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The viewer is at infinity along view space +z, so in world space, where lighting happens, it's the view matrix's third column rather than (0,0,1): turning the camera moves the highlights (gpu/lighting/specular). The shaders read it from u_view. In a Need for Speed Carbon frame replayed on a PSP, this and the pow bring the error of the cars from MSE 957 to 120 (Vulkan). Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
To get to 100% compatibility, we will need a software renderer as there are games out there that do tricks that can't really be faked in a sensible way. Useful for homebrew too that mix sw and accel rendering.