Sure. They're in the wiki:
varying vec3 lightVec;
varying vec3 eyeVec;
varying vec2 texCoord;
uniform sampler2D colorMap;
uniform sampler2D normalMap;
uniform float invRadius;
void main (void) {
float distSqr = dot(lightVec, lightVec);
float att = clamp(1.0 - invRadius * sqrt(distSqr), 0.0, 1.0);
vec3 lVec = lightVec * inversesqrt(distSqr);
vec3 vVec = normalize(eyeVec);
vec4 base = texture2D(colorMap, texCoord);
vec3 bump = normalize(texture2D(normalMap, texCoord).xyz * 2.0 - 1.0);
vec4 vAmbient = gl_LightSource[0].ambient * gl_FrontMaterial.ambient;
float diffuse = max(dot(lVec, bump), 0.0);
vec4 vDiffuse = gl_LightSource[0].diffuse * gl_FrontMaterial.diffuse * diffuse;
float specular = pow(clamp(dot(reflect(-lVec, bump), vVec), 0.0, 1.0), gl_FrontMaterial.shininess);
vec4 vSpecular = gl_LightSource[0].specular * gl_FrontMaterial.specular * specular;
gl_FragColor = (vAmbient*base + vDiffuse*base + vSpecular) * att;
}
varying vec3 lightVec;
varying vec3 eyeVec;
varying vec2 texCoord;
void main(void) {
gl_Position = ftransform();
texCoord = gl_MultiTexCoord0.xy;
// jPCT doesn't provide the tangent vector...compute it (this isn't 100% accurate...)
vec3 c1 = cross(gl_Normal, vec3(0.0, 0.0, 1.0));
vec3 c2 = cross(gl_Normal, vec3(0.0, 1.0, 0.0));
vec3 vTangent=c1;
if (length(c2)>length(vTangent)) {
vTangent=c2;
}
vTangent = normalize(vTangent);
vec3 n = normalize(gl_NormalMatrix * gl_Normal);
vec3 t = normalize(gl_NormalMatrix * vTangent);
vec3 b = cross(n, t);
vec3 vVertex = vec3(gl_ModelViewMatrix * gl_Vertex);
vec3 tmpVec = gl_LightSource[0].position.xyz - vVertex;
lightVec.x = dot(tmpVec, t);
lightVec.y = dot(tmpVec, b);
lightVec.z = dot(tmpVec, n);
tmpVec = -vVertex;
eyeVec.x = dot(tmpVec, t);
eyeVec.y = dot(tmpVec, b);
eyeVec.z = dot(tmpVec, n);
}