As long as your input vertices' normals are unit vectors, and you limit yourself to certain types of transformation operations in your vertex shader, then you won't notice any difference if you don't normalize in the VS.
Assuming all thevertices on your object are transformed with the exact same matrix, then:
- translation won't have any effect on normals, so you're good there.
- rotation won't change the length of normals, so you're good there.
- (uniform) scaling will change the length of your normals. That should still be ok if you're normalizing in the PS.
Non-uniform scaling (different scale factors in x, y and z), however, will mess things up, as suddenly equal length normals will have different lengths. But non-uniform scaling is going to produce messed up normals anyway, even if you re-normalize in the VS.