As for free shaders available on the forums here's another one. A straight convertion from the DirectX SDK, took two minutes to convert.


/*********************************************************************NVMH3****
Path: NVSDK\Common\media\cgfx
File: $Id: //sw/devtools/SDK/9.1/SDK/MEDIA/HLSL/parallaxBumpMap.fx#1 $

Copyright NVIDIA Corporation 2002-2004
TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED
*AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS
OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF MERCHANTABILITY
AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA OR ITS SUPPLIERS
BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR CONSEQUENTIAL DAMAGES
WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF BUSINESS PROFITS,
BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY OTHER PECUNIARY LOSS)
ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF NVIDIA HAS
BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.

******************************************************************************/

/************* "UN-TWEAKABLES," **************/


float4x4 matWorld;
float4x4 matView;
float4x4 matProj;
float4x4 matWorldInv;
float3 vecViewPos;
float4x4 matViewInv;


///////////////////////////////////////////////////////////////
/// TWEAKABLES ////////////////////////////////////////////////
///////////////////////////////////////////////////////////////

////////////////////////////////////////////// point light

float4 vecLightPos[8];
float4 vecLightColor[8];

////////////////////////////////////////////// surface

float Bumpy = 3.0;

float Height = 0.01;

float Bias = 2.0;

float UScale = 1.0;

float VScale = 1.0;

float Ks = 0.5;

float SpecExpon = 50.0;

////////////////////////////////////////////////////////
/// TEXTURES ///////////////////////////////////////////
////////////////////////////////////////////////////////

texture entSkin1;

sampler2D ColorSampler = sampler_state
{
Texture = <entSkin1>;
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
AddressU = WRAP;
AddressV = WRAP;
};

texture entSkin2;

sampler2D NormalSampler = sampler_state
{
Texture = <entSkin2>;
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
AddressU = WRAP;
AddressV = WRAP;
};

texture entSkin3;

sampler2D HeightSampler = sampler_state
{
Texture = <entSkin3>;
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
AddressU = WRAP;
AddressV = WRAP;
};

/*********************************************************/
/************* DATA STRUCTS ******************************/
/*********************************************************/

/* data from application vertex buffer */
struct appdata {
float3 Position : POSITION;
float4 UV : TEXCOORD0;
float4 Normal : NORMAL;
float4 Tangent : TEXCOORD2;
float4 Binormal : BINORMAL0;
};

struct vertexOutput {
float4 HPosition : POSITION;
float2 UV : TEXCOORD0;
float3 LightVec : TEXCOORD1;
float3 WorldNormal : TEXCOORD2;
float3 WorldView : TEXCOORD3;
float3 WorldTangent : TEXCOORD4;
float3 WorldBinorm : TEXCOORD5;
float3 TanView : TEXCOORD6;
};

/*********************************************************/
/*********** vertex shader *******************************/
/*********************************************************/

vertexOutput basicVS(appdata IN) {
vertexOutput OUT;

float3 CameraPosition = mul(float4(0,0,0,1), matViewInv);

float4x4 WorldITXf = transpose(matWorldInv);
float4x4 WvpXf = mul( matWorld, mul( matView, matProj ) );

float3 Nw = normalize(mul(IN.Normal,WorldITXf).xyz);
float3 Tw = normalize(mul(IN.Tangent,WorldITXf).xyz);
float3 Bw = normalize(mul(IN.Binormal,WorldITXf).xyz);
OUT.WorldNormal = Nw;
OUT.WorldTangent = Tw;
OUT.WorldBinorm = Bw;
float4 Po = float4(IN.Position.xyz,1.0); // object coordinates
float3 Pw = mul(Po,matWorld).xyz; // world coordinates

OUT.LightVec = vecLightPos[0].xyz - Pw;
OUT.UV = float2(UScale,VScale) * IN.UV.xy;
float3 Vn = normalize(CameraPosition - Pw); // obj coords
OUT.WorldView = Vn;
float3x3 tanXf = float3x3(Tw,Bw,Nw);
OUT.TanView = mul(Vn,tanXf);
//OUT.TanView = mul(tanXf,Vn);
OUT.HPosition = mul(Po,WvpXf); // screen clipspace coords
return OUT;
}

/*********************************************************/
/*********** pixel shader ********************************/
/*********************************************************/

float4 everythingPS(vertexOutput IN) : COLOR {
float3 tv = normalize(IN.TanView);
float altitude = tex2D(HeightSampler,IN.UV).x + Bias;
float2 nuv = Height*altitude*tv.xy;
nuv += IN.UV;
float3 Nn = normalize(IN.WorldNormal);
float3 Tn = normalize(IN.WorldTangent);
float3 Bn = normalize(IN.WorldBinorm);
float3 bumps = Bumpy * (tex2D(NormalSampler,nuv).xyz-(0.5).xxx);
float3 Nb = Nn + (bumps.x * Tn + bumps.y * Bn);
Nb = normalize(Nb);
float3 Vn = normalize(IN.WorldView);
float3 Ln = normalize(IN.LightVec);
float3 Hn = normalize(Vn + Ln);
float hdn = dot(Hn,Nb);
float ldn = dot(Ln,Nb);
float4 litVec = lit(ldn,hdn,SpecExpon);
float3 diffContrib = litVec.y * vecLightColor[0];
float3 specContrib = Ks * litVec.z * diffContrib;
float3 colorTex = tex2D(ColorSampler,nuv).xyz;
float3 result = colorTex * diffContrib + specContrib;
return float4(result.xyz,1.0);
}


////////////////////////////////////////////////////////////////////
/// TECHNIQUES /////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////

technique Main
{
pass p0
{
VertexShader = compile vs_2_0 basicVS();
ZEnable = true;
ZWriteEnable = true;
//CullMode = None;
PixelShader = compile ps_2_0 everythingPS();
}
}
/***************************** eof ***/