<feSpecularLighting>

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.

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.

Usage context

CategoriesFilter primitive element
Permitted contentExactly one light source element first and any number of descriptive elements in any order.

Example

Attributes

Global attributes

Specific attributes

DOM Interface

This element implements the SVGFESpecularLightingElement interface.

Specifications

Specification Status Comment
Filter Effects Module Level 1
The definition of '<feSpecularLighting>' in that specification.
Working Draft  
Scalable Vector Graphics (SVG) 1.1 (Second Edition)
The definition of '<feSpecularLighting>' in that specification.
Recommendation Initial definition

Browser compatibility

Feature Chrome Firefox (Gecko) Internet Explorer Opera Safari
Basic support ? 4.0 (2.0) ? 9.0 ?
Feature Android Firefox Mobile (Gecko) IE Phone Opera Mobile Safari Mobile
Basic support ? ? ? ? ?

 

The chart is based on these sources.

See also

Document Tags and Contributors

 Contributors to this page: iwarui, Sebastianz, kscarfone, Baptiste, Jeremie, Manuel_Strehl
 Last updated by: iwarui,