Thank You, that's realy helpful. I actually noticed now that's the first time I wanted to implement phong from View space, and I did it like for World space. I will try that and tell if I will make it correctlyThe eye vector is a direction from the vertex/fragment to the camera. If you are working in view space the camera is in the position (0, 0, 0), consequently the eye vector equals: normalize(- Position.xyz);
Btw I noticed just now that You are behind the final engine(I didn't look at sig in the morning), really impressive and good work