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some tr_shade/glsl code cleanup #206
While I was working on a branch to collapse the reflection cube map stage with the common lightmap one, I did this clean-up.
It makes working on this part of the code easier, but don't have to wait for featural changes to be merged.
Note that one commit makes sure reflective specular is not used whith PBR assets since current reflective specular code is not PBR compatible.