Remove Black Color with Shaders

(yuanchuan.dev)

54 points | by surprisetalk 6 days ago ago

18 comments

  • esperent 2 days ago

    I thought this was some crazy CSS syntax I've never seen before:

        background: @shaders(
          fragment { }
          vertex { }
          texture { }
        );
    
    Searching around just leads back to this blog though [0]. It would be amazing if this was real syntax, but I guess security reasons would probably make it a no-go for general use.

    Indeed, there was an old CSS Shaders feature (in Chrome, behind a flag) behind from way back around 2013 [1]. Unclear if there's been any development since.

    [0] https://yuanchuan.dev/add-shaders

    [1] https://developer.chrome.com/blog/introduction-to-custom-fil...

    • anewhnaccount2 2 days ago

      Looks like it's an extension offered by this https://css-doodle.com/

      • esperent 2 days ago

        Yeah, good catch.

        yuanchen.dev is the creator of that, I guess.

    • Etheryte 2 days ago

      Here's hoping this will never come to browsers because this would become an endless pit of fingerprinting loopholes, similar to canvas and other related APIs.

      • circuit10 2 days ago

        I think browsers can already block sites from reading image data from images embedded from other domains so maybe you could use the same logic here

        Also WebGL/WebGPU do exist already although I guess that’s easier to disable

    • scotty79 a day ago

      I eagerly await times when random website's CSS can mine crypto on my GPU.

  • woolion 2 days ago

    It seems the shader transparent version is badly aliased? The effect is less noticeable on Chrome than Firefox, but it is still quite visible. This defeats the purpose of vector graphics...

    It's a nice trick to play around, but that limits its usefulness.

    • maggit 2 days ago

      It is indeed badly aliased. The technique demonstrated does not take into account antialiasing in the initial render, which causes this issue. There are ways to improve it, but I would advise against this approach in general since it doesn't handle these edge cases well.

  • nnevatie 2 days ago

    We have come a full circle with a re-invention of luma keying, originally from the 1950s, or so.

  • Barathkanna 2 days ago

    Nice explanation. This is one of those shader tricks that feels obvious once you see it, but saves a ton of asset wrangling in practice. Treating black as a blend signal at render time instead of baking alpha channels is a clean solution, especially for effects, legacy textures, or quick prototyping.

  • dleeftink 2 days ago

    Why not svg filters to create alpha channels? Seems to be supported by the library too (very useful btw!).

  • butlike a day ago

    I want to point out as an out-of-touch early 2010s front-end dev that CSS has comically gotten away from me, exemplified by:

    vec2 uv = gl_FragCoord.xy / u_resolution.xy;

  • ImHereToVote 2 days ago

    If you are gonna use shaders. Why not create the whole boxes as meshes? Why bother with the CSS at all?

    • ZachSaucier 2 days ago

      The author creates art using their own custom library that uses CSS-like syntax to render HTML, SVG, and more recently shaders. The point isn't that this is the best way to do it. It's simply a trick that the author used to do something with their own bespoke library that they were trying to do.

  • meindnoch 2 days ago

    I sincerely hope this is not a real CSS feature.

  • Zekio 2 days ago

    wouldn't the simplest solution, just be to use transparent instead of black? or in this case #0000 instead of #000

    • mcherm 2 days ago

      No, because the black needs to cover up other shapes (up until the final step of rendering).

      • Zekio 2 days ago

        the examples don't really looks like it should be necessary depending on how you go around creating the shapes