Filter Effects Module Level 1

W3C Working Draft, 26 November 2013

This version:
http://www.w3.org/TR/2013/WD-filter-effects-1-20131126/
Latest version:
http://www.w3.org/TR/filter-effects-1/
Editor’s Draft:
http://dev.w3.org/fxtf/filters/
Previous Versions:
http://www.w3.org/TR/2013/WD-filter-effects-20130523/
http://www.w3.org/TR/2012/WD-filter-effects-20121025/
Feedback:
public-fx@w3.org with subject line “[filter-effects] … message topic …”(archives)
Test Suite:
http://test.csswg.org/suites/filter-effects/nightly-unstable/
Editors:
(Apple Inc)
(Opera Software ASA)
(Adobe Systems Inc)
Former Editors:
(Adobe Systems Inc)
Issues List:
in Bugzilla

Abstract

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.

Status of this document

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.

Table of contents

1 Introduction

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:

  1. A small set of canned filter functions that are given by name. While not particularly powerful, these are convenient and easily understood and provide a simple approach to achieving common effects, such as blurring. The canned filters can also be animated by [CSS3-TRANSFORMS] and [CSS3-ANIMATIONS].
  2. A graph of individual filter effects described in markup that define an overall effect. The graph is agnostic to its input in that the effect can be applied to any content. While such graphs are the combination of effects that may be simple in isolation, the graph as a whole can produce complex effects. An example is given below.
  3. A customizable system that exposes a shading language allowing control over the geometry and pixel values of filtered output.

The following shows an example of graph of individual filter effects.

Example Filter

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:

filters01 - original source graphic
Source graphic

 

filters01 - after filter element 1
After filter primitive 1

 

filters01 - after filter element 2
After filter primitive 2

 

filters01 - after filter element 3
After filter primitive 3

   
   

filters01 - after filter element 4
After filter primitive 4

 

filters01 - after filter element 5
After filter primitive 5

 

filters01 - after filter element 6
After filter primitive 6

  1. Filter primitive <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.
  2. Filter primitive <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.
  3. Filter primitive <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".
  4. Filter primitive <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.
  5. Filter primitive <feComposite> composites the result of the specular lighting with the original source graphic.
  6. Filter primitive <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.

2 Module interactions

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.

3 Values

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.

4 Terminology

When used in this specification, terms have the meanings assigned in this section.

null filter
The null filter output is all transparent black pixels. If applied to an element it means that the element (and children if any) becomes invisible. Note that it does not affect event processing.
pass through filter
The pass through filter output is equal to the primary input of the filter.
transfer function elements
The set of <feFuncR>, <feFuncG>, <feFuncB>, <feFuncA> elements, that define the transfer function for the <feComponentTransfer> filter primitive.
bounding client rect
The union of all border boxes for the element that has an associated CSS layout box and is not in the 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]).
local coordinate system

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.

user coordinate system
See definition of local coordinate system.
object bounding box units
The bounding client rect defines the coordinate system in which to resolve values, as defined in object bounding box units [SVG11].
filter primitives, filter primitive elements
The set of elements that control the output of a <filter> element, particularly: <feSpotLight>, <feBlend>, <feColorMatrix>, <feComponentTransfer>, <feComposite>, <feConvolveMatrix>, <feCustom>, <feDiffuseLighting>, <feDisplacementMap>, <feDropShadow>, <feFlood>, <feGaussianBlur>, <feImage>, <feMerge>, <feMorphology>, <feOffset>, <feSpecularLighting>, <feTile>, <feTurbulence>.
light source
The following elements are light sources: <feDistantLight>, <fePointLight>, <feSpotLight>.
filter primitive attributes
All filter primitives share x, y, width and height as filter primitive attributes.
vertex mesh
The vertex mesh defines the geometry that is processed by the vertex shader.

5 The filter property

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()>
<url>
A filter reference to a <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.
blur() = blur( <length> )

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.

brightness() = brightness( [ <number> | <percentage> ] )

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.

contrast() = contrast( [ <number> | <percentage> ] )

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.

custom() = custom( IDENT [ , <param> ]* )
References a custom filter at-rule by the given identifier. See Custom Filter Function for details.
drop-shadow() = drop-shadow( <length>{2,3} <color>? )

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.

grayscale() = grayscale( [ <number> | <percentage> ] )

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.

hue-rotate() = hue-rotate( <angle> )

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.

invert() = invert( [ <number> | <percentage> ] )

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.

opacity() = opacity( [ <number> | <percentage> ] )

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.

saturate() = saturate( [ <number> | <percentage> ] )

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.

sepia() = sepia( [ <number> | <percentage> ] )

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.

6 The <filter> element

Name: 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:

filterUnits = "userSpaceOnUse | objectBoundingBox"
See filter effects region.
primitiveUnits = "userSpaceOnUse | objectBoundingBox"

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

x = "<length> | <percentage>"
See filter effects region.
y = "<length> | <percentage>"
See filter effects region.
width = "<length> | <percentage>"
See filter effects region.
height = "<length> | <percentage>"
See filter effects region.

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.

7 Filter effects region

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:

‘filterUnits‘

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.

x, y, width, height

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.

It is often necessary to provide padding space because the filter effect might impact bits slightly outside the tight-fitting bounding box on a given object. For these purposes, it is possible to provide negative percentage values for x, y and percentages values greater than 100% for width, height. This, for example, is why the defaults for the filter effects region are ''x="-10%" y="-10%" width="120%" height="120%"''.

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.

8 Filter primitives

8.1 Overview

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.

8.2 Common attributes

The following attributes are available for all filter primitives:

Attribute definitions:

x = "<length> | <percentage>"

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.

y = "<length> | <percentage>"

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.

width = "<length> | <percentage>"

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.

height = "<length> | <percentage>"

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.

result = "<filter-primitive-reference>"
<filter-primitive-reference> is an <custom-ident> [CSS3VAL] and an assigned name for this filter primitive. If supplied, then graphics that result from processing this filter primitive can be referenced by an ‘in‘ attribute on a subsequent filter primitive within the same <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:

in = "SourceGraphic | SourceAlpha | BackgroundImage | BackgroundAlpha | FillPaint | StrokePaint | <filter-primitive-reference>"

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:

SourceGraphic

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.)

SourceAlpha

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.

BackgroundImage
This keyword represents the back drop defined by the current isolation group behind the filter region at the time that the <filter> element was invoked. See isolation property [COMPOSITING].
BackgroundAlpha
Same as BackgroundImage except only the alpha channel is used. See SourceAlpha and the isolation property [COMPOSITING].
FillPaint

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.

StrokePaint
This keyword represents the value of the stroke property on the target element for the filter effect. The StrokePaint image has conceptually infinite extent. See FillPaint above for more details.

Animatable: yes.

8.3 Filter primitive subregion

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>
Example

Example for subregions

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.

8.4 Filter primitive <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:

mode = "normal | multiply | screen | darken | lighten"

One of the image blending modes (see table below). The lacuna value for ‘mode‘ is normal.

Animatable: yes.

in2 = "(see in attribute)"

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>
Example

Example of feBlend

View this example as SVG (SVG-enabled UA only)

8.5 Filter primitive <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:

R'G'B'A'1=a00a01a02a03a04a10a11a12a13a14a20a21a22a23a24a30a31a32a33a3400001RGBA1

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 | saturate | hueRotate | luminanceToAlpha"
Indicates the type of matrix operation. The keyword matrix indicates that a full 5x4 matrix of values will be provided. The other keywords represent convenience shortcuts to allow commonly used color operations to be performed without specifying a complete matrix. The lacuna value for type is matrix.
Animatable: yes.
values = "list of <number>s"
The contents of values depends on the value of attribute type:
  • For type="matrix", values is a list of 20 matrix values (a00 a01 a02 a03 a04 a10 a11 ... a34), separated by whitespace and/or a comma. For example, the identity matrix could be expressed as:
    type="matrix" 
    values="1 0 0 0 0  0 1 0 0 0  0 0 1 0 0  0 0 0 1 0"
  • For type="saturate", values is a single real number value. A saturate operation is equivalent to the following matrix operation: R'G'B'A'1=0.213+0.787s0.7150.715s0.0720.072s000.2130.213s0.715+0.285s0.0720.072s000.2130.213s0.7150.715s0.072+0.928s000001000001RGBA1
    A value of 0 produces a fully desaturated (grayscale) filter result, while a value of 1 passes the filter input image through unchanged. Values outside the 0..1 range under- or oversaturates the filter input image respectively.
  • For type="hueRotate", values is a single one real number value (degrees). A hueRotate operation is equivalent to the following matrix operation: R'G'B'A'1=a00a01a0200a10a11a1200a20a21a22000001000001RGBA1

    where the terms a00, a01, etc. are calculated as follows:

    a00a01a02a10a11a12a20a21a22=+0.213+0.715+0.072+0.213+0.715+0.072+0.213+0.715+0.072+cos(hueRotatevalue)+0.7870.7150.0720.213+0.2850.0720.2130.715+0.928+sin(hueRotatevalue)0.2130.715+0.928+0.143+0.1400.2830.787+0.715+0.072

