diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
index 55e45ce0af6f308ae8eef896e77c06dc3ada5453..c8eaba64182f8d6ced4b73614494d8a2a225f4aa 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
@@ -387,7 +387,7 @@ vec3 pbrIbl(vec3 diffuseColor,
 {
     // retrieve a scale and bias to F0. See [1], Figure 3
 	vec2 brdf = BRDF(clamp(nv, 0, 1), 1.0-perceptualRough);
-	vec3 diffuseLight = irradiance*1.25;  //magic 1.25 to balance with legacy materials
+	vec3 diffuseLight = irradiance;
 	vec3 specularLight = radiance;
     
 	vec3 diffuse = diffuseLight * diffuseColor;
@@ -563,7 +563,7 @@ vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 v,
     vec3 ibl_spec;
     color += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, perceptualRoughness, ibl_spec);
     
-    color += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm, v, normalize(light_dir), specContrib) * sunlit * 3.9 * scol; //magic number to balance with legacy materials
+    color += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm, v, normalize(light_dir), specContrib) * sunlit * 3.0 * scol; //magic number to balance with legacy materials
     specContrib *= sunlit * 2.75 * scol;
     specContrib += ibl_spec;
 
diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
index 9ac106149ec39305fdee7a086cdf823e5f8f19b3..d678973515aca8652c424aa52d8388fa537a6d52 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
@@ -152,7 +152,7 @@ vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor,
         // spot*spot => GL_SPOT_EXPONENT=2
         float spot_atten = spot*spot;
 
-        vec3 intensity = spot_atten * dist_atten * lightColor * 3.9; //magic number to balance with legacy materials
+        vec3 intensity = spot_atten * dist_atten * lightColor * 3.0; //magic number to balance with legacy materials
 
         vec3 speccol;
         color = intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv, speccol);
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index 53c5b1b801bbb728453cea9dd17080474bb281db..409b46218b055b1e07ae00d758e45a9017d8350a 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -203,7 +203,6 @@ void main()
         calcDiffuseSpecular(baseColor.rgb, metallic, diffuseColor, specularColor);
 
         vec3 v = -normalize(pos.xyz);
-        color = vec3(1,0,1);
         color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit_linear, scol, radiance, irradiance, colorEmissive, ao, additive, atten);
         
         if (do_atmospherics)