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 using the add term of the arithmetic method
in feComposite
. Multiple light sources can be simulated
by adding several of these light maps before applying it to the
texture image.
feSpecularLighting(input = NA, surfaceScale = 1, specularConstant = 1, specularExponent = 1, kernelUnitLength = NA, col = "white", lightSource = NULL, ...)
filterInputs
.
kd
in the Phong lighting model. Must be non-negative.
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 parent filter container's 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.
lightSource
.
feDistantLight
, fePointLight
, or
feSpotLight
.
fe
.
fe.specular.lighting
object.
filterEffect
fe
,
feDistantLight
, fePointLight
,
feSpotLight
.