feDiffuseLighting | R Documentation |
This filter primitive lights an image using the alpha channel as a
bump map. The resulting image is an RGBA opaque image based on the
light colour with alpha = 1
everywhere. The lighting
calculation follows the standard diffuse component of the Phong
lighting model. The resulting image depends on the light colour, light
position and surface geometry of the input bump map.
feDiffuseLighting(input = NA,
surfaceScale = 1, diffuseConstant = 1,
kernelUnitLength = NA, col = "white",
lightSource = NULL, ...)
input |
Identifies an input for this filter primtive. See
|
surfaceScale |
Scale applied to the input alpha surface. |
diffuseConstant |
|
kernelUnitLength |
The first number is the |
col |
The colour to apply to the light from |
lightSource |
A light source object, produced by one of
|
... |
Further arguments to be passed onto |
For more information about this primitive, consult the reference to the SVG specification.
An fe.diffuse.lighting
object.
Simon Potter
https://www.w3.org/TR/SVG/filters.html#feDiffuseLightingElement
filterEffect
fe
,
feDistantLight
, fePointLight
,
feSpotLight
.
Add the following code to your website.
For more information on customizing the embed code, read Embedding Snippets.