Deferred shading at Direct3D11 (3)

In my previous blog entry, I showed the screenshot for doing deferred shading using normal maps in Direct3D11 (http://d.hatena.ne.jp/hanecci/20120112).
And at that time, I only used diffuse lighting.

So, I have added specular lighting to my deferred shading program in Direct3D11. Here are some screenshots.


Next, I will try to implement light prepass with Direct3D11.