Am I passing the correct matrices for my shader? openGL/C++
I wasn't placing the lightposition into view space before passing it in. 

vec4 LightPosition_view=view*LightPosition; //put lp into view space with the rest


When it comes to these things, you have to think in terms of spaces, and I was multiplying the view matrix and the model matrix, into view space, but not the lightposition itself.

I hope that helps anyone else facing the same/similar problem.