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It's a vertex shader problem, something in light computation related to spotlight attenuation (if I disable that, things are bright, although of course too bright).
EDIT: It's the last term that somehow ruins the computation:
The problems in #7306 have been partially fixed (lens flares now work okay in Vulkan, at a bit of a performance cost), but there are other issues.
Behzhad reported this through e-mail, and provided helpful frame dumps that do reproduce the problem.
Software and hardware transform differ a lot, it's far darker in hardware, seems some light is missing.
UCUS98606.zip
Will look into soon.
EDIT: Tested on Windows, not able to reproduce. However, on Mac, it does reproduce but only on GL, which is quite curious.
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