The second texture is a normal map. You can use it in a shader. After the shader the "main" texture is no more flat, the more darker the texture is the more goes the pixel far. Gives the texture "depth". The third is like the_mehmaster said... Hope you understand my bad english....
Re: Some Kind of Shader
[Re: Widi]
#274209 06/26/0903:1906/26/0903:19
The second is a Normalmap with information to extant the Normals of a polygon. The result is a more realistic, more detailed lighting of the surface. To get a better illusion of the relief wich is described by the normalmap, a height- or depthmap is used to create occlusion through some kind of perpixel offsetmapping. This height/depthmap is normaly stored in the alpha channel of the normalmap. Some image previewer shows you the alphachannal of a texture in white. So the third of your textures is the second map wich contains a height/depthmap the alphachannel.
Re: Some Kind of Shader
[Re: Hummel]
#274607 06/27/0915:0206/27/0915:02
specular = shiny-ness and the use as a bump is probably a fallback for normalmapping(or lack of). I'm guessing this is a somewhat old shader if that is the case written during the transistion from direcX 8 > 9.... But I am no expert.
Last edited by Nowherebrain; 06/27/0917:21. Reason: I suck