Hi conitec,
The standard Gs and directX formular for calculating lighting is: diffuse + specular + ambient + emissive.
The standard A7 lighting engine works exactly this way and uses the material parameters for controling the lighting.
Why isn't it the same way with the lighting shaders that come with Gs in the codes folder???
(I mean nomralmapping bumbmapping parallaxmapping specularmapping etc.)
Everytime a adjust a shader to any levelobeject I have to modify the hole thing with relative values (different for each shader) to make it fit to the lighting situation. This annoyed me that much that I rewrote the shaders I want to use to calculate the lighting exactly the same way as the normal engine lighting calculation does it, only improved by the features of the specific shader. Using the material parameters just like the engine itsef would do it.
I think a shader standard that uses the standard material parameters and lighting formula would improve the Gs shader system a lot.
If your interested in some prototypes of such shaders I can send them to the support.