Implement the feDropShadow element
Reusing @johnl's work and adding the missing bits to implement feDropShadow
:
- Factor out a function to generate the filter primitives for a drop-shadow effect. This was already present for the
drop-shadow
filter function. - Refactor
extract_filter_from_filter_node()
a bit to use a less hairy iterator, now that individual filter effects can return aVec<ResolvedPrimitive>
instead of a singleResolvedPrimitive
. - Add the new element definition.
- Implement the element's
set_attributes
.