+"vec3 newlight_compute_spot( vec3 wnormal, vec3 halfview, \n"
+" vec3 light_colour, vec3 light_pos,\n"
+" vec4 light_dir )\n"
+"{\n"
+" vec3 light_delta = (light_pos-aWorldCo) * 10.0;\n"
+"\n"
+" float quadratic = dot(light_delta,light_delta);\n"
+" float attenuation = 1.0f/( 1.0f + quadratic );\n"
+"\n"
+" light_delta = normalize( light_delta );\n"
+" attenuation *= max( 0.0, dot( light_delta, wnormal ) );\n"
+"\n"
+" float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) ),\n"
+" falloff = max( 0.0,( spot_theta - light_dir.w ) / (1.0-light_dir.w) );\n"
+"\n"
+" return light_colour*attenuation*falloff;\n"
+"}\n"
+"\n"