diff --git a/indra/llrender/llgl.cpp b/indra/llrender/llgl.cpp
index 2f6ef2b663813fc6bce3334408b1ee5277705b23..f58d4937d458f6d42048acd4a783024d753ad710 100644
--- a/indra/llrender/llgl.cpp
+++ b/indra/llrender/llgl.cpp
@@ -1329,8 +1329,6 @@ void LLGLState::initClass()
 
 	sStateMap[GL_MULTISAMPLE_ARB] = GL_FALSE;
 	glDisable(GL_MULTISAMPLE_ARB);
-
-	glEnableClientState(GL_VERTEX_ARRAY);
 }
 
 //static
@@ -1604,7 +1602,7 @@ void LLGLState::checkTextureChannels(const std::string& msg)
 
 void LLGLState::checkClientArrays(const std::string& msg, U32 data_mask)
 {
-	if (!gDebugGL)
+	if (!gDebugGL || LLGLSLShader::sNoFixedFunction)
 	{
 		return;
 	}
@@ -1661,7 +1659,7 @@ void LLGLState::checkClientArrays(const std::string& msg, U32 data_mask)
 	};
 
 
-	for (S32 j = 0; j < 4; j++)
+	for (S32 j = 1; j < 4; j++)
 	{
 		if (glIsEnabled(value[j]))
 		{
@@ -1875,79 +1873,6 @@ void LLGLManager::initGLStates()
 
 ////////////////////////////////////////////////////////////////////////////////
 
-void enable_vertex_weighting(const S32 index)
-{
-#if GL_ARB_vertex_program
-	if (index > 0) glEnableVertexAttribArrayARB(index);	// vertex weights
-#endif
-}
-
-void disable_vertex_weighting(const S32 index)
-{
-#if GL_ARB_vertex_program
-	if (index > 0) glDisableVertexAttribArrayARB(index);	// vertex weights
-#endif
-}
-
-void enable_binormals(const S32 index)
-{
-#if GL_ARB_vertex_program
-	if (index > 0)
-	{
-		glEnableVertexAttribArrayARB(index);	// binormals
-	}
-#endif
-}
-
-void disable_binormals(const S32 index)
-{
-#if GL_ARB_vertex_program
-	if (index > 0)
-	{
-		glDisableVertexAttribArrayARB(index);	// binormals
-	}
-#endif
-}
-
-
-void enable_cloth_weights(const S32 index)
-{
-#if GL_ARB_vertex_program
-	if (index > 0)	glEnableVertexAttribArrayARB(index);
-#endif
-}
-
-void disable_cloth_weights(const S32 index)
-{
-#if GL_ARB_vertex_program
-	if (index > 0) glDisableVertexAttribArrayARB(index);
-#endif
-}
-
-void set_vertex_weights(const S32 index, const U32 stride, const F32 *weights)
-{
-#if GL_ARB_vertex_program
-	if (index > 0) glVertexAttribPointerARB(index, 1, GL_FLOAT, FALSE, stride, weights);
-	stop_glerror();
-#endif
-}
-
-void set_vertex_clothing_weights(const S32 index, const U32 stride, const LLVector4 *weights)
-{
-#if GL_ARB_vertex_program
-	if (index > 0) glVertexAttribPointerARB(index, 4, GL_FLOAT, TRUE, stride, weights);
-	stop_glerror();
-#endif
-}
-
-void set_binormals(const S32 index, const U32 stride,const LLVector3 *binormals)
-{
-#if GL_ARB_vertex_program
-	if (index > 0) glVertexAttribPointerARB(index, 3, GL_FLOAT, FALSE, stride, binormals);
-	stop_glerror();
-#endif
-}
-
 void parse_gl_version( S32* major, S32* minor, S32* release, std::string* vendor_specific )
 {
 	// GL_VERSION returns a null-terminated string with the format: 
diff --git a/indra/llrender/llgl.h b/indra/llrender/llgl.h
index d736133f3ffc14ba21ec732be273c5338bcf0e76..495e523c311f27eb1800a7dfcc72aace1efd737d 100644
--- a/indra/llrender/llgl.h
+++ b/indra/llrender/llgl.h
@@ -252,7 +252,7 @@ class LLGLState
 	static void dumpStates();
 	static void checkStates(const std::string& msg = "");
 	static void checkTextureChannels(const std::string& msg = "");
-	static void checkClientArrays(const std::string& msg = "", U32 data_mask = 0x0001);
+	static void checkClientArrays(const std::string& msg = "", U32 data_mask = 0);
 	
 protected:
 	static boost::unordered_map<LLGLenum, LLGLboolean> sStateMap;
@@ -419,15 +419,7 @@ extern LLMatrix4 gGLObliqueProjectionInverse;
 #include "llglstates.h"
 
 void init_glstates();
-void enable_vertex_weighting(const S32 index);
-void disable_vertex_weighting(const S32 index);
-void enable_binormals(const S32 index);
-void disable_binormals(const S32 index);
-void enable_cloth_weights(const S32 index);
-void disable_cloth_weights(const S32 index);
-void set_vertex_weights(const S32 index, const U32 stride, const F32 *weights);
-void set_vertex_clothing_weights(const S32 index, const U32 stride, const LLVector4 *weights);
-void set_binormals(const S32 index, const U32 stride, const LLVector3 *binormals);
+
 void parse_gl_version( S32* major, S32* minor, S32* release, std::string* vendor_specific );
 
 extern BOOL gClothRipple;
diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp
index f51d83abe486442aa2b17e067993b4913e08d525..b6cb84d10c3683034ac036e0d6ff939ae10e6032 100644
--- a/indra/llrender/llglslshader.cpp
+++ b/indra/llrender/llglslshader.cpp
@@ -31,6 +31,7 @@
 #include "llshadermgr.h"
 #include "llfile.h"
 #include "llrender.h"
+#include "llvertexbuffer.h"
 
