * ca + cb) |
lighten | cr = Max ((1 - qa) * cb + ca, (1 - qb) * ca + cb) |
The normal blend mode is equivalent to operator="over" on the <feComposite>
filter primitive, matches the blending method used by <feMerge>
and matches the simple alpha compositing technique used in SVG for all compositing outside of filter effects.
<?xml version="1.0"?> <!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN" "http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd"> <svg width="5cm" height="5cm" viewBox="0 0 500 500" xmlns="http://www.w3.org/2000/svg" version="1.1"> <title>Example feBlend - Examples of feBlend modes</title> <desc>Five text strings blended into a gradient, with one text string for each of the five feBlend modes.</desc> <defs> <linearGradient id="MyGradient" gradientUnits="userSpaceOnUse" x1="100" y1="0" x2="300" y2="0"> <stop offset="0" stop-color="#000000" /> <stop offset=".33" stop-color="#ffffff" /> <stop offset=".67" stop-color="#ff0000" /> <stop offset="1" stop-color="#808080" /> </linearGradient> <filter id="Normal"> <feBlend mode="normal" in2="BackgroundImage" in="SourceGraphic"/> </filter> <filter id="Multiply"> <feBlend mode="multiply" in2="BackgroundImage" in="SourceGraphic"/> </filter> <filter id="Screen"> <feBlend mode="screen" in2="BackgroundImage" in="SourceGraphic"/> </filter> <filter id="Darken"> <feBlend mode="darken" in2="BackgroundImage" in="SourceGraphic"/> </filter> <filter id="Lighten"> <feBlend mode="lighten" in2="BackgroundImage" in="SourceGraphic"/> </filter> </defs> <rect fill="none" stroke="blue" x="1" y="1" width="498" height="498"/> <g isolation="isolate" > <rect x="100" y="20" width="300" height="460" fill="url(#MyGradient)" /> <g font-family="Verdana" font-size="75" fill="#888888" fill-opacity=".6" > <text x="50" y="90" filter="url(#Normal)" >Normal</text> <text x="50" y="180" filter="url(#Multiply)" >Multiply</text> <text x="50" y="270" filter="url(#Screen)" >Screen</text> <text x="50" y="360" filter="url(#Darken)" >Darken</text> <text x="50" y="450" filter="url(#Lighten)" >Lighten</text> </g> </g> </svg>
<feColorMatrix>
Name: | feColorMatrix |
---|---|
Categories: | Filter primitive element |
Content model: | Any number of the following elements, in any order: |
Attributes: | |
DOM Interfaces: | SVGFEColorMatrixElement |
This filter applies a matrix transformation:
on the RGBA color and alpha values of every pixel on the input graphics to produce a result with a new set of RGBA color and alpha values.
The calculations are performed on non-premultiplied color values.
Attribute definitions:
type="matrix" values="1 0 0 0 0 0 1 0 0 0 0 0 1 0 0 0 0 0 1 0"
where the terms a00, a01, etc. are calculated as follows:
Thus, the upper left term of the hue matrix turns out to be:
<?xml version="1.0"?> <!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN" "http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd"> <svg width="8cm" height="5cm" viewBox="0 0 800 500" xmlns="http://www.w3.org/2000/svg" version="1.1"> <title>Example feColorMatrix - Examples of feColorMatrix operations</title> <desc>Five text strings showing the effects of feColorMatrix: an unfiltered text string acting as a reference, use of the feColorMatrix matrix option to convert to grayscale, use of the feColorMatrix saturate option, use of the feColorMatrix hueRotate option, and use of the feColorMatrix luminanceToAlpha option.</desc> <defs> <linearGradient id="MyGradient" gradientUnits="userSpaceOnUse" x1="100" y1="0" x2="500" y2="0"> <stop offset="0" stop-color="#ff00ff" /> <stop offset=".33" stop-color="#88ff88" /> <stop offset=".67" stop-color="#2020ff" /> <stop offset="1" stop-color="#d00000" /> </linearGradient> <filter id="Matrix" filterUnits="objectBoundingBox" x="0%" y="0%" width="100%" height="100%"> <feColorMatrix type="matrix" in="SourceGraphic" values=".33 .33 .33 0 0 .33 .33 .33 0 0 .33 .33 .33 0 0 .33 .33 .33 0 0"/> </filter> <filter id="Saturate40" filterUnits="objectBoundingBox" x="0%" y="0%" width="100%" height="100%"> <feColorMatrix type="saturate" in="SourceGraphic" values="0.4"/> </filter> <filter id="HueRotate90" filterUnits="objectBoundingBox" x="0%" y="0%" width="100%" height="100%"> <feColorMatrix type="hueRotate" in="SourceGraphic" values="90"/> </filter> <filter id="LuminanceToAlpha" filterUnits="objectBoundingBox" x="0%" y="0%" width="100%" height="100%"> <feColorMatrix type="luminanceToAlpha" in="SourceGraphic" result="a"/> <feComposite in="SourceGraphic" in2="a" operator="in" /> </filter> </defs> <rect fill="none" stroke="blue" x="1" y="1" width="798" height="498"/> <g font-family="Verdana" font-size="75" font-weight="bold" fill="url(#MyGradient)" > <rect x="100" y="0" width="500" height="20" /> <text x="100" y="90">Unfiltered</text> <text x="100" y="190" filter="url(#Matrix)" >Matrix</text> <text x="100" y="290" filter="url(#Saturate40)" >Saturate</text> <text x="100" y="390" filter="url(#HueRotate90)" >HueRotate</text> <text x="100" y="490" filter="url(#LuminanceToAlpha)" >Luminance</text> </g> </svg>
<feComponentTransfer>
Name: | feComponentTransfer |
---|---|
Categories: | Filter primitive element |
Content model: | Any number of the following elements, in any order: |
Attributes: | |
DOM Interfaces: | SVGFEComponentTransferElement |
This filter primitive performs component-wise remapping of data as follows:
R' = feFuncR( R ) G' = feFuncG( G ) B' = feFuncB( B ) A' = feFuncA( A )
for every pixel. It allows operations like brightness adjustment, contrast adjustment, color balance or thresholding.
The calculations are performed on non-premultiplied color values.
The child elements of a <feComponentTransfer>
element specify the transfer functions for the four channels:
<feFuncR>
- transfer function for the red component of the input graphic<feFuncG>
- transfer function for the green component of the input graphic<feFuncB>
- transfer function for the blue component of the input graphic<feFuncA>
- transfer function for the alpha component of the input graphicThe following rules apply to the processing of the <feComponentTransfer>
element:
<feComponentTransfer>
must be processed as if those transfer function elements were specified with their type attributes set to identity.
Name: | feFuncR |
---|---|
Categories: | Transfer function element |
Content model: | Any number of the following elements, in any order: |
Attributes: | |
DOM Interfaces: | SVGFEFuncRElement |
Name: | feFuncG |
---|---|
Categories: | Transfer function element |
Content model: | Any number of the following elements, in any order: |
Attributes: | |
DOM Interfaces: | SVGFEFuncGElement |
Name: | feFuncB |
---|---|
Categories: | Transfer function element |
Content model: | Any number of the following elements, in any order: |
Attributes: | |
DOM Interfaces: | SVGFEFuncBElement |
Name: | feFuncA |
---|---|
Categories: | Transfer function element |
Content model: | Any number of the following elements, in any order: |
Attributes: | |
DOM Interfaces: | SVGFEFuncAElement |
The attributes below are the transfer function element attributes, which apply to the transfer function elements.
Attribute definitions:
Indicates the type of component transfer function. The type of function determines the applicability of the other attributes.
In the following, C is the initial component (e.g., <feFuncR>
), C' is the remapped component; both in the closed interval [0,1].
C' = C
For a value C < 1
find k
such that:
k/n <= C < (k+1)/n
The result C'
is given by:
C' = vk + (C - k/n)*n * (vk+1 - vk)
If C = 1
then:
C' = vn.
For discrete, the function is defined by the step function given in the attribute ‘tableValues‘, which provides a list of n values (i.e., v0 to vn-1) in order to identify a step function consisting of n steps. The step function is defined by the following formula:
For a value C < 1
find k
such that:
k/n <= C < (k+1)/n
The result C'
is given by:
C' = vk
If C = 1
then:
C' = vn-1.
For linear, the function is defined by the following linear equation:
For gamma, the function is defined by the following exponential function:
<?xml version="1.0"?> <!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN" "http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd"> <svg width="8cm" height="4cm" viewBox="0 0 800 400" xmlns="http://www.w3.org/2000/svg" version="1.1"> <title>Example feComponentTransfer - Examples of feComponentTransfer operations</title> <desc>Four text strings showing the effects of feComponentTransfer: an identity function acting as a reference, use of the feComponentTransfer table option, use of the feComponentTransfer linear option, and use of the feComponentTransfer gamma option.</desc> <defs> <linearGradient id="MyGradient" gradientUnits="userSpaceOnUse" x1="100" y1="0" x2="600" y2="0"> <stop offset="0" stop-color="#ff0000" /> <stop offset=".33" stop-color="#00ff00" /> <stop offset=".67" stop-color="#0000ff" /> <stop offset="1" stop-color="#000000" /> </linearGradient> <filter id="Identity" filterUnits="objectBoundingBox" x="0%" y="0%" width="100%" height="100%"> <feComponentTransfer> <feFuncR type="identity"/> <feFuncG type="identity"/> <feFuncB type="identity"/> <feFuncA type="identity"/> </feComponentTransfer> </filter> <filter id="Table" filterUnits="objectBoundingBox" x="0%" y="0%" width="100%" height="100%"> <feComponentTransfer> <feFuncR type="table" tableValues="0 0 1 1"/> <feFuncG type="table" tableValues="1 1 0 0"/> <feFuncB type="table" tableValues="0 1 1 0"/> </feComponentTransfer> </filter> <filter id="Linear" filterUnits="objectBoundingBox" x="0%" y="0%" width="100%" height="100%"> <feComponentTransfer> <feFuncR type="linear" slope=".5" intercept=".25"/> <feFuncG type="linear" slope=".5" intercept="0"/> <feFuncB type="linear" slope=".5" intercept=".5"/> </feComponentTransfer> </filter> <filter id="Gamma" filterUnits="objectBoundingBox" x="0%" y="0%" width="100%" height="100%"> <feComponentTransfer> <feFuncR type="gamma" amplitude="2" exponent="5" offset="0"/> <feFuncG type="gamma" amplitude="2" exponent="3" offset="0"/> <feFuncB type="gamma" amplitude="2" exponent="1" offset="0"/> </feComponentTransfer> </filter> </defs> <rect fill="none" stroke="blue" x="1" y="1" width="798" height="398"/> <g font-family="Verdana" font-size="75" font-weight="bold" fill="url(#MyGradient)" > <rect x="100" y="0" width="600" height="20" /> <text x="100" y="90">Identity</text> <text x="100" y="190" filter="url(#Table)" >TableLookup</text> <text x="100" y="290" filter="url(#Linear)" >LinearFunc</text> <text x="100" y="390" filter="url(#Gamma)" >GammaFunc</text> </g> </svg>
<feComposite>
Name: | feComposite |
---|---|
Categories: | Filter primitive element |
Content model: | Any number of the following elements, in any order: |
Attributes: | |
DOM Interfaces: | SVGFECompositeElement |
This filter performs the combination of the two input images pixel-wise in image space using one of the Porter-Duff [PORTERDUFF] compositing operations: over, in, atop, out', xor'' [COMPOSITING]. Additionally, a component-wise arithmetic operation (with the result clamped between [0..1]) can be applied.
The arithmetic operation is useful for combining the output from the <feDiffuseLighting>
and <feSpecularLighting>
filters with texture data. It is also useful for implementing dissolve. If the arithmetic operation is chosen, each result pixel is computed using the following formula:
result = k1*i1*i2 + k2*i1 + k3*i2 + k4
where:
i1
and i2
indicate the corresponding pixel channel values of the input image, which map to ‘in‘ and in2 respectively
k1, k2, k3
and k4
indicate the values of the attributes with the same name
For this filter primitive, the extent of the resulting image might grow as described in the section that describes the filter primitive subregion.
Attribute definitions:
The second input image to the compositing operation. This attribute can take on the same values as the in attribute.
public-fx: <feBlend>
: Does that mean that "in2" should take the value of "in" if not specified? (example)
Animatable: yes.
