The <feSpecularLighting> SVG filter primitive lights a source graphic using the alpha channel as a bump map.
Syntax:
<feSpecularLighting in ="" surfaceScale ="" specularConstant=""
specularExponent="" kernelUnitLength="" >
Attributes:
- in: It identifies input for the given filter primitive.
- surfaceScale: It represents the height of the surface for a light filter primitive.
- specularConstant: It controls the ratio of reflection of the specular lighting.
- specularExponent: It controls the focus for the light source.
- kernelUnitLength: It has two meanings based on the context it's used in. For lighting filter primitives, it indicates the intended distance for the x and y coordinates, for <feConvolveMatrix>, it indicates the intended distance between successive columns and rows in the kernel matrix.
Example 1:
Output:
👁 Image
Example 2:
Output:
👁 Image
Example 3:
Output:
👁 Image