 #if LL_DARWIN
 #include "OpenGL/OpenGL.h"
@@ -386,6 +387,7 @@ void LLGLSLShader::bind()
 	gGL.flush();
 	if (gGLManager.mHasShaderObjects)
 	{
+		LLVertexBuffer::unbind();
 		glUseProgramObjectARB(mProgramObject);
 		sCurBoundShader = mProgramObject;
 		sCurBoundShaderPtr = this;
@@ -411,6 +413,7 @@ void LLGLSLShader::unbind()
 				stop_glerror();
 			}
 		}
+		LLVertexBuffer::unbind();
 		glUseProgramObjectARB(0);
 		sCurBoundShader = 0;
 		sCurBoundShaderPtr = NULL;
@@ -420,6 +423,7 @@ void LLGLSLShader::unbind()
 
 void LLGLSLShader::bindNoShader(void)
 {
+	LLVertexBuffer::unbind();
 	glUseProgramObjectARB(0);
 	sCurBoundShader = 0;
 	sCurBoundShaderPtr = NULL;
diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp
index d72918b15d0b61b682e6d7f4284004f6b9060449..da85bc202cdd202d29b9b07a088ab69139fba389 100644
--- a/indra/llrender/llrender.cpp
+++ b/indra/llrender/llrender.cpp
@@ -1580,6 +1580,105 @@ void LLRender::color3fv(const GLfloat* c)
 	color4f(c[0],c[1],c[2],1);
 }
 
+void LLRender::diffuseColor3f(F32 r, F32 g, F32 b)
+{
+	LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
+	S32 loc = -1;
+	if (shader)
+	{
+		loc = shader->getAttribLocation(LLVertexBuffer::TYPE_COLOR);
+	}
+
+	if (loc >= 0)
+	{
+		glVertexAttrib3fARB(loc, r,g,b);
+	}
+	else
+	{
+		glColor3f(r,g,b);
+	}
+}
+
+void LLRender::diffuseColor3fv(const F32* c)
+{
+	LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
+	S32 loc = -1;
+	if (shader)
+	{
+		loc = shader->getAttribLocation(LLVertexBuffer::TYPE_COLOR);
+	}
+
+	if (loc >= 0)
+	{
+		glVertexAttrib3fvARB(loc, c);
+	}
+	else
+	{
+		glColor3fv(c);
+	}
+}
+
+void LLRender::diffuseColor4f(F32 r, F32 g, F32 b, F32 a)
+{
+	LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
+	S32 loc = -1;
+	if (shader)
+	{
+		loc = shader->getAttribLocation(LLVertexBuffer::TYPE_COLOR);
+	}
+
+	if (loc >= 0)
+	{
+		glVertexAttrib4fARB(loc, r,g,b,a);
+	}
+	else
+	{
+		glColor4f(r,g,b,a);
+	}
+
+}
+
+void LLRender::diffuseColor4fv(const F32* c)
+{
+	LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
+	S32 loc = -1;
+	if (shader)
+	{
+		loc = shader->getAttribLocation(LLVertexBuffer::TYPE_COLOR);
+	}
+
+	if (loc >= 0)
+	{
+		glVertexAttrib4fvARB(loc, c);
+	}
+	else
+	{
+		glColor4fv(c);
+	}
+}
+
+void LLRender::diffuseColor4ubv(const U8* c)
+{
+	LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
+	S32 loc = -1;
+	if (shader)
+	{
+		loc = shader->getAttribLocation(LLVertexBuffer::TYPE_COLOR);
+	}
+
+	if (loc >= 0)
+	{
+		glVertexAttrib4ubvARB(loc, c);
+	}
+	else
+	{
+		glColor4ubv(c);
+	}
+}
+
+
+
+
 void LLRender::debugTexUnits(void)
 {
 	LL_INFOS("TextureUnit") << "Active TexUnit: " << mCurrTextureUnitIndex << LL_ENDL;
diff --git a/indra/llrender/llrender.h b/indra/llrender/llrender.h
index 9eedebe2ce08efb9d74d45871c70466b5883da86..5f97bff1c490d557c04983fa20a1b2543e5f19a7 100644
--- a/indra/llrender/llrender.h
+++ b/indra/llrender/llrender.h
@@ -350,6 +350,12 @@ class LLRender
 	void color3fv(const GLfloat* c);
 	void color4ubv(const GLubyte* c);
 
+	void diffuseColor3f(F32 r, F32 g, F32 b);
+	void diffuseColor3fv(const F32* c);
+	void diffuseColor4f(F32 r, F32 g, F32 b, F32 a);
+	void diffuseColor4fv(const F32* c);
+	void diffuseColor4ubv(const U8* c);
+
 	void vertexBatchPreTransformed(LLVector3* verts, S32 vert_count);
 	void vertexBatchPreTransformed(LLVector3* verts, LLVector2* uvs, S32 vert_count);
 	void vertexBatchPreTransformed(LLVector3* verts, LLVector2* uvs, LLColor4U*, S32 vert_count);
diff --git a/indra/llrender/llvertexbuffer.cpp b/indra/llrender/llvertexbuffer.cpp
index 1180afa6313758f760a643c10f078e69ba5f8a52..30f73bf2c618db2f04530c111506d0d5de7283bd 100644
--- a/indra/llrender/llvertexbuffer.cpp
+++ b/indra/llrender/llvertexbuffer.cpp
@@ -130,6 +130,7 @@ S32 LLVertexBuffer::sTypeSize[LLVertexBuffer::TYPE_MAX] =
 	sizeof(LLVector2), // TYPE_TEXCOORD2,
 	sizeof(LLVector2), // TYPE_TEXCOORD3,
 	sizeof(LLColor4U), // TYPE_COLOR,
+	sizeof(U8),		   // TYPE_EMISSIVE
 	sizeof(LLVector4), // TYPE_BINORMAL,
 	sizeof(F32),	   // TYPE_WEIGHT,
 	sizeof(LLVector4), // TYPE_WEIGHT4,
@@ -156,36 +157,79 @@ void LLVertexBuffer::setupClientArrays(U32 data_mask)
 		llerrs << "Cannot use LLGLImmediate and LLVertexBuffer simultaneously!" << llendl;
 	}*/
 
