Normal mapping and phong shading with incorrect specular component
I'm implementing normal/bump mapping in world space coordinates (I find those easier to work with) and my lighting worked fine without normal mapping, but when introducing normal mapping (and the new vectors calculated with the TBN matrix) the specular component of my lighting is off. The specular component is not between the camera and the light where it should be so something is wrong. However, looking at my code I could not find any issues. The tangent and bitangent come from the ASSIMP object loader and the eyePos and lightPos are in world coordinates as well. Since the lighting seems to