Replace hardcoded specular multipliers with uLightColor * uSpecularIntensity
uniforms in all 4 world shaders (terrain, WMO, M2, character), set HDR sun
color (1.5, 1.4, 1.3) and specular intensity 0.5 so highlights can exceed
1.0, and switch the post-process pass from passthrough to exposure-compensated
Reinhard (exposure=1.8) for soft highlight roll-off without clipping.