Reh? I am not understanding what the issue is then. But that is a rather dramatic way to decide you haven't gotten what you are after.
Perhaps further clarification would allow us to provide a better response.
Applied to the light itself means that it sets the overall factor for the lighting before it's effects on, with or by any other surfaces or means takes place.
The shaders and fixed render pipeline operate with-ogl_spec the same way, the shaders act with gl.FrontMaterialShininess, which it can derive adjusted values from the usage of -ogl_spec as well as the resultant light from -spec_exp.
Now mind, as I am not a coder, I could be wrong. But this is what I infer with what little OpenGL knowledge I have and a great deal of assumption.