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The shaders see that the edges of the banner have transparency and incorrectly identify them as foliage. As a result, it applies the foliage shader which has a slightly different lighting model (and adds, for example, a cheap approximation of sub-surface scattering, as would be appropriate for leaves). As a result, the outside of the banner reflects light in a slightly different manner to the inside of the banner.
Short-term, a "solution" might be to avoid treating translucent polygons as foliage if they're indoors, given that the vast majority of banners appear indoors (although even detecting this is a fallible process :( ).
Long-term, I'd really like to see OpenMW gain some system for differentiating between materials so that shaders can act accordingly.
I am attaching a few screenshots to show what I mean, some banner and notes textures have a square in the middle that has a different lighting value
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