+	LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
+
 	if (sLastMask != data_mask)
 	{
+		llassert(!LLGLSLShader::sNoFixedFunction || shader != NULL);
+		static LLGLSLShader* last_shader = LLGLSLShader::sCurBoundShaderPtr;
+		llassert(sLastMask == 0 || last_shader == shader);
+		last_shader = shader;
+
 		U32 mask[] =
 		{
 			MAP_VERTEX,
 			MAP_NORMAL,
 			MAP_TEXCOORD0,
 			MAP_COLOR,
+			MAP_EMISSIVE,
+			MAP_WEIGHT,
+			MAP_WEIGHT4,
+			MAP_BINORMAL,
+			MAP_CLOTHWEIGHT,
 		};
 		
+		U32 type[] =
+		{
+			TYPE_VERTEX,
+			TYPE_NORMAL,
+			TYPE_TEXCOORD0,
+			TYPE_COLOR,
+			TYPE_EMISSIVE,
+			TYPE_WEIGHT,
+			TYPE_WEIGHT4,
+			TYPE_BINORMAL,
+			TYPE_CLOTHWEIGHT,
+		};
+
 		GLenum array[] =
 		{
 			GL_VERTEX_ARRAY,
 			GL_NORMAL_ARRAY,
 			GL_TEXTURE_COORD_ARRAY,
 			GL_COLOR_ARRAY,
+			0,
+			0,
+			0,
+			0,
+			0,
 		};
 
 		BOOL error = FALSE;
-		for (U32 i = 0; i < 4; ++i)
+		for (U32 i = 0; i < 9; ++i)
 		{
+			S32 loc = -1;
+			if (shader)
+			{
+				loc = shader->getAttribLocation(type[i]);
+			}
+
 			if (sLastMask & mask[i])
 			{ //was enabled
-				if (!(data_mask & mask[i]) && i > 0)
+				if (!(data_mask & mask[i]))
 				{ //needs to be disabled
-					glDisableClientState(array[i]);
+					if (loc >= 0)
+					{
+						glDisableVertexAttribArrayARB(loc);
+					}
+					else if (!shader)
+					{
+						glDisableClientState(array[i]);
+					}
 				}
-				else if (gDebugGL)
-				{ //needs to be enabled, make sure it was (DEBUG TEMPORARY)
-					if (i > 0 && !glIsEnabled(array[i]))
+				else if (gDebugGL && !shader && array[i])
+				{ //needs to be enabled, make sure it was (DEBUG)
+					if (loc < 0 && !glIsEnabled(array[i]))
 					{
 						if (gDebugSession)
 						{
@@ -201,11 +245,18 @@ void LLVertexBuffer::setupClientArrays(U32 data_mask)
 			}
 			else 
 			{	//was disabled
-				if (data_mask & mask[i] && i > 0)
+				if (data_mask & mask[i])
 				{ //needs to be enabled
-					glEnableClientState(array[i]);
+					if (loc >= 0)
+					{
+						glEnableVertexAttribArrayARB(loc);
+					}
+					else if (!shader)
+					{
+						glEnableClientState(array[i]);
+					}
 				}
-				else if (gDebugGL && i > 0 && glIsEnabled(array[i]))
+				else if (!shader && array[i] && gDebugGL && glIsEnabled(array[i]))
 				{ //needs to be disabled, make sure it was (DEBUG TEMPORARY)
 					if (gDebugSession)
 					{
@@ -232,62 +283,71 @@ void LLVertexBuffer::setupClientArrays(U32 data_mask)
 			MAP_TEXCOORD3
 		};
 
+		U32 type_tc[] = 
+		{
+			TYPE_TEXCOORD1,
+			TYPE_TEXCOORD2,
+			TYPE_TEXCOORD3
+		};
+
 		for (U32 i = 0; i < 3; i++)
 		{
+			S32 loc = -1;
+			if (shader)
+			{
+				loc = shader->getAttribLocation(type_tc[i]);
+			}
+
 			if (sLastMask & map_tc[i])
 			{
 				if (!(data_mask & map_tc[i]))
-				{
-					glClientActiveTextureARB(GL_TEXTURE1_ARB+i);
-					glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-					glClientActiveTextureARB(GL_TEXTURE0_ARB);
+				{ //disable
+					if (loc >= 0)
+					{
+						glDisableVertexAttribArrayARB(loc);
+					}
+					else if (!shader)
+					{
+						glClientActiveTextureARB(GL_TEXTURE1_ARB+i);
+						glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+						glClientActiveTextureARB(GL_TEXTURE0_ARB);
+					}
 				}
 			}
 			else if (data_mask & map_tc[i])
 			{
-				glClientActiveTextureARB(GL_TEXTURE1_ARB+i);
-				glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-				glClientActiveTextureARB(GL_TEXTURE0_ARB);
+				if (loc >= 0)
+				{
+					glEnableVertexAttribArrayARB(loc);
+				}
+				else if (!shader)
+				{
+					glClientActiveTextureARB(GL_TEXTURE1_ARB+i);
+					glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+					glClientActiveTextureARB(GL_TEXTURE0_ARB);
+				}
 			}
 		}
 
