<feSpecularLighting>

Baseline Widely available

This feature is well established and works across many devices and browser versions. It’s been available across browsers since July 2015.

The <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.

Usage context

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

Attributes

DOM Interface

This element implements the SVGFESpecularLightingElement interface.

Example

html
<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>

Result

Specifications

Specification
Filter Effects Module Level 1
# feSpecularLightingElement

Browser compatibility

BCD tables only load in the browser

See also