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The projection matrix Y-flip (projectionMatrix[1][1] *= -1) reverses triangle winding from the GPU's perspective. With the default VK_FRONT_FACE_COUNTER_CLOCKWISE, gl_FrontFacing was inverted, causing all fragment shaders (M2, WMO, character) to flip normals on front faces instead of back faces, putting specular highlights on the wrong side of surfaces. |
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