gl_FragColor=vec4(vec3(col.xyz)*0.5+0.7,1.0);

where col is gl_Vertex form the vertex shader and the cube is colored.
But if I use the normal from the normal map, or the tangent or the binormal the cube is black.. so their value is 0.. so the problem is in my opengl application that doesen't feed the shader with the correct datas
but I can't properly find where is the problem

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