    Thus, the upper left term of the hue matrix turns out to be:

    a00=0.2127+cos(hueRotatevalue)0.7873sin(hueRotatevalue)0.2127

  • For type="luminanceToAlpha", values is not applicable. A luminanceToAlpha operation is equivalent to the following matrix operation:

    R'G'B'A'1=0000000000000000.21260.71520.07220000001RGBA1

If the attribute is not specified, then the default behavior depends on the value of attribute type. If ''type="matrix", then this attribute defaults to the identity matrix. If type="saturate", then this attribute defaults to the value 1, which results in the identity matrix. If type="hueRotate", then this attribute defaults to the value 0'', which results in the identity matrix.
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="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>
Example

Example of feColorMatrix

View this example as SVG (SVG-enabled browsers only)

8.6 Filter primitive <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:

The following rules apply to the processing of the <feComponentTransfer> element:

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:

type = "identity | table | discrete | linear | gamma"

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].

  • For identity:
    C' = C
  • For table, the function is defined by linear interpolation between values given in the attribute ‘tableValues‘. The table has n+1 values (i.e., v0 to vn) specifying the start and end values for n evenly sized interpolation regions. Interpolations use 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 + (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:

    C' = slope * C + intercept

  • For gamma, the function is defined by the following exponential function:

    C' = amplitude * pow(C, exponent) + offset

Animatable: yes.
tableValues = "(list of <number>s)"
When type="table", the list of <number> s v0,v1,...vn, separated by white space and/or a comma, which define the lookup table. An empty list results in an identity transfer function. If the attribute is not specified, then the effect is as if an empty list were provided.
Animatable: yes.
slope = "<number>"
When type="linear", the slope of the linear function.
The lacuna value for slope is 1.
Animatable: yes.
intercept = "<number>"
When type="linear", the intercept of the linear function.
The lacuna value for ‘intercept‘ is 0.
Animatable: yes.
amplitude = "<number>"
When type="gamma", the amplitude of the gamma function.
The lacuna value for ‘amplitude‘ is 1.
Animatable: yes.
exponent = "<number>"
When type="gamma", the exponent of the gamma function.
The lacuna value for ‘exponent‘ is 1.
Animatable: yes.
offset = "<number>"
When type="gamma", the offset of the gamma function.
The lacuna value for offset is 0.
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="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>
Example

Example for feComponentTransfer

View this example as SVG (SVG-enabled browsers only)

8.7 Filter primitive <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:

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:

operator = "over | in | out | atop | xor | arithmetic"
The compositing operation that is to be performed. All of the operator types except arithmetic match the corresponding operation as described in [PORTERDUFF]. The arithmetic operator is described above. The lacuna value for operator is over.
Animatable: yes.
k1 = "<number>"
Only applicable if operator="arithmetic".
The lacuna value for ‘k1‘ is 0.
Animatable: yes.
k2 = "<number>"
Only applicable if operator="arithmetic".
The lacuna value for ‘k2‘ is 0.
Animatable: yes.
k3 = "<number>"
Only applicable if operator="arithmetic".
The lacuna value for ‘k3‘ is 0.
Animatable: yes.
k4 = "<number>"
Only applicable if operator="arithmetic".
The lacuna value for ‘k4‘ is 0.
Animatable: yes.
in2 = "(see in attribute)"

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>
Example

Example of feComposite

View this example as SVG (SVG-enabled browsers only)

8.8 Filter primitive <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:

colorX,Y=i=0orderY1j=0orderX1sourcextargetX+j,ytargetY+ikernalMatrixorderXj1,orderYi1divisor+biasalphax,y

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:

02040235235100120140235235200220240235235255255255255255255255255255255

and you define a 3-by-3 convolution kernel as follows:

123456789

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:

resultChannel2,2=90+820+740+6100+5120+4140+3200+2220+12409+8+7+6+5+4+3+2+1

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:

order = "<number-optional-number>"
Indicates the number of cells in each dimension for ‘kernelMatrix‘. The values provided must be <integer> s greater than zero. Values that are not integers will be truncated, i.e. rounded to the closest integer value towards zero. The first number, <orderX>, indicates the number of columns in the matrix. The second number, <orderY>, indicates the number of rows in the matrix. If <orderY> is not provided, it defaults to <orderX>.
It is recommended that only small values (e.g., 3) be used; higher values may result in very high CPU overhead and usually do not produce results that justify the impact on performance.
The lacuna value for ‘order‘ is 3.
Animatable: yes.
kernelMatrix = "<list of numbers>"
The list of <number> s that make up the kernel matrix for the convolution. Values are separated by space characters and/or a comma. The number of entries in the list must equal <orderX> times <orderY>.
Animatable: yes.
divisor = "<number>"
After applying the kernelMatrix to the input image to yield a number, that number is divided by ‘divisor‘ to yield the final destination color value. A divisor that is the sum of all the matrix values tends to have an evening effect on the overall color intensity of the result. If the specified divisor is zero then the default value will be used instead. The lacuna value is the sum of all values in kernelMatrix, with the exception that if the sum is zero, then the divisor is set to 1.
Animatable: yes.
bias = "<number>"
After applying the kernelMatrix to the input image to yield a number and applying the ‘divisor‘, the ‘bias‘ attribute is added to each component. One application of ‘bias‘ is when it is desirable to have .5 gray value be the zero response of the filter. The bias property shifts the range of the filter. This allows representation of values that would otherwise be clamped to 0 or 1.
The lacuna value for ‘bias‘ is 0.
Animatable: yes.
targetX = "<integer>"
Determines the positioning in X of the convolution matrix relative to a given target pixel in the input image. The leftmost column of the matrix is column number zero. The value must be such that: 0 <= targetX < orderX. By default, the convolution matrix is centered in X over each pixel of the input image (i.e., targetX = floor ( orderX / 2 )).
Animatable: yes.
targetY = "<integer>"
Determines the positioning in Y of the convolution matrix relative to a given target pixel in the input image. The topmost row of the matrix is row number zero. The value must be such that: 0 <= targetY < orderY. By default, the convolution matrix is centered in Y over each pixel of the input image (i.e., targetY = floor ( orderY / 2 )).
Animatable: yes.
edgeMode = "duplicate | wrap | none"

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:

1112...1m1M2122...2m2M...............n1n2...nmnMN1N2...NmNM

Extended by two pixels using "duplicate":

111111121m1M1M1M111111121m1M1M1M111111121m1M1M1M212121222m2M2M2Mn1n1n1n2nmnMnMnMN1N1N1N2NmNMNMNMN1N1N1N2NmNMNMNMN1N1N1N2NmNMNMNM

"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":

nmnMn1n2nmnMn1n2NmNMN1N2NmNMN1N21m1M11121m1M11122m2M21222m2M2122nmnMn1n2nmnMn1n2NmNMN1N2NmNMN1N21m1M11121m1M11122m2M21222m2M2122

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.

kernelUnitLength = "<number-optional-number>"

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.

preserveAlpha = "false | true"
A value of false indicates that the convolution will apply to all channels, including the alpha channel. In this case the 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‘ 


A value of true indicates that the convolution will only apply to the color channels. In this case, the filter will temporarily unpremultiply the color component values and apply the kernel. In this case the ALPHAX,Y of the convolution formula for a given pixel is:

ALPHAX,Y = SOURCEX,Y

The lacuna value for ‘preserveAlpha‘ is false.
Animatable: yes.

8.9 Filter primitive <feCustom>

Name: feCustom
Categories: Filter primitive element
Content model: Any number of the following elements, in any order:
Attributes:
DOM Interfaces: SVGFECustomElement

Attribute definitions:

geometry = "grid(<integer>{0,2} [ detached | attached ]?"
See the geometry descriptor.
Animatable: yes.

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:

src = "<string>"
An <FuncIRI> to an resource which defines the custom filter.
Animatable: yes.
format = "<string>"
The format of the resource referenced by the src attribute.
Animatable: yes.

