are the value in gl_LightSource[x].position using in shader the same as position I send via glLightfv() or it has been tranform ?
since I may had to create uniform variable to store lighting variable myself.
hi, while sending light position as uniform Yourself, You have to make some thingz to have it working properly. It depends on the light source type.
For directional light source it's simple cause position means direction also:
uniform vec3 position;
...
vec3 L = normalize(position);
For light sources that have position in space (like point light) You have to do like this:
vec4 V4 = gl_ModelViewMatrix * gl_Vertex;
vec3 Vpos = V4.xyz / V4.w;
L = position - Vpos;
...
L = normalize(L);
because You have to get vector from vertex to light for further computations ;).