It's always good to hear another person's suggestion though... no negativity intended. And yes, there's no requirement for a normal map, like say as a second frame in an animation. That would have been a big headache to implement.
Anyway, for sharing - here's a way of making things even brighter, just replace the last line of code in the fx file with this:
gl_FragColor = texture2D(samplerFront, vTex) + lightintensity * vec4(c, gl_FragColor.a);[/code:r1slkjev]
Also add in this as line 16 in the fx file:
[code:r1slkjev]uniform float lightintensity;[/code:r1slkjev]
Next, insert the xml file with this entry near the end:
[code:r1slkjev]<param>
<name>Light Intensity</name>
<description>Use values from 1.0 to 50.0... Default value of 1.0</description>
<type>float</type>
<initial>1.0</initial>
<uniform>lightintensity</uniform>
</param>[/code:r1slkjev]
This inserts a new effect parameter known as lightintensity.