Built-in Default Shaders

Light attenuation:

Formula: attenuation = 1.0f / (constant + linear * distance + quadratic * distance²)

Auto updated shader parameters:

"worldMatrix"
"viewMatrix"
"projectionMatrix"
"worldViewProjMatrix"
"textureMatrix"
"boneMatrices"
"morphWeight"

Default light params matrix:

[ posx    posy    posz        -           ] position
[ diff.r  diff.g  diff.b      -           ] diffuse
[ spec.r  spec.g  spec.b      shininess   ] spec
[ const   linear  quadratic   range       ] attenuation