I know that specular lighting is also based on the view direction. But I can't find what the default view direction is in old OpenGL function glLight(.. GL_SPECULAR..). How does it determine the direction of the view?
OpenGL: Problem With Phong Model Specular Lighting
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In old OpenGL lighting is done in view space, where camera coordinates are (0, 0, 0), so view direction vector is equal to fragment's position.