     
     // 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

    gl_Position = ftransform();
    Position = gl_Vertex.xyz;
    Normal = gl_Normal;

#if defined(PlanarMapping)
    Texcoord.x = dot(vec4(gl_Vertex.xyz, 1.0), PlaneS);