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:

ident = "<string>"
Indicates the parameter name to the shaders.
Animatable: yes.
type = "number | array | vec2 | vec3 | vec4 | mat2 | mat3 | mat4 | color | image | transform"
Indicates the type of the parameter passed to the shaders. For the types number, array, vec2, vec3, vec4, mat2, mat3 and mat4, the values attribute passes the values to the shader. For all other types, the attributes with the same name pass the parameter to the shader. The lacuna value for type is <number>.
Animatable: yes.
values = "list of <number>s"
The contents of values depends on the value of attribute type:
  • For type="number", values is a single real number value.
  • For type="array", values is a list of at least one real number value.
  • For type="vec2", values is a list of two real number values. The value list is interpreted as a vertical list, where the first entry equals the parameter on the top of the vector.
  • For type="vec3", values is a list of three real number values. The value list is interpreted as a vertical list, where the first entry equals the parameter on the top of the vector.
  • For type="vec4", values is a list of four real number values. The value list is interpreted as a vertical list, where the first entry equals the parameter on the top of the vector.
  • For type="mat2", values is a list of four real number values. The list specifies a 2x2 homogeneous matrix in column-major order.
  • For type="mat3", values is a list of nine real number values. The list specifies a 3x3 homogeneous matrix in column-major order.
  • For type="mat4", values is a list of 16 real number values. The list specifies a 4x4 homogeneous matrix in column-major order.

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.


Animatable: yes.
color = "<color>"
Indicates that a color value is passed as parameter to the shaders.
Animatable: yes.
image = "<url>"
Indicates that a image is passed as parameter to the shaders.
Animatable: yes.
transform = "<transform-list>"
Indicates that a list of transform functions is passed as parameter to the shaders.
Animatable: yes.

8.10 Filter primitive <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: Norm ( A x , A y , A z ) = A x 2 + A y 2 + A z 2 Norm(A_x,A_y,A_z) = sqrt { A_x^2+A_y^2+A_z^2}

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)
Kx =
    |  0  0  0 |
    |  0 -2  2 |
    |  0 -1  1 |

FACTORy=2/(3*dy)
Ky =  
    |  0  0  0 |
    |  0 -2 -1 |
    |  0  2  1 |

FACTORx=1/(3*dx)
Kx =
    |  0  0  0 |
    | -2  0  2 |
    | -1  0  1 |

FACTORy=1/(2*dy)
Ky =  
    |  0  0  0 |
    | -1 -2 -1 |
    |  1  2  1 |

FACTORx=2/(3*dx)
Kx =
    |  0  0  0 |
    | -2  2  0 |
    | -1  1  0 |

FACTORy=2/(3*dy)
Ky =  
    |  0  0  0 |
    | -1 -2  0 |
    |  1  2  0 |

Left column: Interior pixels: Right column:

FACTORx=1/(2*dx)
Kx =
    | 0 -1  1 |
    | 0 -2  2 |
    | 0 -1  1 |

FACTORy=1/(3*dy)
Ky =  
    |  0 -2 -1 |
    |  0  0  0 |
    |  0  2  1 |

FACTORx=1/(4*dx)
Kx =
    | -1  0  1 |
    | -2  0  2 |
    | -1  0  1 |

FACTORy=1/(4*dy)
Ky =  
    | -1 -2 -1 |
    |  0  0  0 |
    |  1  2  1 |

FACTORx=1/(2*dx)
Kx =
    | -1  1  0|
    | -2  2  0|
    | -1  1  0|

FACTORy=1/(3*dy)
Ky =  
    | -1 -2  0 |
    |  0  0  0 |
    |  1  2  0 |

Bottom/left corner: Bottom row: Bottom/right corner:

FACTORx=2/(3*dx)
Kx =
    | 0 -1  1 |
    | 0 -2  2 |
    | 0  0  0 |

FACTORy=2/(3*dy)
Ky =  
    |  0 -2 -1 |
    |  0  2  1 |
    |  0  0  0 |

FACTORx=1/(3*dx)
Kx =
    | -1  0  1 |
    | -2  0  2 |
    |  0  0  0 |

FACTORy=1/(2*dy)
Ky =  
    | -1 -2 -1 |
    |  1  2  1 |
    |  0  0  0 |

FACTORx=2/(3*dx)
Kx =
    | -1  1  0 |
    | -2  2  0 |
    |  0  0  0 |

FACTORy=2/(3*dy)
Ky =  
    | -1 -2  0 |
    |  1  2  0 |
    |  0  0  0 |

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:

surfaceScale = "<number>"
height of surface when Ain = 1.
If the attribute is not specified, then the effect is as if a value of 1 were specified.
Animatable: yes.
diffuseConstant = "<number>"
kd in Phong lighting model. In SVG, this can be any non-negative number.
If the attribute is not specified, then the effect is as if a value of 1 were specified.
Animatable: yes.
kernelUnitLength = "<number-optional-number>"

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.

8.11 Filter primitive <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:

scale = "<number>"
Displacement scale factor. The amount is expressed in the coordinate system established by attribute primitiveUnits on the <filter> element.
When the value of this attribute is 0, this operation has no effect on the source image.

The lacuna value for scale is 0.

Animatable: yes.
xChannelSelector = "R | G | B | A"
Indicates which channel from in2 to use to displace the pixels in ‘in‘ along the x-axis. The lacuna value for xChannelSelector is A.
Animatable: yes.
yChannelSelector = "R | G | B | A"
Indicates which channel from in2 to use to displace the pixels in ‘in‘ along the y-axis. The lacuna value for yChannelSelector is A.
Animatable: yes.
in2 = "(see ‘in‘ attribute)"
The second input image, which is used to displace the pixels in the image from attribute ‘in‘. This attribute can take on the same values as the ‘in‘ attribute.
Animatable: yes.

8.12 Filter primitive <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:

  1. Take the alpha channel of the input to the <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"/>
    

  2. Offset the result of step 1 by dx and dy as specified on the <feDropShadow> element, equivalent to applying an <feOffset> with these parameters:
    <feOffset dx="dx-of-feDropShadow" dy="dy-of-feDropShadow" result="offsetblur"/>
    

  3. Do processing as if an <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"/>
    

  4. Composite the result of the <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"/>
    

  5. Finally merge the result of the previous step, doing processing as if the following <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:

dx = "<number>"

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.

dy = "<number>"

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.

stdDeviation = "<number-optional-number>"

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.

8.13 Filter primitive <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.

8.13.1 The flood-color property

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.

8.13.2 The flood-opacity property

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.

8.14 Filter primitive <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:

stdDeviation = "<number-optional-number>"

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.
edgeMode = "duplicate | wrap | none"

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.

8.15 Filter primitive <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:

xlink:href = "<IRI>"

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.

href = "<IRI>"
An IRI reference to an image resource or to an element. If both, the xlink:href and the href attribute are specified, the latter overrides the first defintion.
Animatable: yes.
preserveAspectRatio = "[defer] <align> [<meetOrSlice>]"

See ‘preserveAspectRatio‘.

The lacuna value for ‘preserveAspectRatio‘ is xMidYMid meet.

Animatable: yes.

crossorigin = "anonymous | use-credentials"
The crossorigin attribute is a CORS settings attribute. Its purpose is to allow images from third-party sites that allow cross-origin access to be used with <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>
Example feImage — Examples of feImage use

Example of feImage

View this example as SVG (SVG-enabled browsers only)

8.16 Filter primitive <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.

8.17 Filter primitive <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:

operator = "erode | dilate"
A keyword indicating whether to erode (i.e., thin) or dilate (fatten) the source graphic. The lacuna value for operator is erode.
Animatable: yes.
radius = "<number-optional-number>"

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>
Example

Example of feMorphology

View this example as SVG (SVG-enabled browsers only)

8.18 Filter primitive <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:

dx = "<number>"
The amount to offset the input graphic along the x-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.
dy = "<number>"

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.

8.19 Filter primitive <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:

surfaceScale = "<number>"
height of surface when Ain = 1.
If the attribute is not specified, then the effect is as if a value of 1 were specified.
Animatable: yes.
specularConstant = "<number>"
ks in Phong lighting model. In SVG, this can be any non-negative number.
If the attribute is not specified, then the effect is as if a value of 1 were specified.
Animatable: yes.
specularExponent = "<number>"
Exponent for specular term, larger is more "shiny". Range 1.0 to 128.0.
If the attribute is not specified, then the effect is as if a value of 1 were specified.
Animatable: yes.
kernelUnitLength = "<number-optional-number>"
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.
Animatable: yes.

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.

