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There's a bug on Macs with Intel integrated graphics where
!gl_FrontFacing
is not equivalent togl_FrontFacing == false
and this causes the glTF PBR shader to flip normals incorrectly and have the wrong lighting.I discovered the fix thanks to https://makc3d.wordpress.com/2015/09/17/alternative-to-gl_frontfacing/ which goes into other approaches in case
gl_FrontFacing == false
doesn't work. We can explore those later if needed.Local sandcastle
Broken lighting
Fixed