<?xml version="1.0"?> <!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN" "http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd"> <svg width="330" height="195" viewBox="0 0 1100 650" version="1.1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink"> <title>Example feComposite - Examples of feComposite operations</title> <desc>Four rows of six pairs of overlapping triangles depicting the six different feComposite operators under different opacity values and different clearing of the background.</desc> <defs> <desc>Define two sets of six filters for each of the six compositing operators. The first set wipes out the background image by flooding with opaque white. The second set does not wipe out the background, with the result that the background sometimes shines through and is other cases is blended into itself (i.e., "double-counting").</desc> <filter id="overFlood" filterUnits="objectBoundingBox" x="-5%" y="-5%" width="110%" height="110%"> <feFlood flood-color="#ffffff" flood-opacity="1" result="flood"/> <feComposite in="SourceGraphic" in2="BackgroundImage" operator="over" result="comp"/> <feMerge> <feMergeNode in="flood"/> <feMergeNode in="comp"/> </feMerge> </filter> <filter id="inFlood" filterUnits="objectBoundingBox" x="-5%" y="-5%" width="110%" height="110%"> <feFlood flood-color="#ffffff" flood-opacity="1" result="flood"/> <feComposite in="SourceGraphic" in2="BackgroundImage" operator="in" result="comp"/> <feMerge> <feMergeNode in="flood"/> <feMergeNode in="comp"/> </feMerge> </filter> <filter id="outFlood" filterUnits="objectBoundingBox" x="-5%" y="-5%" width="110%" height="110%"> <feFlood flood-color="#ffffff" flood-opacity="1" result="flood"/> <feComposite in="SourceGraphic" in2="BackgroundImage" operator="out" result="comp"/> <feMerge> <feMergeNode in="flood"/> <feMergeNode in="comp"/> </feMerge> </filter> <filter id="atopFlood" filterUnits="objectBoundingBox" x="-5%" y="-5%" width="110%" height="110%"> <feFlood flood-color="#ffffff" flood-opacity="1" result="flood"/> <feComposite in="SourceGraphic" in2="BackgroundImage" operator="atop" result="comp"/> <feMerge> <feMergeNode in="flood"/> <feMergeNode in="comp"/> </feMerge> </filter> <filter id="xorFlood" filterUnits="objectBoundingBox" x="-5%" y="-5%" width="110%" height="110%"> <feFlood flood-color="#ffffff" flood-opacity="1" result="flood"/> <feComposite in="SourceGraphic" in2="BackgroundImage" operator="xor" result="comp"/> <feMerge> <feMergeNode in="flood"/> <feMergeNode in="comp"/> </feMerge> </filter> <filter id="arithmeticFlood" filterUnits="objectBoundingBox" x="-5%" y="-5%" width="110%" height="110%"> <feFlood flood-color="#ffffff" flood-opacity="1" result="flood"/> <feComposite in="SourceGraphic" in2="BackgroundImage" result="comp" operator="arithmetic" k1=".5" k2=".5" k3=".5" k4=".5"/> <feMerge> <feMergeNode in="flood"/> <feMergeNode in="comp"/> </feMerge> </filter> <filter id="overNoFlood" filterUnits="objectBoundingBox" x="-5%" y="-5%" width="110%" height="110%"> <feComposite in="SourceGraphic" in2="BackgroundImage" operator="over" result="comp"/> </filter> <filter id="inNoFlood" filterUnits="objectBoundingBox" x="-5%" y="-5%" width="110%" height="110%"> <feComposite in="SourceGraphic" in2="BackgroundImage" operator="in" result="comp"/> </filter> <filter id="outNoFlood" filterUnits="objectBoundingBox" x="-5%" y="-5%" width="110%" height="110%"> <feComposite in="SourceGraphic" in2="BackgroundImage" operator="out" result="comp"/> </filter> <filter id="atopNoFlood" filterUnits="objectBoundingBox" x="-5%" y="-5%" width="110%" height="110%"> <feComposite in="SourceGraphic" in2="BackgroundImage" operator="atop" result="comp"/> </filter> <filter id="xorNoFlood" filterUnits="objectBoundingBox" x="-5%" y="-5%" width="110%" height="110%"> <feComposite in="SourceGraphic" in2="BackgroundImage" operator="xor" result="comp"/> </filter> <filter id="arithmeticNoFlood" filterUnits="objectBoundingBox" x="-5%" y="-5%" width="110%" height="110%"> <feComposite in="SourceGraphic" in2="BackgroundImage" result="comp" operator="arithmetic" k1=".5" k2=".5" k3=".5" k4=".5"/> </filter> <path id="Blue100" d="M 0 0 L 100 0 L 100 100 z" fill="#00ffff" /> <path id="Red100" d="M 0 0 L 0 100 L 100 0 z" fill="#ff00ff" /> <path id="Blue50" d="M 0 125 L 100 125 L 100 225 z" fill="#00ffff" fill-opacity=".5" /> <path id="Red50" d="M 0 125 L 0 225 L 100 125 z" fill="#ff00ff" fill-opacity=".5" /> <g id="TwoBlueTriangles"> <use xlink:href="#Blue100"/> <use xlink:href="#Blue50"/> </g> <g id="BlueTriangles"> <use transform="translate(275,25)" xlink:href="#TwoBlueTriangles"/> <use transform="translate(400,25)" xlink:href="#TwoBlueTriangles"/> <use transform="translate(525,25)" xlink:href="#TwoBlueTriangles"/> <use transform="translate(650,25)" xlink:href="#TwoBlueTriangles"/> <use transform="translate(775,25)" xlink:href="#TwoBlueTriangles"/> <use transform="translate(900,25)" xlink:href="#TwoBlueTriangles"/> </g> </defs> <rect fill="none" stroke="blue" x="1" y="1" width="1098" height="648"/> <g font-family="Verdana" font-size="40" shape-rendering="crispEdges"> <desc>Render the examples using the filters that draw on top of an opaque white surface, thus obliterating the background.</desc> <g isolation="isolate"> <text x="15" y="75">opacity 1.0</text> <text x="15" y="115" font-size="27">(with feFlood)</text> <text x="15" y="200">opacity 0.5</text> <text x="15" y="240" font-size="27">(with feFlood)</text> <use xlink:href="#BlueTriangles"/> <g transform="translate(275,25)"> <use xlink:href="#Red100" filter="url(#overFlood)" /> <use xlink:href="#Red50" filter="url(#overFlood)" /> <text x="5" y="275">over</text> </g> <g transform="translate(400,25)"> <use xlink:href="#Red100" filter="url(#inFlood)" /> <use xlink:href="#Red50" filter="url(#inFlood)" /> <text x="35" y="275">in</text> </g> <g transform="translate(525,25)"> <use xlink:href="#Red100" filter="url(#outFlood)" /> <use xlink:href="#Red50" filter="url(#outFlood)" /> <text x="15" y="275">out</text> </g> <g transform="translate(650,25)"> <use xlink:href="#Red100" filter="url(#atopFlood)" /> <use xlink:href="#Red50" filter="url(#atopFlood)" /> <text x="10" y="275">atop</text> </g> <g transform="translate(775,25)"> <use xlink:href="#Red100" filter="url(#xorFlood)" /> <use xlink:href="#Red50" filter="url(#xorFlood)" /> <text x="15" y="275">xor</text> </g> <g transform="translate(900,25)"> <use xlink:href="#Red100" filter="url(#arithmeticFlood)" /> <use xlink:href="#Red50" filter="url(#arithmeticFlood)" /> <text x="-25" y="275">arithmetic</text> </g> </g> <g transform="translate(0,325)" isolation="isolate"> <desc>Render the examples using the filters that do not obliterate the background, thus sometimes causing the background to continue to appear in some cases, and in other cases the background image blends into itself ("double-counting").</desc> <text x="15" y="75">opacity 1.0</text> <text x="15" y="115" font-size="27">(without feFlood)</text> <text x="15" y="200">opacity 0.5</text> <text x="15" y="240" font-size="27">(without feFlood)</text> <use xlink:href="#BlueTriangles"/> <g transform="translate(275,25)"> <use xlink:href="#Red100" filter="url(#overNoFlood)" /> <use xlink:href="#Red50" filter="url(#overNoFlood)" /> <text x="5" y="275">over</text> </g> <g transform="translate(400,25)"> <use xlink:href="#Red100" filter="url(#inNoFlood)" /> <use xlink:href="#Red50" filter="url(#inNoFlood)" /> <text x="35" y="275">in</text> </g> <g transform="translate(525,25)"> <use xlink:href="#Red100" filter="url(#outNoFlood)" /> <use xlink:href="#Red50" filter="url(#outNoFlood)" /> <text x="15" y="275">out</text> </g> <g transform="translate(650,25)"> <use xlink:href="#Red100" filter="url(#atopNoFlood)" /> <use xlink:href="#Red50" filter="url(#atopNoFlood)" /> <text x="10" y="275">atop</text> </g> <g transform="translate(775,25)"> <use xlink:href="#Red100" filter="url(#xorNoFlood)" /> <use xlink:href="#Red50" filter="url(#xorNoFlood)" /> <text x="15" y="275">xor</text> </g> <g transform="translate(900,25)"> <use xlink:href="#Red100" filter="url(#arithmeticNoFlood)" /> <use xlink:href="#Red50" filter="url(#arithmeticNoFlood)" /> <text x="-25" y="275">arithmetic</text> </g> </g> </g> </svg>
<feConvolveMatrix>
Name: | feConvolveMatrix |
---|---|
Categories: | Filter primitive element |
Content model: | Any number of the following elements, in any order: |
Attributes: | |
DOM Interfaces: | SVGFEConvolveMatrixElement |
feConvolveMatrix applies a matrix convolution filter effect. A convolution combines pixels in the input image with neighboring pixels to produce a resulting image. A wide variety of imaging operations can be achieved through convolutions, including blurring, edge detection, sharpening, embossing and beveling.
A matrix convolution is based on an n-by-m matrix (the convolution kernel) which describes how a given pixel value in the input image is combined with its neighboring pixel values to produce a resulting pixel value. Each result pixel is determined by applying the kernel matrix to the corresponding source pixel and its neighboring pixels. The basic convolution formula which is applied to each color value for a given pixel is:
where "orderX" and "orderY" represent the X and Y values for the ‘order‘ attribute, "targetX" represents the value of the ‘targetX‘ attribute, "targetY" represents the value of the ‘targetY‘ attribute, "kernelMatrix" represents the value of the ‘kernelMatrix‘ attribute, "divisor" represents the value of the ‘divisor‘ attribute, and "bias" represents the value of the ‘bias‘ attribute.
In the above formulas the values in the kernel matrix are applied such that the kernel matrix is rotated 180 degrees relative to the source and destination images in order to match convolution theory as described in many computer graphics textbooks.
To illustrate, suppose you have a input image which is 5 pixels by 5 pixels, whose color values for one of the color channels are as follows:
and you define a 3-by-3 convolution kernel as follows:
Let’s focus on the color value at the second row and second column of the image (source pixel value is 120). Assuming the simplest case (where the input image’s pixel grid aligns perfectly with the kernel’s pixel grid) and assuming default values for attributes ‘divisor‘, ‘targetX‘ and ‘targetY‘, then resulting color value will be:
Because they operate on pixels, matrix convolutions are inherently resolution-dependent. To make <feConvolveMatrix>
produce resolution-independent results, an explicit value should be provided for the attribute kernelUnitLength.
kernelUnitLength, in combination with the other attributes, defines an implicit pixel grid in the filter effects coordinate system (i.e., the coordinate system established by the primitiveUnits attribute). The input image will be temporarily rescaled to match its pixels with kernelUnitLength. The convolution happens on the resampled image. After applying the convolution, the image is resampled back to the original resolution.
When the image must be resampled to match the coordinate system defined by kernelUnitLength prior to convolution, or resampled to match the device coordinate system after convolution, it is recommended that high quality viewers make use of appropriate interpolation techniques, for example bilinear or bicubic. Depending on the speed of the available interpolents, this choice may be affected by the ‘image-rendering‘ property setting. Note that implementations might choose approaches that minimize or eliminate resampling when not necessary to produce proper results, such as when the document is zoomed out such that kernelUnitLength is considerably smaller than a device pixel.
Attribute definitions:
Determines how to extend the input image as necessary with color values so that the matrix operations can be applied when the kernel is positioned at or near the edge of the input image.
duplicate indicates that the input image is extended along each of its borders as necessary by duplicating the color values at the given edge of the input image.
Original N-by-M image, where m=M-1 and n=N-1:
Extended by two pixels using "duplicate":
"wrap" indicates that the input image is extended by taking the color values from the opposite edge of the image.
Extended by two pixels using "wrap":
The value none indicates that the input image is extended with pixel values of zero for R, G, B and A.
The lacuna value for edgeMode is duplicate.
Animatable: yes.
The first number is the <dx> value. The second number is the <dy> value. If the <dy> value is not specified, it defaults to the same value as <dx>. Indicates the intended distance in current filter units (i.e., units as determined by the value of attribute primitiveUnits) between successive columns and rows, respectively, in the ‘kernelMatrix‘. By specifying value(s) for kernelUnitLength, the kernel becomes defined in a scalable, abstract coordinate system. If kernelUnitLength is not specified, the default value is one pixel in the offscreen bitmap, which is a pixel-based coordinate system, and thus potentially not scalable. For some level of consistency across display media and user agents, it is necessary that a value be provided for kernelUnitLength. In some implementations, the most consistent results and the fastest performance will be achieved if the pixel grid of the temporary offscreen images aligns with the pixel grid of the kernel.
If a negative or zero value is specified the default value will be used instead.
Note: This attribute is deprecated and will be removed. It does not provide a reliable way to create platform independent results. Future versions of this specification will cover this use case.
Animatable: yes.
ALPHAX,Y
of the convolution formula for a given pixel is:
ALPHAX,Y = (
SUM
I=0 to [orderY-1] {
SUM
J=0 to [orderX-1] {
SOURCE
X-‘targetX‘+J, Y-‘targetY‘+I *
‘kernelMatrix‘orderX-J-1, orderY-I-1
}
}
) /
‘divisor‘ + ‘bias‘
ALPHAX,Y
of the convolution formula for a given pixel is:
ALPHAX,Y = SOURCEX,Y
The lacuna value for ‘preserveAlpha‘ is false.<feCustom>
Name: | feCustom |
---|---|
Categories: | Filter primitive element |
Content model: | Any number of the following elements, in any order: |
Attributes: | |
DOM Interfaces: | SVGFECustomElement |
Attribute definitions:
The calculations are performed on non-premultiplied color values.
Each <feCustom>
element can have any number of <feCustomSource>
subelements. Each <feCustomSource>
references one resource.
Name: | feCustomSource |
---|---|
Categories: | None. |
Content model: | Any number of the following elements, in any order: |
Attributes: | |
DOM Interfaces: | SVGFECustomSourceElement |
Attribute definitions:
Each <feCustom>
element can have any number of <feCustomParam>
subelements. Each <feCustomParam>
node passes one parameter.
Name: | feCustomParam |
---|---|
Categories: | None. |
Content model: | Any number of the following elements, in any order: |
Attributes: | |
DOM Interfaces: | SVGFECustomParamElement |
Attribute definitions:
If the attribute is not specified, then the default behavior depends on the value of attribute type. If type is mat2, mat3 or mat4, then this attribute defaults to the identity matrix. If type is number or array, then this attribute defaults to the value 0. If type is vec2, vec3 or vec4, then this attribute defaults to a number list with values of 0. The length of the number list depends on the size of the specified vector.
<feDiffuseLighting>
Name: | feDiffuseLighting |
---|---|
Categories: | Filter primitive element |
Content model: | Any number of descriptive elements and exactly one light source element, in any order. |
Attributes: | |
DOM Interfaces: | SVGFEDiffuseLightingElement |
This filter primitive lights an image using the alpha channel as a bump map. The resulting image is an RGBA opaque image based on the light color with alpha = 1.0 everywhere. The lighting calculation follows the standard diffuse component of the Phong lighting model. The resulting image depends on the light color, light position and surface geometry of the input bump map.
The light map produced by this filter primitive can be combined with a texture image using the multiply term of the arithmetic <feComposite>
compositing method. Multiple light sources can be simulated by adding several of these light maps together before applying it to the texture image.
The formulas below make use of 3x3 filters. Because they operate on pixels, such filters are inherently resolution-dependent. To make <feDiffuseLighting>
produce resolution-independent results, an explicit value should be provided for the attribute kernelUnitLength.
kernelUnitLength, in combination with the other attributes, defines an implicit pixel grid in the filter effects coordinate system (i.e., the coordinate system established by the primitiveUnits attribute). The input image will be temporarily rescaled to match its pixels with kernelUnitLength. The 3x3 filters are applied to the resampled image. After applying the filter, the image is resampled back to its original resolution.
Note: Depending on the speed of the available interpolates, this choice may be affected by the ‘image-rendering‘ property setting.
Note: Implementations might choose approaches that minimize or eliminate resampling when not necessary to produce proper results, such as when the document is zoomed out such that kernelUnitLength is considerably smaller than a device pixel.
For the formulas that follow, the Norm(Ax,Ay,Az)
function is defined as:
Note: User agents may use the the "fast inverse square root" to optimize the equation and avoid time differences on extrema color values. See Security section for more details about timing attacks.
The resulting RGBA image is computed as follows:
Dr = kd * N.L * Lr
Dg = kd * N.L * Lg
Db = kd * N.L * Lb
Da = 1.0
where
kd = diffuse lighting constant
N = surface normal unit vector, a function of x and y
L = unit vector pointing from surface to light, a function of x and y in the
point and spot light cases
Lr,Lg,Lb = RGB components of light, a function
of x and y in the spot light case
N is a function of x and y and depends on the surface gradient as follows:
The surface described by the input alpha image I(x,y) is:
Z (x,y) = surfaceScale * I(x,y)
Surface normal is calculated using the Sobel gradient 3x3 filter. Different filter kernels are used depending on whether the given pixel is on the interior or an edge. For each case, the formula is:
Nx (x,y) = - surfaceScale * FACTORx *
(Kx(0,0)*I(x-dx,y-dy) +
Kx(1,0)*I(x,y-dy) + Kx(2,0)*I(x+dx,y-dy) +
Kx(0,1)*I(x-dx,y) +
Kx(1,1)*I(x,y) +
Kx(2,1)*I(x+dx,y) +
Kx(0,2)*I(x-dx,y+dy) +
Kx(1,2)*I(x,y+dy) + Kx(2,2)*I(x+dx,y+dy))
Ny (x,y) = - surfaceScale * FACTORy *
(Ky(0,0)*I(x-dx,y-dy) +
Ky(1,0)*I(x,y-dy) + Ky(2,0)*I(x+dx,y-dy) +
Ky(0,1)*I(x-dx,y) +
Ky(1,1)*I(x,y) +
Ky(2,1)*I(x+dx,y) +
Ky(0,2)*I(x-dx,y+dy) +
Ky(1,2)*I(x,y+dy) + Ky(2,2)*I(x+dx,y+dy))
Nz (x,y) = 1.0
N = (Nx, Ny, Nz) /
Norm((Nx,Ny,Nz))
In these formulas, the dx
and dy
values (e.g., I(x-dx,y-dy)
), represent deltas relative to a given (x,y)
position for the purpose of estimating the slope of the surface at that point. These deltas are determined by the value (explicit or implicit) of attribute kernelUnitLength.
