In a spatial shader's light function you get an ATTENUATION value which accounts for attenuation from both light falloff and shadows.
But the problem is this attenuation value assumes that the fragment's world position is the position I want to use for lighting calculations. But because I'm projecting a texture onto the depth buffer I want to use a position other than the fragments actual world position.
Is this possible?
Could I just write my own lighting code using just fragment() and not use the light() function at all?