Just checked in support for p3d_LightSource[]. I also added additional light inputs such as “attenuation” (a vec3 form that combines the three attenuation term), shadowMap (a sampler containing the shadow map for the light) and shadowMatrix (to transform coordinates to the texture space of the shadow map).
UPDATE: shadowMatrix has now been deprecated; please use shadowViewMatrix instead to transform from view-space coordinates, which is more efficient.
I can post a sample program if someone requests it.