Top/left corner: | Top row: | Top/right corner: |
---|---|---|
FACTORx=2/(3*dx) |
FACTORx=1/(3*dx) |
FACTORx=2/(3*dx) |
Left column: | Interior pixels: | Right column: |
FACTORx=1/(2*dx) |
FACTORx=1/(4*dx) |
FACTORx=1/(2*dx) |
Bottom/left corner: | Bottom row: | Bottom/right corner: |
FACTORx=2/(3*dx) |
FACTORx=1/(3*dx) |
FACTORx=2/(3*dx) |
L, the unit vector from the image sample to the light, is calculated as follows:
For Infinite light sources it is constant:
Lx = cos(azimuth)*cos(elevation)
Ly = sin(azimuth)*cos(elevation)
Lz = sin(elevation)
For Point and spot lights it is a function of position:
Lx = Lightx - x
Ly = Lighty - y
Lz = Lightz - Z(x,y)
L = (Lx, Ly, Lz) / Norm(Lx,
Ly, Lz)
where Lightx, Lighty, and Lightz are the input light position.
Lr,Lg,Lb, the light color vector, is a function of position in the spot light case only:
Lr = Lightr*pow((-L.S),specularExponent)
Lg = Lightg*pow((-L.S),specularExponent)
Lb = Lightb*pow((-L.S),specularExponent)
where S is the unit vector pointing from the light to the point (pointsAtX, pointsAtY, pointsAtZ) in the x-y plane:
Sx = pointsAtX - Lightx
Sy = pointsAtY - Lighty
Sz = pointsAtZ - Lightz
S = (Sx, Sy, Sz) / Norm(Sx,
Sy, Sz)
If L.S is positive, no light is present. (Lr = Lg = Lb = 0). If limitingConeAngle is specified, -L.S < cos(limitingConeAngle) also indicates that no light is present.
Attribute definitions:
The first number is the <dx> value. The second number is the <dy> value. If the <dy> value is not specified, it defaults to the same value as <dx>. Indicates the intended distance in current filter units (i.e., units as determined by the value of attribute primitiveUnits) for dx
and dy
, respectively, in the surface normal calculation formulas. By specifying value(s) for kernelUnitLength, the kernel becomes defined in a scalable, abstract coordinate system. If kernelUnitLength is not specified, the dx
and dy
values should represent very small deltas relative to a given (x,y)
position, which might be implemented in some cases as one pixel in the intermediate image offscreen bitmap, which is a pixel-based coordinate system, and thus potentially not scalable. For some level of consistency across display media and user agents, it is necessary that a value be provided for kernelUnitLength.
If a negative or zero value is specified the default value will be used instead.
Note: This attribute is deprecated and will be removed. It does not provide a reliable way to create platform independent results. Future versions of this specification will cover this use case.
Animatable: yes.
The light source is defined by one of the child elements <feDistantLight>
, <fePointLight>
or <feSpotLight>
. The light color is specified by property lighting-color.
<feDisplacementMap>
Name: | feDisplacementMap |
---|---|
Categories: | Filter primitive element |
Content model: | Any number of the following elements, in any order: |
Attributes: | |
DOM Interfaces: | SVGFEDisplacementMapElement |
This filter primitive uses the pixels values from the image from in2 to spatially displace the image from ‘in‘. This is the transformation to be performed:
P'(x,y) ← P( x + scale * (XC(x,y) - .5), y + scale * (YC(x,y) - .5))
where P(x,y) is the input image, ‘in‘, and P'(x,y) is the destination. XC(x,y) and YC(x,y) are the component values of the channel designated by the xChannelSelector and yChannelSelector. For example, to use the R component of in2 to control displacement in x and the G component of Image2 to control displacement in y, set xChannelSelector to "R" and yChannelSelector to "G".
The displacement map, in2, defines the inverse of the mapping performed.
The input image ‘in‘ is to remain premultiplied for this filter primitive. The calculations using the pixel values from in2 are performed using non-premultiplied color values.
This filter can have arbitrary non-localized effect on the input which might require substantial buffering in the processing pipeline. However with this formulation, any intermediate buffering needs can be determined by scale which represents the maximum range of displacement in either x or y.
When applying this filter, the source pixel location will often lie between several source pixels.
Note: Depending on the speed of the available interpolents, this choice may be affected by the ‘image-rendering‘ property setting.
The color-interpolation-filters property only applies to the in2 source image and does not apply to the ‘in‘ source image. The ‘in‘ source image must remain in its current color space.
Attribute definitions:
<filter>
element.The lacuna value for scale is 0.
Animatable: yes.<feDropShadow>
Name: | feDropShadow |
---|---|
Categories: | Filter primitive element |
Content model: | Any number of the following elements, in any order: |
Attributes: | |
DOM Interfaces: | SVGFEDropShadowElement |
This filter creates a drop shadow of the input image. It is a shorthand filter, and is defined in terms of combinations of other filter primitives. The expectation is that it can be optimized more easily by implementations.
The result of a <feDropShadow>
filter primitive is equivalent to the following:
<feGaussianBlur in="alpha-channel-of-feDropShadow-in" stdDeviation="stdDeviation-of-feDropShadow"/> <feOffset dx="dx-of-feDropShadow" dy="dy-of-feDropShadow" result="offsetblur"/> <feFlood flood-color="flood-color-of-feDropShadow" flood-opacity="flood-opacity-of-feDropShadow"/> <feComposite in2="offsetblur" operator="in"/> <feMerge> <feMergeNode/> <feMergeNode in="in-of-feDropShadow"/> </feMerge>
The above divided into steps:
<feDropShadow>
filter
primitive and the stdDeviation on the <feDropShadow>
and do processing as if the following <feGaussianBlur>
was applied:
<feGaussianBlur in="alpha-channel-of-feDropShadow-in" stdDeviation="stdDeviation-of-feDropShadow"/>
<feDropShadow>
element,
equivalent to applying an <feOffset>
with these parameters:
<feOffset dx="dx-of-feDropShadow" dy="dy-of-feDropShadow" result="offsetblur"/>
<feFlood>
element with ‘flood-color‘ and
‘flood-opacity‘ as specified on the <feDropShadow>
was applied:
<feFlood flood-color="flood-color-of-feDropShadow" flood-opacity="flood-opacity-of-feDropShadow"/>
<feFlood>
in step 3 with the result of the
<feOffset>
in step 2 as if an <feComposite>
filter primitive with
operator="in" was applied:
<feComposite in2="offsetblur" operator="in"/>
<feMerge>
was performed:
<feMerge> <feMergeNode/> <feMergeNode in="in-of-feDropShadow"/> </feMerge>
Note: that while the definition of the <feDropShadow>
filter primitive says that it can be expanded into an equivalent tree it is not required that it is implemented like that. The expectation is that user agents can optimize the handling by not having to do all the steps separately.
Beyond the DOM interface SVGFEDropShadowElement there is no way of accessing the internals of the <feDropShadow>
filter primitive, meaning if the filter primitive is implemented as an equivalent tree then that tree must not be exposed to the DOM.
Attribute definitions:
The x offset of the drop shadow.
The lacuna value for dx is 2.
This attribute is then forwarded to the dx attribute of the
internal <feOffset>
element.
Animatable: yes.
The y offset of the drop shadow.
The lacuna value for dy is 2.
This attribute is then forwarded to the dy attribute of the
internal <feOffset>
element.
Animatable: yes.
The standard deviation for the blur operation in the drop shadow.
The lacuna value for stdDeviation is 2.
This attribute is then forwarded to the stdDeviation
attribute of the internal <feGaussianBlur>
element.
Animatable: yes.
<feFlood>
Name: | feFlood |
---|---|
Categories: | Filter primitive element |
Content model: | Any number of the following elements, in any order: |
Attributes: | |
DOM Interfaces: | SVGFEFloodElement |
This filter primitive creates a rectangle filled with the color and opacity values from properties flood-color and flood-opacity. The rectangle is as large as the filter primitive subregion established by the <feFlood>
element.
Name: | flood-color |
---|---|
Value: | <color> <icccolor>? |
Initial: | black |
Applies to: | <feFlood> and <feDropShadow> elements |
Inherited: | no |
Media: | visual |
Computed value: | as specified |
Percentages: | n/a |
Animatable: | yes |
The flood-color property indicates what color to used to flood the current filter primitive subregion. The keyword currentColor and ICC colors can be specified in the same manner as within a <paint> specification for the fill and stroke properties.
Name: | flood-opacity |
---|---|
Value: | <number> | <percentage> |
Initial: | 1 |
Applies to: | <feFlood> and <feDropShadow> elements |
Inherited: | no |
Media: | visual |
Computed value: | as specified |
Percentages: | n/a |
Animatable: | yes |
The flood-opacity property defines the opacity value to use across the entire filter primitive subregion. If the flood-color value includes an alpha channel, the alpha channel gets multiplied with the computed value of the flood-opacity property.
<feGaussianBlur>
Name: | feGaussianBlur |
---|---|
Categories: | Filter primitive element |
Content model: | Any number of the following elements, in any order: |
Attributes: | |
DOM Interfaces: | SVGFEGaussianBlurElement |
This filter primitive performs a Gaussian blur on the input image.
The Gaussian blur kernel is an approximation of the normalized convolution:
G(x,y) = H(x)I(y)
where
H(x) = exp(-x2/ (2s2)) / sqrt(2π * s2)
and
I(y) = exp(-y2/ (2t2)) / sqrt(2π * t2)
with "s" being the standard deviation in the x direction and "t" being the standard deviation in the y direction, as specified by stdDeviation.
The value of stdDeviation can be either one or two numbers. If two numbers are provided, the first number represents a standard deviation value along the x-axis of the current coordinate system and the second value represents a standard deviation in Y. If one number is provided, then that value is used for both X and Y.
Even if only one value is provided for stdDeviation, this can be implemented as a separable convolution.
For larger values of "s" (s >= 2.0), an approximation can be used: Three successive box-blurs build a piece-wise quadratic convolution kernel, which approximates the Gaussian kernel to within roughly 3%.
let d = floor(s * 3 * sqrt(2 * π) / 4 + 0.5)
... if d is odd, use three box-blurs of size "d", centered on the output pixel.
... if d is even, two box-blurs of size "d" (the first one centered on the pixel boundary between the output pixel and the one to the left, the second one centered on the pixel boundary between the output pixel and the one to the right) and one box blur of size "d+1" centered on the output pixel.
The approximation formula also applies correspondingly to "t".
Frequently this operation will take place on alpha-only images, such as that produced by the built-in input, SourceAlpha. The implementation may notice this and optimize the single channel case. This optimization must be omitted if it leads to privacy concerns of any matter. (See section Security for more details about timing attacks.) If the input has infinite extent and is constant (e.g FillPaint where the fill is a solid color), this operation has no effect. If the input has infinite extent and the filter result where the fill is a solid color) is the input to an <feTile>
, the filter is evaluated with periodic boundary conditions.
Attribute definitions:
The standard deviation for the blur operation. If two <number> s are provided, the first number represents a standard deviation value along the x-axis of the coordinate system established by attribute primitiveUnits on the <filter>
element. The second value represents a standard deviation in Y. If one number is provided, then that value is used for both X and Y.
A negative value or a value of zero disables the effect of the given filter primitive (i.e., the result is the filter input image).
If stdDeviation is 0 in only one of X or Y, then the effect is that the blur is only applied in the direction that has a non-zero value.
The lacuna value for stdDeviation is 0.
Animatable: yes.Determines how to extend the input image as necessary with color values so that the matrix operations can be applied when the kernel is positioned at or near the edge of the input image.
duplicate indicates that the input image is extended along each of its borders as necessary by duplicating the color values at the given edge of the input image.
Original N-by-M image, where m=M-1 and n=N-1:
"wrap" indicates that the input image is extended by taking the color values from the opposite edge of the image.
The value none indicates that the input image is extended with pixel values of zero for R, G, B and A.
The lacuna value for edgeMode is none.
Animatable: yes.
The example at the start of this chapter makes use of the <feGaussianBlur>
filter primitive to create a drop shadow effect.
<feImage>
Name: | feImage |
---|---|
Categories: | Filter primitive element |
Content model: | Any number of the following elements, in any order: |
Attributes: | |
DOM Interfaces: | SVGFEImageElement |
This filter primitive refers to a graphic external to this filter element, which is loaded or rendered into an RGBA raster and becomes the result of the filter primitive.
This filter primitive can refer to an external image or can be a reference to another piece of SVG. It produces an image similar to the built-in image source SourceGraphic except that the graphic comes from an external source.
If the href references a stand-alone image resource such as a JPEG, PNG or SVG file, then the image resource is rendered according to the behavior of the <image>
element; otherwise, the referenced resource is rendered according to the behavior of the <use>
element. In either case, the current user coordinate system depends on the value of attribute primitiveUnits on the <filter>
element. The processing of the preserveAspectRatio attribute on the <feImage>
element is identical to that of the <image>
element.
What happens if the referenced graphic does not exist or is not yet loaded? WG decision: don’t apply filter or null filter. What about preserve aspect ratio?
When the referenced image must be resampled to match the device coordinate system, it is recommended that high quality viewers make use of appropriate interpolation techniques, for example bilinear or bicubic. Depending on the speed of the available interpolents, this choice may be affected by the image-rendering property setting.Attribute definitions:
An IRI reference to an image resource or to an element.
Animatable: yes.
This xlink:href attribute is deprecated and should not be used in new content, it’s included for backwards compatibility reasons only. Authors should use the href attribute instead.
The lacuna value for ‘preserveAspectRatio‘ is xMidYMid meet.
Animatable: yes.
<feDisplacementMap>
. For the defintion see crossorigin attribute for the <img> tag [HTML5] and the security section in this specification.
