can’t help ya, i’ve gotta be honest I can’t even really tell what’s happening in this picture other than using a point light to light up a sphere.
I might also add that all of the functionality related to lights that can be controlled inside of the lights section of the reference e.g.
ambientLight()
directionalLight()
lightFalloff()
lights()
lightSpecular()
noLights()
normal()
pointLight()
spotLight()
are all functions based on Processing’s built in P3D shader and are completely overridden and ignored when using your own shader. All of these things, ambient, directional, falloff, specular, point and spotlights are implementation dependent. When making your own shader, you choose what and what not to implement.