The tutorial points to deprecated GLSL calls, I have issues following its example, any help would be greatly appreciated (http://www.opengl.org/sdk/docs/tutorials/TyphoonLabs/Chapter_4.pdf)

From the tutorial:

Vertex:

```
attribute vec3 tangent;
attribute vec3 binormal;
uniform vec3 CAMERA_POSITION;
varying vec3 eyeVec;
void main()
{
gl_Position = ftransform();
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
mat3 TBNMatrix = mat3(tangent, binormal, gl_Normal);
eyeVec = CAMERA_POSITION - gl_Vertex.xyz;
eyeVec *= TBNMatrix;
}
```

Fragment:

```
uniform sampler2D basetex;
uniform sampler2D heightMap;
uniform vec2 scaleBias;
varying vec3 eyeVec;
void main()
{
float height = texture2D(heightMap, gl_TexCoord[0].st).r;
//Our heightmap only has one color channel.
float v = height * scaleBias.r - scaleBias.g;
vec3 eye = normalize(eyeVec);
vec2 newCoords = texCoord + (eye.xy * v);
vec3 rgb = texture2D(basetex, newCoords).rgb;
gl_FragColor = vec4(rgb, 1.0);
}
```

My Vertex:

```
layout( location = 0 ) in vec3 VertexPosition;
layout( location = 1 ) in vec3 VertexNormal;
layout( location = 2 ) in vec2 VertexTexCoord;
layout( location = 3 ) in vec3 VertexTangent;
out vec3 Position;
out vec3 Tangent;
out vec3 Normal;
out vec2 TexCoord;
uniform float TexTile;
uniform vec3 gEyeWorldPos;
out vec3 EyeVec;
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
void main() {
gl_Position = (P*V*M) * vec4(VertexPosition,1.0);
Normal = (M * vec4(VertexNormal, 0.0)).xyz;
Tangent = (M * vec4(VertexTangent, 0.0)).xyz;
Position = (M * vec4(VertexPosition, 1.0)).xyz;
TexCoord = VertexTexCoord * TexTile;
vec3 Bitangent = cross(Tangent, Normal);
mat3 TBN = mat3(Tangent, Bitangent, Normal);
EyeVec = gEyeWorldPos - VertexPosition.xyz;
EyeVec *= TBN;
}
```

My Fragment:

… same in as out from vertex

```
void main()
{
float height = texture2D(gNormalMap, TexCoord.st).r;
//Our heightmap only has one color channel.
float v = height * 0.04 - 0.02;
vec3 eye = normalize(EyeVec);
vec2 newCoords = TexCoord + (eye.xy * v);
TangentData = normalize(Tangent);
ColorData.xyz = texture(gColorMap, newCoords).xyz;
ColorNormalData = texture(gNormalMap, newCoords).xyz;
ColorPropData.r = 5.0f; //intBitsToFloat(5);
}
```

Results show some elevation where expected, but allot of noise etc. I also used the same or similar normal(height) texture and diffuse as what demonstrated in the tutorial, so something is wrong around TBN I think, but not sure…