Original Post
This is my phong shader: Though it's generally ok, it doesn't seem exactly correct. The specular lighting feels so faint... somehow. I've found tons of phong lighting docs on google, but none that takes textures into account. Does the above code look correct to you?
PS_OUT main(PS_IN In)
{
PS_OUT Out;
float3 Light = normalize(In.Light);
float3 Normal = normalize(In.Normal);
float3 View = normalize(In.View);
float DiffuseFactor = saturate(dot(Light, Normal));
float3 Reflect = normalize(2 * DiffuseFactor * Normal - Light);
float4 SpecularFactor = pow(saturate(dot(Reflect, View)), SpecularPower);
float4 Color = AmbientColor + (DiffuseColor * DiffuseFactor) + (SpecularColor * SpecularFactor);
Color.a = 1.0f;
Out.Color = Color * tex2D(Texture, In.TexturePosition.xy);
return Out;
}