   GLSL shader problem
  Hello,I am trying to code a simple bumpmapping shader.  Here is the vertex program:uniform vec3 f3MyFloat;varying vec3 lightVec;varying vec3 eyeVec;varying vec3 texCoord;attribute vec3 vTangent;void main(void){   gl_Position = vec4(gl_Vertex.x,gl_Vertex.y,0.0,1.0);   texCoord = gl_MultiTexCoord0.xyz; vec3 n = normalize(gl_NormalMatrix * gl_Normal);   vec3 t = normalize(gl_NormalMatrix * vTangent);   vec3 b = cross(n,t); vec3 vVertex = vec3(gl_ModelViewMatrix * gl_Vertex);   vec3 tmpVec = gl_LightSource[0].position.xyz - vVertex; lightVec.x = dot(tmpVec, t);   lightVec.y = dot(tmpVec, b);   lightVec.z = dot(tmpVec, n); tmpVec = -vVertex;   eyeVec.x = dot(tmpVec, t);   eyeVec.y = dot(tmpVec, b);   eyeVec.z = dot(tmpVec, n);   }and here is the fragment programvarying vec3 lightVec;varying vec3 eyeVec;varying vec2 texCoord;uniform sampler2D colorMap;uniform sampler2D normalMap;uniform float invRadius;float maxf(float x,float y){   if (x > y) return x;   if (y > x) return y;}void main(void){   float distSqr = dot(lightVec, lightVec);   float att = clamp(1.0 - invRadius * sqrt(distSqr), 0.0, 1.0);   vec3 lVec = lightVec * inversesqrt(distSqr); vec3 vVec = normalize(eyeVec); vec4 base = texture2D(colorMap, texCoord); vec3 bump = normalize(texture2D(normalMap, texCoord).xyz * 2.0 - 1.0); vec4 vAmbient = gl_LightSource[0].ambient * gl_FrontMaterial.ambient; float diffuse = maxf(dot(lVec,bump), 0.0); vec4 vDiffuse = gl_LightSource[0].diffuse * gl_FrontMaterial.diffuse * diffuse;    float specular = pow(clamp(dot(reflect(-lVec,bump), vVec), 0.0, 1.0), gl_FrontMaterial.shininess);    vec4 vSpecular = gl_LightSource[0].specular * gl_FrontMaterial.specular *   specular; gl_FragColor = ( vAmbient * base + vDiffuse * base + vSpecular) * att;}I am using AMD RenderMonkey 1.82.  Here is the output I get when I compile:OpenGL Preview Window: Compiling fragment shader API(OpenGL) /Effect Group 1/Bump/Single Pass/Fragment Program/ ... successOpenGL Preview Window: Compiling vertex shader API(OpenGL) /Effect Group 1/Bump/Single Pass/Vertex Program/ ... successOpenGL Preview Window: Linking program .. failureVertex info-----------0(4) : error C5108: unknown semantics "ATTR2.xy" specified for "texCoord"I don't know GLSL, and I don't even know if this code is correct.  This is frustrating and I would very much appreciate it if you could help.Note: the maxf function is just a workaround I used for a compilation error.   
  In the vs you havevarying vec3 texCoord;and in the fs you havevarying vec2 texCoord;   ;  Thank you!  I feel so stupid that I didn't notice that.  It compiles and links fine now, but I don't see anything in the preview window.   