This fixes the break in behavior with projector reflections not being treated as environment reflections. I've received a couple of people questioning why this is how it is, however I remember the intention behind projector reflections being masked by environment intensity instead of specular maps with the only exception being the glossiness of the surface being taken into account with the projector LOD.
@oz_linden I don't remember what the idea behind proj_lod-envIntensity*proj_lod was, but since it was only in one set of shaders instead of others I removed it. I haven't noticed a difference as of yet. I believe @runitai would probably have a good idea of what's going on there.
Please commit a change to get rid of the commented-out code, and I'll get the rendering team to review.