http://www.lighthouse3d.com/opengl/glsl/index.php?ogldir2 reports that half vector in OpenGL context is 'Eye position - Light position' but then it goes on to say 'luckily OpenGL calculates it for us' [which is now deprecated].
How can, practically be calculated (a simple example would be greatly appreciated) [mainly, it puzzles me what "Eye" is and how it can be derived].
At the moment I managed to make specular calculations work (with good visual result) with half vector being equal to Light where Light is
vec3 Light = normalize(light_position - vec3(out_Vertex));
Now, I've no idea why that worked.
[If at least I knew what "Eye" is and how it can be derived practically.]