The following example illustrates how images are placed relative to an object. From left to right:
<svg width="600" height="250" viewBox="0 0 600 250" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink"> <title>Example feImage - Examples of feImage use</title> <desc>Three examples of using feImage, the first showing the default rendering, the second showing the image fit to a box and the third showing the image shifted and clipped.</desc> <defs> <filter id="Default"> <feImage xlink:href="smiley.png" /> </filter> <filter id="Fitted" primitiveUnits="objectBoundingBox"> <feImage xlink:href="smiley.png" x="0" y="0" width="100%" height="100%" preserveAspectRatio="none"/> </filter> <filter id="Shifted"> <feImage xlink:href="smiley.png" x="500" y="5"/> </filter> </defs> <rect fill="none" stroke="blue" x="1" y="1" width="598" height="248"/> <g> <rect x="50" y="25" width="100" height="200" filter="url(#Default)"/> <rect x="50" y="25" width="100" height="200" fill="none" stroke="green"/> <rect x="250" y="25" width="100" height="200" filter="url(#Fitted)"/> <rect x="250" y="25" width="100" height="200" fill="none" stroke="green"/> <rect x="450" y="25" width="100" height="200" filter="url(#Shifted)"/> <rect x="450" y="25" width="100" height="200" fill="none" stroke="green"/> </g> </svg>
<feMerge>
Name: | feMerge |
---|---|
Categories: | Filter primitive element |
Content model: | Any number of the following elements, in any order: |
Attributes: | |
DOM Interfaces: | SVGFEMergeElement |
This filter primitive composites input image layers on top of each other using the over operator with Input1 (corresponding to the first <feMergeNode>
child element) on the bottom and the last specified input, InputN (corresponding to the last <feMergeNode>
child element), on top.
Many effects produce a number of intermediate layers in order to create the final output image. This filter allows us to collapse those into a single image. Although this could be done by using n-1 Composite-filters, it is more convenient to have this common operation available in this form, and offers the implementation some additional flexibility.
Each <feMerge>
element can have any number of <feMergeNode>
subelements, each of which has an in attribute.
Name: | feMergeNode |
---|---|
Categories: | None. |
Content model: | Any number of the following elements, in any order: |
Attributes: | |
DOM Interfaces: | SVGFEMergeNodeElement |
The canonical implementation of feMerge is to render the entire effect into one RGBA layer, and then render the resulting layer on the output device. In certain cases (in particular if the output device itself is a continuous tone device), and since merging is associative, it might be a sufficient approximation to evaluate the effect one layer at a time and render each layer individually onto the output device bottom to top.
If the topmost image input is SourceGraphic and this <feMerge>
is the last filter primitive in the filter, the implementation is encouraged to render the layers up to that point, and then render the SourceGraphic directly from its vector description on top.
The example at the start of this chapter makes use of the <feMerge>
filter primitive to composite two intermediate filter results together.
<feMorphology>
Name: | feMorphology |
---|---|
Categories: | Filter primitive element |
Content model: | Any number of the following elements, in any order: |
Attributes: | |
DOM Interfaces: | SVGFEMorphologyElement |
This filter primitive performs "fattening" or "thinning" of artwork. It is particularly useful for fattening or thinning an alpha channel.
The dilation (or erosion) kernel is a rectangle with a width of 2*x-radius and a height of 2*y-radius. In dilation, the output pixel is the individual component-wise maximum of the corresponding R,G,B,A values in the input image’s kernel rectangle. In erosion, the output pixel is the individual component-wise minimum of the corresponding R,G,B,A values in the input image’s kernel rectangle.
Frequently this operation will take place on alpha-only images, such as that produced by the built-in input, SourceAlpha. In that case, the implementation might want to optimize the single channel case. This optimization must be omitted if it leads to privacy concerns of any matter. (See section Security for more details.)
If the input has infinite extent and is constant (e.g FillPaint where the fill is a solid color), this operation has no effect. If the input has infinite extent and the filter result is the input to an <feTile>
, the filter is evaluated with periodic boundary conditions.
Because <feMorphology>
operates on premultipied color values, it will always result in color values less than or equal to the alpha channel.
Attribute definitions:
The radius (or radii) for the operation. If two <number> s are provided, the first number represents a x-radius and the second value represents a y-radius. If one number is provided, then that value is used for both X and Y. The values are in the coordinate system established by attribute primitiveUnits on the <filter>
element.
A negative or zero value disables the effect of the given filter primitive (i.e., the result is the filter input image).
If the attribute is not specified, then the effect is as if a value of 0 were specified.
Animatable: yes.
<?xml version="1.0"?> <!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN" "http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd"> <svg width="5cm" height="7cm" viewBox="0 0 700 500" xmlns="http://www.w3.org/2000/svg" version="1.1"> <title>Example feMorphology - Examples of erode and dilate</title> <desc>Five text strings drawn as outlines. The first is unfiltered. The second and third use 'erode'. The fourth and fifth use 'dilate'.</desc> <defs> <filter id="Erode3"> <feMorphology operator="erode" in="SourceGraphic" radius="3" /> </filter> <filter id="Erode6"> <feMorphology operator="erode" in="SourceGraphic" radius="6" /> </filter> <filter id="Dilate3"> <feMorphology operator="dilate" in="SourceGraphic" radius="3" /> </filter> <filter id="Dilate6"> <feMorphology operator="dilate" in="SourceGraphic" radius="6" /> </filter> </defs> <rect fill="none" stroke="blue" stroke-width="2" x="1" y="1" width="698" height="498"/> <g isolation="isolate" > <g font-family="Verdana" font-size="75" fill="none" stroke="black" stroke-width="6" > <text x="50" y="90">Unfiltered</text> <text x="50" y="180" filter="url(#Erode3)" >Erode radius 3</text> <text x="50" y="270" filter="url(#Erode6)" >Erode radius 6</text> <text x="50" y="360" filter="url(#Dilate3)" >Dilate radius 3</text> <text x="50" y="450" filter="url(#Dilate6)" >Dilate radius 6</text> </g> </g> </svg>
<feOffset>
Name: | feOffset |
---|---|
Categories: | Filter primitive element |
Content model: | Any number of the following elements, in any order: |
Attributes: | |
DOM Interfaces: | SVGFEOffsetElement |
This filter primitive offsets the input image relative to its current position in the image space by the specified vector.
This is important for effects like drop shadows.
When applying this filter, the destination location may be offset by a fraction of a pixel in device space. In this case a high quality viewer should make use of appropriate interpolation techniques, for example bilinear or bicubic. This is especially recommended for dynamic viewers where this interpolation provides visually smoother movement of images. For static viewers this is less of a concern. Close attention should be made to the image-rendering property setting to determine the authors intent.
Attribute definitions:
<filter>
element.
The amount to offset the input graphic along the y-axis. The offset amount is expressed in the coordinate system established by attribute primitiveUnits on the <filter>
element.
If the attribute is not specified, then the effect is as if a value of 0 were specified.
Animatable: yes.The example at the start of this chapter makes use of the <feOffset>
filter primitive to offset the drop shadow from the original source graphic.
<feSpecularLighting>
Name: | feSpecularLighting |
---|---|
Categories: | Filter primitive element |
Content model: | Any number of descriptive elements and exactly one light source element, in any order. |
Attributes: | |
DOM Interfaces: | SVGFESpecularLightingElement |
This filter primitive lights a source graphic using the alpha channel as a bump map. The resulting image is an RGBA image based on the light color. The lighting calculation follows the standard specular component of the Phong lighting model. The resulting image depends on the light color, light position and surface geometry of the input bump map. The result of the lighting calculation is added. The filter primitive assumes that the viewer is at infinity in the z direction (i.e., the unit vector in the eye direction is (0,0,1) everywhere).
Note: This filter primitive produces an image which contains the specular reflection part of the lighting calculation. Such a map is intended to be combined with a texture from a second filter primitive using the add term of the arithmetic <feComposite>
method. Multiple light sources can be simulated by adding several of these light maps before applying it to the texture image.
The resulting RGBA image is computed as follows:
Sr = ks * pow(N.H, specularExponent) * Lr
Sg = ks * pow(N.H, specularExponent) * Lg
Sb = ks * pow(N.H, specularExponent) * Lb
Sa = max(Sr, Sg, Sb)
where
ks = specular lighting constant
N = surface normal unit vector, a function of x and y
H = "halfway" unit vector between eye unit vector and light unit vector
Lr,Lg,Lb = RGB components of light
See <feDiffuseLighting>
for definition of N and (Lr, Lg, Lb).
The definition of H reflects our assumption of the constant eye vector E = (0,0,1):
H = (L + E) / Norm(L+E)
where L is the light unit vector.
Unlike the <feDiffuseLighting>
, the <feSpecularLighting>
filter produces a non-opaque image. This is due to the fact that the specular result (Sr,Sg,Sb,Sa) is meant to be added to the textured image. The alpha channel of the result is the max of the color components, so that where the specular light is zero, no additional coverage is added to the image and a fully white highlight will add opacity.
The <feDiffuseLighting>
and <feSpecularLighting>
filters will often be applied together. An implementation may detect this and calculate both maps in one pass, instead of two.
Attribute definitions:
dx
and dy
, respectively, in the surface normal calculation formulas. By specifying value(s) for kernelUnitLength, the kernel becomes defined in a scalable, abstract coordinate system. If kernelUnitLength is not specified, the dx
and dy
values should represent very small deltas relative to a given (x,y)
position, which might be implemented in some cases as one pixel in the intermediate image offscreen bitmap, which is a pixel-based coordinate system, and thus potentially not scalable. For some level of consistency across display media and user agents, it is necessary that a value be provided for kernelUnitLength.The light source is defined by one of the child elements <feDistantLight>
, <fePointLight>
or <feDistantLight>
. The light color is specified by property ‘lighting-color‘.
The example at the start of this chapter makes use of the <feSpecularLighting>
filter primitive to achieve a highly reflective, 3D glowing effect.
<feTile>
Name: | feTile |
---|---|
Categories: | Filter primitive element |
Content model: | Any number of the following elements, in any order: |
Attributes: | |
DOM Interfaces: | SVGFETileElement |
This filter primitive fills a target rectangle with a repeated, tiled pattern of an input image. The target rectangle is as large as the filter primitive subregion established by the <feTile>
element.
Typically, the input image has been defined with its own filter primitive subregion in order to define a reference tile. <feTile>
replicates the reference tile in both X and Y to completely fill the target rectangle. The top/left corner of each given tile is at location (x+i*width,y+j*height)
, where (x,y)
represents the top/left of the input image’s filter primitive subregion, width
and height
represent the width and height of the input image’s filter primitive subregion, and i
and j
can be any integer value. In most cases, the input image will have a smaller filter primitive subregion than the <feTile>
in order to achieve a repeated pattern effect.
Implementers must take appropriate measures in constructing the tiled image to avoid artifacts between tiles, particularly in situations where the user to device transform includes shear and/or rotation. Unless care is taken, interpolation can lead to edge pixels in the tile having opacity values lower or higher than expected due to the interaction of painting adjacent tiles which each have partial overlap with particular pixels.
<feTurbulence>
Name: | feTurbulence |
---|---|
Categories: | Filter primitive element |
Content model: | Any number of the following elements, in any order: |
Attributes: | |
DOM Interfaces: | SVGFETurbulenceElement |
This filter primitive creates an image using the Perlin turbulence function. It allows the synthesis of artificial textures like clouds or marble. For a detailed description the of the Perlin turbulence function, see "Texturing and Modeling", Ebert et al, AP Professional, 1994. The resulting image will fill the entire filter primitive subregion for this filter primitive.
It is possible to create bandwidth-limited noise by synthesizing only one octave.
The C code below shows the exact algorithm used for this filter effect. The filter primitive subregion is to be passed as the arguments fTileX, fTileY, fTileWidth and fTileHeight.
For fractalSum, you get a turbFunctionResult that is aimed at a range of -1 to 1 (the actual result might exceed this range in some cases). To convert to a color value, use the formula colorValue = ((turbFunctionResult * 255) + 255) / 2
, then clamp to the range 0 to 255.
For turbulence, you get a turbFunctionResult that is aimed at a range of 0 to 1 (the actual result might exceed this range in some cases). To convert to a color value, use the formula colorValue = (turbFunctionResult * 255)
, then clamp to the range 0 to 255.
The following order is used for applying the pseudo random numbers. An initial seed value is computed based on the ‘seed‘ attribute. Then the implementation computes the lattice points for R, then continues getting additional pseudo random numbers relative to the last generated pseudo random number and computes the lattice points for G, and so on for B and A.
The generated color and alpha values are in the color space determined by the color-interpolation-filters property:
/* Produces results in the range [1, 2**31 - 2]. Algorithm is: r = (a * r) mod m where a = 16807 and m = 2**31 - 1 = 2147483647 See [Park & Miller], CACM vol. 31 no. 10 p. 1195, Oct. 1988 To test: the algorithm should produce the result 1043618065 as the 10,000th generated number if the original seed is 1. */ #define RAND_m 2147483647 /* 2**31 - 1 */ #define RAND_a 16807 /* 7**5; primitive root of m */ #define RAND_q 127773 /* m / a */ #define RAND_r 2836 /* m % a */ long setup_seed(long lSeed) { if (lSeed <= 0) lSeed = -(lSeed % (RAND_m - 1)) + 1; if (lSeed > RAND_m - 1) lSeed = RAND_m - 1; return lSeed; } long random(long lSeed) { long result; result = RAND_a * (lSeed % RAND_q) - RAND_r * (lSeed / RAND_q); if (result <= 0) result += RAND_m; return result; } #define BSize 0x100 #define BM 0xff #define PerlinN 0x1000 #define NP 12 /* 2^PerlinN */ #define NM 0xfff static uLatticeSelector[BSize + BSize + 2]; static double fGradient[4][BSize + BSize + 2][2]; struct StitchInfo { int nWidth; // How much to subtract to wrap for stitching. int nHeight; int nWrapX; // Minimum value to wrap. int nWrapY; }; static void init(long lSeed) { double s; int i, j, k; lSeed = setup_seed(lSeed); for(k = 0; k < 4; k++) { for(i = 0; i < BSize; i++) { uLatticeSelector[i] = i; for (j = 0; j < 2; j++) fGradient[k][i][j] = (double)(((lSeed = random(lSeed)) % (BSize + BSize)) - BSize) / BSize; s = double(sqrt(fGradient[k][i][0] * fGradient[k][i][0] + fGradient[k][i][1] * fGradient[k][i][1])); fGradient[k][i][0] /= s; fGradient[k][i][1] /= s; } } while(--i) { k = uLatticeSelector[i]; uLatticeSelector[i] = uLatticeSelector[j = (lSeed = random(lSeed)) % BSize]; uLatticeSelector[j] = k; } for(i = 0; i < BSize + 2; i++) { uLatticeSelector[BSize + i] = uLatticeSelector[i]; for(k = 0; k < 4; k++) for(j = 0; j < 2; j++) fGradient[k][BSize + i][j] = fGradient[k][i][j]; } } #define s_curve(t) ( t * t * (3. - 2. * t) ) #define lerp(t, a, b) ( a + t * (b - a) ) double noise2(int nColorChannel, double vec[2], StitchInfo *pStitchInfo) { int bx0, bx1, by0, by1, b00, b10, b01, b11; double rx0, rx1, ry0, ry1, *q, sx, sy, a, b, t, u, v; register i, j; t = vec[0] + PerlinN; bx0 = (int)t; bx1 = bx0+1; rx0 = t - (int)t; rx1 = rx0 - 1.0f; t = vec[1] + PerlinN; by0 = (int)t; by1 = by0+1; ry0 = t - (int)t; ry1 = ry0 - 1.0f; // If stitching, adjust lattice points accordingly. if(pStitchInfo != NULL) { if(bx0 >= pStitchInfo->nWrapX) bx0 -= pStitchInfo->nWidth; if(bx1 >= pStitchInfo->nWrapX) bx1 -= pStitchInfo->nWidth; if(by0 >= pStitchInfo->nWrapY) by0 -= pStitchInfo->nHeight; if(by1 >= pStitchInfo->nWrapY) by1 -= pStitchInfo->nHeight; } bx0 &= BM; bx1 &= BM; by0 &= BM; by1 &= BM; i = uLatticeSelector[bx0]; j = uLatticeSelector[bx1]; b00 = uLatticeSelector[i + by0]; b10 = uLatticeSelector[j + by0]; b01 = uLatticeSelector[i + by1]; b11 = uLatticeSelector[j + by1]; sx = double(s_curve(rx0)); sy = double(s_curve(ry0)); q = fGradient[nColorChannel][b00]; u = rx0 * q[0] + ry0 * q[1]; q = fGradient[nColorChannel][b10]; v = rx1 * q[0] + ry0 * q[1]; a = lerp(sx, u, v); q = fGradient[nColorChannel][b01]; u = rx0 * q[0] + ry1 * q[1]; q = fGradient[nColorChannel][b11]; v = rx1 * q[0] + ry1 * q[1]; b = lerp(sx, u, v); return lerp(sy, a, b); } double turbulence(int nColorChannel, double *point, double fBaseFreqX, double fBaseFreqY, int nNumOctaves, bool bFractalSum, bool bDoStitching, double fTileX, double fTileY, double fTileWidth, double fTileHeight) { StitchInfo stitch; StitchInfo *pStitchInfo = NULL; // Not stitching when NULL. // Adjust the base frequencies if necessary for stitching. if(bDoStitching) { // When stitching tiled turbulence, the frequencies must be adjusted // so that the tile borders will be continuous. if(fBaseFreqX != 0.0) { double fLoFreq = double(floor(fTileWidth * fBaseFreqX)) / fTileWidth; double fHiFreq = double(ceil(fTileWidth * fBaseFreqX)) / fTileWidth; if(fBaseFreqX / fLoFreq < fHiFreq / fBaseFreqX) fBaseFreqX = fLoFreq; else fBaseFreqX = fHiFreq; } if(fBaseFreqY != 0.0) { double fLoFreq = double(floor(fTileHeight * fBaseFreqY)) / fTileHeight; double fHiFreq = double(ceil(fTileHeight * fBaseFreqY)) / fTileHeight; if(fBaseFreqY / fLoFreq < fHiFreq / fBaseFreqY) fBaseFreqY = fLoFreq; else fBaseFreqY = fHiFreq; } // Set up initial stitch values. pStitchInfo = &stitch; stitch.nWidth = int(fTileWidth * fBaseFreqX + 0.5f); stitch.nWrapX = fTileX * fBaseFreqX + PerlinN + stitch.nWidth; stitch.nHeight = int(fTileHeight * fBaseFreqY + 0.5f); stitch.nWrapY = fTileY * fBaseFreqY + PerlinN + stitch.nHeight; } double fSum = 0.0f; double vec[2]; vec[0] = point[0] * fBaseFreqX; vec[1] = point[1] * fBaseFreqY; double ratio = 1; for(int nOctave = 0; nOctave < nNumOctaves; nOctave++) { if(bFractalSum) fSum += double(noise2(nColorChannel, vec, pStitchInfo) / ratio); else fSum += double(fabs(noise2(nColorChannel, vec, pStitchInfo)) / ratio); vec[0] *= 2; vec[1] *= 2; ratio *= 2; if(pStitchInfo != NULL) { // Update stitch values. Subtracting PerlinN before the multiplication and // adding it afterward simplifies to subtracting it once. stitch.nWidth *= 2; stitch.nWrapX = 2 * stitch.nWrapX - PerlinN; stitch.nHeight *= 2; stitch.nWrapY = 2 * stitch.nWrapY - PerlinN; } } return fSum; }
Attribute definitions:
The base frequency (frequencies) parameter(s) for the noise function. If two <number>s are provided, the first number represents a base frequency in the X direction and the second value represents a base frequency in the Y direction. If one number is provided, then that value is used for both X and Y.
