Bump Mapping with Parallax and specular


I'm trying to implement the bump mapping shader parallax from typhoonlabs (http://www.typhoonlabs.com/ very good GLSL tutorials) so my shader is the following


attribute vec3 tangent;
attribute vec3 binormal;

// inverse light radius ie.. 1.0/light radius;
uniform float u_invRad;

varying   vec3 g_lightVec;
varying   vec3 g_viewVec;

/* ===========[ for test only!! ]============ */
//uniform float RSINW, RCOSW;
/* ===========[ end ]======================== */

void main()
   gl_Position = ftransform();
   gl_TexCoord[0] = gl_MultiTexCoord0;
   mat3 TBN_Matrix = gl_NormalMatrix * mat3(tangent, binormal, gl_Normal);
   vec4 mv_Vertex = gl_ModelViewMatrix * gl_Vertex;
   g_viewVec = vec3(-mv_Vertex) * TBN_Matrix;   
   vec4 light = gl_ModelViewMatrix * gl_LightSource[0].position;
   vec3 lightVec = u_invRad * (light.xyz - mv_Vertex.xyz);
   g_lightVec = lightVec * TBN_Matrix;


   Normal          - normal texture
   Base_Height      - Base texture with height map in alpha channel

uniform sampler2D Normal;
uniform sampler2D base_tex;
uniform sampler2D Base_Height; // height in alpha ch.

varying   vec3 g_lightVec;
varying   vec3 g_viewVec;

uniform vec2 cBumpSize = 0.02 * vec2 (2.0, -1.0);

void main()
   float LightAttenuation = clamp(1.0 - dot(g_lightVec, g_lightVec), 0.0, 1.0);
   vec3 lightVec = normalize(g_lightVec);
   vec3 viewVec = normalize(g_viewVec);
   float height = texture2D(Base_Height, gl_TexCoord[0].xy).r;
   height = height * cBumpSize.x + cBumpSize.y;

   vec2 newUV = gl_TexCoord[0].xy + viewVec.xy * height;
   vec4 color_base = texture2D(base_tex,newUV);
   vec3 bump = texture2D(Normal, newUV.xy).rgb * 2.0 - 1.0;
   bump = normalize(bump);

   //vec4 base = texture2D(Base_Height, newUV.xy);
   float base = texture2D(Base_Height, newUV.xy).r;
   float diffuse = clamp(dot(lightVec, bump), 0.0, 1.0);
   float specular = pow(clamp(dot(reflect(-viewVec, bump), lightVec), 0.0, 1.0),8.0);
   gl_FragColor = color_base * gl_LightSource[0].diffuse
               * (diffuse * base + 0.7 * specular)
               * LightAttenuation;
    gl_FragColor.a = 1.0;               

and so I try to get it in my scene which, without the shader, looks like this:

but when I put the shader, I get this:

it's like there was an ambient light activated but only on the meshes where my shader is set, I really don't know how to suppress it ....

so I suspected the shader, since withouth the shader, the scene was normally dark, however when I run it in a smaller class, I get this:

which is basically what I'm looking for, so I wonder if there wouldn't be a problem with the fact that on my bigger scene, I have several lights, and that my shader is working only with one, but I really don't know,

any help greatly appreciated,

Edit: Could it be related to the fact that I just put my shader in only one renderstate and then I apply this same renderstate to all my quads?

The trick was that my shader on the bigger scene had not ALL its variable initialized, so probably it made it not function correctly (here I forgot to initialize the variable "u_invRad" to 0.2f …)