latest addition and damn me did it take some reading.
real specular lighting (in hardware with colors) and it works. ignore the above code. the real way to do this is 100 times harder since it requires calculating the normals to get the correct position.
i did something a wee bit hackish by using the recursivelightpoint
to get the normal and doing the specular light with glColorMaterial
but it works

.
GLSL watershaders about fracking time i got that done. many thanks to mh.
GLSL skyshaders where dropped because the current skysphere based one looks pretty much as fine as it gets without being half-life 2.

also it would require a massive rewrite.