The lacuna value for ‘baseFrequency‘ is 0.
Negative values are unsupported.
Animatable: yes.
The numOctaves parameter for the noise function.
The lacuna value for ‘numOctaves‘ is 1.
Negative values are unsupported.
Animatable: yes.
Add a note that numOctaves of <feTurbulence>
should be 10 or less? Bug 22435
The starting number for the pseudo random number generator.
The lacuna value for ‘seed‘ is 0.
When the seed number is handed over to the algorithm above it must first be truncated, i.e. rounded to the closest integer value towards zero.
Animatable: yes.
If ''stitchTiles="noStitch"'', no attempt is made to achieve smooth transitions at the border of tiles which contain a turbulence function. Sometimes the result will show clear discontinuities at the tile borders.
If ''stitchTiles="stitch"'', then the user agent will automatically adjust baseFrequency-x and baseFrequency-y values such that the <feTurbulence>
node’s width and height (i.e., the width and height of the current subregion) contains an integral number of the Perlin tile width and height for the first octave. The baseFrequency will be adjusted up or down depending on which way has the smallest relative (not absolute) change as follows: Given the frequency, calculate lowFreq=floor(width*frequency)/width
and hiFreq=ceil(width*frequency)/width
. If frequency/lowFreq < hiFreq/frequency then use lowFreq, else use hiFreq. While generating turbulence values, generate lattice vectors as normal for Perlin Noise, except for those lattice points that lie on the right or bottom edges of the active area (the size of the resulting tile). In those cases, copy the lattice vector from the opposite edge of the active area.
The lacuna value for ‘stitchTiles‘ is noStitch.
Animatable: yes.
Indicates whether the filter primitive should perform a noise or turbulence function.
The lacuna value for type is turbulence.
Animatable: yes.
<?xml version="1.0"?> <!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN" "http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd"> <svg width="450px" height="325px" viewBox="0 0 450 325" xmlns="http://www.w3.org/2000/svg" version="1.1"> <title>Example feTurbulence - Examples of feTurbulence operations</title> <desc>Six rectangular areas showing the effects of various parameter settings for feTurbulence.</desc> <g font-family="Verdana" text-anchor="middle" font-size="10" > <defs> <filter id="Turb1" filterUnits="objectBoundingBox" x="0%" y="0%" width="100%" height="100%"> <feTurbulence type="turbulence" baseFrequency="0.05" numOctaves="2"/> </filter> <filter id="Turb2" filterUnits="objectBoundingBox" x="0%" y="0%" width="100%" height="100%"> <feTurbulence type="turbulence" baseFrequency="0.1" numOctaves="2"/> </filter> <filter id="Turb3" filterUnits="objectBoundingBox" x="0%" y="0%" width="100%" height="100%"> <feTurbulence type="turbulence" baseFrequency="0.05" numOctaves="8"/> </filter> <filter id="Turb4" filterUnits="objectBoundingBox" x="0%" y="0%" width="100%" height="100%"> <feTurbulence type="fractalNoise" baseFrequency="0.1" numOctaves="4"/> </filter> <filter id="Turb5" filterUnits="objectBoundingBox" x="0%" y="0%" width="100%" height="100%"> <feTurbulence type="fractalNoise" baseFrequency="0.4" numOctaves="4"/> </filter> <filter id="Turb6" filterUnits="objectBoundingBox" x="0%" y="0%" width="100%" height="100%"> <feTurbulence type="fractalNoise" baseFrequency="0.1" numOctaves="1"/> </filter> </defs> <rect x="1" y="1" width="448" height="323" fill="none" stroke="blue" stroke-width="1" /> <rect x="25" y="25" width="100" height="75" filter="url(#Turb1)" /> <text x="75" y="117">type=turbulence</text> <text x="75" y="129">baseFrequency=0.05</text> <text x="75" y="141">numOctaves=2</text> <rect x="175" y="25" width="100" height="75" filter="url(#Turb2)" /> <text x="225" y="117">type=turbulence</text> <text x="225" y="129">baseFrequency=0.1</text> <text x="225" y="141">numOctaves=2</text> <rect x="325" y="25" width="100" height="75" filter="url(#Turb3)" /> <text x="375" y="117">type=turbulence</text> <text x="375" y="129">baseFrequency=0.05</text> <text x="375" y="141">numOctaves=8</text> <rect x="25" y="180" width="100" height="75" filter="url(#Turb4)" /> <text x="75" y="272">type=fractalNoise</text> <text x="75" y="284">baseFrequency=0.1</text> <text x="75" y="296">numOctaves=4</text> <rect x="175" y="180" width="100" height="75" filter="url(#Turb5)" /> <text x="225" y="272">type=fractalNoise</text> <text x="225" y="284">baseFrequency=0.4</text> <text x="225" y="296">numOctaves=4</text> <rect x="325" y="180" width="100" height="75" filter="url(#Turb6)" /> <text x="375" y="272">type=fractalNoise</text> <text x="375" y="284">baseFrequency=0.1</text> <text x="375" y="296">numOctaves=1</text> </g> </svg>
The description of the color-interpolation-filters property is as follows:
Name: | color-interpolation-filters |
---|---|
Value: | auto | sRGB | linearRGB |
Initial: | auto |
Applies to: | All filter primitives |
Inherited: | yes |
Media: | visual |
Computed value: | as specified |
Percentages: | n/a |
Animatable: | no |
The color-interpolation-filters property specifies the color space for imaging operations performed via filter effects.
Note: The color-interpolation-filters property just has an effect on filter operations. Therefore, it has no effect on filter primitives like <feOffset>
, <feImage>
, <feTile>
, <feFlood>
or <feTurbulence>
.
Note: The color-interpolation-filters has a different initial value than color-interpolation. color-interpolation-filters has an initial value of linearRGB, where as color-interpolation has an initial value of sRGB. Thus, in the default case, filter effects operations occur in the linearRGB color space, whereas all other color interpolations occur by default in the sRGB color space.
Note: The color-interpolation-filters property has no effect on Filter Functions, which operate in the sRGB color space.
The following sections define the elements that define a light source, <feDistantLight>
, <fePointLight>
and <feSpotLight>
, and property lighting-color, which defines the color of the light.
<feDistantLight>
Name: | feDistantLight |
---|---|
Categories: | Light source element |
Content model: | Any number of the following elements, in any order: |
Attributes: | |
DOM Interfaces: | SVGFEDistantLightElement |
Attribute definitions:
Direction angle for the light source on the XY plane (clockwise), in degrees from the x axis.
The lacuna value for ‘azimuth‘ is 0.
Animatable: yes.Direction angle for the light source from the XY plane towards the Z-axis, in degrees. Note that the positive Z-axis points towards the viewer.
The lacuna value for ‘elevation‘ is 0.
Animatable: yes.The following diagram illustrates the angles which ‘azimuth‘ and ‘elevation‘ represent in an XYZ coordinate system.
<fePointLight>
Name: | fePointLight |
---|---|
Categories: | Light source element |
Content model: | Any number of the following elements, in any order: |
Attributes: | |
DOM Interfaces: | SVGFEPointLightElement |
Attribute definitions:
<filter>
element.<filter>
element.<filter>
element, assuming that, in the initial coordinate system , the positive Z-axis comes out towards the person viewing the content and assuming that one unit along the Z-axis equals one unit in X and Y.<feSpotLight>
Name: | feSpotLight |
---|---|
Categories: | Light source element |
Content model: | Any number of the following elements, in any order: |
Attributes: | |
DOM Interfaces: | SVGFESpotLightElement |
Attribute definitions:
<filter>
element.<filter>
element.<filter>
element, assuming that, in the initial coordinate system , the positive Z-axis comes out towards the person viewing the content and assuming that one unit along the Z-axis equals one unit in X and Y.<filter>
element of the point at which the light source is pointing.<filter>
element of the point at which the light source is pointing.<filter>
element of the point at which the light source is pointing, assuming that, in the initial coordinate system, the positive Z-axis comes out towards the person viewing the content and assuming that one unit along the Z-axis equals one unit in X and Y.Name: | lighting-color |
---|---|
Value: | <color> <icccolor>? |
Initial: | white |
Applies to: | <feDiffuseLighting> and <feSpecularLighting> elements |
Inherited: | no |
Media: | visual |
Computed value: | as specified |
Percentages: | n/a |
Animatable: | yes |
The lighting-color property defines the color of the light source for filter primitives <feDiffuseLighting>
and <feSpecularLighting>
.
The custom-filter function allows extending this specification with a customized filter effect. Customized filter effects are described by the @filter rule or <feCustom>
element and referenced internal or external resources. External resource must be described by a host language. Each @filter rule has a unique identifier that can be referenced by the custom-filter function.
Value: | <custom-filter-type> |
---|
To verify if a UA supports a certain customized filter effect type, the support condition syntax [CSS3-CONDITIONAL] gets extended by adding the media feature filter.
<custom-filter-type> = webgl
This specification supports the custom filter type webgl to indicate support for the shading language based on WebGL. Future versions may allow additional keywords.
@support filter(webgl) {
...
}
The @filter rule allows specifying custom-filter definitions (like shaders) for the use of the filter property. A @filter rule consists of the keyword "@filter", followed by an identifier giving a name for the custom-filter (which will be referenced using the 'custom()' filter function), followed by a set of custom-filter descriptors.
The general form of an @filter at-rule is:
@filter IDENT { <custom-filter-description> }
where <custom-filter-description> has the form:
descriptor: value; descriptor: value; [...] descriptor: value;
Each @filter rule specifies a value for every custom-filter descriptor, either implicitly or explicitly. Those not given explicit values in the rule take the initial value listed with each descriptor in this specification. When a given descriptor occurs multiple times in a given @filter rule, only the last specified value is used, all prior values for that descriptor are ignored.
The following is the grammar for the custom-filter at-rule and extends the lexical scanner in the Grammar of CSS 2.1 ([CSS21], Appendix G):
filter_rule : FILTER_SYM S+ IDENT S* '{' S* group_rule_body '}' S*; @{F}{I}{L}{T}{E}{R} {return FILTER_SYM;}
group_rule_body as defined in [CSS3-CONDITIONAL].
Furthermore, the nested_statement
rule [CSS3-CONDITIONAL] gets extended by adding "filter_rule
".
Name: | src |
---|---|
Value: | [ <url> [ format( <string> ) ]? ]# |
Initial: | N/A |
The src descriptor takes a comma separated list of resource references with an optional format function. The resource format is either determined by a provided custom filter format string with the format function, or by the MIME type of the resource (e.g. transfered MIME type from the resource providing server). If a format function is provided, then the passed string overrides the MIME type definition of the resource. The type of a customized filter effect depends on the format of the resources.
It is possible to reference custom filter resources in a document by a fragment identifier. The format may be identified by the context of the referenced resource. If the referenced resource is a '<script>' element, the type attribute defines the format of the content.
The following document from Mozilla describes how WebGL vertex and fragment shaders can be defined in <script>
elements.
<script id="warp" type="x-shader/x-vertex" >
<-- source code here -->
</script>
<style>
@filter warp {
src: url(#warp);
}
</style>
Format strings defined by this specification:
String | Custom-filter Format | Common extensions |
---|---|---|
"x-shader/x-vertex" | WebGL 1.0 vertex shader | .vs |
"x-shader/x-fragment" | WebGL 1.0 fragment shader | .fs |
Name: | parameters |
---|---|
Value: | <param># |
Initial: | N/A |
The list of parameters define variables, that get passed into the custom filter effect (e.g. parameters passed to a shader). Each parameter has an identifier. If a parameter with the same identifier occurs more then once in the list of parameters, the latest parameter definition overrides all previous definitions. A parameter definition can be overloaded by a parameter definition in the referencing custom filter function.
