Original Post
Why isn't the lightPos[0] in the code below transformed by gl_ModelViewMatrix before the subtraction with the transformed vertex V in the vertex shader code below? Correct me if I'm wrong but isn't V in camera space while lightPos[0] is left in world space, thus wouldn't it be wrong to subtract the 2 values?
uniform vec3 lightPos[1];
...
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
vec3 N = normalize(gl_NormalMatrix * gl_Normal);
vec4 V = glModelViewMatrix * gl_Vertex;
vec3 L = normalize(lightPos[0] - V.xyz);
...