-		if (sLastMask & MAP_BINORMAL)
+		if (!shader)
 		{
-			if (!(data_mask & MAP_BINORMAL))
+			if (sLastMask & MAP_BINORMAL)
 			{
-				glClientActiveTextureARB(GL_TEXTURE2_ARB);
-				glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-				glClientActiveTextureARB(GL_TEXTURE0_ARB);
+				if (!(data_mask & MAP_BINORMAL))
+				{
+					glClientActiveTextureARB(GL_TEXTURE2_ARB);
+					glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+					glClientActiveTextureARB(GL_TEXTURE0_ARB);
+				}
 			}
-		}
-		else if (data_mask & MAP_BINORMAL)
-		{
-			glClientActiveTextureARB(GL_TEXTURE2_ARB);
-			glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-			glClientActiveTextureARB(GL_TEXTURE0_ARB);
-		}
-	
-		if (sLastMask & MAP_WEIGHT4)
-		{
-			if (sWeight4Loc < 0)
+			else if (data_mask & MAP_BINORMAL)
 			{
-				llerrs << "Weighting disabled but vertex buffer still bound!" << llendl;
-			}
-
-			if (!(data_mask & MAP_WEIGHT4))
-			{ //disable 4-component skin weight			
-				glDisableVertexAttribArrayARB(sWeight4Loc);
-			}
-		}
-		else if (data_mask & MAP_WEIGHT4)
-		{
-			if (sWeight4Loc >= 0)
-			{ //enable 4-component skin weight
-				glEnableVertexAttribArrayARB(sWeight4Loc);
+				glClientActiveTextureARB(GL_TEXTURE2_ARB);
+				glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+				glClientActiveTextureARB(GL_TEXTURE0_ARB);
 			}
 		}
-				
-
+		
 		sLastMask = data_mask;
 	}
 }
@@ -1592,6 +1652,10 @@ bool LLVertexBuffer::getColorStrider(LLStrider<LLColor4U>& strider, S32 index, S
 {
 	return VertexBufferStrider<LLColor4U,TYPE_COLOR>::get(*this, strider, index, count, map_range);
 }
+bool LLVertexBuffer::getEmissiveStrider(LLStrider<U8>& strider, S32 index, S32 count, bool map_range)
+{
+	return VertexBufferStrider<U8,TYPE_EMISSIVE>::get(*this, strider, index, count, map_range);
+}
 bool LLVertexBuffer::getWeightStrider(LLStrider<F32>& strider, S32 index, S32 count, bool map_range)
 {
 	return VertexBufferStrider<F32,TYPE_WEIGHT>::get(*this, strider, index, count, map_range);
@@ -1810,46 +1874,166 @@ void LLVertexBuffer::setupVertexBuffer(U32 data_mask) const
 		llerrs << "LLVertexBuffer::setupVertexBuffer missing required components for supplied data mask." << llendl;
 	}
 
