message: Change specular light calculation again
  The cosine to the light source is multiplied to the complete BRDF
  (diffuse and specular), following the rendering equation. It also
  ensures consistency with the path tracer.
  Re-apply
  Partly revert
diff: @@ -105,7 +105,8 @@ void integrateOverLights(const uniform SciVisRenderer *uniform self,
  cosNL = abs(cosNL);
  const float cosLR = max(0.f, dot(light.dir, R));
  vec3f specular = info.Ks * powf(cosLR, info.Ns);
  - const vec3f light_contrib = info.local_opacity * ( info.Kd*cosNL + specular) * light.weight;
  + const vec3f brdf = info.Kd + specular;
  + const vec3f light_contrib = info.local_opacity * brdf * cosNL * light.weight;
  if (self->shadowsEnabled) {
  const float max_contrib = reduce_max(light_contrib);
  