     
     // Apply the normal map and convert vectors to tangent space
 #if defined(NormalMap_Present)
-    mat3 TBN = mat3(-Tangent, -Bitangent, Normal);
+    mat3 TBN = mat3(Tangent, Bitangent, Normal);
     //return vec4(Bitangent,1);
 
     Normal = normalize(texture2D(NormalMap, Texcoord).xyz * 2.0 - 1.0);

#endif
    Tangent   = gl_MultiTexCoord1.xyz;
    Bitangent = gl_MultiTexCoord2.xyz;

    ViewDirection  = gl_ModelViewMatrixInverse[3].xyz - Position;
#if 0

    vec4 DiffuseTexColor4 = texture2D(DiffuseMap, Texcoord);
    vec3 DiffuseTexColor = DiffuseTexColor4.xyz;
    alpha = DiffuseTexColor4.w;
    //return vec4(alpha,alpha,alpha,1);
#else
    vec3 DiffuseTexColor = texture2D(DiffuseMap, Texcoord).xyz;
#endif
