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How do you do attenuation for point lights?

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How do you achieve per pixel attenuation for point lights for meshes using bump mapping and specular reflection? I tried to find a way to do it, but there''s no more texture unit available (one is used by the color map, one for the bump map and one for the specular table lookup, one texture unit remains but the texture coordinates associated with it are used). I know I could do it in a second pass, but I''d like to find something fast enough for several lights.

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