<param> = IDENT <param-value>
<param-value> = <transform-function>+ | <number>{1,4} | <array()> | <mat> | <color> | <url>
<mat> = <mat2()> | <mat3()> | <mat4()>
array() = array( <number># )
The following function definitions describe matrices in column-major order.
mat2() = mat2( <number> [ , <number> ]{3,3} )
mat3() = mat3( <number> [ , <number> ]{8,8} )
mat4() = mat4( <number> [ , <number> ]{15,15} )
Name: | geometry |
---|---|
Value: | <geometry-shape> |
Initial: | grid(1 1 attached) |
<geometry-shape> = <grid()>
grid() = grid( <integer>{1,2} || [ detached | attached ]? )
The geometry provided to the vertex shader is made of triangles which do not share adjacent edges' vertices. A value of attached implies that the vertices are attached.
If no value for attachmeny of verices is specified, it computes to attached.
Name: | mix |
---|---|
Value: | auto | [ <blend-mode> || <composite-mode> ] |
Initial: | auto |
Name: | margin |
---|---|
Value: | <margin-width>{1,4} |
Initial: | auto |
Computed Value: | the percentage as specified or the absolute length. A value of auto computes to 10% of the input Filter primitive subregion. |
The margin descriptor values and the input Filter primitive subregion define the filter primitive subregion of the custom filter primitive.
For the definition of the <margin-width> values see CSS Box Model [CSS21].
With Custom Shaders, authors can manipulate the color and shape of a graphical element in granular ways. The following sections describe the host language Custom Shaders as extension for Custom Filter Functions.
There are many precedents for shading languages, for example:
This document recommends the adoption of the subset of GLSL ES [GLSLES] defined in the WebGL 1.0 [WEBGL] specification.
In particular, the same restrictions as defined in WebGL should apply to shaders for CSS:
All the parameters specified in the <param> values (e.g., the custom-filter at-rule or the <custom()> filter function) will be available as uniforms to the shader(s) referenced by the filter property.
The group may consider applying further restrictions to the GLSL ES language to make it easier to write vertex and fragment shaders.
The OpenGL ES shading language provides a number of variables that can be passed to shaders, exchanged between shaders or set by shaders. In particular, a vertex shader can provide specific data to the fragment shader in the form of "varying" parameters (parameters that vary per pixel). The following sections describe particular variables that are assumed for the vertex and fragment shaders.
Custom Filter Function values have the following meaning for Custom Shaders:
This section illustrates the shader processing model as it applies to an element whose unfiltered rendering is shown in the figure below.
Prior to the shader processing, the input of the filter primitive gets rendered into an off-screen image (the source texture). The off-screen size and position is controlled by the filter primitive subregion.
An <feCustom>
element or a custom() filter function defines a custom filter primitive. The following figure illustrates its model.
In a first step the source texture is used on a vertex mesh. By default, the vertex mesh has the position and size of the filter primitive subregion. In the following figure, the red markers represent the default vertices in the default vertex mesh. The diagonal line illustrate how the vertices define two triangles.
The geometry attribute on the <feCustom>
element and the geometry descriptor on the custom-filter at-rule give more granularity control over the vertex mesh.
In a second step, the vertex mesh gets processed through the vertex shader, which produces a set of transformed vertices. These transformed vertices are the output as shown in the figure below.
The third step is the rasterization step. The filter primitive invokes the fragment shader for every pixel location inside the vertex mesh to perform per pixel operation and produce the final pixel color at that vertex mesh location.
Note: The fragment shader may be called several times for what corresponds to the same pixel coordinate on the output, for example when the vertex mesh folds over itself. Overlaying pixel values do neither composite nor blend. The pixel value with the least depth will be chosen.
The mix descriptor provides basic functionalities for color manipulation like blending and alpha compositing on a fragment shader. The processing model of mix is illustrated in the following figure:
Each color value passed to the fragment shader gets multiplied with the color matrix, a predefined fragment shader variable that represents a 4x4 matrix. The matrix is initialized to an identity matrix, but can be set by a fragment shader. The resulting color is the multiplied color.
The mix color is a second, predefined fragment shader variable and represents an RGBA <color> value. The mix color can be set by the fragment shader. If not specified, the default value is transparent black. The RGB channels of the multiplied color get blended with the RGB channels of the mix color with the multiplied color as destination and the mix color as source [COMPOSITING]. The applied blend mode depends on the passed <blend-mode> parameter which is normal by default. The result of the blending and the opacity of the mix color define the blended color.
The multiplied color and the mix color get composed using the alpha-compositing rules as described in the Compositing and Blending spec [COMPOSITING]. The applied alpha-compositing mode is specified by the passed <composite-mode> parameter and is source-atop by default.
The last step, step 4, shows rasterized output. If the custom filter primitive is the last primitive in the filter chain, then this output is the filtered rendering of the element. Otherwise, the output of the primitive becomes the input to the next filter primitive using it.
A normal GLSL shader requires that the fragment shader computes a gl_FragColor
value which is the color value for the processed fragment (pixel).
Because of the security restrictions, fragment shaders are not allowed to access rendered content pixel values directly. However, fragment shaders in this specification have the option to compute a value that is automatically mixed with the rendered content pixel values (but without ever providing direct access to these values to the shader code).
In the context of this specification, fragment shaders have the options to compute the following values:
gl_FragColor
. If the compositing and blending values for the mix descriptor compute to none the shader computes a gl_FragColor
value. This may be useful, for example, to compute complex patterns.
css_MixColor
. If the compositing and blending values for the mix descriptor do not compute to none, then the shader computes a mix color value that is composited with the rendered content as explained in the shaders processing model.
css_ColorMatrix
. If the compositing and blending values for the mix descriptor do not compute to none, then the shader computes a color matrix value that is multiplied with the rendered content as explained in the shaders processing model.
The following example shows a fragment shader which computes a simple solid red color:
CSS
@filter red { src: url('simple.vs') format('x-shader/x-vertex'), url(simple.fs) format('x-shader/x-fragment'); } #filtered-element { filter: custom(red); }
simple.vs
attribute vec4 a_position; void main() { gl_Position = a_position; }
simple.fs
void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); }
The following example shows a fragment shader which darkens the rendered content by computing a css_MixColor
which is multiplied with the rendered content:
CSS
@filter darken { src: url('simple2.vs') format('x-shader/x-vertex'), url(simple2.fs) format('x-shader/x-fragment'); mix: multiply; } #filtered-element { filter: custom(mix); }
simple2.vs
attribute vec4 a_position; void main() { gl_Position = a_position; }
simple2.fs
void main() { css_MixColor = vec4(0.8, 0.8, 0.8, 1.0); }
The following example shows a fragment shader which darkens the rendered content by computing a css_ColorMatrix
which varies depending on the texture coordinate:
CSS
@filter colormatrix { src: url('simple.vs') format('x-shader/x-vertex'), url(simple3.fs) format('x-shader/x-fragment'); } #filtered-element { filter: custom(colormatrix); }
simple3.vs
attribute vec4 a_position; varying vec2 v_texCoord; void main() { v_texCoord = a_position.xy; gl_Position = a_position; }
simple3.fs
varying vec2 v_texCoord; void main() { float x = v_texCoord.x; css_ColorMatrix = mat4( vec4(x, x, x, x), // 1st column vec4(x, x, x, x), // 2nd column vec4(x, x, x, x), // 3rd column vec4(x, x, x, x), // 4th column ); }
The following attribute variables are available to the vertex shader.
attribute variables | description |
---|---|
attribute vec4 a_position
|
The vertex coordinates in the Filter primitive subregion. Coordinates are normalized to the [0, 1] range along the x, y and z axis. |
attribute vec3 a_triangleCoord
|
The x and y values provide the coordinate of the current "tile" in the shader mesh. For example, (0, 0) for the top right tile in the mesh. The x and y values are in the [0, mesh columns] and [0, mesh rows] range, respectively. The z coordinate is computed according to the following figure. The z coordinate value is provided for each vertex and corresponding triangle. For example, for the bottom right vertex of the top triangle, the z coordinate will be 2. For the bottom right vertex of the bottom triangle, the z coordinate will be 4. |
The following uniform variables are set to specific values by the user agent:
uniform variable | description |
---|---|
uniform vec2 u_textureSize
|
The input texture’s size. Includes the filter margins. The texture size is given in the actual device pixels and incorporates the device pixel ratio. |
uniform vec2 u_meshSize
|
The size of the current mesh in terms of tiles. The x coordinate provides the number of columns and the y coordinate provides the number of rows. |
When there parameters are passed to the custom filter function or the <feCustom>
filter primitive, the user agent pass uniforms of the corresponding name and type to the shaders.
The following table shows the mapping between CSS shader parameters and uniform types.
CSS param type | GLSL uniform type |
---|---|
<color> | vec4 |
<number>{1,4} | float, vec2, vec3 or vec4 |
<array()> | float[n] |
<transform-function>+ | mat4 |
mat2(<number> [ , <number> ]{3,3}) | mat3(<number> [ , <number> ]{8,8}) | mat4(<number> [ , <number> ]{15,15}) |
mat2, mat3 or mat4 |
<image-list> | sampler2D |
The following code sample illustrates that mechanism.
CSS
@filter distort {
src: url(distort.vs), url(tint.fs);
parameters: distortAmount 0.5, lightVector 1.0 1.0 0.0, disp texture(disp.png);
}
.shaded {
filter: custom(distort);
}
Shader (vertex or fragment)
...
uniform float distortAmount;
uniform vec3 lightVector;
uniform sampler2D disp;
uniform vec2 dispSize;
...
As illustrated in the example, for each <textureName> texture()
parameter, an additional vec2
uniform is passed to the shaders with the size of the corresponding texture.
If no vertex shader is provided, the default one is as shown below.
If no fragment shader is provided, the default one is shown below.
If shaders access texture values outside the [0, 1]
range on both axis, the returned value is a fully translucent black pixel.
The author’s shader is validated according to the WebGL specification, with a couple of changes for Custom Filters. Specifically, in the author’s fragment shader:
Similar to WebGL, CSS Custom Filters allow authors to fetch CORS-approved images and use it in the shader. The user agent then binds the texture to a texture unit, and finally binds a sampler variable in a shader program to the corresponding texture unit.
When a sampler variable is not bound, GLSL gives it a default value of 0, which refers to texture unit 0. Depending on the implementation, texture unit 0 may contain the texture of the filtered content or some other sensitive texture.
Thus, a Custom Filters implementation must not execute the shader with unbound samplers because they can provide unintentional access to sensitive information. In other words, an author’s Custom Filter must provide CORS-approved images for all samplers defined in the shader.
Note: Samplers are read-only in GLSL, so the author cannot change them to point to a different texture unit during the execution of the shader.
CSS Custom Filters allows authors to define custom filter parameters for their filters. Custom filter parameters can be numbers, colors, arrays, transformation matrices, etc. Authors define the parameters for their Custom Filter as uniform variables (uniforms) in their shaders. Authors set values for these parameters in CSS (See also Custom filter parameters). The user agent binds the parameter values from CSS to the uniforms in the shaders.
For robustness, a Custom Filters implementation must verify that the types of the CSS parameter values match the types of the uniforms in the shaders.
In CSS Custom Filters, the user agent provides some built-in uniforms and attributes to the author. For example, the a_position attribute provides the author with the coordinates of the current vertex.
An implementation must also type-check these built-in attributes and uniforms.
For example, the shader must not execute if the author defines a_position as a vec2, when the user agent expects a_position to be a vec4.
CSS <image> values can be filtered with the filter functions specified for the CSS filter property. This specification introduces the <image> <filter()> function with the following syntax:
filter() = filter( [ <image> | <string> ], <filter-function-list> )
The <filter()> function takes two arguments. The first argument is an <image>. The second is a filter function list as specified for the CSS filter property. The function takes the <image> parameter and applies the filter rules, returning a processing image. Dimension and origin of the passed image must be preserved. Filter- and filter effect regions are sized according to the input image size.
Note: Since the dimension and origin of the original image must be preserved, some filter effects like drop-shadow on a fully opaque image may not have any affect.
Note: For the <blur()> function the edgeMode attribute on the <feGaussianBlur>
element is set to duplicate. This produces more pleasant results on the edges of the filtered input image.
If both the starting and ending image are <filter()>s which may only differ by their used filter functions, they must be interpolated by interpolating their filter function lists as described in section Interpolation of Filters. Otherwise, they must be interpolated as generic <image>s. If the filter function interpolation can not be performed, the images must be interpolated as generic <image>s.
<filter>
element
Below are the equivalents for each of the filter functions expressed in terms of the 'filter element' element. The parameters from the function are labeled with brackets in the following style: [amount]. In the case of parameters that are percentage values, they are converted to real numbers.
<filter id="grayscale"> <feColorMatrix type="matrix" values="(0.2126 + 0.7874 * [1 - amount]) (0.7152 - 0.7152 * [1 - amount]) (0.0722 - 0.0722 * [1 - amount]) 0 0 (0.2126 - 0.2126 * [1 - amount]) (0.7152 + 0.2848 * [1 - amount]) (0.0722 - 0.0722 * [1 - amount]) 0 0 (0.2126 - 0.2126 * [1 - amount]) (0.7152 - 0.7152 * [1 - amount]) (0.0722 + 0.9278 * [1 - amount]) 0 0 0 0 0 1 0"/> </filter>
<filter id="sepia"> <feColorMatrix type="matrix" values="(0.393 + 0.607 * [1 - amount]) (0.769 - 0.769 * [1 - amount]) (0.189 - 0.189 * [1 - amount]) 0 0 (0.349 - 0.349 * [1 - amount]) (0.686 + 0.314 * [1 - amount]) (0.168 - 0.168 * [1 - amount]) 0 0 (0.272 - 0.272 * [1 - amount]) (0.534 - 0.534 * [1 - amount]) (0.131 + 0.869 * [1 - amount]) 0 0 0 0 0 1 0"/> </filter>
<filter id="saturate"> <feColorMatrix type="saturate" values="(1 - [amount])"/> </filter>
<filter id="hue-rotate"> <feColorMatrix type="hueRotate" values="[angle]"/> </filter>
<filter id="invert"> <feComponentTransfer> <feFuncR type="table" tableValues="[amount] (1 - [amount])"/> <feFuncG type="table" tableValues="[amount] (1 - [amount])"/> <feFuncB type="table" tableValues="[amount] (1 - [amount])"/> </feComponentTransfer> </filter>
<filter id="opacity"> <feComponentTransfer> <feFuncA type="table" tableValues="0 [amount]"/> </feComponentTransfer> </filter>
<filter id="brightness"> <feComponentTransfer> <feFuncR type="linear" slope="[amount]"/> <feFuncG type="linear" slope="[amount]"/> <feFuncB type="linear" slope="[amount]"/> </feComponentTransfer> </filter>
<filter id="contrast"> <feComponentTransfer> <feFuncR type="linear" slope="[amount]" intercept="-(0.5 * [amount]) + 0.5"/> <feFuncG type="linear" slope="[amount]" intercept="-(0.5 * [amount]) + 0.5"/> <feFuncB type="linear" slope="[amount]" intercept="-(0.5 * [amount]) + 0.5"/> </feComponentTransfer> </filter>
<filter id="blur"> <feGaussianBlur stdDeviation="[radius radius]" edgeMode="[edge mode]" > </filter>
Where edge mode computes to none for the filter property and to duplicate for the CSS Image <filter()> function.
