GLSL - Directional light points backwards

Hi everyone,

I’m having a small issue with doing a GLSL shader, for some reason, I can’t get the correct direction of the directional light in my scene using Unity functions. Right now I’m “fixing it” by multiplying it by (-1,1,1), but I’d like know what is going wrong.

Anyone have any ideas?

Here is the code -

Shader "Fast" {
    	Properties {
    		_MainTex ("Base (RGB)", 2D) = "white" {}
    	}
    	
    	SubShader {
    		Tags { "Queue" = "Geometry" }
    		
    		Pass {
    			GLSLPROGRAM
    			#include "UnityCG.glslinc"
    			#ifdef VERTEX
			varying vec3 EyespaceNormal;
    			varying vec3 EyeVector;
    			varying vec3 LightVector; 
    			varying vec2 TextureCoordinate;
    			
    			void main()
    			{
    				gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
    				EyespaceNormal = normalize(gl_NormalMatrix * gl_Normal);
				EyeVector = WorldSpaceViewDir( gl_Vertex );
				
                                // Here - not sure why this doesn't work. 
				LightVector = normalize(WorldSpaceLightDir( gl_Vertex ));
				
                               TextureCoordinate = gl_MultiTexCoord0.xy;
    			}
    			
    			#endif
    			
    			#ifdef FRAGMENT
    						
    			uniform sampler2D _MainTex;
    			varying vec2 TextureCoordinate;
    			varying vec3 EyespaceNormal;
    			varying vec3 EyeVector;
    			varying vec3 LightVector; 
    			
    			void main()
    			{
    				vec3 N = EyespaceNormal;
    				vec3 L = LightVector;
    				vec3 E = EyeVector;
    				vec3 H = normalize(L + E);
    				float ldn = max(0.0, dot(N, L));
    				float hdn = max(0.0, dot(N, H));
    				vec4 texColor = texture2D(_MainTex, TextureCoordinate);
    				
    				vec2 litv = vec2(max( 0.0, ldn), pow( hdn, 0.0 ));
    				
    				vec3 diff = vec3(texColor.xyz * (litv.x * vec3( .35, .662, 0.996) + vec3( .4, .4, .4 )));
    				vec3 spec = litv.x*litv.y*vec3( .5, .5, .5) * texColor.a; 
    				gl_FragColor = vec4(diff + spec, 1.0);
    			}
    			
    			#endif   			
    			ENDGLSL
    		}
    	}
    }

Nevermind, it seems that the problem fixed itself after I rebooted my computer…