I was using a normal map with light_spec_bump (the normal map shader) and I
saw that where uvs are seperated it was lighting the sides differently.
Darker on one side where it should be the same for example. I tested several
examples and found it was not related to bad UVs, flipped uvs, or something
in the normal map. I also looked at the shader and it seemed correct.
Any ideas what could be the issue?


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