<filter id="drop-shadow"> <feGaussianBlur in="[alpha-channel-of-input]" stdDeviation="[radius]"/> <feOffset dx="[offset-x]" dy="[offset-y]" result="offsetblur"/> <feFlood flood-color="[color]"/> <feComposite in2="offsetblur" operator="in"/> <feMerge> <feMergeNode/> <feMergeNode in="[input-image]"/> </feMerge> </filter>
<filter id="custom"> <feCustom mix="[blend-mode || composite-mode]" geometry="[geometry-shape]"> <feCustomParam ident="[ident]" type="[type]" values="values"/> ... <feCustomSource src="[resource]" format="[format]"/> ... </feCustom> </filter>
SVG 1.1 introduced the ‘enable-background‘ property [SVG11]. The property defined the back drop under the filter region at the time that the <filter>
element was invoked. The concept defined by this property was identified to be incompatible with the model of stacking context in CSS at the time writing this specification. UAs can choose to implement the enable-background property as defined in SVG 1.1 but will not be compatible to this specification or to CSS Compositing and Blending [COMPOSITING].
This specification does not support the enable-background property. UAs must support the isolation property instead [COMPOSITING].
For interpolation between one filter from-filter and a second filter to-filter, the rules described below are applied.
To interpolate between parameters values in a <custom()> filter function or between <feCustomParam>
attribute values, the user agent should interpolate between each of the parameter values according to its type. List of values need to be of the same length. Matrices need to be of the same dimension. Arrays need to be of the same size.
Note: Interpolation between shader params only happens if all the other shader properties are identical: vertex shader, fragment shader, filter margins and vertex mesh.
<number>[wsp<number>{0-3}]
|
Interpolate between each of the values. |
<true|false>[wsp<true|fals>{0-3}]
|
Interpolate between each of the values using a step function. |
<array()> | Interpolate between the array elements. |
<transform-function> | Follows the CSS3 transform interpolation rules. |
<mat>
|
Interpolate between the matrix components (applies to mat2, mat3 and mat4). |
Note: As with the transform property, it is not possible to animate the different components of the custom() filter parameters on different timelines or with different keyframes. This is a generic issue of animating properties that have multiple components to them.
<animate>
and <set>
element
With this specification <filter-function-list> gets a new SVG basic data type. <filter-function-list> is animatable and additive. The data type can be animated using the SVG <animate>
element and the SVG <set>
element. SVG animations must run the same animation steps as described in section Interpolation of Filters.
The set of animatable data types gets extended by <filter-function-list>. The new data type is animatable and additive.
Data type | Additive? | <animate> |
<set> |
<animateColor> |
<animateTransform> |
Notes |
---|---|---|---|---|---|---|
<filter-function-list> | yes | yes | yes | no | no |
It needs to be researched and defined how additive animations of filters are supposed to work.
The specification needs to define a distance() function for paced animations.
It is important that the timing of any filter operation is independent of pixel values derived from the filtered content or other sources potentially containing privacy information.
The following filter primitives may have access to pixel values that potentially contain privacy information, either from the filtered object itself or other sources such as CSS styling. These primitives must be flagged as "tainted".
<feFlood>
,<feDropShadow>
,<feDiffuseLighting>
,<feSpecularLighting>
,<feImage>
, when the IRI reference points to an element or fetches a resource with the fetching mode No-CORS and<feFlood>
, <feDropShadow>
, <feDiffuseLighting>
and <feSpecularLighting>
are primitives with one or more CSS properties that take <color> as property value. <color> consists of (amongst others) the currentColor keyword. The used value for currentColor derives from the color property. Since color can be set by the :visited pseudo selector, it potentially contains privacy information and therefore these primitives must be marked as tainted.
<feImage>
can reference cross domain images as well as document fragments such as SVG graphics elements. These references potentially contain privacy information and therefore the primitive must be marked as tainted.
The filter primitives SourceGraphic, SourceAlpha, BackgroundImage, BackgroundAlpha, FillPaint and StrokePaint either reference document fragments such as SVG graphics elements or style information that may derive directly or indirectly from the color property. Therefore these primitives must be marked as tainted.
Every filter primitive that has a "tainted" flagged filter primitive as input must be flagged as "tainted" as well.
Filter operations must be implemented in such a way that they always take the same amount of time regardless of the pixel values if one of the input filter primitives is flagged as "tainted".
Note: This specification aggravates the restrictions to filter primitives based on implementation feedback from user agents.
<feDisplacementMap>
RestrictionsIf <feDisplacementMap>
has a "tainted" flagged filter primitive as input and this input filter primitive is used as displacement map (referenced by in2), then <feDisplacementMap>
must not proceed with the filter operation and acts as a pass through filter.
<feCustom>
Restrictions<feCustom>
is applying a processing operation on input filter primitives. It is important that no protected information leaks from that operation [ShadSec]. Therefore, vertex shader and fragment shader must not have access to pixel values of the input filter primitive at any time. User-agents must validate each shader as described in section Validate custom filter shaders. If the vertex shader or the fragment shader does not match this requirement, the particular shader acts as a pass through filter.
Note: The above restriction to color access may just apply to "tainted" flagged input filter primitives in future versions of this specification.
User agents must use the potentially CORS-enabled fetch method defined by the [HTML5] specification for all referenced shader files and image sources.
User agents must use the potentially CORS-enabled fetch method defined by the [HTML5] specification for the filter property. When fetching, user agents must use "Anonymous" mode, set the referrer source to the stylesheet’s URL and set the origin to the URL of the containing document. If this results in network errors, the effect is as if the value none had been specified.
If any of the above rules are not followed, an attacker could infer information and mount a timing attack.
A timing attack is a method of obtaining information about content that is otherwise protected, based on studying the amount of time it takes for an operation to occur. If, for example, red pixels took longer to draw than green pixels, one might be able to reconstruct a rough image of the element being rendered, without ever having access to the content of the element. Security studies show that timing differences on arithmetic operations can be caused by the hardware architecture or compiler [ArTD].
The SVGFilterElement interface corresponds to the <filter>
element.
interface SVGFilterElement : SVGElement { readonly attribute SVGAnimatedEnumeration filterUnits; readonly attribute SVGAnimatedEnumeration primitiveUnits; readonly attribute SVGAnimatedLength x; readonly attribute SVGAnimatedLength y; readonly attribute SVGAnimatedLength width; readonly attribute SVGAnimatedLength height; }; SVGFilterElement implements SVGURIReference; SVGFilterElement implements SVGUnitTypes;
<filter>
element. Takes one of the constants defined in SVGUnitTypes.
<filter>
element. Takes one of the constants defined in SVGUnitTypes.
<filter>
element.
<filter>
element.
<filter>
element.
<filter>
element.
This interface defines the set of DOM attributes that are common across the filter primitive interfaces.
[NoInterfaceObject] interface SVGFilterPrimitiveStandardAttributes { readonly attribute SVGAnimatedLength x; readonly attribute SVGAnimatedLength y; readonly attribute SVGAnimatedLength width; readonly attribute SVGAnimatedLength height; readonly attribute SVGAnimatedString result; };
The SVGFEBlendElement interface corresponds to the <feBlend>
element.
interface SVGFEBlendElement : SVGElement { // Blend Mode Types const unsigned short SVG_FEBLEND_MODE_UNKNOWN = 0; const unsigned short SVG_FEBLEND_MODE_NORMAL = 1; const unsigned short SVG_FEBLEND_MODE_MULTIPLY = 2; const unsigned short SVG_FEBLEND_MODE_SCREEN = 3; const unsigned short SVG_FEBLEND_MODE_DARKEN = 4; const unsigned short SVG_FEBLEND_MODE_LIGHTEN = 5; readonly attribute SVGAnimatedString in1; readonly attribute SVGAnimatedString in2; readonly attribute SVGAnimatedEnumeration mode; }; SVGFEBlendElement implements SVGFilterPrimitiveStandardAttributes;
<feBlend>
element.
<feBlend>
element. Takes one of the SVG_FEBLEND_MODE_* constants defined on this interface.
The SVGFEColorMatrixElement interface corresponds to the <feColorMatrix>
element.
interface SVGFEColorMatrixElement : SVGElement { // Color Matrix Types const unsigned short SVG_FECOLORMATRIX_TYPE_UNKNOWN = 0; const unsigned short SVG_FECOLORMATRIX_TYPE_MATRIX = 1; const unsigned short SVG_FECOLORMATRIX_TYPE_SATURATE = 2; const unsigned short SVG_FECOLORMATRIX_TYPE_HUEROTATE = 3; const unsigned short SVG_FECOLORMATRIX_TYPE_LUMINANCETOALPHA = 4; readonly attribute SVGAnimatedString in1; readonly attribute SVGAnimatedEnumeration type; readonly attribute SVGAnimatedNumberList values; }; SVGFEColorMatrixElement implements SVGFilterPrimitiveStandardAttributes;
<feColorMatrix>
element.
<feColorMatrix>
element. Takes one of the
SVG_FECOLORMATRIX_TYPE_* constants defined on this interface.
<feColorMatrix>
element.
The SVGFEComponentTransferElement interface corresponds to the
<feComponentTransfer>
element.
interface SVGFEComponentTransferElement : SVGElement { readonly attribute SVGAnimatedString in1; }; SVGFEComponentTransferElement implements SVGFilterPrimitiveStandardAttributes;
<feComponentTransfer>
element.
This interface defines a base interface used by the component transfer function interfaces.
interface SVGComponentTransferFunctionElement : SVGElement { // Component Transfer Types const unsigned short SVG_FECOMPONENTTRANSFER_TYPE_UNKNOWN = 0; const unsigned short SVG_FECOMPONENTTRANSFER_TYPE_IDENTITY = 1; const unsigned short SVG_FECOMPONENTTRANSFER_TYPE_TABLE = 2; const unsigned short SVG_FECOMPONENTTRANSFER_TYPE_DISCRETE = 3; const unsigned short SVG_FECOMPONENTTRANSFER_TYPE_LINEAR = 4; const unsigned short SVG_FECOMPONENTTRANSFER_TYPE_GAMMA = 5; readonly attribute SVGAnimatedEnumeration type; readonly attribute SVGAnimatedNumberList tableValues; readonly attribute SVGAnimatedNumber slope; readonly attribute SVGAnimatedNumber intercept; readonly attribute SVGAnimatedNumber amplitude; readonly attribute SVGAnimatedNumber exponent; readonly attribute SVGAnimatedNumber offset; };
The SVGFEFuncRElement interface corresponds to the <feFuncR>
element.
interface SVGFEFuncRElement : SVGComponentTransferFunctionElement { };
The SVGFEFuncRElement interface corresponds to the <feFuncG>
element.
interface SVGFEFuncGElement : SVGComponentTransferFunctionElement { };
The SVGFEFuncBElement interface corresponds to the <feFuncB>
element.
interface SVGFEFuncBElement : SVGComponentTransferFunctionElement { };
The SVGFEFuncAElement interface corresponds to the <feFuncA>
element.
interface SVGFEFuncAElement : SVGComponentTransferFunctionElement { };
The SVGFECompositeElement interface corresponds to the <feComposite>
element.
interface SVGFECompositeElement : SVGElement { // Composite Operators const unsigned short SVG_FECOMPOSITE_OPERATOR_UNKNOWN = 0; const unsigned short SVG_FECOMPOSITE_OPERATOR_OVER = 1; const unsigned short SVG_FECOMPOSITE_OPERATOR_IN = 2; const unsigned short SVG_FECOMPOSITE_OPERATOR_OUT = 3; const unsigned short SVG_FECOMPOSITE_OPERATOR_ATOP = 4; const unsigned short SVG_FECOMPOSITE_OPERATOR_XOR = 5; const unsigned short SVG_FECOMPOSITE_OPERATOR_ARITHMETIC = 6; readonly attribute SVGAnimatedString in1; readonly attribute SVGAnimatedString in2; readonly attribute SVGAnimatedEnumeration operator; readonly attribute SVGAnimatedNumber k1; readonly attribute SVGAnimatedNumber k2; readonly attribute SVGAnimatedNumber k3; readonly attribute SVGAnimatedNumber k4; }; SVGFECompositeElement implements SVGFilterPrimitiveStandardAttributes;
<feComposite>
element.
<feComposite>
element.
<feComposite>
element. Takes one of the
SVG_FECOMPOSITE_OPERATOR_* constants defined on this interface.
<feComposite>
element.
<feComposite>
element.
<feComposite>
element.
<feComposite>
element.
The SVGFEConvolveMatrixElement interface corresponds to the <feConvolveMatrix>
element.
interface SVGFEConvolveMatrixElement : SVGElement { // Edge Mode Values const unsigned short SVG_EDGEMODE_UNKNOWN = 0; const unsigned short SVG_EDGEMODE_DUPLICATE = 1; const unsigned short SVG_EDGEMODE_WRAP = 2; const unsigned short SVG_EDGEMODE_NONE = 3; readonly attribute SVGAnimatedString in1; readonly attribute SVGAnimatedInteger orderX; readonly attribute SVGAnimatedInteger orderY; readonly attribute SVGAnimatedNumberList kernelMatrix; readonly attribute SVGAnimatedNumber divisor; readonly attribute SVGAnimatedNumber bias; readonly attribute SVGAnimatedInteger targetX; readonly attribute SVGAnimatedInteger targetY; readonly attribute SVGAnimatedEnumeration edgeMode; readonly attribute SVGAnimatedNumber kernelUnitLengthX; readonly attribute SVGAnimatedNumber kernelUnitLengthY; }; SVGFEConvolveMatrixElement implements SVGFilterPrimitiveStandardAttributes;
<feConvolveMatrix>
element.
<feConvolveMatrix>
element.
<feConvolveMatrix>
element.
<feConvolveMatrix>
element.
<feConvolveMatrix>
element.
<feConvolveMatrix>
element.
<feConvolveMatrix>
element.
<feConvolveMatrix>
element.
<feConvolveMatrix>
element. Takes one of the SVG_EDGEMODE_*
constants defined on this interface.
<feConvolveMatrix>
element.
<feConvolveMatrix>
element.
The SVGFECustomElement interface corresponds to the <feCustom>
element.
interface SVGFECustomElement : SVGElement { readonly attribute SVGAnimatedString in; readonly attribute SVGAnimatedString geometry; }; SVGFECustomElement implements SVGFilterPrimitiveStandardAttributes;
<feCustom>
element.
<feCustom>
element.
The SVGFECustomSourceElement interface corresponds to the <feCustomSource>
element.
interface SVGFECustomSourceElement : SVGElement { readonly attribute SVGAnimatedString src; readonly attribute SVGAnimatedString format; };
<feCustomSource>
element.
<feCustomSource>
element.
The SVGFECustomParamElement interface corresponds to the <feCustomParam>
element.
interface SVGFECustomParamElement : SVGElement { // Custom Parameter Types const unsigned short SVG_CUSTOM_PARAM_UNKNOWN = 0; const unsigned short SVG_CUSTOM_PARAM_NUMBER = 1; const unsigned short SVG_CUSTOM_PARAM_ARRAY = 2; const unsigned short SVG_CUSTOM_PARAM_VEC2 = 3; const unsigned short SVG_CUSTOM_PARAM_VEC3 = 4; const unsigned short SVG_CUSTOM_PARAM_VEC4 = 5; const unsigned short SVG_CUSTOM_PARAM_MAT2 = 6; const unsigned short SVG_CUSTOM_PARAM_MAT3 = 7; const unsigned short SVG_CUSTOM_PARAM_MAT4 = 8; const unsigned short SVG_CUSTOM_PARAM_COLOR = 9; const unsigned short SVG_CUSTOM_PARAM_TEXTURE = 10; const unsigned short SVG_CUSTOM_PARAM_TRANSFORM = 11; readonly attribute SVGAnimatedEnumeration type; readonly attribute SVGAnimatedString ident; readonly attribute SVGAnimatedNumberList values; readonly attribute SVGAnimatedString texture; readonly attribute SVGAnimatedString color; readonly attribute SVGAnimatedTransformList transform; };
<feCustomParam>
element.