8.20 Filter primitive <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.

8.21 Filter primitive <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:

baseFrequency = "<number-optional-number>"

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.

numOctaves = "<integer>"

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

seed = "<number>"

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.

stitchTiles = "stitch | noStitch"

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.

type = "fractalNoise | turbulence"

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>
Example

Example of feTurbulence

View this example as SVG (SVG-enabled browsers only)

9 The color-interpolation-filters property

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
auto
Indicates that the user agent can choose either the sRGB or linearRGB spaces for filter effects color operations. This option indicates that the author doesn’t require that color operations occur in a particular color space.
sRGB
Indicates that filter effects color operations should occur in the sRGB color space.
linearRGB
Indicates that filter effects color operations should occur in the linearized RGB color space.

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.

10 Light source elements and properties

10.1 Introduction

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.

10.2 Light source <feDistantLight>

Name: feDistantLight
Categories: Light source element
Content model: Any number of the following elements, in any order:
Attributes:
DOM Interfaces: SVGFEDistantLightElement

Attribute definitions:

azimuth = "<number>"

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.
elevation = "<number>"

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.

Angles which azimuth and elevation represent

Angles which azimuth and elevation represent

10.3 Light source <fePointLight>

Name: fePointLight
Categories: Light source element
Content model: Any number of the following elements, in any order:
Attributes:
DOM Interfaces: SVGFEPointLightElement

Attribute definitions:

x = "<number>"
X location for the light source in the coordinate system established by attribute primitiveUnits on the <filter> element.
The lacuna value for x is 0.
Animatable: yes.
y = "<number>"
Y location for the light source in the coordinate system established by attribute primitiveUnits on the <filter> element.
The lacuna value for y is 0.
Animatable: yes.
z = "<number>"
Z location for the light source in the coordinate system established by attribute primitiveUnits on the <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.
The lacuna value for z is 0.
Animatable: yes.

10.4 Light source <feSpotLight>

Name: feSpotLight
Categories: Light source element
Content model: Any number of the following elements, in any order:
Attributes:
DOM Interfaces: SVGFESpotLightElement

Attribute definitions:

x = "<number>"
X location for the light source in the coordinate system established by attribute primitiveUnits on the <filter> element.
The lacuna value for x is 0.
Animatable: yes.
y = "<number>"
Y location for the light source in the coordinate system established by attribute primitiveUnits on the <filter> element.
The lacuna value for y is 0.
Animatable: yes.
z = "<number>"
Z location for the light source in the coordinate system established by attribute primitiveUnits on the <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.
The lacuna value for z is 0.
Animatable: yes.
pointsAtX = "<number>"
X location in the coordinate system established by attribute primitiveUnits on the <filter> element of the point at which the light source is pointing.
The lacuna value for ‘pointsAtX‘ is 0.
Animatable: yes.
pointsAtY = "<number>"
Y location in the coordinate system established by attribute primitiveUnits on the <filter> element of the point at which the light source is pointing.
The lacuna value for ‘pointsAtY‘ is 0.
Animatable: yes.
pointsAtZ = "<number>"
Z location in the coordinate system established by the attribute primitiveUnits on the <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.
The lacuna value for ‘pointsAtZ‘ is 0.
Animatable: yes.
specularExponent = "<number>"
Exponent value controlling the focus for the light source.
The lacuna value for specularExponent is 1.
Animatable: yes.
limitingConeAngle = "<number>"
A limiting cone which restricts the region where the light is projected. No light is projected outside the cone. limitingConeAngle represents the angle in degrees between the spot light axis (i.e. the axis between the light source and the point to which it is pointing at) and the spot light cone. User agents should apply a smoothing technique such as anti-aliasing at the boundary of the cone.
If no value is specified, then no limiting cone will be applied.
Animatable: yes.

10.5 The lighting-color property

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>.

11 Custom Filter Function

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.

11.1 The '@supports' condition: filter

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) {
  ...
}

11.2 The @filter rule

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".

11.3 Custom filter resources: the src descriptor

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

11.4 Custom filter parameters: the parameters descriptor

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># )
Specifies an array of number values.
<url>
A URL reference to an image source.

The following function definitions describe matrices in column-major order.

mat2() = mat2( <number> [ , <number> ]{3,3} )
Specifies a 2x2 homogeneous matrix of 4 values.
mat3() = mat3( <number> [ , <number> ]{8,8} )
Specifies a 3x3 homogeneous matrix of 9 values.
mat4() = mat4( <number> [ , <number> ]{15,15} )
Specifies a 4x4 homogeneous matrix of 16 values.

11.5 Custom filter geometry: the geometry descriptor

Name: geometry
Value: <geometry-shape>
Initial: grid(1 1 attached)
<geometry-shape> = <grid()>
grid() = grid( <integer>{1,2} || [ detached | attached ]? )
<grid()>
<integer>
One or two positive integers greater then zero indicate the additional number of vertex lines and columns that will make the vertex mesh. With the initial value of 1 1 there is a single row and a single column, resulting in a four-vertices mesh (top-left, top-right, bottom-right, bottom-left). If the second parameter is not provided, it takes a value equal to the first. A value of n m results in a vertex mesh that has n columns and m rows. This results in a total of (n + 1) * (m + 1) vertices. If one of the passed parameters is zero or negative, the UA must use the initial mesh.
Concept of granular mesh

The figure illustrates how a mesh of '6 6' creates vertices passed to the vertex shader.

detached
The geometry provided to the vertex shader is made of triangles which do not share adjacent edges' vertices. A value of detached implies that the vertices are 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.

11.6 Custom filter compositing: the mix descriptor

Name: mix
Value: auto | [ <blend-mode> || <composite-mode> ]
Initial: auto
auto
The UA must follow the host language’s recommendation.
<blend-mode>
Specifies blending mechanisms for the filter primitive. The host language must define the meaning.
<composite-mode>
Specifies composition mechanisms for the filter primitive. The host language must define the meaning.

11.7 Custom filter margins: the margin descriptor

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].

12 Custom Shaders

12.1 Introduction

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.

12.2 Precedents

There are many precedents for shading languages, for example:

12.3 Recommended shading language

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.

12.4 Integration into @filter rule

Custom Filter Function values have the following meaning for Custom Shaders:

Values for mix descriptor
<blend-mode>
For fragment shaders, each pixel is blended with the mix color by using one of the predefined blend modes and it’s appropriate blend mode keyword (See [COMPOSITING]).
<composite-mode>
For fragment shaders, each pixel is composed with the mix color by using one of the predefined alpha-compositing operators and it’s appropriate alpha-compositing keyword (See [COMPOSITING]).
auto
If the mix descriptor value computes to auto, the effect is as if normal source-atop was specified.

12.5 Shader Processing Model

This section illustrates the shader processing model as it applies to an element whose unfiltered rendering is shown in the figure below.

the unfiltered input

Element before applying shaders

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.

source texture

Source texture created by rendering
the element off-screen and adding filter primitive margins

An <feCustom> element or a custom() filter function defines a custom filter primitive. The following figure illustrates its model.

processing model

The shader processing 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.

vertex mesh

The default vertex mesh and its default vertices

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.

custom vertex mesh

A finer, custom 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.

transformed vertices

Transformed vertices after applying the vertex shader

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.

transformed vertices

Transformed vertices after applying the vertex shader

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:

fragmentShader: processing model for mix

fragmentShader: processing model for mix

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.

12.6 Differences to GLSL

12.6.1 Fragment Shaders Differences with GLSL

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:

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
);
}      

12.6.2 Vertex attribute variables

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 a_triangleCoord.z value

The a_triangleCoord.z value

12.6.3 Shader uniform variables

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.

12.6.4 Other uniform variables: the CSS shaders parameters

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.

12.6.5 Default shaders

If no vertex shader is provided, the default one is as shown below.


attribute vec4 a_position;

void main()
{        
    gl_Position = a_position;
}

If no fragment shader is provided, the default one is shown below.


void main()
{  
}

12.6.6 Texture access

If shaders access texture values outside the [0, 1] range on both axis, the returned value is a fully translucent black pixel.

12.7 Validate Custom Filter Shaders

Building on WebGL

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:

Disallowing Unbound Samplers

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.

Custom Filter Parameter Type Checking

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.

Built-in Parameter Type Checking

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.

13 Filter CSS <image> values

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.

13.1 Interpolating filter()

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.

