// an ambient light will do non-directional bump mapping, and won't have specular lighting
// or shadows
lights/ambientLight
{
	ambientLight
	lightFalloffImage	makeintensity( lights/squarelight1a.tga )
	{
		forceHighQuality
		map lights/squarelight1_amb.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
	{
		forceHighQuality
		map lights/squarelight1_amb.tga
		colored
		zeroClamp
	}
}
