On Oct 1, 2014, at 12:28 PM, Mark Callow <callow.m...@artspark.co.jp> wrote:

> 
> On 30/09/2014 02:20, Markus Stange wrote:
>> Hi,
>> 
>> I'd like to revive this discussion.
>> 
>> On Sat, Mar 15, 2014 at 12:03 AM, Dirk Schulze 
>> <dschu...@adobe.com>
>>  wrote:
>> 
>> 
>>> I would suggest a filter attribute that takes a list of filter operations
>>> similar to the CSS Image filter function[1]. Similar to shadows[2], each
>>> drawing operation would be filtered. The API looks like this:
>>> 
>>> partial interface CanvasRenderingContext2D {
>>>     attribute DOMString filter;
>>> }
>>> 
>>> A filter DOMString could looks like: “contrast(50%) blur(3px)”
>>> 
>> 
> What happened to the effort to create CSS filters programmable in GLSL? 
> Wasn't that effort addressing canvas filters too? Programmable filters seem 
> more desirable than a fixed set. Last I heard the CSS filters effort was 
> exploring ways to limit filter operations to those that would not allow, for 
> example, the visited state of links to be determined. I think allowing 
> operations only on same-origin data solves those types of issues for canvas.

CSS Shaders are the programmable GLSL filters you mean. Some browser vendors 
expressed their strong objection to this feature. We’ll explore the feature at 
a later time. As you said, there were limitations in CSS Shaders that disallow 
any direct pixel access. This makes it impossible to use CSS Shaders for many 
use cases. Most of the short hand filters could not be done with CSS Shaders 
for instance. However, shaders can still be used in WebGL on content without 
privacy implications.

Greetings,
Dirk

> 
> Regards
> 
>     -Mark
> 
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