What is the proper way to transform surface normals defined in world space to normals in screen space? I don't think they can simply be multiplied by the projection matrix, because perspective division transforms things into clip space and as far as I understand, in this space planes that are coplanar to the image plane remain coplanar.
But the transformation I'm looking for should result in transformed normals such that the blue world normals depicted in graphic A should result in differing screenspace normals (because, even though their planes are coplanar to the image plane, they do not face the camera) - on the other hand the depicted normals in graphic B should after the transformation be (more or less) equal, since their surfaces face the camera.
What transformation am I looking for? how to calculate it?
I need this for some screen-space effects.