diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp
index e620fe31628ee0c8255e6b2120dad0fb717477d5..06d07473951a398dfb33ba029b95cc39963d356f 100644
--- a/indra/llrender/llshadermgr.cpp
+++ b/indra/llrender/llshadermgr.cpp
@@ -1263,9 +1263,6 @@ void LLShaderMgr::initAttribsAndUniforms()
 	mReservedUniforms.push_back("shadow_matrix");
 	mReservedUniforms.push_back("env_mat");
 	mReservedUniforms.push_back("shadow_clip");
-	mReservedUniforms.push_back("sun_wash");
-	mReservedUniforms.push_back("shadow_noise");
-	mReservedUniforms.push_back("blur_size");
 	mReservedUniforms.push_back("ssao_radius");
 	mReservedUniforms.push_back("ssao_max_radius");
 	mReservedUniforms.push_back("ssao_factor");
diff --git a/indra/llrender/llshadermgr.h b/indra/llrender/llshadermgr.h
index 86fb7f0e65cf30c2ba12fa7233481627245fc6a5..df1dfc68c9220b3dd8a298f3507575102a208088 100644
--- a/indra/llrender/llshadermgr.h
+++ b/indra/llrender/llshadermgr.h
@@ -118,9 +118,6 @@ class LLShaderMgr
         DEFERRED_SHADOW_MATRIX,             //  "shadow_matrix"
         DEFERRED_ENV_MAT,                   //  "env_mat"
         DEFERRED_SHADOW_CLIP,               //  "shadow_clip"
-        DEFERRED_SUN_WASH,                  //  "sun_wash"
-        DEFERRED_SHADOW_NOISE,              //  "shadow_noise"
-        DEFERRED_BLUR_SIZE,                 //  "blur_size"
         DEFERRED_SSAO_RADIUS,               //  "ssao_radius"
         DEFERRED_SSAO_MAX_RADIUS,           //  "ssao_max_radius"
         DEFERRED_SSAO_FACTOR,               //  "ssao_factor"
diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
index 0fa410259a96613842c0489f066f2a7c79ea5251..a9c45678c3a19c991468d46026468f6a1f29d561 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
@@ -36,7 +36,6 @@ out vec4 frag_color;
 uniform sampler2DRect lightMap;
 
 uniform float dist_factor;
-uniform float blur_size;
 uniform vec2 delta;
 uniform vec3 kern[4];
 uniform float kern_scale;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
index 6a1f79067b8991ca1c816e0e40fb38b218ba0f90..5f13127704d47b3f6d078ba47d878399138684b3 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
@@ -39,7 +39,6 @@ uniform sampler2D     noiseMap;
 uniform sampler2D     lightFunc;
 
 uniform vec3  env_mat[3];
-uniform float sun_wash;
 uniform int   light_count;
 uniform vec4  light[LIGHT_COUNT];
 uniform vec4  light_col[LIGHT_COUNT];
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
index 0de7c36bbb6513d29f09fb87b0f564a5a04b476a..4061baa1cfe2e68fde671b2b79fcdf917d9ac5dc 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
@@ -53,7 +53,6 @@ uniform float near_clip;
 uniform float far_clip;
 
 uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
-uniform float sun_wash;
 
 uniform vec3 center;
 uniform vec3 color;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
index c36640a9f63847698210ca1c83f30f2f5500881b..38c5cadd9cb21d9a3c7c0d89749a7153946b6d61 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
@@ -39,7 +39,6 @@ uniform sampler2D noiseMap;
 uniform sampler2D lightFunc;
 
 uniform vec3 env_mat[3];
-uniform float sun_wash;
 
 uniform vec3 color;
 uniform float falloff;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl
index cf994d35470a7ef4f22ab6c507d7cb2b5e7c94e9..dc7223ec34bc94da73ec9bef039e6731f6741187 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl
@@ -38,7 +38,6 @@ uniform sampler2D	noiseMap;
 
 uniform vec2 kern[32];
 uniform float dist_factor;
-uniform float blur_size;
 uniform vec2 delta;
 uniform int kern_length;
 uniform float kern_scale;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index ceab80b028acbbd7b832d4d072eef3ca8ff84910..80b3b47cce7a392882783cfe1ae14518973b4204 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -41,9 +41,6 @@ uniform sampler2DRect depthMap;
 uniform samplerCube environmentMap;
 uniform sampler2D     lightFunc;
 
-uniform float blur_size;
-uniform float blur_fidelity;
-
 // Inputs
 uniform mat3 env_mat;
 
diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
index 50fecc3725b116e35467946334b38f79a2af7988..2194d465eecfbde1a5615991333c6c1961525162 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
@@ -53,7 +53,6 @@ uniform float near_clip;
 uniform float far_clip;
 
 uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
-uniform float sun_wash;
 
 uniform float size;
 uniform vec3 color;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
index c4c03343b69256a43fba99180abaa9d73ac488fe..8fce1429fe0b9eacd5ffe43f2e80e96046757026 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
@@ -52,7 +52,6 @@ uniform float near_clip;
 uniform float far_clip;
 
 uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
-uniform float sun_wash;
 uniform int proj_shadow_idx;
 uniform float shadow_fade;
 
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index b8f142c332a93bf6de5b7878bd8cfa22a86bff59..c6c76035c7704e4b042bbec8e82161a2d1105fa4 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -42,9 +42,6 @@ uniform sampler2DRect depthMap;
 uniform samplerCube   environmentMap;
 uniform sampler2D     lightFunc;
 
-uniform float blur_size;
-uniform float blur_fidelity;
-
 // Inputs
 uniform mat3 env_mat;
 
diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
index b8edd71bc974ca6d046ad50c8551b62a79237a55..7d67308faa7d99b075319d117da96892593a4d48 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
@@ -52,7 +52,6 @@ uniform float near_clip;
 uniform float far_clip;
 
 uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
-uniform float sun_wash;
 uniform int proj_shadow_idx;
 uniform float shadow_fade;
 
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index a5ef8283d330ed6b87b193537e03a109c2a30234..6e6b60f1e15eace989d6fc5b364faa9e14b9cc73 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -8729,10 +8729,6 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_
 		}
 	}
 
-	shader.uniform1f(LLShaderMgr::DEFERRED_SUN_WASH, RenderDeferredSunWash);
-	shader.uniform1f(LLShaderMgr::DEFERRED_SHADOW_NOISE, RenderShadowNoise);
-	shader.uniform1f(LLShaderMgr::DEFERRED_BLUR_SIZE, RenderShadowBlurSize);
-
 	shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_RADIUS, RenderSSAOScale);
 	shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_MAX_RADIUS, RenderSSAOMaxScale);