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I improved this in #7706 - now it looks the same in both WebGL and WebGPU (in the engine example created for this)
The remaining issue is that those meshes that do not have normals in the glb should render as unlit. In our glb parser we call generateNormals to generate normals for meshes without them. Ideally we would avoid doing this and configure material to not depend on them, but changing this would possibly break many projects, so I'm hesitant to do so.
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The official GLTF samples repository has an example https://github.com/KhronosGroup/glTF-Sample-Assets/tree/main/Models/PrimitiveModeNormalsTest which doesn't render correctly on macos m3 max
see attached model
PrimitiveModeNormalsTest.glb.zip
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