I should say:
No me gusta espagnol, sorry but I don't like difficult languages such as mine (french) or spanish and I've been forced to learn spanish also English's better
Molan mazo, tronco! (don't do a direct translation, because outside the spanish language it doesn't make any sense at all XDDD, okay, it means "It's cool budy" )
That reminds me of my own shader for normal mapping+lightmapping
I am afraid that the problem of using more lights with a direct shading approach is simply that you have to create code to calculate and add the apportation of every light in the shader. If you want a way to mix many lights in a scene, and that they mix properly, and fast enough, you don't have other way but deferred shading.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
Well, i actually only support 4 lights (isn't a problem since i only want to enable the bumpy effect of the near lights, the farther ones will look flat).
I'm now trying to get a nice effect that makes the light look like a volumetric one, its so often used in left 4 dead and also get cubemaps working so i can do reflections without much overhead, also they look so amazing in surfaces (is nice to walk and check that the floor reflects the sky and the rest of the world and dont get your framerate dropped by a 90%) xD