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Perhaps it's just that the specular highlight is not what you want.

As general comment if some points are lit and others black then it'll usually be just done to normals pointing towards the light resulting in lit points, while normals pointing away results in ones only light be an ambient light if you have one assigned.

In the vsgPoints/data/shaders/brick_phong.frag that vsgPoints uses by default has a VSG_TWO_SIDED_LIGHTING #define that you can assign to switch on the flipping of normal's that are facing away so both sides are lit. You should be able to assign your own ShaderSet and enable this by default, though in the future it would be nice to have the ability to inherit the defines …

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