diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl
index bb0c07915bae23973f5b4fc3e67886fb806115ec..a7dc5f22c86538fd3eed96f3469e9b52a06adc24 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl
@@ -69,18 +69,12 @@ uniform vec3 moon_dir;
 VARYING vec3 vary_position;
 VARYING vec4 vertex_color;
 VARYING vec2 vary_texcoord0;
-
-#ifdef HAS_NORMAL_MAP
-VARYING vec3 vary_normal;
-VARYING vec3 vary_mat0;
-VARYING vec3 vary_mat1;
-VARYING vec3 vary_mat2;
 VARYING vec2 vary_texcoord1;
-#endif
+VARYING vec2 vary_texcoord2;
+VARYING vec3 vary_normal;
+VARYING vec3 vary_tangent;
+flat in float vary_sign;
 
-#ifdef HAS_SPECULAR_MAP
-    VARYING vec2 vary_texcoord2;
-#endif
 
 #ifdef HAS_ALPHA_MASK
 uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff()
@@ -204,17 +198,15 @@ void main()
 
     vec3 base = vertex_color.rgb * albedo.rgb;
 
-    vec4 norm = texture2D(bumpMap, vary_texcoord1.xy);
-    norm.xyz = normalize(norm.xyz * 2 - 1);
-
-    vec3 tnorm = vec3(dot(norm.xyz,vary_mat0),
-                      dot(norm.xyz,vary_mat1),
-                      dot(norm.xyz,vary_mat2));
-
-    tnorm = normalize(tnorm.xyz);
+    vec3 vNt = texture2D(bumpMap, vary_texcoord1.xy).xyz*2.0-1.0;
+    float sign = vary_sign;
+    vec3 vN = vary_normal;
+    vec3 vT = vary_tangent.xyz;
+    
+    vec3 vB = sign * cross(vN, vT);
+    vec3 norm = normalize( vNt.x * vT + vNt.y * vB + vNt.z * vN );
 
-    tnorm *= gl_FrontFacing ? 1.0 : -1.0;
-    norm.xyz = tnorm.xyz;
+    norm *= gl_FrontFacing ? 1.0 : -1.0;
 
 #ifdef HAS_SHADOW
     vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
index 57a162ad51f5926ffd000871e95afa83004e3ef8..b3880ab1786f8ecc402562b3ccc7389eee58d0b4 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
@@ -54,29 +54,20 @@ uniform float near_clip;
 ATTRIBUTE vec3 position;
 ATTRIBUTE vec4 diffuse_color;
 ATTRIBUTE vec3 normal;
-ATTRIBUTE vec2 texcoord0;
-
-
-#ifdef HAS_NORMAL_MAP
 ATTRIBUTE vec4 tangent;
+ATTRIBUTE vec2 texcoord0;
 ATTRIBUTE vec2 texcoord1;
+ATTRIBUTE vec2 texcoord2;
 
-VARYING vec3 vary_mat0;
-VARYING vec3 vary_mat1;
-VARYING vec3 vary_mat2;
 
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
 VARYING vec2 vary_texcoord1;
-#else
+VARYING vec2 vary_texcoord2;
 VARYING vec3 vary_normal;
-#endif
+VARYING vec3 vary_tangent;
+flat out float vary_sign;
 
-#ifdef HAS_SPECULAR_MAP
-ATTRIBUTE vec2 texcoord2;
-VARYING vec2 vary_texcoord2;
-#endif
- 
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
 
 void main()
 {
@@ -99,41 +90,21 @@ void main()
 #endif
 
 	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
-	
-#ifdef HAS_NORMAL_MAP
 	vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy;
-#endif
-
-#ifdef HAS_SPECULAR_MAP
 	vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy;
-#endif
 
 #ifdef HAS_SKIN
-	vec3 n = normalize((mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz);
-  #ifdef HAS_NORMAL_MAP
-	vec3 t = normalize((mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz);
-	vec3 b = cross(n, t)*tangent.w;
-	
-	vary_mat0 = vec3(t.x, b.x, n.x);
-	vary_mat1 = vec3(t.y, b.y, n.y);
-	vary_mat2 = vec3(t.z, b.z, n.z);
-  #else //HAS_NORMAL_MAP
-    vary_normal  = n;
-  #endif //HAS_NORMAL_MAP
+	vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz;
+	vec3 t = (mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz;
 #else //HAS_SKIN
-	vec3 n = normalize(normal_matrix * normal);
-  #ifdef HAS_NORMAL_MAP
-	vec3 t = normalize(normal_matrix * tangent.xyz);
-	vec3 b = cross(n,t)*tangent.w;
-
-	vary_mat0 = vec3(t.x, b.x, n.x);
-	vary_mat1 = vec3(t.y, b.y, n.y);
-	vary_mat2 = vec3(t.z, b.z, n.z);
-  #else //HAS_NORMAL_MAP
-	vary_normal = n;
-  #endif //HAS_NORMAL_MAP
+	vec3 n = normal_matrix * normal;
+  	vec3 t = normal_matrix * tangent.xyz;
 #endif //HAS_SKIN
-	
+
+    vary_tangent = normalize(t);
+    vary_sign = tangent.w;
+    vary_normal = normalize(n);
+
 	vertex_color = diffuse_color;
 
 #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)