feSpecularLighting Filter Element

This filter primitive lights a source graphic using the alpha channel as a bump map. The resulting image is an RGBA image based on the light color. The lighting calculation follows the standard specular component of the Phong lighting model. The resulting image depends on the light color, light position and surface geometry of the input bump map. The result of the lighting calculation is added. The filter primitive assumes that the viewer is at infinity in the z direction (i.e., the unit vector in the eye direction is (0,0,1) everywhere).

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 feComposite method. Multiple light sources can be simulated by adding several of these light maps before applying it to the texture image.

Unlike the feDiffuseLighting, the feSpecularLighting filter produces a non-opaque image. This is due to the fact that the specular result is meant to be added to the textured image. The alpha channel of the result is the max of the color components, so that where the specular light is zero, no additional coverage is added to the image and a fully white highlight will add opacity.

The feDiffuseLighting and feSpecularLighting filters will often be applied together. An implementation may detect this and calculate both maps in one pass, instead of two.

For common properties see: Filter Primitives Overview

Methods

feSpecularLighting.feDistantLight(azimuth=0, elevation=0, **extra)

create and add a light source: feDistantLight Filter Element

feSpecularLighting.fePointLight(source=(0, 0, 0), **extra)
Parameters:source – source 3D point (x, y, z)

create and add a light source: fePointLight Filter Element

feSpecularLighting.feSpotLight(source=(0, 0, 0), target=(0, 0, 0), **extra)
Parameters:
  • source – source 3D point (x, y, z)
  • target – target 3D point (pointsAtX, pointsAtY, pointsAtZ)

create and add a light source: feSpotLight Filter Element

SVG Attributes

  • in – (see in attribute)

  • surfaceScale<number>

    height of surface when Ain = 1.

    If the attribute is not specified, then the effect is as if a value of '1' were specified.

  • specularConstant<number>

    ks in Phong lighting model. In SVG, this can be any non-negative number.

    If the attribute is not specified, then the effect is as if a value of '1' were specified.

  • specularExponent<number>

    Exponent for specular term, larger is more “shiny”. Range 1.0 to 128.0.

    If the attribute is not specified, then the effect is as if a value of '1' were specified.

  • kernelUnitLength<number-optional-number>

    The first number is the <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 attribute primitiveUnits) between successive columns and rows, respectively, in the kernelMatrix. By specifying value(s) for kernelUnitLength, the kernel becomes defined in a scalable, abstract coordinate system. If kernelUnitLength is not specified, the default value is one pixel in the offscreen bitmap, which is a pixel-based coordinate system, and thus potentially not scalable. For some level of consistency across display media and user agents, it is necessary that a value be provided for at least one of filterRes and kernelUnitLength. In some implementations, the most consistent results and the fastest performance will be achieved if the pixel grid of the temporary offscreen images aligns with the pixel grid of the kernel. A negative or zero value is an error.

  • lighting-color'currentColor' | <color> [<icccolor>] | 'inherit'

    The lighting-color property defines the color of the light source for filter primitives feDiffuseLighting and feSpecularLighting.