an exe of your code that just does interpolated lightdir as rgb?
You can do that yourself, just change the last line in "data/spherefragments-frag.glsl" to:
gl_FragColor = vec4(nLightDir*0.5+0.5, 1.0);Ooops, I copied the normalmap-stuff from a different project and didn't even change the filename

Since the interpolated light direction is in normalmap space, the resulting rgbs are probably hard to figure out.
So if you want to display other values, you can easily pass them to the rasterizer the following way:
At the top of the vertex shader (-vert.glsl) add another "varying" variable (those get interpolated and passed to the fragment shader):
varying vec4 test;And fill it with something interesting in the main:
test= normalize( (gl_ModelViewMatrix * gl_Vertex) - lightPosition );(that's the light direction in world space)
At the top of the fragment shader (-frag.glsl) add the same varying variable:
varying vec4 test;And write it into the color output:
gl_FragColor = test*0.5+0.5;