@lexaknyazev found that applications using the (old, no longer maintained) SceneJS framework are rendering incorrectly on Apple Silicon because the GLSL normalize() operation is being called on 0-length vectors. This behavior isn't defined in GLSL, but it happens to return a zero-length vector on basically all other GPU hardware. On Apple Silicon it produces a vector containing NaNs.
To improve WebGL's portability, the WebGL WG agreed to add a test for this case and to work around it in ANGLE's shader translator on this hardware.