+	LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
+
+	//assert that fixed function is allowed OR a shader is currently bound
+	llassert(!LLGLSLShader::sNoFixedFunction || shader != NULL);
+
 	if (data_mask & MAP_NORMAL)
 	{
-		glNormalPointer(GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_NORMAL], (void*)(base + mOffsets[TYPE_NORMAL]));
+		S32 loc = -1;
+		if (shader)
+		{
+			loc = shader->getAttribLocation(TYPE_NORMAL);
+		}
+
+		if (loc >= 0)
+		{
+			glVertexAttribPointerARB(loc, 3, GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_NORMAL], (void*)(base + mOffsets[TYPE_NORMAL]));
+		}
+		else if (!shader)
+		{
+			glNormalPointer(GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_NORMAL], (void*)(base + mOffsets[TYPE_NORMAL]));
+		}
 	}
 	if (data_mask & MAP_TEXCOORD3)
 	{
-		glClientActiveTextureARB(GL_TEXTURE3_ARB);
-		glTexCoordPointer(2,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD3], (void*)(base + mOffsets[TYPE_TEXCOORD3]));
-		glClientActiveTextureARB(GL_TEXTURE0_ARB);
+		S32 loc = -1;
+		if (shader)
+		{
+			loc = shader->getAttribLocation(TYPE_TEXCOORD3);
+		}
+
+		if (loc >= 0)
+		{
+			glVertexAttribPointerARB(loc,2,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD3], (void*)(base + mOffsets[TYPE_TEXCOORD3]));
+		}
+		else if (!shader)
+		{
+			glClientActiveTextureARB(GL_TEXTURE3_ARB);
+			glTexCoordPointer(2,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD3], (void*)(base + mOffsets[TYPE_TEXCOORD3]));
+			glClientActiveTextureARB(GL_TEXTURE0_ARB);
+		}
 	}
 	if (data_mask & MAP_TEXCOORD2)
 	{
-		glClientActiveTextureARB(GL_TEXTURE2_ARB);
-		glTexCoordPointer(2,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD2], (void*)(base + mOffsets[TYPE_TEXCOORD2]));
-		glClientActiveTextureARB(GL_TEXTURE0_ARB);
+		S32 loc = -1;
+		if (shader)
+		{
+			loc = shader->getAttribLocation(TYPE_TEXCOORD2);
+		}
+
+		if (loc >= 0)
+		{
+			glVertexAttribPointerARB(loc,2,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD2], (void*)(base + mOffsets[TYPE_TEXCOORD2]));
+		}
+		else if (!shader)
+		{
+			glClientActiveTextureARB(GL_TEXTURE2_ARB);
+			glTexCoordPointer(2,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD2], (void*)(base + mOffsets[TYPE_TEXCOORD2]));
+			glClientActiveTextureARB(GL_TEXTURE0_ARB);
+		}
 	}
 	if (data_mask & MAP_TEXCOORD1)
 	{
-		glClientActiveTextureARB(GL_TEXTURE1_ARB);
-		glTexCoordPointer(2,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD1], (void*)(base + mOffsets[TYPE_TEXCOORD1]));
-		glClientActiveTextureARB(GL_TEXTURE0_ARB);
+		S32 loc = -1;
+		if (shader)
+		{
+			loc = shader->getAttribLocation(TYPE_TEXCOORD1);
+		}
+
+		if (loc >= 0)
+		{
+			glVertexAttribPointerARB(loc,2,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD1], (void*)(base + mOffsets[TYPE_TEXCOORD1]));
+		}
+		else if (!shader)
+		{
+			glClientActiveTextureARB(GL_TEXTURE1_ARB);
+			glTexCoordPointer(2,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD1], (void*)(base + mOffsets[TYPE_TEXCOORD1]));
+			glClientActiveTextureARB(GL_TEXTURE0_ARB);
+		}
 	}
 	if (data_mask & MAP_BINORMAL)
 	{
-		glClientActiveTextureARB(GL_TEXTURE2_ARB);
-		glTexCoordPointer(3,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_BINORMAL], (void*)(base + mOffsets[TYPE_BINORMAL]));
-		glClientActiveTextureARB(GL_TEXTURE0_ARB);
+		S32 loc = -1;
+		if (shader)
+		{
+			loc = shader->getAttribLocation(TYPE_BINORMAL);
+		}
+
+		if (loc >= 0)
+		{
+			glVertexAttribPointerARB(loc, 3,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_BINORMAL], (void*)(base + mOffsets[TYPE_BINORMAL]));
+		}
+		else if (!shader)
+		{
+			glClientActiveTextureARB(GL_TEXTURE2_ARB);
+			glTexCoordPointer(3,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_BINORMAL], (void*)(base + mOffsets[TYPE_BINORMAL]));
+			glClientActiveTextureARB(GL_TEXTURE0_ARB);
+		}
 	}
 	if (data_mask & MAP_TEXCOORD0)
 	{
-		glTexCoordPointer(2,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD0], (void*)(base + mOffsets[TYPE_TEXCOORD0]));
+		S32 loc = -1;
+		if (shader)
+		{
+			loc = shader->getAttribLocation(TYPE_TEXCOORD0);
+		}
+
+		if (loc >= 0)
+		{
+			glVertexAttribPointerARB(loc,2,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD0], (void*)(base + mOffsets[TYPE_TEXCOORD0]));
+		}
+		else if (!shader)
+		{
+			glTexCoordPointer(2,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD0], (void*)(base + mOffsets[TYPE_TEXCOORD0]));
+		}
 	}
 	if (data_mask & MAP_COLOR)
 	{
-		glColorPointer(4, GL_UNSIGNED_BYTE, LLVertexBuffer::sTypeSize[TYPE_COLOR], (void*)(base + mOffsets[TYPE_COLOR]));
+		S32 loc = -1;
+		if (shader)
+		{
+			loc = shader->getAttribLocation(TYPE_COLOR);
+		}
+
+		if (loc >= 0)
+		{
+			glVertexAttribPointerARB(loc, 4, GL_UNSIGNED_BYTE, GL_TRUE, LLVertexBuffer::sTypeSize[TYPE_COLOR], (void*)(base + mOffsets[TYPE_COLOR]));
+		}
+		else if (!shader)
+		{
+			glColorPointer(4, GL_UNSIGNED_BYTE, LLVertexBuffer::sTypeSize[TYPE_COLOR], (void*)(base + mOffsets[TYPE_COLOR]));
+		}
+	}
+	if (data_mask & MAP_EMISSIVE)
+	{
+		S32 loc = -1;
+		if (shader)
+		{
+			loc = shader->getAttribLocation(TYPE_EMISSIVE);
+		}
+
+		if (loc >= 0)
+		{
+			glVertexAttribPointerARB(loc, 1, GL_UNSIGNED_BYTE, GL_TRUE, LLVertexBuffer::sTypeSize[TYPE_EMISSIVE], (void*)(base + mOffsets[TYPE_EMISSIVE]));
+		}
 	}
-	
 	if (data_mask & MAP_WEIGHT)
 	{
-		glVertexAttribPointerARB(1, 1, GL_FLOAT, FALSE, LLVertexBuffer::sTypeSize[TYPE_WEIGHT], (void*)(base + mOffsets[TYPE_WEIGHT]));
+		S32 loc = -1;
+		if (shader)
+		{
+			loc = shader->getAttribLocation(TYPE_WEIGHT);
+		}
+
+		if (loc < 0)
+		{ //legacy behavior, some shaders have weight hardcoded to location 1
+			loc = 1;
+		}
+		
+		glVertexAttribPointerARB(loc, 1, GL_FLOAT, FALSE, LLVertexBuffer::sTypeSize[TYPE_WEIGHT], (void*)(base + mOffsets[TYPE_WEIGHT]));
+		
 	}
 
 	if (data_mask & MAP_WEIGHT4 && sWeight4Loc != -1)
@@ -1859,17 +2043,47 @@ void LLVertexBuffer::setupVertexBuffer(U32 data_mask) const
 
