   Typical lightning and shadow mapping
  Hi,I'm working on a simple game, and running out of time. I've got the skeletal animation and skinning implemented in glsl 1.30, and they works same as with fixed pipe, except the lightning.I need a simple lightning shader (fragment one, right?) that works with multiple lights (if possible). I'm using single texture. Also, I hoped to implement shadow mapping, with point lights, but I don't know how to do it. Can you tell me where I can find simple, close-to-fixed-pipe functionality shaders?Regards,akuda   
This may be a good reference for you for starting out with lighting shaders.I guess you will not find a simple 'fixed pipe' shader you can just drop in, because if fixed pipeline was a shader it would be 10,000 lines long and have thousands of #ifdef everywhere. That site should be able to get you started though with adding lighting to your shaders.Shadow mapping is a whole other bag of tricks and you can probably find lots of tutorials for it, but it is significantly more complicated than lighting and if you're running out of time it might be too much for you to tackle in a short time.   ;  yep, I know lighthouse 3d :), we just got working something similar.You see, I'm working with quite capable programmers with strong mathematical background, and, what more important - shadow mapping is a requirement for this project :). We still have two weeks to implement it.Here's what we got: we have a complete model loading, skeletal animation with skinning (implementations for CPU and GPU), and fully functional frustum culling.Here's what we need: a simple shadow map receipt, with good limits for light numbers etc. So far we implemented only ambient and point lights, and I don't know if we need anything more.Can you tell me where to look?Regards,akuda   