   Problem passing light parameter to GLSL
  Hi,In the application code  I have:glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.5);But it appears that it isn't pass correctly to the shader, when I usegl_LightSource[0].quadraticAttenuationAny ideas?   
  gl_LightSource has been, AFAIK, deprecated for years. Not sure if you can still access it in recent versions of GLSL. You should probably use generic uniforms/attributes instead.   ;  Thanks, I guess that's what I will do.   