The meshPhong material includes parameters for 'emissive' and 'shininess' that impact the calculations within the material shader. However, these parameters will not give you the desired effect as they are solely used for determining the final color output.
If you want to create a glowing sphere effect, one technique is to position a spotlight at the same location as the sphere to illuminate the surrounding objects. Alternatively, you can implement a post-processing shader:
- Render the sphere to framebuffer 1.
- Render the same sphere in a bright color (such as yellow) to framebuffer 2.
- Apply a blur effect to the content in framebuffer 2 as part of the post-processing.
- Blend the original image (from framebuffer 1) with the blurred image from framebuffer 2 to generate the final glowing effect.
Some examples achieve a glowing effect without post-processing by using a clever trick. They render the sphere and then overlay a quad with a "glow aura" texture in the background. Visit: to see how you can simulate a glow and create a halo-like circle around the sphere.