This will probably be a very easy question for you guys, but I can’t figure out how to calculate value of normals in eye space. I thought I read somewhere its ModelViewInverseTranspose * Normal. Is this correct? I am trying to do the calculation in Vertex shader, so i’m not sure i’m getting the right results

Just multiply your normal by the gl_NormalMatrix (which is the submatrix of the transpose of the inverse modelview). This page explains it :

http://www.lighthouse3d.com/opengl/glsl/index.php?normalmatrix