   GLSL directional light in world space
  I'm trying to write a simple directional light shader in GLSL to shade my simple scene. However I am having some issues with world/eye space.Using norm = normalize(gl_NormalMatrix * gl_Normal); in my vertex shader I get all the objects lit the same as if the light was coming from the camera's direction. The light's direction follows the camera.Instead of this, I want the light to come from a fixed position. I can do this  using norm = gl_Normal; instead. It looks alright except for the apricot mesh (which has 90 degrees rotation applied). In this case the light appears to come from above, rather than in front.I have attempted to transform the normals using modelview and projection matrices (a blind stab in the dark) without success. Is there a way I can fix this or a better technique I could use instead?   
Quote:Instead of this, I want the light to come from a fixed position. I can do this usingnorm = gl_Normal;This just seems bizarre, and I'm almost certain it isn't what you want to be doing. If your light is not coming from the right direction, then you have a problem with your light setup, not with your normals.Keep in mind that when you setup the light position it is transformed just like any other vertex you call. If you want your light to not move with the camera, then you have to set it up after you setup your camera matrix.   ;  A ha. I see now. I was setting up the light before I set the view matrix. Thanks very much.   