Hi, all!

I was wondering about the best way to implement dynamic lighting in vertex shaders (just normal lights, no per-pixel lighting). As far as I see it, I NEED separate vertex shader for each type of light (distant/point/spot). On the other hand, each material has its own characteristics, and there will be different shaders for materials... Actuall, I'll need all there material-shaders in four variants (one for no local light, and 3 other for d/p/s light). Now, if I want support for another local light, I'll need 3x3 = 9 versions of shader for SAME material. Am I missing something or this is correct way of thinking...?