Hopefully:) Just need to make some test cases. It didn't help before the coordinates were all messed up because we were doing part of the coordinate conversion in the shader, and part of it outside the shader. Which made debugging almost impossible.
My plan is to draw some big fat arrows indicating the sun direction then see where the specular highlights show up in real footage and compare. Some good specular footage here ->
https://youtu.be/UL_SvP3WDv4?t=3m10sI did find this error in the lighting of La Machine guns .. maybe deserves it's own thread.

Ambient is set to 1, so there is no shading at all here. But on the real hardware, even though the footage is poor quality you can clearly see shading. Wonder if the ambient and diffuse values for lighting are divided by the model scale, instead of normalisation ....
Say if the model matrix scaled the model 2.0 times. Instead of normalising every vertex, you could instead just divide sun ambient & diffuse by 2? Have to try that at some point