diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp
index 5733a18f47f2353e881ae10f05d87f6a69855d62..173444f7089fa1662070998729fd85d87aab3d2a 100644
--- a/indra/llrender/llrender.cpp
+++ b/indra/llrender/llrender.cpp
@@ -1151,7 +1151,7 @@ void LLRender::syncLightState()
 
 		LLVector4 position[8];
 		LLVector3 direction[8];
-		LLVector3 attenuation[8];
+		LLVector4 attenuation[8];
 		LLVector3 diffuse[8];
 
 		for (U32 i = 0; i < 8; i++)
@@ -1160,13 +1160,13 @@ void LLRender::syncLightState()
 
 			position[i] = light->mPosition;
 			direction[i] = light->mSpotDirection;
-			attenuation[i].set(light->mLinearAtten, light->mQuadraticAtten, light->mSpecular.mV[3]);
+            attenuation[i].set(light->mLinearAtten, light->mQuadraticAtten, light->mSpecular.mV[2], light->mSpecular.mV[3]);
 			diffuse[i].set(light->mDiffuse.mV);
 		}
 
 		shader->uniform4fv(LLShaderMgr::LIGHT_POSITION, 8, position[0].mV);
 		shader->uniform3fv(LLShaderMgr::LIGHT_DIRECTION, 8, direction[0].mV);
-		shader->uniform3fv(LLShaderMgr::LIGHT_ATTENUATION, 8, attenuation[0].mV);
+		shader->uniform4fv(LLShaderMgr::LIGHT_ATTENUATION, 8, attenuation[0].mV);
 		shader->uniform3fv(LLShaderMgr::LIGHT_DIFFUSE, 8, diffuse[0].mV);
 		shader->uniform4fv(LLShaderMgr::LIGHT_AMBIENT, 1, mAmbientLightColor.mV);
 		//HACK -- duplicate sunlight color for compatibility with drivers that can't deal with multiple shader objects referencing the same uniform
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index f1b7a1312ffd2ee0d9f145877671dea96c1f3167..772859576f4c188aa7aee9aa0fb187cf17d069d4 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -63,7 +63,7 @@ uniform vec2 screen_res;
 
 uniform vec4 light_position[8];
 uniform vec3 light_direction[8];
-uniform vec3 light_attenuation[8]; 
+uniform vec4 light_attenuation[8]; 
 uniform vec3 light_diffuse[8];
 
 #ifdef WATER_FOG
@@ -79,7 +79,7 @@ void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit,
 
 float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
 
-vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
+vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, float ambiance)
 {
     //get light vector
     vec3 lv = lp.xyz-v;
@@ -91,13 +91,16 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec
 
     vec3 col = vec3(0);
 
-    if (d > 0.0 && la > 0.0 && fa > 0.0)
+    if (d > 0.0 && fa > 0.0)
     {
         //normalize light vector
         lv = normalize(lv);
-    
+        vec3 norm = normalize(n);
+
+        da = max(0.0, dot(norm, lv));
+ 
         //distance attenuation
-        float dist = d/la;
+        float dist = d;
         float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
         dist_atten *= dist_atten;
         dist_atten *= 2.0;
@@ -106,17 +109,17 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec
         float spot = max(dot(-ln, lv), is_pointlight);
         da *= spot*spot; // GL_SPOT_EXPONENT=2
 
-        //angular attenuation
-        da *= max(dot(n, lv), 0.0);     
-
         float lit = max(da * dist_atten,0.0);
 
-        col = light_col * lit * diffuse;
+        float amb_da = (da*da*0.5 + 0.5) * ambiance;
+        amb_da *= dist_atten;
+        amb_da = min(amb_da, 1.0f - lit);
 
+        col.rgb += amb_da * light_col * diffuse;
         // no spec for alpha shader...
     }
-
-    return max(col, vec3(0.0,0.0,0.0));
+    col = max(col, vec3(0));
+    return col;
 }
 
 void main() 
@@ -199,7 +202,7 @@ void main()
 
     vec4 light = vec4(0,0,0,0);
 
-   #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diff.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
+   #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diff.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w);
 
     LIGHT_LOOP(1)
     LIGHT_LOOP(2)
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl
index c66f3f62b2186c9d9b962c516e75e6ae7571e422..5bb20209718ccd8e5a570427b38211ca5b8d4b75 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl
@@ -57,5 +57,7 @@ void main()
     frag_data[0] = c;
     frag_data[1] = vec4(0.0f);
     frag_data[2] = vec4(0.0, 1.0, 0.0, 1.0);
+
+    gl_FragDepth = 0.9997f;
 }
 
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 73e2bd5ec08466b124d1e5e31d7606523527acae..82c59282d567d756596e9481f38b88a0cf5c2bea 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -6482,7 +6482,9 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
 				light_state->setSpotCutoff(90.f);
 				light_state->setSpotExponent(2.f);
 	
-				const LLColor4 specular(0.f, 0.f, 0.f, 0.f);
+                LLVector3 spotParams = light->getSpotLightParams();
+
+				const LLColor4 specular(0.f, 0.f, 0.f, spotParams[2]);
 				light_state->setSpecular(specular);
 			}
 			else // omnidirectional (point) light
@@ -6491,8 +6493,8 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
 				light_state->setSpotCutoff(180.f);
 				
 				// we use specular.w = 1.0 as a cheap hack for the shaders to know that this is omnidirectional rather than a spotlight
-				const LLColor4 specular(0.f, 0.f, 0.f, 1.f);
-				light_state->setSpecular(specular);				
+				const LLColor4 specular(0.f, 0.f, 1.f, 0.f);
+				light_state->setSpecular(specular);
 			}
 			cur_light++;
 			if (cur_light >= 8)