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Next: 20.2.6 Putting It All Up: 20.2 Lighting Equations Previous: 20.2.4 Diffuse Term

20.2.5 Specular Term

The specular term also depends on whether light falls directly on the vertex. If tex2html_wrap_inline11564 is less than or equal to zero, there is no specular component at the vertex. (If it's less than zero, the light is on the wrong side of the surface.) If there's a specular component, it depends on the following:

Using these definitions, here's how OpenGL calculates the specular term:
displaymath11572
However, if tex2html_wrap_inline11574, the specular term is 0.