Wow thanks,
A few years ago I admired the people who could write such nice shaders.
But I did't stop learning about them and now I really like the shader stuff.
Right now i'm diving into deferred rendering although OpenGL ES 2.0 isn't the best for it, as it doesn't support MRT(MultipleRenderTargets) and some functions for glsl. (Maybe it's possible via gl_FragData[n] and an Opengl extension.)
I have to make some bypasses here and there.
It's of course not TGC's fault, but Paul could make it easier if he implements a way to create, calculate and pass matrices to shaders in AppGameKit also I would like to access AGK's calculated Matrices from within the code...
So +1 for advanced Math in AGK... again

But with Deferred Rendering I could implement SSAO(
ScreenSpaceAmbientOclusion) and SSD(
ScreenSpaceDecals) much more efficient and easy.
It's not the best for mobile platforms as it does have a bigger overhead than forward rendering(even with MRT's) but you could get all the techniques of the big engines like Unreal and Unity.
Anyhow I can't promise anything for now as it's still a hobby for me like most of us.
I hope you are not too shocked when I tell you, that I hope to earn a little bit money from the pack.
Would you guys buy it ? and what would you spend if I can make some different shader effects + brush up all my old shaders.
[size=xsmall]I will not take the old shaders from the web, everything you'd get would be new or polished.
And of course I still try to help you guys for free and don't throw everything into the pack.[/size]
Deffered Rendering PreviewNormalmapping + Specularmapping

I didn't realize @janbo was creating a shader pack for us
I didn't talk about it, so you could not...
[Edit]Something like this:
Will that work for you ?

Have you tried the other solution ?
[/Edit]