R: Light an image using the alpha channel as a bump map.
feDiffuseLighting
R Documentation
Light an image using the alpha channel as a bump map.
Description
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.
Identifies an input for this filter primtive. See
filterInputs.
surfaceScale
Scale applied to the input alpha surface.
diffuseConstant
kd in the Phong lighting model. Must be non-negative.
kernelUnitLength
The first number is the dx value. The second number is the
dy value. If the dy value is not specified, it
defaults to the same value as dx. Indicates the intended
distance in current filter units (i.e., units as determined by the
value of parent filter container's primitiveUnits) for
dx and dy, respectively, in the surface normal
calculation formulas. By specifying value(s) for
kernelUnitLength, the kernel becomes defined in a scalable,
abstract coordinate system. If kernelUnitLength is not
specified, the dx and dy values should represent very
small deltas relative to a given (x,y) position, which might be
implemented in some cases as one pixel in the intermediate image
offscreen bitmap, which is a pixel-based coordinate system, and thus
potentially not scalable.
col
The colour to apply to the light from lightSource.
lightSource
A light source object, produced by one of
feDistantLight, fePointLight, or
feSpotLight.
...
Further arguments to be passed onto fe.
Details
For more information about this primitive, consult the reference to
the SVG specification.