diff --git a/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl
index 962233345a4dbeb511d3021c61230afc86b5109e..9cc74cc219f4a4eaea86f0a8c5120a58c0234439 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl
@@ -38,9 +38,10 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
 	col.a = color.a;
 	
 	col.rgb = light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz);
-	col.rgb += light_diffuse[0].rgb * calcDirectionalLight(norm, light_position[0].xyz);
 	col.rgb = scaleDownLight(col.rgb);
 	col.rgb += atmosAmbient(baseLight.rgb);
+	col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz));
+	
 	col.rgb = min(col.rgb*color.rgb, 1.0);
 	return col;	
 }
diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
index bc7e6dd86543566e72286600e7a286251438d82b..b4f4850646672296a9767f49692f1501338779e0 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
@@ -41,15 +41,13 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
 	
 	// Collect normal lights (need to be divided by two, as we later multiply by 2)
 	col.rgb += light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz);
-
 	col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].z);
 	col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].z);
-
 	col.rgb = scaleDownLight(col.rgb);
 
 	// Add windlight lights
 	col.rgb += atmosAmbient(baseLight.rgb);
-	col.rgb += light_diffuse[0].rgb * calcDirectionalLight(norm, light_position[0].xyz));
+	col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz));
 				
 	col.rgb = min(col.rgb*color.rgb, 1.0);
 	
diff --git a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl
new file mode 100644
index 0000000000000000000000000000000000000000..b19f4e96ca3839fe92df1b8b06ce552bb2715c90
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl
@@ -0,0 +1,37 @@
+/** 
+ * @file class3\lighting\lightV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ * 
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ * 
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
+ * Lesser General Public License for more details.
+ * 
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
+ * 
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
+ * $/LicenseInfo$
+ */
+ 
+
+
+// All lights, no specular highlights
+
+vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight);
+vec3 atmosAmbient(vec3 c);
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
+{
+ 	vec4 l = sumLights(pos, norm, color, baseLight);
+    return l;
+}
+
diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
index 21e8263623008738446372889136a65bdf3719b3..097889039d3b6a84416bac08e4311b7a0368bc2a 100644
--- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
+++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
@@ -30,7 +30,6 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
 vec3 atmosAmbient(vec3 light);
 vec3 atmosAffectDirectionalLight(float lightIntensity);
 vec3 scaleDownLight(vec3 light);
-vec3 scaleUpLight(vec3 light);
 
 uniform vec4 light_position[8];
 uniform vec3 light_direction[8];
@@ -39,30 +38,26 @@ uniform vec3 light_diffuse[8];
 
 vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
 {
-    vec4 col = vec4(0.0, 0.0, 0.0, color.a);
-    
-    // Collect normal lights (need to be divided by two, as we later multiply by 2)
-    
-    // Collect normal lights
-    col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].z);
-    col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].z);
-    col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].z);
-    col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].z);
-    col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].z);
-    col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].z);
-    col.rgb += light_diffuse[1].rgb*calcDirectionalLight(norm, light_position[1].xyz);
-
-
-    // Add windlight lights
-    float l = calcDirectionalLight(norm, light_position[0].xyz);
-
-    // using light_diffuse[0] instead of WL func as it is set to the same value for these shaders anyway
-    // when lights are sync'd
-    col.rgb += l * light_diffuse[0].rgb;
-    col.rgb = scaleDownLight(col.rgb);
-
-    col.rgb += atmosAmbient(baseLight.rgb);
-    col.rgb = min(col.rgb*color.rgb, 1.0);
-    return col; 
+	vec4 col = vec4(0.0, 0.0, 0.0, color.a);
+	
+	// Collect normal lights (need to be divided by two, as we later multiply by 2)
+	
+	// Collect normal lights
+	col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].z);
+	col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].z);
+	col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].z);
+	col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].z);
+	col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].z);
+	col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].z);
+	col.rgb += light_diffuse[1].rgb*calcDirectionalLight(norm, light_direction[1].xyz);
+    col.rgb = scaleDownLight(col.grb);
+
+	// Add windlight lights
+	col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_direction[0].xyz));
+	col.rgb += atmosAmbient(baseLight.rgb);
+
+	col.rgb = min(col.rgb*color.rgb, 1.0);
+	
+	return col;	
 }