actually i didn't really investigate this bump mapping example. i knew that if you set the directx states it's possible to achieve the same lighting as with mat_model...

but i haven't been able to achieve the same lighting with a pure vertex and pixelshader combination (using veclight and so on). i don't know how to combine the influence of the shadowmap and other lightsources in the right way. a simple example for this would be nice!

...
@drew:

COLOROP[0] = dotproduct3;
COLORARG1[0] = texture;
COLORARG2[0] = diffuse;

COLOROP[1] = modulate2x; // here
COLORARG1[1] = texture;
COLORARG2[1] = current;