Hi all!

I’ve got a problem with a tangent space bump mapping shader. After a lot of pseudo-debugging I noticed that the problem is in my vertex-shader. I different values for my light and my view vectors on ATI Catalyst 4.4 and NV ForceWare 57.10.

Here’s my vertex shader source:

```
attribute vec3 a2v_Normal;
attribute vec3 a2v_Tangent;
attribute vec3 a2v_Binormal;
attribute vec2 a2v_TexCoord;
varying vec3 v2f_LightVec1;
varying vec3 v2f_LightVec2;
varying vec3 v2f_ViewVec;
varying vec2 v2f_TexCoord;
void main()
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
mat3 TBN_Matrix;
TBN_Matrix[0] = gl_NormalMatrix * a2v_Tangent;
TBN_Matrix[1] = gl_NormalMatrix * a2v_Binormal;
TBN_Matrix[2] = gl_NormalMatrix * a2v_Normal;
Space
vec4 Vertex_ModelView = gl_ModelViewMatrix * gl_Vertex;
v2f_LightVec1 = (TBN_Matrix * vec3(gl_LightSource[0].position - Vertex_ModelView));
v2f_LightVec2 = (TBN_Matrix * vec3(gl_LightSource[1].position - Vertex_ModelView));
v2f_ViewVec = TBN_Matrix * vec3(-Vertex_ModelView);
v2f_TexCoord = a2v_TexCoord;
}
```

Thanks a lot for every help!