   Deffered Light - Directional
  I'm trying to convert this into DirectX9 code (http://www.catalinzima.com/?page_id=49), my depth, ambient colour and depth all seem to be rendering fineColour map: http://img34.imageshack.us/img34/6673/screenshot0q.pngNormal map: http://img30.imageshack.us/img30/7526/screenshot1i.pngAlthough, when it comes around to rendering the directional light section, I get just the specular highlights (which are black for some odd reason), and it fades off, where the alpha on points when there is no specular highlight is 0. I use the hlsl from that as is except for the their method of directly mapping texels to pixels, I do that in my DrawFullScreenQuad function, I'm really stumpped, here's the directional light code:void DefferedDirectionalLight(){UINT uiPass, uiPassCount;HRESULT hr;g_pd3dDevice->SetRenderTarget(0, g_pSurfScene);D3DXVECTOR3 vColour = D3DXVECTOR3(1.0f, 1.0f, 1.0f);D3DXMATRIX mViewProj = D3DXMATRIX(g_Camera.GetViewMatrix() * g_Camera.GetProjectionMatrix());D3DXMATRIX mInverseViewProj;D3DXMatrixInverse(&mInverseViewProj, NULL, &mViewProj);g_pEffect->SetTechnique("DirectionalLight");g_pEffect->SetTexture("colorMap", g_pColourRT);g_pEffect->SetTexture("normalMap", g_pNormalRT);g_pEffect->SetTexture("depthMap", g_pDepthRT);g_pEffect->SetValue("lightDirection", g_Camera.GetEyeVector(), sizeof(g_Camera.GetEyeVector()));g_pEffect->SetValue("Color", vColour, sizeof(vColour));g_pEffect->SetValue("cameraPosition", g_Camera.GetEyeVector(), sizeof(g_Camera.GetEyeVector()));g_pEffect->SetValue("InvertViewProjection", mInverseViewProj, sizeof(mInverseViewProj));g_pEffect->Begin(&uiPassCount, 0);for(uiPass = 0; uiPass < uiPassCount; uiPass++)    {g_pEffect->BeginPass(uiPass);// Draw a fullscreen quad to sample the RT   DrawFullScreenQuad(0.0f, 0.0f, 1.0f, 1.0f);g_pEffect->EndPass();}g_pEffect->End();}