Do you have the eye position of your camera? If yes, then I would have a uniform that stores that position and then do the following in my vertex shader:
gl_Position = ftransform();reflectVec = reflect(gl_Vertex.xyz - eyePosition, gl_Normal);
Note that here I'm assuming the model itself has no "local" transformations, and that the verticies/normals going into the vertex shader are already in world space. If there are transformations local to take the model into world space, you'll need to have uniforms for those.
I think this approach will be simpler, but if you really want to play around in view space, getting back to world space would require you to use the inverse (possibly transpose) of the top-left 3x3 submatrix of the "world -> view" matrix. Again, if there are no transformations taking the model into world space, this will simply be the inverse of gl_NormalMatrix. If you need a little more clarification, just let me know!
Disclaimer: I've never implemented this before ;P[Edited by - aryx on March 9, 2010 11:18:31 AM]