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Help with bumpmapping needed

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I'm trying to set up a framework for bumpmapping, but after 1 year of doing nothing in this case I can't get through those space transformations. Currently my vertex shader looks like this:
uniform vec3 t;//Tangent from program
uniform vec3 b;//Binormal ...
uniform vec3 n;//Normal ...
varying vec3 l;//light to fsh

void main(void)
	mat3 tbn = mat3(t,b,n);//t,b,n to matrix;
	vec3 lpw = vec3(2.0,2.0,2.0);//Light position in world space
	vec3 lpe = lpw-vec3(0.0,0.0,8.0);//Conversion from world coords to eye coords
	vec3 lpo = gl_NormalMatrix * lpe;//IT to transform light position from eye space to object space
	vec3 lvo = lpo-gl_Vertex.xyz;//going from light position (obj space) to light direction (obj space).
	l = tbn * lvo;//light direction into tangent space
	gl_Position = ftransform();
	gl_TexCoord[0] = gl_MultiTexCoord0;
	gl_TexCoord[1] = gl_MultiTexCoord1;

I have a quad at (0,0,1) rotated using glRotatef(angl,0,1,0); and Look at (0,0,8,0,0,0,0,1,0); But lighting is definately wrong. [Edited by - _Madman_ on October 19, 2004 2:01:53 PM]

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