czm_getSpecular
Calculates the specular intensity of reflected light.
Parameters:
| Name | Type | Description | 
|---|---|---|
| lightDirectionEC | vec3 | Unit vector pointing to the light source in eye coordinates. | 
| toEyeEC | vec3 | Unit vector pointing to the eye position in eye coordinates. | 
| normalEC | vec3 | The surface normal in eye coordinates. | 
| shininess | float | The sharpness of the specular reflection. Higher values create a smaller, more focused specular highlight. | 
Returns:
	
	
		float 
		
		 The intensity of the specular highlight.
         
    
    
        Example
float diffuseIntensity = czm_getLambertDiffuse(lightDirectionEC, normalEC); float specularIntensity = czm_getSpecular(lightDirectionEC, toEyeEC, normalEC, 200); vec3 color = (diffuseColor * diffuseIntensity) + (specularColor * specularIntensity);
