How to treat GLSL vertex shader in world-space?


I’m just thinking about treating vertex shader in world-space,
but I don’t understand how to do it concretely.

The vertex shader in eye-space is:

vec4 VertexPos =  gl_ModelViewMatrix * gl_Vertex;
LightVec  =  -;
ViewVec   =;
NormalVec = gl_NormalMatrix * gl_Normal;
gl_Position = ftransform();

Would you tell me how to treat vertex shader in world-space, please?