diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index dd424b6fe788577559354c257ca385f5e86fea84..f170988e40e073268314bde27031d207eab3f827 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -236,22 +236,14 @@ void main()
     color.rgb *= ambient;
 #endif
 
-vec3 post_ambient = color.rgb;
-
 #if !defined(SUNLIGHT_KILL)
     color.rgb += sun_contrib;
 #endif
 
-vec3 post_sunlight = color.rgb;
-
     color.rgb *= diffuse_srgb.rgb;
 
-vec3 post_diffuse = color.rgb;
-
     color.rgb = atmosFragLighting(color.rgb, additive, atten);
 
-vec3 post_atmo = color.rgb;
-
     vec4 light = vec4(0,0,0,0);
     
     color.rgb = scaleSoftClipFrag(color.rgb);
@@ -274,17 +266,6 @@ vec3 post_atmo = color.rgb;
     color.rgb += light.rgb;
 #endif
 
-//color.rgb = amblit;
-//color.rgb = vec3(ambient);
-//color.rgb = sunlit;
-//color.rgb = vec3(final_da);
-//color.rgb = post_ambient;
-//color.rgb = post_sunlight;
-//color.rgb = sun_contrib;
-//color.rgb = diffuse_srgb.rgb;
-//color.rgb = post_diffuse;
-//color.rgb = post_atmo;
-
 #ifdef WATER_FOG
     color.rgb = linear_to_srgb(color.rgb);
     color = applyWaterFogView(pos.xyz, color);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index d714d6d541e06e886637ca58c27a9a5f2769f45b..2b0ded0f808a8977250d70b3295a76da137298d1 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -341,7 +341,8 @@ void main()
             // overriding the general rule to avoid pollutiong the source with commented code.
             //
             //  If you're reading this in 2021+, feel free to obliterate.
-
+        */
+#if 0
         vec3 npos = -normalize(pos.xyz);
 
         //vec3 ref = dot(pos+lv, norm);
@@ -363,8 +364,7 @@ void main()
             bloom += dot(sp, sp) / 4.0;
             color += sp * spec.rgb;
         }
-        */
-
+#else
         float sa        = dot(refnormpersp, sun_dir.xyz);
         vec3  dumbshiny = sunlit * shadow * (texture2D(lightFunc, vec2(sa, spec.a)).r);
 
@@ -376,6 +376,7 @@ void main()
         glare = max(glare, spec_contrib.b);
 
         color += spec_contrib;
+#endif
     }
 
     color = mix(color.rgb, diffcol.rgb, diffuse.a);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl
index 473d6df8faa82fbfe02a63458993bec2cb6f2be3..bc5eb5181d0317864c5982fc27b17366760462e6 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl
@@ -1,5 +1,5 @@
 /** 
- * @file sunLightF.glsl
+ * @file sunLightV.glsl
  *
  * $LicenseInfo:firstyear=2007&license=viewerlgpl$
  * Second Life Viewer Source Code
@@ -24,7 +24,7 @@
  */
 
 uniform mat4 modelview_projection_matrix;
- 
+
 ATTRIBUTE vec3 position;
 
 VARYING vec2 vary_fragcoord;