diff --git a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
index ff30560adcf96e0b6db02d1243533c57f3790829..2745d5fd955403c4098dfe4d452ba2282e784580 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
@@ -30,24 +30,18 @@ uniform mat4 matrixPalette[64];
 
 mat4 getObjectSkinnedTransform()
 {
+	int i; 
 	
-	float w0 = fract(weight4.x);
-	float w1 = fract(weight4.y);
-	float w2 = fract(weight4.z);
-	float w3 = fract(weight4.w);
-			
-	int i0 = int(floor(weight4.x));
-	int i1 = int(floor(weight4.y));
-	int i2 = int(floor(weight4.z));
-	int i3 = int(floor(weight4.w));
-
-	//float scale = 1.0/(w.x+w.y+w.z+w.w);
-	//w *= scale;
+	vec4 w = fract(weight4);
+	vec4 index = floor(weight4);
+	
+	float scale = 1.0/(w.x+w.y+w.z+w.w);
+	w *= scale;
 	
-	mat4 mat = matrixPalette[i0]*w0;
-	mat += matrixPalette[i1]*w1;
-	mat += matrixPalette[i2]*w2;
-	mat += matrixPalette[i3]*w3;
+	mat4 mat = matrixPalette[int(index.x)]*w.x;
+	mat += matrixPalette[int(index.y)]*w.y;
+	mat += matrixPalette[int(index.z)]*w.z;
+	mat += matrixPalette[int(index.w)]*w.w;
 		
 	return mat;
 }
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index ca5adc61806a4fd204c9a8ea2ee5010fd1a5f38b..a2f57c5720c5bb8621a8aff288df89e479ed1385 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -10040,7 +10040,6 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
 			{
 				static LLCullResult result[4];
 
-				//LLGLEnable enable(GL_DEPTH_CLAMP_NV);
 				renderShadow(view[j], proj[j], shadow_cam, result[j], TRUE, TRUE, target_width);
 			}