I've been studying the Phong Shanding on GLSL these days, but the light coordinates doen't work well.
I think it doesn't be coincided between OpenGL and GLSL.
g_location_lightPos = glGetUniformLocationARB(g_porgObj, "lightPos");
glUniform3fvARB(g_location_lightPos, 1, &g_lightPos);
How to coincide the light coordinates between OpenGL and GLSL?