" // (we use unnormalized to ensure that it interpolates correctly and then\n"
" // normalize it per pixel)\n"
" vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
-" LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
-" LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
+" LightVector.x = -dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
+" LightVector.y = -dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
" LightVector.z = -dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
"\n"
"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
" // transform unnormalized eye direction into tangent space\n"
" vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n"
-" EyeVector.x = dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n"
-" EyeVector.y = dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n"
+" EyeVector.x = -dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n"
+" EyeVector.y = -dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n"
" EyeVector.z = -dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n"
"#endif\n"
"\n"