<feblend>
<fecolormatrix>
<fecomponenttransfer>
<fecomposite>
<feconvolvematrix>
<fediffuselighting>
<fedisplacementmap>
<feflood>
<fefunca>
<fefuncb>
<fefuncg>
<fefuncr>
<fegaussianblur>
<feimage>
<femerge>
<femergenode>
<femorphology>
<feoffset>
<fepointlight>
<fespecularlighting>
<fespotlight>
<fetile>
<feturbulence>
<feBlend>
<feColorMatrix>
<feComponentTransfer>
<feComposite>
<feConvolveMatrix>
<feDiffuseLighting>
<feDisplacementMap>
<feDistantLight>
<feFlood>
<feFuncA>
<feFuncB>
<feFuncG>
<feFuncR>
<feGaussianBlur>
<feImage>
<feMerge>
<feMergeNode>
<feMorphology>
<feOffset>
<fePointLight>
<feSpecularLighting>
<feSpotLight>
<feTile>
<feTurbulence>
<filter>
<font>
<font-face>
<font-face-format>
<font-face-name>
<font-face-src>
<font-face-uri>
<foreignObject>
<feSpecularLighting>
SVG
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.
| 类别 | Filter primitive element |
|---|---|
| 准许内容 | Exactly one light source element first and any number of descriptive elements in any order. |
This element implements the
SVGFESpecularLightingElement
接口。
<svg height="200" width="200" viewBox="0 0 220 220"
xmlns
=
"
http://www.w3.org/2000/svg
"
>
<
filter
id
=
"
filter
"
>
<
feSpecularLighting
result
=
"
specOut
"
specularExponent
=
"
20
"
lighting-color
=
"
#bbbbbb
"
>
<
fePointLight
x
=
"
50
"
y
=
"
75
"
z
=
"
200
"
/>
</
feSpecularLighting
>
<
feComposite
in
=
"
SourceGraphic
"
in2
=
"
specOut
"
operator
=
"
arithmetic
"
k1
=
"
0
"
k2
=
"
1
"
k3
=
"
1
"
k4
=
"
0
"
/>
</
filter
>
<
circle
cx
=
"
110
"
cy
=
"
110
"
r
=
"
100
"
style
=
"
filter
:
url
(
#filter
)
"
/>
</
svg
>
| 规范 |
|---|
|
Filter Effects Module Level 2
(Filter Effects 2)
# feSpecularLightingElement |
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<filter>
<feBlend>
<feColorMatrix>
<feComponentTransfer>
<feComposite>
<feConvolveMatrix>
<feDiffuseLighting>
<feDisplacementMap>
<feDistantLight>
<feFlood>
<feGaussianBlur>
<feImage>
<feMerge>
<feMorphology>
<feOffset>
<fePointLight>
<feSpotLight>
<feTile>
<feTurbulence>
最后修改: , 由 MDN 贡献者