diff --git a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
index b4f055d3f68c9584aec075e8d414f966973961bc..8eae3f9c0383a78db3d1aeb3f6463f8acd884a9d 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
@@ -24,9 +24,6 @@
 
 ATTRIBUTE vec4 weight4;  
 
-/* BENTO JOINT COUNT LIMITS
- * Note that the value in the next line also needs to be updated to value-1 several places below.
- */
 uniform mat3x4 matrixPalette[MAX_JOINTS_PER_MESH_OBJECT];
 
 mat4 getObjectSkinnedTransform()
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index d363d1abc621eefe9d0014f95ed0a01a0de92199..9c049e6083510e55b2312cf9d680a516e5f2a835 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -526,14 +526,15 @@ void main()
 	float final_alpha = diff.a;
 #endif
 #ifdef FOR_IMPOSTOR
-	vec4 color = vec4(diff.rgb,final_alpha);
-	
+
 	// Insure we don't pollute depth with invis pixels in impostor rendering
 	//
 	if (final_alpha < minimum_alpha)
 	{
 		discard;
 	}
+
+	vec4 color = vec4(diff.rgb,final_alpha);
 #else
 
 	vec4 gamma_diff = diff;