deferredshadingfeatureshlsl/glsl.cpp - look up the right features prior to attempting combinations involving specular maps and sliders. (still shut off for now)
lighting.hlsl/.glsl - first, we kill off the torque-specific blin-phong specular angle calculation throwing things off further down the chain, then we plug the proper values back into   specularOut, properly accounting for gloss as a minimum clamp, as per http://books.google.com/books?id=GY-AAwAAQBAJ&pg=PA112&lpg=PA112&dq=blinn+phong+specular+gloss+hlsl&source=bl&ots=q9SKJkmWHB&sig=uLIHX10Zul0X0LL2ehSMq7IFBIM&hl=en&sa=X&ei=DbcsVPeWEdW1yASDy4LYDw&ved=0CB4Q6AEwAA#v=onepage&q=gloss%20&f=false