Phong shading
Z-buffer from final render
Turns out my hitInfo cameraSpace z was negated. Removing that fixed the occlusion. Rendered in 1760ms single thread, 230ms multi-thread row approach
Specular highlights look better negated light direction, but the disc clearly still isnt right.
Associated z-index for the previous submission I think confirms my suspicions that I am looking at it from the wrong angle, but I am not sure since the back edge of the disc is darker than the sphere.
Working with my single threaded implementation, ~1650msHowever, it looks like my specular highlights are on the wrong vertical side of the spheres, and obviously the blue sphere is not covering the red disc as expected. I think that I am looking at this from a low angle rather than the correct angle.