14 Shorthands defined in terms of the <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.

14.1 grayscale

 <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> 

14.2 sepia

 <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> 

14.3 saturate

 <filter id="saturate">
    <feColorMatrix type="saturate"
               values="(1 - [amount])"/>
  </filter> 

14.4 hue-rotate

 <filter id="hue-rotate">
    <feColorMatrix type="hueRotate"
               values="[angle]"/>
  </filter> 

14.5 invert

 <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> 

14.6 opacity

 <filter id="opacity">
    <feComponentTransfer>
        <feFuncA type="table" tableValues="0 [amount]"/>
    </feComponentTransfer>
  </filter> 

14.7 brightness

 <filter id="brightness">
    <feComponentTransfer>
        <feFuncR type="linear" slope="[amount]"/>
        <feFuncG type="linear" slope="[amount]"/>
        <feFuncB type="linear" slope="[amount]"/>
    </feComponentTransfer>
  </filter> 

14.8 contrast

 <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> 

14.9 blur

 <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.

14.10 drop-shadow

 <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> 

14.11 custom

  <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> 

15 The enable-background property

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].

16 Interpolation of Filters

For interpolation between one filter from-filter and a second filter to-filter, the rules described below are applied.

16.1 Interpolating the shader-params component in the custom() function

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.

17 SVG Animation

17.1 The <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.

Animatable data types
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.

18 Security

18.1 Tainted Filter Primitives

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> 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.

18.2 <feDisplacementMap> Restrictions

If <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.

18.3 <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.

18.4 Origin Restrictions

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.

18.5 Timing Attacks

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].

19 DOM interfaces

19.1 Interface SVGFilterElement

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;
Attributes:
filterUnits (readonly SVGAnimatedEnumeration)
Corresponds to attribute ‘filterUnits‘ on the given <filter> element. Takes one of the constants defined in SVGUnitTypes.
primitiveUnits (readonly SVGAnimatedEnumeration)
Corresponds to attribute ‘primitiveUnits‘ on the given <filter> element. Takes one of the constants defined in SVGUnitTypes.
x (readonly SVGAnimatedLength)
Corresponds to attribute x on the given <filter> element.
y (readonly SVGAnimatedLength)
Corresponds to attribute y on the given <filter> element.
width (readonly SVGAnimatedLength)
Corresponds to attribute width on the given <filter> element.
height (readonly SVGAnimatedLength)
Corresponds to attribute height on the given <filter> element.

19.2 Interface SVGFilterPrimitiveStandardAttributes

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;
};
Attributes:
x (readonly SVGAnimatedLength)
Corresponds to attribute 'filter primitive/x' on the given element.
y (readonly SVGAnimatedLength)
Corresponds to attribute 'filter primitive/y' on the given element.
width (readonly SVGAnimatedLength)
Corresponds to attribute 'filter primitive/width' on the given element.
height (readonly SVGAnimatedLength)
Corresponds to attribute 'filter primitive/height' on the given element.
result (readonly SVGAnimatedString)
Corresponds to attribute 'filter primitive/result' on the given element.

19.3 Interface SVGFEBlendElement

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;
Constants in group “Blend Mode Types”:
SVG_FEBLEND_MODE_UNKNOWN (unsigned short)
The type is not one of predefined types. It is invalid to attempt to define a new value of this type or to attempt to switch an existing value to this type.
SVG_FEBLEND_MODE_NORMAL (unsigned short)
Corresponds to value normal.
SVG_FEBLEND_MODE_MULTIPLY (unsigned short)
Corresponds to value multiply.
SVG_FEBLEND_MODE_SCREEN (unsigned short)
Corresponds to value screen.
SVG_FEBLEND_MODE_DARKEN (unsigned short)
Corresponds to value darken.
SVG_FEBLEND_MODE_LIGHTEN (unsigned short)
Corresponds to value lighten.
Attributes:
in1 (readonly SVGAnimatedString)
Corresponds to attribute ‘in‘ on the given <feBlend> element.
in2 (readonly SVGAnimatedString)
Corresponds to attribute in2 on the given <feBlend> element.
mode (readonly SVGAnimatedEnumeration)
Corresponds to attribute mode on the given <feBlend> element. Takes one of the SVG_FEBLEND_MODE_* constants defined on this interface.

19.4 Interface SVGFEColorMatrixElement

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;
Constants in group “Color Matrix Types”:
SVG_FECOLORMATRIX_TYPE_UNKNOWN (unsigned short)
The type is not one of predefined types. It is invalid to attempt to define a new value of this type or to attempt to switch an existing value to this type.
SVG_FECOLORMATRIX_TYPE_MATRIX (unsigned short)
Corresponds to value matrix.
SVG_FECOLORMATRIX_TYPE_SATURATE (unsigned short)
Corresponds to value saturate.
SVG_FECOLORMATRIX_TYPE_HUEROTATE (unsigned short)
Corresponds to value hueRotate.
SVG_FECOLORMATRIX_TYPE_LUMINANCETOALPHA (unsigned short)
Corresponds to value luminanceToAlpha.
Attributes:
in1 (readonly SVGAnimatedString)
Corresponds to attribute ‘in‘ on the given <feColorMatrix> element.
type (readonly SVGAnimatedEnumeration)
Corresponds to attribute type on the given <feColorMatrix> element. Takes one of the SVG_FECOLORMATRIX_TYPE_* constants defined on this interface.
values (readonly SVGAnimatedNumberList)
Corresponds to attribute values on the given <feColorMatrix> element.

19.5 Interface SVGFEComponentTransferElement

The SVGFEComponentTransferElement interface corresponds to the <feComponentTransfer> element.

interface SVGFEComponentTransferElement : SVGElement {
readonly attribute SVGAnimatedString in1;
};

SVGFEComponentTransferElement implements SVGFilterPrimitiveStandardAttributes;
Attributes:
in1 (readonly SVGAnimatedString)
Corresponds to attribute ‘in‘ on the given <feComponentTransfer> element.

19.6 Interface SVGComponentTransferFunctionElement

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;
};
Constants in group “Component Transfer Types”:
SVG_FECOMPONENTTRANSFER_TYPE_UNKNOWN (unsigned short)
The type is not one of predefined types. It is invalid to attempt to define a new value of this type or to attempt to switch an existing value to this type.
SVG_FECOMPONENTTRANSFER_TYPE_IDENTITY (unsigned short)
Corresponds to value identity.
SVG_FECOMPONENTTRANSFER_TYPE_TABLE (unsigned short)
Corresponds to value table.
SVG_FECOMPONENTTRANSFER_TYPE_DISCRETE (unsigned short)
Corresponds to value discrete.
SVG_FECOMPONENTTRANSFER_TYPE_LINEAR (unsigned short)
Corresponds to value linear.
SVG_FECOMPONENTTRANSFER_TYPE_GAMMA (unsigned short)
Corresponds to value gamma.
Attributes:
type (readonly SVGAnimatedEnumeration)
Corresponds to attribute type on the given element. Takes one of the SVG_FECOMPONENTTRANSFER_TYPE_* constants defined on this interface.
tableValues (readonly SVGAnimatedNumberList)
Corresponds to attribute ‘tableValues‘ on the given element.
slope (readonly SVGAnimatedNumber)
Corresponds to attribute slope on the given element.
intercept (readonly SVGAnimatedNumber)
Corresponds to attribute ‘intercept‘ on the given element.
amplitude (readonly SVGAnimatedNumber)
Corresponds to attribute ‘amplitude‘ on the given element.
exponent (readonly SVGAnimatedNumber)
Corresponds to attribute ‘exponent‘ on the given element.
offset (readonly SVGAnimatedNumber)
Corresponds to attribute offset on the given element.

