To use point lights instead of the sun, use the vecLightPos effect variable (see manual for more details). I don't think it is possible to use static lights in a shader.

Just looking at the shader you posted, I can see you changed:
OutViewDir = vecViewPos - mul(InPos, matWorld);
to
OutViewDir = mul(InPos, matWorld);

That's bad! Even if it doesn't look wrong right away, you must not change things without knowing what you are doing. Experimenting is good, but don't leave the changes in if you don't see a difference. In this case the calculation just doesn't make sense anymore. It's probably a good idea to read the section on vectors & matrices and read more about it online aswell.

BTW, I don't know why I put that big fat copyright notice there, but you're free to use that shader in any way you like.