From b1c60c1b78d470a1e12bd1131998fb087ecb1546 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Vladim=C3=ADr=20Vondru=C5=A1?= Date: Fri, 9 Mar 2018 16:15:24 +0100 Subject: [PATCH] Shaders: hint how to have a fully diffuse material with Phong. --- src/Magnum/Shaders/Phong.h | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/src/Magnum/Shaders/Phong.h b/src/Magnum/Shaders/Phong.h index f81a1b36b..3a4bbd4a4 100644 --- a/src/Magnum/Shaders/Phong.h +++ b/src/Magnum/Shaders/Phong.h @@ -221,7 +221,9 @@ class MAGNUM_SHADERS_EXPORT Phong: public AbstractShaderProgram { * @return Reference to self (for method chaining) * * Default value is @cpp 0xffffffff_rgbaf @ce. Color will be multiplied - * with specular texture if @ref Flag::SpecularTexture is set. + * with specular texture if @ref Flag::SpecularTexture is set. If you + * want to have a fully diffuse material, set specular color to + * @cpp 0x000000_rgbf @ce. * @see @ref bindSpecularTexture() */ Phong& setSpecularColor(const Color4& color) {