Thanks for the updates, Patrice.
However you should be aware of the following:
1. Lighting both sides of the objects aggravates lighting equation calculation stress on OpenGL, is effectively equivalent to doubling the number of active lights, and may lead to a substantial drop in the FPS rate for complex models. It is practically as stressful as not culling the model's backfaces.
2. GL_LIGHT_MODEL_TWO_SIDE toggle has no effect on GLSL shaders. Those must implement this functionality explicitly in their own code, recalculating the light incident from mirror reflected light positions.
I'd also suggest using a somewhat more grammatically correct collocation #bothsides.