diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 3d0be71f21558da528b9a644b425f291ce395aca..db7c39c32c2642e6c9c367a63f60b0f055c11e58 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -309,6 +309,42 @@ bool addDeferredAttachments(LLRenderTarget& target, bool for_impostor = false)
     return valid;
 }
 
+glh::matrix4f gl_ortho(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat znear, GLfloat zfar)
+{
+	glh::matrix4f ret(
+		2.f/(right-left), 0.f, 0.f, -(right+left)/(right-left),
+		0.f, 2.f/(top-bottom), 0.f, -(top+bottom)/(top-bottom),
+		0.f, 0.f, -2.f/(zfar-znear),  -(zfar+znear)/(zfar-znear),
+		0.f, 0.f, 0.f, 1.f);
+
+	return ret;
+}
+
+glh::matrix4f gl_perspective(GLfloat fovy, GLfloat aspect, GLfloat zNear, GLfloat zFar)
+{
+	GLfloat f = 1.f/tanf(DEG_TO_RAD*fovy/2.f);
+
+	return glh::matrix4f(f/aspect, 0, 0, 0,
+						 0, f, 0, 0,
+						 0, 0, (zFar+zNear)/(zNear-zFar), (2.f*zFar*zNear)/(zNear-zFar),
+						 0, 0, -1.f, 0);
+}
+
+glh::matrix4f gl_lookat(LLVector3 eye, LLVector3 center, LLVector3 up)
+{
+	LLVector3 f = center-eye;
+	f.normVec();
+	up.normVec();
+	LLVector3 s = f % up;
+	LLVector3 u = s % f;
+
+	return glh::matrix4f(s[0], s[1], s[2], 0,
+					  u[0], u[1], u[2], 0,
+					  -f[0], -f[1], -f[2], 0,
+					  0, 0, 0, 1);
+	
+}
+
 LLPipeline::LLPipeline() :
 	mBackfaceCull(false),
 	mMatrixOpCount(0),
@@ -8824,42 +8860,6 @@ glh::matrix4f scale_translate_to_fit(const LLVector3 min, const LLVector3 max)
 	return ret;
 }
 
-glh::matrix4f gl_ortho(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat znear, GLfloat zfar)
-{
-	glh::matrix4f ret(
-		2.f/(right-left), 0.f, 0.f, -(right+left)/(right-left),
-		0.f, 2.f/(top-bottom), 0.f, -(top+bottom)/(top-bottom),
-		0.f, 0.f, -2.f/(zfar-znear),  -(zfar+znear)/(zfar-znear),
-		0.f, 0.f, 0.f, 1.f);
-
-	return ret;
-}
-
-glh::matrix4f gl_perspective(GLfloat fovy, GLfloat aspect, GLfloat zNear, GLfloat zFar)
-{
-	GLfloat f = 1.f/tanf(DEG_TO_RAD*fovy/2.f);
-
-	return glh::matrix4f(f/aspect, 0, 0, 0,
-						 0, f, 0, 0,
-						 0, 0, (zFar+zNear)/(zNear-zFar), (2.f*zFar*zNear)/(zNear-zFar),
-						 0, 0, -1.f, 0);
-}
-
-glh::matrix4f gl_lookat(LLVector3 eye, LLVector3 center, LLVector3 up)
-{
-	LLVector3 f = center-eye;
-	f.normVec();
-	up.normVec();
-	LLVector3 s = f % up;
-	LLVector3 u = s % f;
-
-	return glh::matrix4f(s[0], s[1], s[2], 0,
-					  u[0], u[1], u[2], 0,
-					  -f[0], -f[1], -f[2], 0,
-					  0, 0, 0, 1);
-	
-}
-
 static LLTrace::BlockTimerStatHandle FTM_SHADOW_RENDER("Render Shadows");
 static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA("Alpha Shadow");
 static LLTrace::BlockTimerStatHandle FTM_SHADOW_SIMPLE("Simple Shadow");