lightFalloff() / Reference
size(400, 400, P3D); noStroke(); background(0); lightFalloff(1.0, 0.001, 0.0); pointLight(150, 250, 150, 200, 200, 200); beginShape(); vertex(0, 0, 0); vertex(400, 0, -400); vertex(400, 400, -400); vertex(0, 400, 0); endShape(CLOSE);
