So I finally did theses shaders myself and I publish they here.
The archive with my shaders and the .cpp codes to use it (unix makefile, for windows, lets see the tutorial):
google drive
All this code is free, do what you want with it (but maybe the 3d model is'nt).
The result is:
Only basic Phong shader:
![Image](http://s22.postimg.org/r1kljpew1/phong.png)
Same with diffuse, specular, normal and emission textures:
![Image](http://s22.postimg.org/fzfil9ktd/textured.png)
Support for multiple light (max number fixed by user or automatically detected)
![Image](http://s22.postimg.org/lc4cze8pt/multilights.png)
cubemap added to make a fake reflect:
![Image](http://s22.postimg.org/8aio9jkbl/reflect.png)
With a bloom (light glow) effect:
![Image](http://s22.postimg.org/9qu6ron8h/bloom.png)
These shader have very hight performaces ! I tested it, and it works with around 60 FPS on a small laptop (AMD A1 and graphic chipset)
Principe of Phong shader is explained here:
lighting with glsl
phong model
Rotation matriix:
rotation matrix, transformations
Edit: Render issue for bloom sample size over 256 px FIXED ! (see this post