diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index d560a49c1fd277e5eeab195c99dc3daea3fda71b..1bc576a4ec5a7d4f05cf2b9d4ab9890d0fb5518c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -196,9 +196,7 @@ void main()
     float da = dot(norm.xyz, light_dir.xyz);
 
     float final_da = da;
-          final_da = min(final_da, shadow);
-          final_da = max(final_da, 0.0f);
-		  final_da = min(final_da, 1.0f);
+          final_da = clamp(final_da, 0.0f, 1.0f);
 		  final_da = pow(final_da, 1.0/1.3);
 
     vec4 color = vec4(0,0,0,0);
@@ -209,9 +207,10 @@ void main()
     float ambient = abs(da);
     ambient *= 0.5;
     ambient *= ambient;
-    ambient = 1.0 - max(0.9, ambient);
+    ambient = max(0.9, ambient); // keeps shadows dark
+    ambient = 1.0 - ambient;
 
-    vec3 sun_contrib = final_da * sunlit;
+    vec3 sun_contrib = min(final_da, shadow) * sunlit;
 
     color.rgb *= ambient;
     color.rgb += sun_contrib;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index d389d975faeb6fcc5e3464cf422eda0705fbf33e..4e24e6101845ba6f0fc226a253286d42705d91ce 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -296,16 +296,18 @@ void main()
     vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
 
     float da = dot(norm.xyz, light_dir.xyz);
-    da = clamp(da, 0.0, 1.0);
-    da = pow(da, 1.0 / 1.3);
+
+    float final_da = da;
+          final_da = clamp(final_da, 0.0, 1.0);
+          final_da = pow(final_da, 1.0 / 1.3);
 
     float ambient = abs(da);
     ambient *= 0.5;
     ambient *= ambient;
-    ambient = 1.0 - max(0.9, ambient);
+    ambient = max(0.9, ambient);
+    ambient = 1.0 - ambient;
 
-    float final_da = min(da, shadow);
-    vec3 sun_contrib = final_da * sunlit;
+    vec3 sun_contrib = min(final_da, shadow) * sunlit;
    
     col.rgb = amblit;
     col.rgb *= ambient;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
index 2d2d00cb519f512bee5e89fac43e3197be89cb91..642aff6c4179eef2893f425390ead62e42b5c4ed 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
@@ -46,52 +46,18 @@ uniform mat4 inv_proj;
 uniform vec2 screen_res;
 uniform int sun_up_factor;
 
-const float sample_count = 5;
-
-float cGoldenAngle = 2.39996323f;
-
 float pcfShadow(sampler2DShadow shadowMap, vec3 norm, vec4 stc, float bias_mul, vec2 pos_screen, vec3 light_dir)
 {
     stc.xyz /= stc.w;
-    stc.z += shadow_bias * bias_mul * 4.0;
-
-    float shadow = 0.0;
-    float cs = shadow2D(shadowMap, stc.xyz).x;
-    float initialTheta = cGoldenAngle*fract((pos_screen.y+pos_screen.x)*shadow_res.y);
-    float theta = initialTheta;
-    int i;
-    for (i = 0; i < sample_count; i++)
-    {
-        float r = float(i) / float(sample_count);
-        float weight = sqrt(1.0 - r);
-        r = sqrt(r);
-        vec2 sampleOffset;
-        sampleOffset.x = cos(theta);
-        sampleOffset.y = sin(theta);
-        sampleOffset *= r * 2.0;
-        float s = shadow2D(shadowMap, stc.xyz + vec3(sampleOffset, 0)).x;
-        shadow += weight * s;
-        theta += cGoldenAngle;
-    }
-    shadow /= float(sample_count);
-    shadow += cs;
-    shadow *= 0.5;
-    return shadow;
-}
-
-float pcfShadowOld(sampler2DShadow shadowMap, vec3 norm, vec4 stc, float bias_mul, vec2 pos_screen, vec3 light_dir)
-{
-    stc.xyz /= stc.w;
-
-    float cs = shadow2D(shadowMap, stc.xyz).x;
     stc.z += shadow_bias * bias_mul * 2.0;
     stc.x = floor(stc.x*shadow_res.x + fract(stc.y*shadow_res.y))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
-    float shadow = cs;
+    float cs = shadow2D(shadowMap, stc.xyz).x;
+    float shadow = cs * 4.0;
     shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
     shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
     shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
     shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
-    return shadow * 0.2;
+    return shadow * 0.125;
 }
 
 float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen)
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 0c9dc5da58b07a5ebaaff7b2c458ac7cb46a7d5c..92888e0fd209d638b9bce1f087643cb81985f49f 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -94,6 +94,7 @@ void main()
 
     vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;        
 
+    float light_gamma = 1.0/1.3;
     float scol = 1.0;
     vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
 
@@ -102,12 +103,10 @@ void main()
     vec4 diffuse = texture2DRect(diffuseRect, tc);
    
     scol = max(scol_ambocc.r, diffuse.a);
+	//scol = pow(scol, light_gamma);
 
     float final_da = da;
-          final_da = min(final_da, scol);
           final_da = clamp(final_da, 0.0, 1.0);
-
-    float light_gamma = 1.0/1.3;
 	      final_da = pow(final_da, light_gamma);
 
     vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
@@ -126,9 +125,10 @@ void main()
         float ambient = abs(da);
         ambient *= 0.5;
         ambient *= ambient;
-        ambient = 1.0 - max(0.9, ambient);
+        ambient = max(0.9, ambient);
+        ambient = 1.0 - ambient;
 
-        vec3 sun_contrib = final_da * sunlit;
+        vec3 sun_contrib = min(scol, final_da) * sunlit;
 
         col.rgb = amblit;
         col.rgb *= ambient;