I'm trying to implement a simple lighting shader with GLSL but i'm lost !
Before rendering the scene, I use glRotate() and glTranslate() to position the camera.
The rendering objects are in world space and I use the camera to move in the world.
I have a point light which is defined in world space.
I then pass the light position with glUniform3fvARB(). But i can't get my lighting shader to work. I get suspect effect and i presume that light position is not handled the right way !
How must i transform the world light position to eye-space ?
PS: I used glLight() to pass light position in the shader in another project and all was working pretty good.