libagl: Transform the vertex if using eye space lighting with point lights

This fixes lighting when using point lights, when eye space
lighting is used (which is the default).

Change-Id: I0cd0d2329893d6b5f8af3b1e595274c2076fc322
diff --git a/opengl/libagl/light.cpp b/opengl/libagl/light.cpp
index ca715db..fafec3f 100644
--- a/opengl/libagl/light.cpp
+++ b/opengl/libagl/light.cpp
@@ -381,7 +381,14 @@
             // compute vertex-to-light vector
             if (ggl_unlikely(l.position.w)) {
                 // lightPos/1.0 - vertex/vertex.w == lightPos*vertex.w - vertex
+#if !OBJECT_SPACE_LIGHTING
+                vec4_t o;
+                const transform_t& mv = c->transforms.modelview.transform;
+                mv.point4(&mv, &o, &v->obj);
+                vss3(d.v, l.objPosition.v, o.w, o.v);
+#else
                 vss3(d.v, l.objPosition.v, v->obj.w, v->obj.v);
+#endif
                 sqDist = dot3(d.v, d.v);
                 vscale3(d.v, d.v, gglSqrtRecipx(sqDist));
             } else {