lights/defaultDynamicLight { { stage attenuationMapZ map makeintensity(lights/squarelight1a.tga) edgeClamp } { stage attenuationMapXY forceHighQuality //map lights/squarelight1.tga map lights/round.tga colored zeroClamp } } lights/defaultPointLight { lightFalloffImage makeintensity( lights/squarelight1a.tga ) // this will also be the falloff for any // point light shaders that don't specify one { stage attenuationMapXY forceHighQuality map lights/squarelight1.tga colored zeroClamp } }