 	if (data_mask & MAP_CLOTHWEIGHT)
 	{
-		glVertexAttribPointerARB(4, 4, GL_FLOAT, TRUE,  LLVertexBuffer::sTypeSize[TYPE_CLOTHWEIGHT], (void*)(base + mOffsets[TYPE_CLOTHWEIGHT]));
+		S32 loc = -1;
+		if (shader)
+		{
+			loc = shader->getAttribLocation(TYPE_CLOTHWEIGHT);
+		}
+
+		if (loc < 0)
+		{ //legacy behavior, some shaders have weight hardcoded to location 4
+			loc = 4;
+		}
+		glVertexAttribPointerARB(loc, 4, GL_FLOAT, TRUE,  LLVertexBuffer::sTypeSize[TYPE_CLOTHWEIGHT], (void*)(base + mOffsets[TYPE_CLOTHWEIGHT]));
 	}
 	if (data_mask & MAP_VERTEX)
 	{
-		if (data_mask & MAP_TEXTURE_INDEX)
+		S32 loc = -1;
+		if (shader)
 		{
-			glVertexPointer(4,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_VERTEX], (void*)(base + 0));
+			loc = shader->getAttribLocation(TYPE_VERTEX);
 		}
-		else
+
+		if (loc >= 0)
 		{
-			glVertexPointer(3,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_VERTEX], (void*)(base + 0));
+			if (data_mask & MAP_TEXTURE_INDEX)
+			{
+				glVertexAttribPointerARB(loc, 4,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_VERTEX], (void*)(base + 0));
+			}
+			else
+			{
+				glVertexAttribPointerARB(loc, 3,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_VERTEX], (void*)(base + 0));
+			}
+		}
+		else if (!shader)
+		{
+			if (data_mask & MAP_TEXTURE_INDEX)
+			{
+				glVertexPointer(4,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_VERTEX], (void*)(base + 0));
+			}
+			else
+			{
+				glVertexPointer(3,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_VERTEX], (void*)(base + 0));
+			}
 		}
 	}
 
diff --git a/indra/llrender/llvertexbuffer.h b/indra/llrender/llvertexbuffer.h
index cc5d11e1c29018ff1ec085da20c4e7045d33600d..3cccdf62ec1d3449c044836226373c22c357417f 100644
--- a/indra/llrender/llvertexbuffer.h
+++ b/indra/llrender/llvertexbuffer.h
@@ -133,6 +133,12 @@ class LLVertexBuffer : public LLRefCount
 	static S32 calcOffsets(const U32& typemask, S32* offsets, S32 num_vertices);		
 
 	
+	//WARNING -- when updating these enums you MUST 
+	// 1 - update LLVertexBuffer::sTypeSize
+	// 2 - add a strider accessor
+	// 3 - modify LLVertexBuffer::setupVertexBuffer
+	// 4 - modify LLVertexBuffer::setupClientArray
+	// 5 - modify LLViewerShaderMgr::mReservedAttribs
 	enum {
 		TYPE_VERTEX,
 		TYPE_NORMAL,
@@ -141,6 +147,7 @@ class LLVertexBuffer : public LLRefCount
 		TYPE_TEXCOORD2,
 		TYPE_TEXCOORD3,
 		TYPE_COLOR,
+		TYPE_EMISSIVE,
 		// These use VertexAttribPointer and should possibly be made generic
 		TYPE_BINORMAL,
 		TYPE_WEIGHT,
@@ -160,6 +167,7 @@ class LLVertexBuffer : public LLRefCount
 		MAP_TEXCOORD2 = (1<<TYPE_TEXCOORD2),
 		MAP_TEXCOORD3 = (1<<TYPE_TEXCOORD3),
 		MAP_COLOR = (1<<TYPE_COLOR),
+		MAP_EMISSIVE = (1<<TYPE_EMISSIVE),
 		// These use VertexAttribPointer and should possibly be made generic
 		MAP_BINORMAL = (1<<TYPE_BINORMAL),
 		MAP_WEIGHT = (1<<TYPE_WEIGHT),
@@ -218,10 +226,12 @@ class LLVertexBuffer : public LLRefCount
 	bool getNormalStrider(LLStrider<LLVector3>& strider, S32 index=0, S32 count = -1, bool map_range = false);
 	bool getBinormalStrider(LLStrider<LLVector3>& strider, S32 index=0, S32 count = -1, bool map_range = false);
 	bool getColorStrider(LLStrider<LLColor4U>& strider, S32 index=0, S32 count = -1, bool map_range = false);
+	bool getEmissiveStrider(LLStrider<U8>& strider, S32 index=0, S32 count = -1, bool map_range = false);
 	bool getWeightStrider(LLStrider<F32>& strider, S32 index=0, S32 count = -1, bool map_range = false);
 	bool getWeight4Strider(LLStrider<LLVector4>& strider, S32 index=0, S32 count = -1, bool map_range = false);
 	bool getClothWeightStrider(LLStrider<LLVector4>& strider, S32 index=0, S32 count = -1, bool map_range = false);
 	
+
 	BOOL isEmpty() const					{ return mEmpty; }
 	BOOL isLocked() const					{ return mVertexLocked || mIndexLocked; }
 	S32 getNumVerts() const					{ return mNumVerts; }
diff --git a/indra/newview/app_settings/logcontrol.xml b/indra/newview/app_settings/logcontrol.xml
index ae72dee9002f13939ae85e7e919eb40a7749c614..a76eb3cd372d9dcf1875b042b0200ff0bae9b7db 100644
--- a/indra/newview/app_settings/logcontrol.xml
+++ b/indra/newview/app_settings/logcontrol.xml
@@ -43,7 +43,7 @@
 					<key>tags</key>
 						<array>
 							<!-- sample entry for debugging a specific item	-->
-<!--						<string>Voice</string>							-->
+<!--						<string>Voice</string>		-->
 						</array>
 				</map>
 			</array>
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
index 9bb320d8826f62bf05791dab416337c4d743e65b..ed1e3c2057c10ce462e482ee8a72d159d41f879e 100644
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -7565,7 +7565,7 @@
       <key>Type</key>
       <string>Boolean</string>
       <key>Value</key>
-      <integer>0</integer>
+      <integer>1</integer>
     </map>
   <key>RenderDebugNormalScale</key>
   <map>
diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl
index d9f29ced4fd1a90b66f5b1775bce85ae036c74b5..81b632e7faed33ab0b3b8ccf56fa66b4eb457eb0 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl
@@ -6,8 +6,7 @@
  */
  
