This patch adds a new falloff_type ('Inverse Coefficients') for Lamps in Blender-Internal and GLSL.
The current falloff modes use a formula like this inverse-square one:
I = E × (D^2 / (D^2 + Q × r^2))
While such a formula is simple for 3D-artists to use, it's algebraically cumbersome to work with. Game-designers authoring their own shaders could benefit much more by having direct control of falloff-coefficients:
I = E × (1.0 / (coefC + coefL × r + coefQ × r^2))
In this mode, the distance parameter is unused (except for 'Sphere' mode); instead relying on the designer to mathematically-model the falloff-behavior.
The UI has been patched like so: