diff --git a/indra/newview/alrenderutils.cpp b/indra/newview/alrenderutils.cpp
index f8fa8d0a8ca383e037b347a40efc9d0a2a86edb4..90336bae8542af27b00e58de41402f8ffb28e200 100644
--- a/indra/newview/alrenderutils.cpp
+++ b/indra/newview/alrenderutils.cpp
@@ -530,10 +530,10 @@ void ALRenderUtil::renderTonemap(LLRenderTarget* src, LLRenderTarget* dst, LLRen
 
 	if (bloom)
 	{
-		channel = tone_shader->enableTexture(LLShaderMgr::DEFERRED_BLOOM, bloom->getUsage());
+		channel = tone_shader->enableTexture(LLShaderMgr::DEFERRED_EMISSIVE, bloom->getUsage());
 		if (channel > -1)
 		{
-			bloom->bindTexture(0, channel);
+			bloom->bindTexture(0, channel, LLTexUnit::TFO_BILINEAR);
 		}
 	}
 
diff --git a/indra/newview/app_settings/shaders/class1/alchemy/toneMapF.glsl b/indra/newview/app_settings/shaders/class1/alchemy/toneMapF.glsl
index d21cce5f22e076c3a91b9b718255de4bf9d7179f..31d3f3bcdc4d12a4f0934a451a860d2ff2717733 100644
--- a/indra/newview/app_settings/shaders/class1/alchemy/toneMapF.glsl
+++ b/indra/newview/app_settings/shaders/class1/alchemy/toneMapF.glsl
@@ -33,7 +33,7 @@ out vec4 frag_color;
 in vec2 vary_fragcoord;
 
 uniform sampler2D diffuseRect;
-uniform sampler2D bloomMap;
+uniform sampler2D emissiveRect;
 
 uniform vec2 screen_res;
 uniform float exposure;
@@ -293,11 +293,8 @@ vec3 legacyGamma(vec3 color)
 
 void main()
 {
-    vec4 diff = texture(diffuseRect, vary_fragcoord);
-    
-    // vec4 bloom = texture(bloomMap, vary_fragcoord.xy/screen_res);
-    // diff.rgb += bloom.rgb;
-
+    vec4 diff = texture(diffuseRect, vary_fragcoord) + texture2D(emissiveRect, vary_fragcoord);
+ 
     #if TONEMAP_METHOD != 0
     // Exposure adjustment
     diff.rgb *= exposure;
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 71559c5a2a79c17f8cc3936bada5958e77f684ea..c7fdf880d5a09024c26749b11b70cffc412a349c 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -7470,7 +7470,7 @@ void LLPipeline::renderFinalize()
             dst.flush();
         }
 #if 1
-		mALRenderUtil->renderTonemap(screenTarget(),screenTarget(),nullptr);
+		mALRenderUtil->renderTonemap(screenTarget(),screenTarget(),&mGlow[1]);
 
 		mALRenderUtil->renderSharpen(screenTarget(),screenTarget());
 #else