try:

/////////////////////Pixel Shader
float4 Gold: register(c0);
//sampler BaseMap: register(s0);
//sampler BumpMap: register(s1);
float4 main(float2 texCoord: TEXCOORD0, float3 lightVec: TEXCOORD1) : COLOR {
float4 base = tex2D(ColorMapSampler , texCoord);
float3 bump = tex2D(BumpMapSampler , texCoord) * 2.0 - 1.0;

// shine = diffuse and specular
float shine = saturate(dot(normalize(lightVec), normalize(bump)));
return (shine * 0.2) * base + pow(shine, 64) * Gold;
}


maybe thats the cause for your error. well i am at work and cant check nothing;)


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