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.