Potentially not since the fragment shaders renormalize since the interpolated values will not be normal.
However, if the vertex shader outputs normals for two points on a triangle edge are of drastically different length, it skews the interpolated normals towards the longer normal - which would lead to lighting artifacts.
Surely more subtle than #4030, etc., but still worth investigating.
Also, this is a non-issue if the normals stored in the vertex buffers are always normalized - and not changed other than perhaps precision during transforms - which they may be through out Cesium.
Potentially not since the fragment shaders renormalize since the interpolated values will not be normal.
However, if the vertex shader outputs normals for two points on a triangle edge are of drastically different length, it skews the interpolated normals towards the longer normal - which would lead to lighting artifacts.
Surely more subtle than #4030, etc., but still worth investigating.