PointLight attenuation

I am looking for PointLight falloff for standard (phong) material, and could not find much in the doc.

has

attenuation = max(0., 1.0 - length(direction) / range);

eg. linear falloff with distance relative to range, and 0 beyond range.

Am I looking at the correct place ?

yup this is exactly it for the standard material.

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