Light0_Specular, Light1_Specular, Light2_Specular, Light3_Specular

This light value represents one of four different light sources (0 - 3). This series of values represents the RGB color values for the specular light. The first three numbers represent the RGB values respectively. The numbers are somewhere between 0.0000 and 1.0000. 0.0 0.0 0.0 represents black, while 1.0 1.0 1.0 represents White. The last number is always set to 1.0.

Entry Name: Light0_Specular, Light1_Specular, Light2_Specular, Light3_Specular

Entry Type: Character String that specifies the RGB color Intensities. The default value is 1.0000 1.0000 1.0000 1.0 (White).

Specular light comes from a particular direction, and it tends to bounce off the surface in a preferred direction. A laser beam bouncing off a mirror produces almost 100 percent specular reflection. Shiny metal or plastic has a high specular component and chalk or carpet has almost none. You can think of specular light as "shininess".