diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index b0dff0c62839c89935e2079b6f2118172eb083d2..40f0f0448a0eec87a1c8d0a12827821fe75a6b40 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -127,42 +127,16 @@ void main()
 
         if (spec.a > 0.0) // specular reflection
         {
-
-#if 1 //EEP
-            vec3 npos = -normalize(pos.xyz);
-
-            //vec3 ref = dot(pos+lv, norm);
-            vec3 h = normalize(light_dir.xyz+npos);
-            float nh = dot(norm.xyz, h);
-            float nv = dot(norm.xyz, npos);
-            float vh = dot(npos, h);
-            float sa = nh;
-            float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
-
-            float gtdenom = 2 * nh;
-            float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
-            
-            if (nh > 0.0)
-            {
-                float scontrib = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
-                vec3 sp = sun_contrib*scontrib / 6.0;
-                sp = clamp(sp, vec3(0), vec3(1));
-                bloom += dot(sp, sp) / 4.0;
-                color += sp * spec.rgb;
-            }
-#else //PRODUCTION
             float sa = dot(refnormpersp, light_dir.xyz);
-            vec3 dumbshiny = sunlit*(texture2D(lightFunc, vec2(sa, spec.a)).r);
-            
+            vec3 dumbshiny = sunlit * (texture2D(lightFunc, vec2(sa, spec.a)).r);
+
             // add the two types of shiny together
             vec3 spec_contrib = dumbshiny * spec.rgb;
             bloom = dot(spec_contrib, spec_contrib) / 6;
             color.rgb += spec_contrib;
-#endif
-
         }
-       
-       color.rgb = mix(color.rgb, diffuse.rgb, diffuse.a);
+
+        color.rgb = mix(color.rgb, diffuse.rgb, diffuse.a);
 
         if (envIntensity > 0.0)
         { //add environmentmap