I see that the M3dView interface is used in MPxHwShadernode::bind() and ::geometry() when you want to query the lights from the Maya scene. I don't see any equivalent access to them in the glGeometry or glBind method. Is there a way (short of adding attributes and connections) that I can get the lights, or at least their positions and directions?
I saw the array gl_LightSource used in one sample, and the OGL docs imply it's available. Is there any documentation on how Maya uses those? They're uniform variables in GLSL, but since we're using an hlsl shader (based on a sample from Autodesk) that's compiled with glGenProgramsARB() it looks like I don't have access to the gl_LightSource uniform variable - so I probably have to extract the light data myself in the C++ code.