title: Light Intensity calculations
body: <p>I had a doubt w.r.t Light calculations. </p>
  
  <p>In  all the lighting calculation example I've seen, 
  Light Intensity (defined as  LightIntensity = DiffuseContribution * diffuse + SpecularContribution * spec;) is calculated in ModelView Space.
  gl_Position that is sent out is calculated in ModelView Projection space.</p>
  
  <p>In the Fragment Shader, fragments are in 2D co-ordinates (and is a function of gl_Position).
  The Light Intensity (calculated in Vertex shader) is applied directly to the Fragment. </p>
  
  <p>My doubt is : In Fragment shader the Fragments are calculated after 
  Model View Projection -> Viewport Transformation</p>
  
  <p>Whereas Lighting Intensity is in </p>
  
  <p>Model View -> ViewPort Transformation. </p>
  
  <p>How is possible to directly apply the LightIntensity to the fragment ?</p>