alpha = 1 everywhere. The lighting
calculation follows the standard diffuse component of the Phong
lighting model. The resulting image depends on the light colour, light
position and surface geometry of the input bump map.feDiffuseLighting(input = NA,
surfaceScale = 1, diffuseConstant = 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 ulightSource.feDistantLight, fePointLight, or
feSpotLightfe.fe.diffuse.lighting object.filterEffect fe,
feDistantLight, fePointLight,
feSpotLight.