static void light2Active(OSG::DrawEnv *pEnv, OSG::Int32 &iLoc, OSG::Node *pNode)
{
    if(iLoc != -1)
    {
        OSGGETGLFUNC_EXT(glUniform1i,
                         osgGlUniform1i,
                         OSG::ShaderProgram::getFuncIdUniform1i());

        osgGlUniform1i(iLoc, 
                       GLint(pEnv->getLightState() & 0x0004));
    }
}
static void light2Active(OSG::SHLChunk::GetUniformLocProc  fULoc,
                         OSG::DrawEnv                     *pEnv, 
                         GLuint                            uiProg)
{
    GLint iLoc = fULoc(uiProg, "Light2Active");

    if(iLoc != -1)
    {
        OSGGETGLFUNC_EXT(glUniform1i,
                         osgGlUniform1i,
                         OSG::ShaderProgram::getFuncIdUniform1i());
        
        osgGlUniform1i(iLoc, 
                       GLint(pEnv->getLightState() & 0x0004));
    }
}