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