diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
index c104dc884f15830369fe09197eead2aa71b760db..39ed9a6e82e715db3ae4daa6861f75dc112beefd 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
@@ -86,7 +86,6 @@ void main()
 	color.a   = final_alpha;
 #endif
 
-	frag_color.rgb = color.rgb;
-	frag_color.a   = color.a;
+	frag_color = color;
 }
 
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index d28fc128b60276d7c7366b202d10bc2eb116148d..2df683a5fd9a0090e16d53a2e0b4896f203c8eac 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -95,19 +95,6 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
 
     dist /= la;
 
-    /* clip to projector bounds
-     vec4 proj_tc = proj_mat * lp;
-
-    if (proj_tc.z < 0
-     || proj_tc.z > 1
-     || proj_tc.x < 0
-     || proj_tc.x > 1 
-     || proj_tc.y < 0
-     || proj_tc.y > 1)
-    {
-        return col;
-    }*/
-
     if (dist > 0.0 && la > 0.0)
     {
         //normalize light vector
@@ -252,7 +239,11 @@ void main()
     vec3 norm = vec3(0);
     float bmap_specular = 1.0;
 
+    // Non-physical gain, sole purpose to make EEP viewer better match windlight when normal-mapped.
+    float eep_bump_gain = 1.0;
+
 #ifdef HAS_NORMAL_MAP
+    eep_bump_gain = 1.75;
     vec4 bump_sample = texture2D(bumpMap, vary_texcoord1.xy);
     norm = (bump_sample.xyz * 2) - vec3(1);
     bmap_specular = bump_sample.w;
@@ -295,7 +286,7 @@ void main()
     vec4 final_normal = vec4(abnormal, env_intensity, 0.0);
 
     vec3 color = vec3(0.0);
-    float al   = 0.0;
+    float al   = 1.0;
 
     if (emissive_brightness >= 1.0)
     {
@@ -318,7 +309,12 @@ void main()
 
 
 #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
-    if (emissive_brightness <= 1.0)
+    if (emissive_brightness >= 1.0)
+    {
+        // fullbright = diffuse texture pass-through, no lighting
+        frag_color = diffuse_srgb;
+    }
+    else
     {
         //forward rendering, output just lit RGBA
         vec3 pos = vary_position;
@@ -348,40 +344,28 @@ void main()
         float da = dot(norm, normalize(light_dir));
         da = clamp(da, 0.0, 1.0);   // No negative light contributions
 
-        float ambient = da;
-        ambient *= 0.5;
-        ambient *= ambient;
-        ambient = (1.0 - ambient);
-
-        vec3 sun_contrib = min(da, shadow) * sunlit;
+        // ambient weight varies from 0.75 at max direct light to 1.0 with sun at grazing angle
+        float ambient = 1.0 - (0.25 * da * da);
 
-// vec3 debug_sun_contrib = sun_contrib;
+        vec3 sun_contrib = additive + (min(da, shadow) * sunlit);
 
 #if !defined(AMBIENT_KILL)
         color.rgb = amblit;
         color.rgb *= ambient;
 #endif
 
-//vec3 debug_post_ambient = color.rgb;
-
 #if !defined(SUNLIGHT_KILL)
-        color.rgb += sun_contrib;
+        color.rgb += eep_bump_gain * sun_contrib;
 #endif
 
-//vec3 debug_post_sunlight = color.rgb;
-
-        //color.rgb *= diffuse_srgb.rgb;
         color.rgb *= diffuse_linear.rgb; // SL-12006
 
-//vec3 debug_post_diffuse = color.rgb;
-
         float glare = 0.0;
 
         if (spec.a > 0.0) // specular reflection
         {
             vec3 npos = -normalize(pos.xyz);
 
-            //vec3 ref = dot(pos+lv, norm);
             vec3 h = normalize(light_dir.xyz+npos);
             float nh = dot(norm, h);
             float nv = dot(norm, npos);
@@ -404,8 +388,6 @@ void main()
             }
         }
 
-//vec3 debug_post_spec = color.rgb;
-
         if (envIntensity > 0.0)
         {
             //add environmentmap
@@ -422,15 +404,11 @@ void main()
             glare += cur_glare;
         }
 
-//vec3 debug_post_env = color.rgb;
-
         color = atmosFragLighting(color, additive, atten);
 
         //convert to linear space before adding local lights
         color = srgb_to_linear(color);
 
-//vec3 debug_post_atmo = color.rgb;
-
         vec3 npos = normalize(-pos.xyz);
 
         vec3 light = vec3(0,0,0);
@@ -453,32 +431,19 @@ void main()
 #endif
 
         color = scaleSoftClipFrag(color);
-
+        
         // (only) post-deferred needs inline gamma correction
         color.rgb = linear_to_srgb(color.rgb);
 
-//color.rgb = amblit;
-//color.rgb = vec3(ambient);
-//color.rgb = sunlit;
-//color.rgb = debug_post_ambient;
-//color.rgb = vec3(da);
-//color.rgb = debug_sun_contrib;
-//color.rgb = debug_post_sunlight;
-//color.rgb = diffuse_srgb.rgb;
-//color.rgb = debug_post_diffuse;
-//color.rgb = debug_post_spec;
-//color.rgb = debug_post_env;
-//color.rgb = debug_post_atmo;
-
 #ifdef WATER_FOG
         vec4 temp = applyWaterFogView(pos, vec4(color.rgb, al));
         color.rgb = temp.rgb;
         al = temp.a;
 #endif
-    } // !fullbright
 
-    frag_color.rgb = color.rgb;
-    frag_color.a   = al;
+        frag_color.rgb = color.rgb;
+        frag_color.a   = al;
+    }
 
 #else // if DIFFUSE_ALPHA_MODE_BLEND ...