I am trying to recreate the Glass Lights / Light Strips from Portal 2, but I'm running into difficulty with the refraction of the glass cover.
The refraction is dependent on the orientation of the plane serving as the glass cover — rotating it 180° about its surface-normal vector changes the refracted image of the light behind the glass, even though the geometry of the "light rays" should be unaffected by the change since the cover is symmetrical and the camera hasn't moved.
What is going on here?
UPDATE
Following Gordon Brinkmann's answer, I changed the normal-map-texture node Color Space from "sRGB" to "Non-Color", which did help somewhat, but the glass is still refracting asymmetrically.
My Blender 4.1 file (now with texture files included, hopefully):