So this is one of EVOLVED's shaders.
In this one the light range is stored in the constant called
LIGHT_RANGE and there is only ONE light source. It will not cast light from more than 1 location. You were supposed to set this as the effect for your landscape and plants. Setting the light constants as the location, color and range of ONE light.
These are the variables in the shader that represent the constants in focus:
Quote: "// ````````````````````````````````````````
// TWEAKABLES
// ````````````````````````````````````````
float U <> = 1.0f;
float V <> = 1.0f;
float Height <> = 0.04;
float4 Light_Position <> = {100.0f, 100.0f, 100.0f, 0.0f};
float4 Light_Colour <> = {1.0f, 1.0f, 1.0f, 0.0f};
float Light_Range <> = 250.0f;"
Another thing to note is that this shader is also a bump mapper; something a little more complex.
I have no solid clue as to how you textured the object; its not in the code you posted. (It seems in this case just posting the whole thing would have made things clearer)
This shader like most, requires more than one texture to be given to an object. It needs 4 textures per object; a normal map, light map, height map and base texture. If you do not know what I am talking about, just state so.
There is another parameter available in the Texture Object command; this overload is set as follows: Texture Object [Object Number], [Stage Number], [Image Number]; notice how this was done in the code sample in the same folder that EVOLVED created:
load object "objects/4Cube.x",24
scale object 24,10,400,500
position object 24,150,0,0
texture object 24,0,8
texture object 24,1,9
texture object 24,2,10
texture object 24,3,1
load effect "shader/per pixel.fx",6,0
set effect constant float 6,"U",2
set effect constant float 6,"V",2
set object effect 24,6
Do you understand?
Post up the project in a ZIP file so I can see the problem. Meanwhile it might be a good idea to play around with EVOLVED's example program before you continue with your project. Take a look at the textures he created; look at the code and indicate anything you are not sure about.
Once you grasp the technique used; you can then create more light sources in the shader and we can help you.