 
-
-attribute vec4 weight;  //1
+attribute vec4 weight;
 
 uniform vec4 matrixPalette[45];
 
diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl
index 2796222c68d74e577ba584fb93068e6cb1474476..ec7359d565c399b5d46f17563d10d5f87d922544 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl
@@ -5,7 +5,9 @@
  * $/LicenseInfo$
  */
  
-
+attribute vec3 position;
+attribute vec3 normal;
+attribute vec2 texcoord0;
 
 vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
 mat4 getSkinnedTransform();
@@ -13,31 +15,33 @@ void calcAtmospherics(vec3 inPositionEye);
 
 void main()
 {
-	gl_TexCoord[0] = gl_MultiTexCoord0;
+	gl_TexCoord[0] = vec4(texcoord0,0,1);
 				
 	vec4 pos;
 	vec3 norm;
 	
+	vec4 pos_in = vec4(position.xyz, 1.0);
+
 	mat4 trans = getSkinnedTransform();
-	pos.x = dot(trans[0], gl_Vertex);
-	pos.y = dot(trans[1], gl_Vertex);
-	pos.z = dot(trans[2], gl_Vertex);
+	pos.x = dot(trans[0], pos_in);
+	pos.y = dot(trans[1], pos_in);
+	pos.z = dot(trans[2], pos_in);
 	pos.w = 1.0;
 	
-	norm.x = dot(trans[0].xyz, gl_Normal);
-	norm.y = dot(trans[1].xyz, gl_Normal);
-	norm.z = dot(trans[2].xyz, gl_Normal);
+	norm.x = dot(trans[0].xyz, normal);
+	norm.y = dot(trans[1].xyz, normal);
+	norm.z = dot(trans[2].xyz, normal);
 	norm = normalize(norm);
 		
 	gl_Position = gl_ProjectionMatrix * pos;
 	
-	//gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+	//gl_Position = gl_ModelViewProjectionMatrix * position;
 	
 	gl_FogFragCoord = length(pos.xyz);
 
 	calcAtmospherics(pos.xyz);
 
-	vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0,0,0,0));
+	vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0,0,0,0));
 	gl_FrontColor = color; 
 
 }
diff --git a/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl
index 2eb814bd91e1bb4a8fd603e9085ef8b26a2156c2..0b075feef5265abc05452004728e903fad3411e5 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl
@@ -6,6 +6,10 @@
  */
  
 
+attribute vec3 position;
+attribute vec4 diffuse_color;
+attribute vec3 normal;
+attribute vec2 texcoord0;
 
 vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol);
 void calcAtmospherics(vec3 inPositionEye);
@@ -13,16 +17,17 @@ void calcAtmospherics(vec3 inPositionEye);
 void main()
 {
 	//transform vertex
-	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
-	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+	vec3 pos = (gl_ModelViewMatrix * vec4(position.xyz, 1.0)).xyz;
+	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);
+	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1);
 	
-	vec3 pos = (gl_ModelViewMatrix * gl_Vertex).xyz;
-	vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
+	
+	vec3 norm = normalize(gl_NormalMatrix * normal);
 		
 	calcAtmospherics(pos.xyz);
 
 	vec4 specular = vec4(1.0);
-	vec4 color = calcLightingSpecular(pos, norm, gl_Color, specular, vec4(0.0));	
+	vec4 color = calcLightingSpecular(pos, norm, diffuse_color, specular, vec4(0.0));	
 	gl_FrontColor = color;
 
 }
diff --git a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl
index 86b189b282cd9997bc3f65f76d5d133d1011ce06..dcc891b16f6eae7d6f51a4d895e2523ee279c48c 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl
@@ -5,21 +5,23 @@
  * $/LicenseInfo$
  */
  
-
+attribute vec3 position;
+attribute vec4 diffuse_color;
+attribute vec2 texcoord0;
 
 mat4 getSkinnedTransform();
 
 void main()
 {
 	vec4 pos;
-		
+	vec4 pos_in = vec4(position, 1.0);
 	mat4 trans = getSkinnedTransform();
-	pos.x = dot(trans[0], gl_Vertex);
-	pos.y = dot(trans[1], gl_Vertex);
-	pos.z = dot(trans[2], gl_Vertex);
+	pos.x = dot(trans[0], pos_in);
+	pos.y = dot(trans[1], pos_in);
+	pos.z = dot(trans[2], pos_in);
 	pos.w = 1.0;
 			
-	gl_FrontColor = gl_Color;
-	gl_TexCoord[0] = gl_MultiTexCoord0;
+	gl_FrontColor = diffuse_color;
+	gl_TexCoord[0] = vec4(texcoord0,0,1);
 	gl_Position = gl_ProjectionMatrix * pos;
 }
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl
index ac3f7189c2f79b0f4f3629e980682f3c22465a67..eeebae4464e6a0f92faf13621fc287517dee0ac0 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl
@@ -6,6 +6,10 @@
  */
  
 
+attribute vec3 position;
+attribute vec3 normal;
+attribute vec4 diffuse_color;
+attribute vec2 texcoord0;
 
 vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
 mat4 getObjectSkinnedTransform();
@@ -59,7 +63,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
 
 void main()
 {
-	gl_TexCoord[0] = gl_MultiTexCoord0;
+	gl_TexCoord[0] = vec4(texcoord0,0,1);
 				
 	vec4 pos;
 	vec3 norm;
@@ -67,9 +71,9 @@ void main()
 	mat4 trans = getObjectSkinnedTransform();
 	trans = gl_ModelViewMatrix * trans;
 	
