diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp
index bc349c2015ded12778ed033fe0dabb99f0387f0a..7cc5d33c4986bcd70a94906b03f5607f2aa90ebe 100644
--- a/indra/llrender/llglslshader.cpp
+++ b/indra/llrender/llglslshader.cpp
@@ -977,8 +977,11 @@ BOOL LLGLSLShader::mapUniforms(const vector<LLStaticHashedString> * uniforms)
         static const GLuint BLOCKBINDING = 1; //picked by us
         //Get the index, similar to a uniform location
         GLuint UBOBlockIndex = glGetUniformBlockIndex(mProgramObject, "ReflectionProbes");
-        //Set this index to a binding index
-        glUniformBlockBinding(mProgramObject, UBOBlockIndex, BLOCKBINDING);
+        if (UBOBlockIndex != GL_INVALID_INDEX)
+        {
+            //Set this index to a binding index
+            glUniformBlockBinding(mProgramObject, UBOBlockIndex, BLOCKBINDING);
+        }
     }
 	unbind();
 
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl
index a7dc5f22c86538fd3eed96f3469e9b52a06adc24..9d3339f607dfe90f9505dcec5d4048eee641bfae 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl
@@ -268,20 +268,7 @@ void main()
     vec3 light = vec3(0);
 
     // Punctual lights
-#define LIGHT_LOOP(i) light += calcPointLightOrSpotLight( \
-                    reflect0, \
-                     reflect90, \
-                     alphaRough, \
-                     c_diff, \
-                     light_diffuse[i].rgb, \
-                     base.rgb, \
-                     pos.xyz, \
-                     v, \
-                     n, \
-                     light_position[i], \
-                     light_direction[i].xyz, \
-                     light_deferred_attenuation[i].x, light_deferred_attenuation[i].y, \
-                     light_attenuation[i].z, light_attenuation[i].w );
+#define LIGHT_LOOP(i) light += calcPointLightOrSpotLight( reflect0, reflect90, alphaRough, c_diff, light_diffuse[i].rgb, base.rgb, pos.xyz, v, n, light_position[i], light_direction[i].xyz, light_deferred_attenuation[i].x, light_deferred_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w );
 
     LIGHT_LOOP(1)
     LIGHT_LOOP(2)