<feCustomParam>
element.
<feCustomParam>
element.
<feCustomParam>
element.
<feCustomParam>
element.
<feCustomParam>
element.
The SVGFEDiffuseLightingElement interface corresponds to the <feDiffuseLighting>
element.
interface SVGFEDiffuseLightingElement : SVGElement { readonly attribute SVGAnimatedString in1; readonly attribute SVGAnimatedNumber surfaceScale; readonly attribute SVGAnimatedNumber diffuseConstant; readonly attribute SVGAnimatedNumber kernelUnitLengthX; readonly attribute SVGAnimatedNumber kernelUnitLengthY; }; SVGFEDiffuseLightingElement implements SVGFilterPrimitiveStandardAttributes;
<feDiffuseLighting>
element.
<feDiffuseLighting>
element.
<feDiffuseLighting>
element.
<feDiffuseLighting>
element.
<feDiffuseLighting>
element.
SVGFEDistantLightElement interface corresponds to the <feDistantLight>
element.
interface SVGFEDistantLightElement : SVGElement { readonly attribute SVGAnimatedNumber azimuth; readonly attribute SVGAnimatedNumber elevation; };
<feDistantLight>
element.
<feDistantLight>
element.
The SVGFEPointLightElement interface corresponds to the <fePointLight>
element.
interface SVGFEPointLightElement : SVGElement { readonly attribute SVGAnimatedNumber x; readonly attribute SVGAnimatedNumber y; readonly attribute SVGAnimatedNumber z; };
<fePointLight>
element.
<fePointLight>
element.
<fePointLight>
element.
The SVGFESpotLightElement interface corresponds to the <feSpotLight>
element.
interface SVGFESpotLightElement : SVGElement { readonly attribute SVGAnimatedNumber x; readonly attribute SVGAnimatedNumber y; readonly attribute SVGAnimatedNumber z; readonly attribute SVGAnimatedNumber pointsAtX; readonly attribute SVGAnimatedNumber pointsAtY; readonly attribute SVGAnimatedNumber pointsAtZ; readonly attribute SVGAnimatedNumber specularExponent; readonly attribute SVGAnimatedNumber limitingConeAngle; };
<feSpotLight>
element.
<feSpotLight>
element.
<feSpotLight>
element.
<feSpotLight>
element.
<feSpotLight>
element.
<feSpotLight>
element.
<feSpotLight>
element.
<feSpotLight>
element.
The SVGFEDisplacementMapElement interface corresponds to the <feDisplacementMap>
element.
interface SVGFEDisplacementMapElement : SVGElement { // Channel Selectors const unsigned short SVG_CHANNEL_UNKNOWN = 0; const unsigned short SVG_CHANNEL_R = 1; const unsigned short SVG_CHANNEL_G = 2; const unsigned short SVG_CHANNEL_B = 3; const unsigned short SVG_CHANNEL_A = 4; readonly attribute SVGAnimatedString in1; readonly attribute SVGAnimatedString in2; readonly attribute SVGAnimatedNumber scale; readonly attribute SVGAnimatedEnumeration xChannelSelector; readonly attribute SVGAnimatedEnumeration yChannelSelector; }; SVGFEDisplacementMapElement implements SVGFilterPrimitiveStandardAttributes;
<feDisplacementMap>
element.
<feDisplacementMap>
element.
<feDisplacementMap>
element.
<feDisplacementMap>
element. Takes one of the
SVG_CHANNEL_* constants defined on this interface.
<feDisplacementMap>
element. Takes one of the
SVG_CHANNEL_* constants defined on this interface.
SVGFEDropShadowElement interface corresponds to the <feDropShadow>
element.
interface SVGFEDropShadowElement : SVGElement { readonly attribute SVGAnimatedString in1; readonly attribute SVGAnimatedNumber dx; readonly attribute SVGAnimatedNumber dy; readonly attribute SVGAnimatedNumber stdDeviationX; readonly attribute SVGAnimatedNumber stdDeviationY; void setStdDeviation(in float stdDeviationX, in float stdDeviationY); }; SVGFEDropShadowElement implements SVGFilterPrimitiveStandardAttributes;
<feDropShadow>
element.
<feDropShadow>
element.
<feDropShadow>
element.
<feDropShadow>
element. Contains the X component of
attribute stdDeviation.
<feDropShadow>
element. Contains the Y component (possibly
computed automatically) of attribute stdDeviation.
The SVGFEFloodElement interface corresponds to the <feFlood>
element.
interface SVGFEFloodElement : SVGElement { }; SVGFEFloodElement implements SVGFilterPrimitiveStandardAttributes;
The SVGFEGaussianBlurElement interface corresponds to the <feGaussianBlur>
element.
interface SVGFEGaussianBlurElement : SVGElement { // Edge Mode Values const unsigned short SVG_EDGEMODE_UNKNOWN = 0; const unsigned short SVG_EDGEMODE_DUPLICATE = 1; const unsigned short SVG_EDGEMODE_WRAP = 2; const unsigned short SVG_EDGEMODE_NONE = 3; readonly attribute SVGAnimatedString in1; readonly attribute SVGAnimatedNumber stdDeviationX; readonly attribute SVGAnimatedNumber stdDeviationY; readonly attribute SVGAnimatedEnumeration edgeMode; void setStdDeviation(in float stdDeviationX, in float stdDeviationY); }; SVGFEGaussianBlurElement implements SVGFilterPrimitiveStandardAttributes;
<feGaussianBlur>
element.
<feGaussianBlur>
element. Contains the X component of
attribute stdDeviation.
<feGaussianBlur>
element. Contains the Y component (possibly
computed automatically) of attribute stdDeviation.
<feGaussianBlur>
element. Takes one of the SVG_EDGEMODE_*
constants defined on this interface.
The SVGFEImageElement interface corresponds to the <feImage>
element.
interface SVGFEImageElement : SVGElement { readonly attribute SVGAnimatedPreserveAspectRatio preserveAspectRatio; readonly attribute SVGAnimatedString crossOrigin; }; SVGFEImageElement implements SVGFilterPrimitiveStandardAttributes; SVGFEImageElement implements SVGURIReference;
<feImage>
element.
The SVGFEMergeElement interface corresponds to the <feMerge>
element.
interface SVGFEMergeElement : SVGElement { }; SVGFEMergeElement implements SVGFilterPrimitiveStandardAttributes;
The SVGFEMergeNodeElement interface corresponds to the <feMergeNode>
element.
interface SVGFEMergeNodeElement : SVGElement { readonly attribute SVGAnimatedString in1; };
<feMergeNode>
element.
The SVGFEMorphologyElement interface corresponds to the <feMorphology>
element.
interface SVGFEMorphologyElement : SVGElement { // Morphology Operators const unsigned short SVG_MORPHOLOGY_OPERATOR_UNKNOWN = 0; const unsigned short SVG_MORPHOLOGY_OPERATOR_ERODE = 1; const unsigned short SVG_MORPHOLOGY_OPERATOR_DILATE = 2; readonly attribute SVGAnimatedString in1; readonly attribute SVGAnimatedEnumeration operator; readonly attribute SVGAnimatedNumber radiusX; readonly attribute SVGAnimatedNumber radiusY; }; SVGFEMorphologyElement implements SVGFilterPrimitiveStandardAttributes;
<feMorphology>
element.
<feMorphology>
element. Takes one of the
SVG_MORPHOLOGY_OPERATOR_* constants defined on this interface.
<feMorphology>
element.
<feMorphology>
element.
The SVGFEOffsetElement interface corresponds to the <feOffset>
element.
interface SVGFEOffsetElement : SVGElement { readonly attribute SVGAnimatedString in1; readonly attribute SVGAnimatedNumber dx; readonly attribute SVGAnimatedNumber dy; }; SVGFEOffsetElement implements SVGFilterPrimitiveStandardAttributes;
<feOffset>
element.
<feOffset>
element.
<feOffset>
element.
The SVGFESpecularLightingElement interface corresponds to the <feSpecularLighting>
element.
interface SVGFESpecularLightingElement : SVGElement { readonly attribute SVGAnimatedString in1; readonly attribute SVGAnimatedNumber surfaceScale; readonly attribute SVGAnimatedNumber specularConstant; readonly attribute SVGAnimatedNumber specularExponent; readonly attribute SVGAnimatedNumber kernelUnitLengthX; readonly attribute SVGAnimatedNumber kernelUnitLengthY; }; SVGFESpecularLightingElement implements SVGFilterPrimitiveStandardAttributes;
<feSpecularLighting>
element.
<feSpecularLighting>
element.
<feSpecularLighting>
element.
<feSpecularLighting>
element.
<feSpecularLighting>
element.
<feSpecularLighting>
element.
The SVGFETileElement interface corresponds to the <feTile>
element.
interface SVGFETileElement : SVGElement { readonly attribute SVGAnimatedString in1; }; SVGFETileElement implements SVGFilterPrimitiveStandardAttributes;
The SVGFETurbulenceElement interface corresponds to the <feTurbulence>
element.
interface SVGFETurbulenceElement : SVGElement { // Turbulence Types const unsigned short SVG_TURBULENCE_TYPE_UNKNOWN = 0; const unsigned short SVG_TURBULENCE_TYPE_FRACTALNOISE = 1; const unsigned short SVG_TURBULENCE_TYPE_TURBULENCE = 2; // Stitch Options const unsigned short SVG_STITCHTYPE_UNKNOWN = 0; const unsigned short SVG_STITCHTYPE_STITCH = 1; const unsigned short SVG_STITCHTYPE_NOSTITCH = 2; readonly attribute SVGAnimatedNumber baseFrequencyX; readonly attribute SVGAnimatedNumber baseFrequencyY; readonly attribute SVGAnimatedInteger numOctaves; readonly attribute SVGAnimatedNumber seed; readonly attribute SVGAnimatedEnumeration stitchTiles; readonly attribute SVGAnimatedEnumeration type; }; SVGFETurbulenceElement implements SVGFilterPrimitiveStandardAttributes;
<feTurbulence>
element. Contains the X component of the baseFrequency attribute.
<feTurbulence>
element. Contains the Y component of the (possibly computed automatically) baseFrequency attribute.
<feTurbulence>
element.
<feTurbulence>
element.
<feTurbulence>
element. Takes one of the SVG_STITCHTYPE_* constants defined on this interface.
<feTurbulence>
element. Takes one of the SVG_TURBULENCE_TYPE_* constants defined on this interface.
The following significant changes were made since the 25 October 2012 Working Draft.
See more detailed and longterm changes in the ChangeLog.
Conformance requirements are expressed with a combination of descriptive assertions and RFC 2119 terminology. The key words "MUST", "MUST NOT", "REQUIRED", "SHALL", "SHALL NOT", "SHOULD", "SHOULD NOT", "RECOMMENDED", "MAY", and "OPTIONAL" in the normative parts of this document are to be interpreted as described in RFC 2119. However, for readability, these words do not appear in all uppercase letters in this specification.
All of the text of this specification is normative except sections explicitly marked as non-normative, examples, and notes. [RFC2119]
Examples in this specification are introduced with the words "for example"
or are set apart from the normative text with class="example"
,
like this:
This is an example of an informative example.
Informative notes begin with the word "Note" and are set apart from the
normative text with class="note"
, like this:
Note, this is an informative note.
Conformance to this specification is defined for three conformance classes:
A style sheet is conformant to this specification if all of its statements that use syntax defined in this module are valid according to the generic CSS grammar and the individual grammars of each feature defined in this module.
A renderer is conformant to this specification if, in addition to interpreting the style sheet as defined by the appropriate specifications, it supports all the features defined by this specification by parsing them correctly and rendering the document accordingly. However, the inability of a UA to correctly render a document due to limitations of the device does not make the UA non-conformant. (For example, a UA is not required to render color on a monochrome monitor.)
An authoring tool is conformant to this specification if it writes style sheets that are syntactically correct according to the generic CSS grammar and the individual grammars of each feature in this module, and meet all other conformance requirements of style sheets as described in this module.
So that authors can exploit the forward-compatible parsing rules to assign fallback values, CSS renderers must treat as invalid (and ignore as appropriate) any at-rules, properties, property values, keywords, and other syntactic constructs for which they have no usable level of support. In particular, user agents must not selectively ignore unsupported component values and honor supported values in a single multi-value property declaration: if any value is considered invalid (as unsupported values must be), CSS requires that the entire declaration be ignored.
To avoid clashes with future CSS features, the CSS2.1 specification reserves a prefixed syntax for proprietary and experimental extensions to CSS.
Prior to a specification reaching the Candidate Recommendation stage in the W3C process, all implementations of a CSS feature are considered experimental. The CSS Working Group recommends that implementations use a vendor-prefixed syntax for such features, including those in W3C Working Drafts. This avoids incompatibilities with future changes in the draft.
Once a specification reaches the Candidate Recommendation stage, non-experimental implementations are possible, and implementors should release an unprefixed implementation of any CR-level feature they can demonstrate to be correctly implemented according to spec.
To establish and maintain the interoperability of CSS across implementations, the CSS Working Group requests that non-experimental CSS renderers submit an implementation report (and, if necessary, the testcases used for that implementation report) to the W3C before releasing an unprefixed implementation of any CSS features. Testcases submitted to W3C are subject to review and correction by the CSS Working Group.
Further information on submitting testcases and implementation reports can be found from on the CSS Working Group’s website at http://www.w3.org/Style/CSS/Test/. Questions should be directed to the public-css-testsuite@w3.org mailing list.
Name | Value | Initial | Applies to | Inh. | %ages | Media | Animatable | Computed value |
---|---|---|---|---|---|---|---|---|
filter | none | <filter-function-list> | none | All elements. In SVG, it applies to container elements without the <defs> element and all graphics elements | no | n/a | visual | yes | as specified |
flood-color | <color> <icccolor>? | black | <feFlood> and <feDropShadow> elements | no | n/a | visual | yes | as specified |
flood-opacity | <number> | <percentage> | 1 | <feFlood> and <feDropShadow> elements | no | n/a | visual | yes | as specified |
color-interpolation-filters | auto | sRGB | linearRGB | auto | All filter primitives | yes | n/a | visual | no | as specified |
lighting-color | <color> <icccolor>? | white | <feDiffuseLighting> and <feSpecularLighting> elements | no | n/a | visual | yes | as specified |
Name | Value | Initial | Computed value |
---|---|---|---|
src | [ <url> [ format( <string> ) ]? ]# | N/A | |
parameters | <param># | N/A | |
geometry | <geometry-shape> | grid(1 1 attached) | |
mix | auto | [ <blend-mode> || <composite-mode> ] | auto | |
margin | <margin-width>{1,4} | auto | the percentage as specified or the absolute length. A value of auto computes to 10% of the input Filter primitive subregion. |
<feComposite>
: Does that mean that "in2" should take the value of "in" if not specified?
↵ <feBlend>
: Does that mean that "in2" should take the value of "in" if not specified? (example) ↵