Yeah, I guess now I "eat my words". Of course it is NOT as easy as I thought. And I'm hijacking this thread again. If you think it's necessary you might as well create a new thread from this
For one, I just had to set
Code:
iteration once_per_light
in the material's pass declaration. But then there's only green light if I create a green point light after the directional light, as the colour of pass 2 overwrites the previous I guess. So I'm setting
Code:
scene_blend add
in the pass, too, like it's said in the PerPixel tutorial in the Ogre wiki. Then I have a transparent ghost world which is cool, but not what I want

But maybe I'll figure that out, as the tutorial describes something like this.
Anyhow, if a mesh gets in point light range it's completely lit green. Do I have to do the distance calculation myself, too? (attenuation etc)
edit:
The transparency problem seems to vanish if I put another pass before the actual fragment shader pass. I don't know why, but it seems this first pass is used for ambient calculation.
edit2:
This is what I get now:
Sometimes it looks right, then sometimes the colours add so that it looks like there's fog all over the place, then again I seem to get some shadow acne-like distortions (although I didn't implement shadows).
Foggy

Seems right

This can change at any second while I'm moving through the world.
edit3:
I'm not sure how safe this statement is, but it seems to change whenever all non-Polyvox-ManualObject-meshes get out of view. As you can see in one of the previous pictures there's the house with my shader applied and some other, normal meshes.