19.7 Interface SVGFEFuncRElement

The SVGFEFuncRElement interface corresponds to the <feFuncR> element.

interface SVGFEFuncRElement : SVGComponentTransferFunctionElement {
};

19.8 Interface SVGFEFuncGElement

The SVGFEFuncRElement interface corresponds to the <feFuncG> element.

interface SVGFEFuncGElement : SVGComponentTransferFunctionElement {
};

19.9 Interface SVGFEFuncBElement

The SVGFEFuncBElement interface corresponds to the <feFuncB> element.

interface SVGFEFuncBElement : SVGComponentTransferFunctionElement {
};

19.10 Interface SVGFEFuncAElement

The SVGFEFuncAElement interface corresponds to the <feFuncA> element.

interface SVGFEFuncAElement : SVGComponentTransferFunctionElement {
};

19.11 Interface SVGFECompositeElement

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;
Constants in group “Composite Operators”:
SVG_FECOMPOSITE_OPERATOR_UNKNOWN (unsigned short)
The type is not one of predefined types. It is invalid to attempt to define a new value of this type or to attempt to switch an existing value to this type.
SVG_FECOMPOSITE_OPERATOR_OVER (unsigned short)
Corresponds to value over.
SVG_FECOMPOSITE_OPERATOR_IN (unsigned short)
Corresponds to value in.
SVG_FECOMPOSITE_OPERATOR_OUT (unsigned short)
Corresponds to value out.
SVG_FECOMPOSITE_OPERATOR_ATOP (unsigned short)
Corresponds to value atop.
SVG_FECOMPOSITE_OPERATOR_XOR (unsigned short)
Corresponds to value xor.
SVG_FECOMPOSITE_OPERATOR_ARITHMETIC (unsigned short)
Corresponds to value arithmetic.
Attributes:
in1 (readonly SVGAnimatedString)
Corresponds to attribute ‘in‘ on the given <feComposite> element.
in2 (readonly SVGAnimatedString)
Corresponds to attribute in2 on the given <feComposite> element.
operator (readonly SVGAnimatedEnumeration)
Corresponds to attribute operator on the given <feComposite> element. Takes one of the SVG_FECOMPOSITE_OPERATOR_* constants defined on this interface.
k1 (readonly SVGAnimatedNumber)
Corresponds to attribute k1 on the given <feComposite> element.
k2 (readonly SVGAnimatedNumber)
Corresponds to attribute k2 on the given <feComposite> element.
k3 (readonly SVGAnimatedNumber)
Corresponds to attribute k3 on the given <feComposite> element.
k4 (readonly SVGAnimatedNumber)
Corresponds to attribute k4 on the given <feComposite> element.

19.12 Interface SVGFEConvolveMatrixElement

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;
Constants in group “Edge Mode Values”:
SVG_EDGEMODE_UNKNOWN (unsigned short)
The type is not one of predefined types. It is invalid to attempt to define a new value of this type or to attempt to switch an existing value to this type.
SVG_EDGEMODE_DUPLICATE (unsigned short)
Corresponds to value duplicate.
SVG_EDGEMODE_WRAP (unsigned short)
Corresponds to value wrap.
SVG_EDGEMODE_NONE (unsigned short)
Corresponds to value none.
Attributes:
in1 (readonly SVGAnimatedString)
Corresponds to attribute ‘in‘ on the given <feConvolveMatrix> element.
orderX (readonly SVGAnimatedInteger)
Corresponds to attribute order on the given <feConvolveMatrix> element.
orderY (readonly SVGAnimatedInteger)
Corresponds to attribute order on the given <feConvolveMatrix> element.
kernelMatrix (readonly SVGAnimatedNumberList)
Corresponds to attribute kernelMatrix on the given <feConvolveMatrix> element.
divisor (readonly SVGAnimatedNumber)
Corresponds to attribute divisor on the given <feConvolveMatrix> element.
bias (readonly SVGAnimatedNumber)
Corresponds to attribute bias on the given <feConvolveMatrix> element.
targetX (readonly SVGAnimatedInteger)
Corresponds to attribute targetX on the given <feConvolveMatrix> element.
targetY (readonly SVGAnimatedInteger)
Corresponds to attribute targetY on the given <feConvolveMatrix> element.
edgeMode (readonly SVGAnimatedEnumeration)
Corresponds to attribute edgeMode on the given <feConvolveMatrix> element. Takes one of the SVG_EDGEMODE_* constants defined on this interface.
kernelUnitLengthX (readonly SVGAnimatedNumber)
Corresponds to attribute kernelUnitLength on the given <feConvolveMatrix> element.
kernelUnitLengthY (readonly SVGAnimatedNumber)
Corresponds to attribute kernelUnitLength on the given <feConvolveMatrix> element.

19.13 Interface SVGFECustomElement

The SVGFECustomElement interface corresponds to the <feCustom> element.

interface SVGFECustomElement : SVGElement {

readonly attribute SVGAnimatedString in;
readonly attribute SVGAnimatedString geometry;
};

SVGFECustomElement implements SVGFilterPrimitiveStandardAttributes;
Attributes:
in (readonly SVGAnimatedString)
Corresponds to attribute ‘in‘ on the given <feCustom> element.
geometry (readonly SVGAnimatedString)
Corresponds to attribute geometry on the given <feCustom> element.

19.14 Interface SVGFECustomSourceElement

The SVGFECustomSourceElement interface corresponds to the <feCustomSource> element.

interface SVGFECustomSourceElement : SVGElement {

readonly attribute SVGAnimatedString src;
readonly attribute SVGAnimatedString format;
};

Attributes:
src (readonly SVGAnimatedString)
Corresponds to attribute src on the given <feCustomSource> element.
format (readonly SVGAnimatedString)
Corresponds to attribute format on the given <feCustomSource> element.

19.15 Interface SVGFECustomParamElement

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;
};

Constants in group "Custom Parameter Types":
SVG_CUSTOM_PARAM_UNKNOWN (unsigned short)
The type is not one of predefined types. It is invalid to attempt to define a new value of this type or to attempt to switch an existing value to this type.
SVG_CUSTOM_PARAM_NUMBER (unsigned short)
Corresponds to value number.
SVG_CUSTOM_PARAM_ARRAY (unsigned short)
Corresponds to value array.
SVG_CUSTOM_PARAM_VEC2 (unsigned short)
Corresponds to value vec2.
SVG_CUSTOM_PARAM_VEC3 (unsigned short)
Corresponds to value vec3.
SVG_CUSTOM_PARAM_VEC4 (unsigned short)
Corresponds to value vec4.
SVG_CUSTOM_PARAM_MAT2 (unsigned short)
Corresponds to value mat2.
SVG_CUSTOM_PARAM_MAT3 (unsigned short)
Corresponds to value mat3.
SVG_CUSTOM_PARAM_MAT4 (unsigned short)
Corresponds to value mat4.
SVG_CUSTOM_PARAM_COLOR (unsigned short)
Corresponds to value <color>.
SVG_CUSTOM_PARAM_TEXTURE (unsigned short)
Corresponds to value texture.
SVG_CUSTOM_PARAM_TRANSFOMR (unsigned short)
Corresponds to value transform.
Attributes:
type (readonly SVGAnimatedEnumeration)
Corresponds to attribute type on the given <feCustomParam> element.
ident (readonly SVGAnimatedString)
Corresponds to attribute ident on the given <feCustomParam> element.
values (readonly SVGAnimatedNumberList)
Corresponds to attribute values on the given <feCustomParam> element.
texture (readonly SVGAnimatedString)
Corresponds to attribute texture on the given <feCustomParam> element.
color (readonly SVGAnimatedString)
Corresponds to attribute color on the given <feCustomParam> element.
transform (readonly SVGAnimatedTransformList)
Corresponds to attribute transform on the given <feCustomParam> element.

19.16 Interface SVGFEDiffuseLightingElement

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;
Attributes:
in1 (readonly SVGAnimatedString)
Corresponds to attribute ‘in‘ on the given <feDiffuseLighting> element.
surfaceScale (readonly SVGAnimatedNumber)
Corresponds to attribute surfaceScale on the given <feDiffuseLighting> element.
diffuseConstant (readonly SVGAnimatedNumber)
Corresponds to attribute diffuseConstant on the given <feDiffuseLighting> element.
kernelUnitLengthX (readonly SVGAnimatedNumber)
Corresponds to attribute kernelUnitLength on the given <feDiffuseLighting> element.
kernelUnitLengthY (readonly SVGAnimatedNumber)
Corresponds to attribute kernelUnitLength on the given <feDiffuseLighting> element.

19.17 Interface SVGFEDistantLightElement

SVGFEDistantLightElement interface corresponds to the <feDistantLight> element.

interface SVGFEDistantLightElement : SVGElement {
readonly attribute SVGAnimatedNumber azimuth;
readonly attribute SVGAnimatedNumber elevation;
};
Attributes:
azimuth (readonly SVGAnimatedNumber)
Corresponds to attribute azimuth on the given <feDistantLight> element.
elevation (readonly SVGAnimatedNumber)
Corresponds to attribute elevation on the given <feDistantLight> element.

19.18 Interface SVGFEPointLightElement

The SVGFEPointLightElement interface corresponds to the <fePointLight> element.

interface SVGFEPointLightElement : SVGElement {
readonly attribute SVGAnimatedNumber x;
readonly attribute SVGAnimatedNumber y;
readonly attribute SVGAnimatedNumber z;
};
Attributes:
x (readonly SVGAnimatedNumber)
Corresponds to attribute x on the given <fePointLight> element.
y (readonly SVGAnimatedNumber)
Corresponds to attribute y on the given <fePointLight> element.
z (readonly SVGAnimatedNumber)
Corresponds to attribute z on the given <fePointLight> element.

