diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
index 81482e2954268282e2e7cc3675bb2b40aca1ae06..6b960fae3349dab0255b5cc684d39da0f9e39ca5 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
@@ -95,18 +95,19 @@ void main()
     metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_transform, texture_matrix0);
     emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0);
 
-    vec3 tex_tangent = tangent_space_transform(tangent, normal.xyz, texture_normal_transform, texture_matrix0);
 #ifdef HAS_SKIN
 	vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz;
-	vec3 t = (mat*vec4(tex_tangent.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 = normal_matrix * normal;
-  	vec3 t = normal_matrix * tex_tangent.xyz;
+  	vec3 t = normal_matrix * tangent.xyz;
 #endif //HAS_SKIN
 
-    vary_tangent = normalize(t);
+    n = normalize(n);
+
+    vary_tangent = normalize(tangent_space_transform(vec4(t, tangent.w), n, texture_normal_transform, texture_matrix0));
     vary_sign = tangent.w;
-    vary_normal = normalize(n);
+    vary_normal = n;
 
 	vertex_color = diffuse_color;
 
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl
index 2ad2a015fc7c0625aadc95dbc7e7cd9e9a189af3..160ae7a215d1d6889cba18527c0538e53180c25a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl
@@ -84,18 +84,19 @@ void main()
     metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_transform, texture_matrix0);
     emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0);
 
-    vec3 tex_tangent = tangent_space_transform(tangent, normal.xyz, texture_normal_transform, texture_matrix0);
 #ifdef HAS_SKIN
 	vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz;
-	vec3 t = (mat*vec4(tex_tangent.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 = normal_matrix * normal;
-	vec3 t = normal_matrix * tex_tangent.xyz;
+	vec3 t = normal_matrix * tangent.xyz;
 #endif
 
-    vary_tangent = normalize(t);
+    n = normalize(n);
+
+    vary_tangent = normalize(tangent_space_transform(vec4(t, tangent.w), n, texture_normal_transform, texture_matrix0));
     vary_sign = tangent.w;
-    vary_normal = normalize(n);
+    vary_normal = n;
 	
 	vertex_color = diffuse_color;
 }