Whenever I use any point lights in my scenes, I have discovered a very noticeable lighting artifact. When the pixel color output by the .frag shader (gl_FragColor) is a certain shade of gray, then you will begin to notice that point lights light up the entire geometry, even if the vertex is outside of the radius of the point light - and the artifact is worse for pixels as they become more gray.
I discovered the artifact using the fog library contributed by @jayfella , however after further testing, I was able to reproduce the issue by creating a .frag shader with a single line that sets gl_FragColor to a light shade of gray - so the artifact is not directly caused by the fog shader code (or any other specific shader, as i have reproduced the error with both the stock phong and stock pbr shaders)
So this lighting artifact is only apparent to the naked eye when the final pixel color is a light shade of gray, which is why I was only able to discover the issue by setting a high fog value and moving the camera far away.
Has anyone else who is using the fog library by @jayfella experienced anything similar when you set high fog values near point lights?