19.19 Interface SVGFESpotLightElement

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;
};
Attributes:
x (readonly SVGAnimatedNumber)
Corresponds to attribute x on the given <feSpotLight> element.
y (readonly SVGAnimatedNumber)
Corresponds to attribute y on the given <feSpotLight> element.
z (readonly SVGAnimatedNumber)
Corresponds to attribute z on the given <feSpotLight> element.
pointsAtX (readonly SVGAnimatedNumber)
Corresponds to attribute pointsAtX on the given <feSpotLight> element.
pointsAtY (readonly SVGAnimatedNumber)
Corresponds to attribute pointsAtY on the given <feSpotLight> element.
pointsAtZ (readonly SVGAnimatedNumber)
Corresponds to attribute pointsAtZ on the given <feSpotLight> element.
specularExponent (readonly SVGAnimatedNumber)
Corresponds to attribute specularExponent on the given <feSpotLight> element.
limitingConeAngle (readonly SVGAnimatedNumber)
Corresponds to attribute limitingConeAngle on the given <feSpotLight> element.

19.20 Interface SVGFEDisplacementMapElement

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;
Constants in group “Channel Selectors”:
SVG_CHANNEL_UNKNOWN (unsigned short)
The type is not one of predefined types. It is invalid to attempt to define a new value of this type or to attempt to switch an existing value to this type.
SVG_CHANNEL_R (unsigned short)
Corresponds to value R.
SVG_CHANNEL_G (unsigned short)
Corresponds to value G.
SVG_CHANNEL_B (unsigned short)
Corresponds to value B.
SVG_CHANNEL_A (unsigned short)
Corresponds to value A.
Attributes:
in1 (readonly SVGAnimatedString)
Corresponds to attribute ‘in‘ on the given <feDisplacementMap> element.
in2 (readonly SVGAnimatedString)
Corresponds to attribute in2 on the given <feDisplacementMap> element.
scale (readonly SVGAnimatedNumber)
Corresponds to attribute scale on the given <feDisplacementMap> element.
xChannelSelector (readonly SVGAnimatedEnumeration)
Corresponds to attribute xChannelSelector on the given <feDisplacementMap> element. Takes one of the SVG_CHANNEL_* constants defined on this interface.
yChannelSelector (readonly SVGAnimatedEnumeration)
Corresponds to attribute yChannelSelector on the given <feDisplacementMap> element. Takes one of the SVG_CHANNEL_* constants defined on this interface.

19.21 Interface SVGFEDropShadowElement

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;
Attributes:
in1 (readonly SVGAnimatedString)
Corresponds to attribute ‘in‘ on the given <feDropShadow> element.
dx (readonly SVGAnimatedNumber)
Corresponds to attribute dx on the given <feDropShadow> element.
dy (readonly SVGAnimatedNumber)
Corresponds to attribute dy on the given <feDropShadow> element.
stdDeviationX (readonly SVGAnimatedNumber)
Corresponds to attribute stdDeviation on the given <feDropShadow> element. Contains the X component of attribute stdDeviation.
stdDeviationY (readonly SVGAnimatedNumber)
Corresponds to attribute stdDeviation on the given <feDropShadow> element. Contains the Y component (possibly computed automatically) of attribute stdDeviation.
Operations:
void setStdDeviation(in float stdDeviationX, in float stdDeviationY)
Sets the values for attribute stdDeviation.
Parameters
  1. float stdDeviationX
    The X component of attribute stdDeviation.
  2. float stdDeviationY
    The Y component of attribute stdDeviation.
Exceptions
DOMException, code NO_MODIFICATION_ALLOWED_ERR
Raised on an attempt to change the value of a readonly attribute.

19.22 Interface SVGFEFloodElement

The SVGFEFloodElement interface corresponds to the <feFlood> element.

interface SVGFEFloodElement : SVGElement {
};

SVGFEFloodElement implements SVGFilterPrimitiveStandardAttributes;

19.23 Interface SVGFEGaussianBlurElement

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;
Constants in group “Edge Mode Values”:
SVG_EDGEMODE_UNKNOWN (unsigned short)
The type is not one of predefined types. It is invalid to attempt to define a new value of this type or to attempt to switch an existing value to this type.
SVG_EDGEMODE_DUPLICATE (unsigned short)
Corresponds to value duplicate.
SVG_EDGEMODE_WRAP (unsigned short)
Corresponds to value wrap.
SVG_EDGEMODE_NONE (unsigned short)
Corresponds to value none.
Attributes:
in1 (readonly SVGAnimatedString)
Corresponds to attribute ‘in‘ on the given <feGaussianBlur> element.
stdDeviationX (readonly SVGAnimatedNumber)
Corresponds to attribute stdDeviation on the given <feGaussianBlur> element. Contains the X component of attribute stdDeviation.
stdDeviationY (readonly SVGAnimatedNumber)
Corresponds to attribute stdDeviation on the given <feGaussianBlur> element. Contains the Y component (possibly computed automatically) of attribute stdDeviation.
edgeMode (readonly SVGAnimatedEnumeration)
Corresponds to attribute edgeMode on the given <feGaussianBlur> element. Takes one of the SVG_EDGEMODE_* constants defined on this interface.
Operations:
void setStdDeviation(in float stdDeviationX, in float stdDeviationY)
Sets the values for attribute stdDeviation.
Parameters
  1. float stdDeviationX
    The X component of attribute stdDeviation.
  2. float stdDeviationY
    The Y component of attribute stdDeviation.
Exceptions
DOMException, code NO_MODIFICATION_ALLOWED_ERR
Raised on an attempt to change the value of a readonly attribute.

19.24 Interface SVGFEImageElement

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;
Attributes:
preserveAspectRatio (readonly SVGAnimatedPreserveAspectRatio)
Corresponds to attribute preserveAspectRatio on the given <feImage> element.
crossOrigin (readonly SVGAnimatedString)
The crossOrigin IDL attribute must reflect the crossorigin content attribute, limited to only known values.

19.25 Interface SVGFEMergeElement

The SVGFEMergeElement interface corresponds to the <feMerge> element.

interface SVGFEMergeElement : SVGElement {
};

SVGFEMergeElement implements SVGFilterPrimitiveStandardAttributes;

19.26 Interface SVGFEMergeNodeElement

The SVGFEMergeNodeElement interface corresponds to the <feMergeNode> element.

interface SVGFEMergeNodeElement : SVGElement {
readonly attribute SVGAnimatedString in1;
};
Attributes:
in1 (readonly SVGAnimatedString)
Corresponds to attribute ‘in‘ on the given <feMergeNode>element.

19.27 Interface SVGFEMorphologyElement

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;
Constants in group “Morphology Operators”:
SVG_MORPHOLOGY_OPERATOR_UNKNOWN (unsigned short)
The type is not one of predefined types. It is invalid to attempt to define a new value of this type or to attempt to switch an existing value to this type.
SVG_MORPHOLOGY_OPERATOR_ERODE (unsigned short)
Corresponds to value erode.
SVG_MORPHOLOGY_OPERATOR_DILATE (unsigned short)
Corresponds to value dilate.
Attributes:
in1 (readonly SVGAnimatedString)
Corresponds to attribute ‘in‘ on the given <feMorphology> element.
operator (readonly SVGAnimatedEnumeration)
Corresponds to attribute operator on the given <feMorphology> element. Takes one of the SVG_MORPHOLOGY_OPERATOR_* constants defined on this interface.
radiusX (readonly SVGAnimatedNumber)
Corresponds to attribute radius on the given <feMorphology> element.
radiusY (readonly SVGAnimatedNumber)
Corresponds to attribute radius on the given <feMorphology> element.

19.28 Interface SVGFEOffsetElement

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;
Attributes:
in1 (readonly SVGAnimatedString)
Corresponds to attribute ‘in‘ on the given <feOffset> element.
dx (readonly SVGAnimatedNumber)
Corresponds to attribute dx on the given <feOffset> element.
dy (readonly SVGAnimatedNumber)
Corresponds to attribute dy on the given <feOffset> element.

19.29 Interface SVGFESpecularLightingElement

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;
Attributes:
in1 (readonly SVGAnimatedString)
Corresponds to attribute ‘in‘ on the given <feSpecularLighting> element.
surfaceScale (readonly SVGAnimatedNumber)
Corresponds to attribute surfaceScale on the given <feSpecularLighting> element.
specularConstant (readonly SVGAnimatedNumber)
Corresponds to attribute specularConstant on the given <feSpecularLighting> element.
specularExponent (readonly SVGAnimatedNumber)
Corresponds to attribute specularExponent on the given <feSpecularLighting> element.
kernelUnitLengthX (readonly SVGAnimatedNumber)
Corresponds to attribute kernelUnitLength on the given <feSpecularLighting> element.
kernelUnitLengthY (readonly SVGAnimatedNumber)
Corresponds to attribute kernelUnitLength on the given <feSpecularLighting> element.

