Lighting problem

Okay I have a fairly standard bump-mapping shader. Everything works as it should with one big exception. The light position is totally incorrect to what is specified with glLightfv().
No matter what I specify, the light position reflected by the final output of the shader seems “locked” to one position. I’ve even tried using a manually specified vec3(), instead of the built-in gl_LightSource[x], that didn’t work either.

Here is an example with the shader turned off:

and here it is with it turned on:

no matter what I do I cannot get any other light position than what you see in the above image. I’ve been racking my brain for so long. I know I must be missing something key.

Here is my vertex shader:

varying	vec3 g_lightVec;
varying	vec3 g_viewVec;
varying vec2 texCoord;

void main()
	gl_Position = ftransform();
	texCoord = gl_MultiTexCoord0.xy;

	vec3 tangent;
	vec3 c1 = cross(gl_Normal, vec3(0.0, 0.0, 1.0)); 
	vec3 c2 = cross(gl_Normal, vec3(0.0, 1.0, 0.0)); 	
	if(length(c1)> length(c2))
		tangent = c1;	
		tangent = c2;	
	tangent = normalize(tangent);
	vec3 n = normalize(gl_NormalMatrix * gl_Normal);
	vec3 t = normalize(gl_NormalMatrix * tangent);
	vec3 b = cross(n,t);
	vec3 vVert = (gl_ModelViewMatrix * gl_Vertex);
	vec3 tVec = gl_LightSource[0] - vVert;
	g_lightVec.x = dot(tVec,t);
	g_lightVec.y = dot(tVec,b);
	g_lightVec.z = dot(tVec,n);
	tVec = -vVert;
	g_viewVec.x = dot(tVec,t);
	g_viewVec.y = dot(tVec,b);
	g_viewVec.z = dot(tVec,n);


and here is how I setup my light (it’s a directional light):

float ambientLight0[] = { 0.9f, 0.9f, 0.9f, 1.0f };
float diffuseLight0[] = { 0.9f, 0.7f, 0.45f, 1.0f };
float specularLight0[] = { 0.4f, 0.4f, 0.4f, 1.0f };
float emissiveLight0[] = {0.5f,0.5f,0.5f,1.0f};
float position0[] = { 0.0f, 8.0f, -1.0f, 0.0f };
glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight0);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight0);
glLightfv(GL_LIGHT0, GL_SPECULAR, specularLight0);
glLightfv(GL_LIGHT0, GL_EMISSION, emissiveLight0);
glLightfv(GL_LIGHT0, GL_POSITION, position0);

so what am I missing here?

Pixel shader, please? You do call glLightfv after view transform only, don’t you?

right. here’s the pixel shader.

uniform sampler2D NormalHeight;
uniform sampler2D Base;
uniform sampler2D SpecularMap;

uniform float invRad;

varying	vec3 g_lightVec;
varying	vec3 g_viewVec;
varying vec2 texCoord;

void main()
		float dSqr = dot(g_lightVec,g_lightVec);
		float att = clamp(1.0-invRad*sqrt(dSqr),0.0,1.0);
		vec3 lVec = g_lightVec * inversesqrt(dSqr);
		vec3 vVec = normalize(g_viewVec);
		vec4 base = texture2D(Base,texCoord);
		vec3 bump = normalize(texture2D(NormalHeight, 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;
		vec4 specColor = texture2D(SpecularMap,texCoord);
		float specular = pow(clamp(dot(reflect(-lVec,bump),vVec),0.0,1.0),16.0); // change 16 to the material shininess value gl_FrontMaterial.shininess
		vec4 vSpecular = gl_LightSource[0].specular * gl_FrontMaterial.specular * specular * specColor;
		vSpecular.a = 1.0;
		gl_FragColor = (vAmbient*base+vDiffuse*base+vSpecular)*att;

I call glLightfv, in my engine’s init() function, so before any individual object transformations. Is that maybe where I’m going wrong? Do I need to set the position every CPU cycle? Literature I’ve read suggests you only need to do this if your light source is going to move.

Anybody have any suggestions?