// Copyright 2016 The G3N Authors. All rights reserved. // Use of this source code is governed by a BSD-style // license that can be found in the LICENSE file. package material import ( "github.com/g3n/engine/math32" ) // Phong material is identical to the Standard material but // the calculation of the lighting model is done in the fragment shader. type Phong struct { Standard // Embedded standard material } // NewPhong creates and returns a pointer to a new phong material func NewPhong(color *math32.Color) *Phong { pm := new(Phong) pm.Standard.Init("phong", color) return pm }