19.30 Interface SVGFETileElement

The SVGFETileElement interface corresponds to the <feTile> element.

interface SVGFETileElement : SVGElement {
readonly attribute SVGAnimatedString in1;
};

SVGFETileElement implements SVGFilterPrimitiveStandardAttributes;
Attributes:
in1 (readonly SVGAnimatedString)
Corresponds to attribute ‘in‘ on the given <feTile> element.

19.31 Interface SVGFETurbulenceElement

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;
Constants in group “Turbulence Types”:
SVG_TURBULENCE_TYPE_UNKNOWN (unsigned short)
The type is not one of predefined types. It is invalid to attempt to define a new value of this type or to attempt to switch an existing value to this type.
SVG_TURBULENCE_TYPE_FRACTALNOISE (unsigned short)
Corresponds to value fractalNoise.
SVG_TURBULENCE_TYPE_TURBULENCE (unsigned short)
Corresponds to value turbulence.
Constants in group “Stitch Options”:
SVG_STITCHTYPE_UNKNOWN (unsigned short)
The type is not one of predefined types. It is invalid to attempt to define a new value of this type or to attempt to switch an existing value to this type.
SVG_STITCHTYPE_STITCH (unsigned short)
Corresponds to value stitch.
SVG_STITCHTYPE_NOSTITCH (unsigned short)
Corresponds to value noStitch.
Attributes:
baseFrequencyX (readonly SVGAnimatedNumber)
Corresponds to attribute baseFrequency on the given <feTurbulence> element. Contains the X component of the baseFrequency attribute.
baseFrequencyY (readonly SVGAnimatedNumber)
Corresponds to attribute baseFrequency on the given <feTurbulence> element. Contains the Y component of the (possibly computed automatically) baseFrequency attribute.
numOctaves (readonly SVGAnimatedInteger)
Corresponds to attribute numOctaves on the given <feTurbulence> element.
seed (readonly SVGAnimatedNumber)
Corresponds to attribute seed on the given <feTurbulence> element.
stitchTiles (readonly SVGAnimatedEnumeration)
Corresponds to attribute stitchTiles on the given <feTurbulence> element. Takes one of the SVG_STITCHTYPE_* constants defined on this interface.
type (readonly SVGAnimatedEnumeration)
Corresponds to attribute type on the given <feTurbulence> element. Takes one of the SVG_TURBULENCE_TYPE_* constants defined on this interface.

Changes

The following significant changes were made since the 25 October 2012 Working Draft.

See more detailed and longterm changes in the ChangeLog.

Conformance

Document conventions

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 classes

Conformance to this specification is defined for three conformance classes:

style sheet
A CSS style sheet.
renderer
A UA that interprets the semantics of a style sheet and renders documents that use them.
authoring tool
A UA that writes a style sheet.

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.

Partial implementations

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.

Experimental implementations

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.

Non-experimental implementations

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.

References

Normative References

[COMPOSITING]
Rik Cabanier; Nikos Andronikos. Compositing and Blending 1.0. 16 August 2012. W3C Working Draft. (Work in progress.) URL: http://www.w3.org/TR/2012/WD-compositing-20120816/
[CSS21]
Bert Bos; et al. Cascading Style Sheets Level 2 Revision 1 (CSS 2.1) Specification. 7 June 2011. W3C Recommendation. URL: http://www.w3.org/TR/2011/REC-CSS2-20110607
[CSS3-CONDITIONAL]
L. David Baron. CSS Conditional Rules Module Level 3. 4 April 2013. W3C Candidate Recommendation. (Work in progress.) URL: http://www.w3.org/TR/2013/CR-css3-conditional-20130404/
[CSS3BG]
Bert Bos; Elika J. Etemad; Brad Kemper. CSS Backgrounds and Borders Module Level 3. 24 July 2012. W3C Candidate Recommendation. (Work in progress.) URL: http://www.w3.org/TR/2012/CR-css3-background-20120724/
[CSS3VAL]
Håkon Wium Lie; Tab Atkins; Elika J. Etemad. CSS Values and Units Module Level 3. 30 July 2013. W3C Candidate Recommendation. (Work in progress.) URL: http://www.w3.org/TR/2013/CR-css3-values-20130730/
[CSSOM]
Anne van Kesteren. CSSOM. 12 July 2011. W3C Working Draft. (Work in progress.) URL: http://www.w3.org/TR/2011/WD-cssom-20110712/
[GLSLES]
R. J. Simpson; John Kessenich. The OpenGL® ES Shading Language. 2009-05-12. Khronos Specification; 1.0 Revision 17. URL: http://www.khronos.org/registry/gles/specs/2.0/GLSL_ES_Specification_1.0.17.pdf
[HTML5]
Robin Berjon; et al. HTML5. 6 August 2013. W3C Candidate Recommendation. (Work in progress.) URL: http://www.w3.org/TR/2013/CR-html5-20130806/
[RFC2119]
S. Bradner. Key words for use in RFCs to Indicate Requirement Levels. URL: http://www.ietf.org/rfc/rfc2119.txt
[SVG11]
Erik Dahlström; et al. Scalable Vector Graphics (SVG) 1.1 (Second Edition). 16 August 2011. W3C Recommendation. URL: http://www.w3.org/TR/2011/REC-SVG11-20110816/
[WEBGL]
C. Marrin. WebGL Specification Version 1.0. 2013-03-01. Khronos Specification. URL: http://www.khronos.org/registry/webgl/specs/1.0/

Informative References

[ArTD]
B. Jacob. Arithmetic Timing Differences. URL: https://wiki.mozilla.org/User:Bjacob/ArithmeticTimingDifferences
[CSS3-ANIMATIONS]
Dean Jackson; et al. CSS Animations. 19 February 2013. W3C Working Draft. (Work in progress.) URL: http://www.w3.org/TR/2013/WD-css3-animations-20130219/
[CSS3-TRANSFORMS]
Simon Fraser; et al. CSS Transforms. 11 September 2012. W3C Working Draft. (Work in progress.) URL: http://www.w3.org/TR/2012/WD-css3-transforms-20120911/
[CSS3COLOR]
Tantek Çelik; Chris Lilley; L. David Baron. CSS Color Module Level 3. 7 June 2011. W3C Recommendation. URL: http://www.w3.org/TR/2011/REC-css3-color-20110607
[PORTERDUFF]
Thomas Porter; Tom Duff. Compositing digital images. 1984-07-01. URL:
[ShadSec]
V. Hardy; M. Vujovic; A. Chiculita. CSS Shaders Security. URL: http://www.w3.org/Graphics/fx/wiki/CSS_Shaders_Security

Index

Property index

NameValueInitialApplies toInh.%agesMediaAnimatableComputed value
filternone | <filter-function-list>noneAll elements. In SVG, it applies to container elements without the <defs> element and all graphics elementsnon/avisualyesas specified
flood-color<color> <icccolor>?black<feFlood> and <feDropShadow> elementsnon/avisualyesas specified
flood-opacity<number> | <percentage>1<feFlood> and <feDropShadow> elementsnon/avisualyesas specified
color-interpolation-filtersauto | sRGB | linearRGBautoAll filter primitivesyesn/avisualnoas specified
lighting-color<color> <icccolor>?white<feDiffuseLighting> and <feSpecularLighting> elementsnon/avisualyesas specified

Miscellaneous Descriptors

NameValueInitialComputed value
src[ <url> [ format( <string> ) ]? ]#N/A
parameters<param>#N/A
geometry<geometry-shape>grid(1 1 attached)
mixauto | [ <blend-mode> || <composite-mode> ]auto
margin<margin-width>{1,4}autothe percentage as specified or the absolute length. A value of auto computes to 10% of the input Filter primitive subregion.

Issues Index

If we make filter region auto, how will it affect existing content that uses objectBoundingBox? Bug 21611
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.
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
public-fx: <feComposite>: Does that mean that "in2" should take the value of "in" if not specified?
SVG WG decision: Enable blending without composition.
public-fx: <feBlend>: Does that mean that "in2" should take the value of "in" if not specified? (example)
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?
Add a note that numOctaves of <feTurbulence> should be 10 or less? Bug 22435
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.