-	pos = trans * gl_Vertex;
+	pos = trans * vec4(position.xyz, 1.0);
 	
-	norm = gl_Vertex.xyz + gl_Normal.xyz;
+	norm = position.xyz + normal.xyz;
 	norm = normalize(( trans*vec4(norm, 1.0) ).xyz-pos.xyz);
 	
 	vec4 frag_pos = gl_ProjectionMatrix * pos;
@@ -80,7 +84,7 @@ void main()
 	
 	calcAtmospherics(pos.xyz);
 
-	vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
+	vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a);
 
 	// Collect normal lights
 	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a);
@@ -90,17 +94,17 @@ void main()
 	col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a);
 	col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a);
 	
-	vary_pointlight_col = col.rgb*gl_Color.rgb;
+	vary_pointlight_col = col.rgb*diffuse_color.rgb;
 
 	col.rgb = vec3(0,0,0);
 
 	// Add windlight lights
 	col.rgb = atmosAmbient(vec3(0.));
 	
-	vary_ambient = col.rgb*gl_Color.rgb;
-	vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a)));
+	vary_ambient = col.rgb*diffuse_color.rgb;
+	vary_directional = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a)));
 	
-	col.rgb = min(col.rgb*gl_Color.rgb, 1.0);
+	col.rgb = min(col.rgb*diffuse_color.rgb, 1.0);
 	
 	gl_FrontColor = col;
 
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
index 44cb78e9147dcd50df06f50799f4d0ef17b284ae..3a17f6a7090ca2d9320c7feced15f071066caebb 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
@@ -5,7 +5,10 @@
  * $/LicenseInfo$
  */
 
-
+attribute vec4 position;
+attribute vec3 normal;
+attribute vec4 diffuse_color;
+attribute vec2 texcoord0;
 
 vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
 void calcAtmospherics(vec3 inPositionEye);
@@ -62,22 +65,22 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
 void main()
 {
 	//transform vertex
-	vec4 vert = vec4(gl_Vertex.xyz, 1.0);
-	vary_texture_index = gl_Vertex.w;
-	gl_Position = gl_ModelViewProjectionMatrix * vert; 
+	vec4 vert = vec4(position.xyz, 1.0);
+	vary_texture_index = position.w;
+	vec4 pos = (gl_ModelViewMatrix * vert);
+	gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0);
 	
-	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1);
 	
-	vec4 pos = (gl_ModelViewMatrix * vert);
-	vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
+	vec3 norm = normalize(gl_NormalMatrix * normal);
 	
 	float dp_directional_light = max(0.0, dot(norm, gl_LightSource[0].position.xyz));
 	vary_position = pos.xyz + gl_LightSource[0].position.xyz * (1.0-dp_directional_light)*shadow_offset;
 		
 	calcAtmospherics(pos.xyz);
 
-	//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
-	vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
+	//vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
+	vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a);
 
 	// Collect normal lights
 	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a);
@@ -87,7 +90,7 @@ void main()
 	col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a);
 	col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a);
 	
-	vary_pointlight_col = col.rgb*gl_Color.rgb;
+	vary_pointlight_col = col.rgb*diffuse_color.rgb;
 
 	col.rgb = vec3(0,0,0);
 
@@ -96,10 +99,10 @@ void main()
 	
 	vary_light = gl_LightSource[0].position.xyz;
 	
-	vary_ambient = col.rgb*gl_Color.rgb;
-	vary_directional.rgb = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a)));
+	vary_ambient = col.rgb*diffuse_color.rgb;
+	vary_directional.rgb = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a)));
 	
-	col.rgb = col.rgb*gl_Color.rgb;
+	col.rgb = col.rgb*diffuse_color.rgb;
 	
 	gl_FrontColor = col;
 
diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl
index c7a4f86727178f55ff1b66bc4e0ef20eac070887..df61785aa1d8e2854a74649fc23d517809a2225a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl
@@ -5,21 +5,23 @@
  * $License$
  */
 
-
+attribute vec3 position;
+attribute vec4 diffuse_color;
+attribute vec2 texcoord0;
 
 mat4 getObjectSkinnedTransform();
 
 void main()
 {
 	//transform vertex
-	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1);
 	
 	mat4 mat = getObjectSkinnedTransform();
 	
 	mat = gl_ModelViewMatrix * mat;
-	vec3 pos = (mat*gl_Vertex).xyz;
+	vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
 	
-	gl_FrontColor = gl_Color;
+	gl_FrontColor = diffuse_color;
 	
 	vec4 p = gl_ProjectionMatrix * vec4(pos, 1.0);
 	p.z = max(p.z, -p.w+0.01);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
index 68e4055cf228188145d6519e273d93990e7cc387..842931ec172b2abbcd308b32e3e376cea58bd066 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
@@ -5,7 +5,10 @@
  * $/LicenseInfo$
  */
  
-
+attribute vec3 position;
+attribute vec3 normal;
+attribute vec4 diffuse_color;
+attribute vec2 texcoord0;
 
 vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
 mat4 getSkinnedTransform();
@@ -59,20 +62,21 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
 
 void main()
 {
-	gl_TexCoord[0] = gl_MultiTexCoord0;
+	gl_TexCoord[0] = vec4(texcoord0,0,1);
 				
 	vec4 pos;
 	vec3 norm;
 	
 	mat4 trans = getSkinnedTransform();
-	pos.x = dot(trans[0], gl_Vertex);
-	pos.y = dot(trans[1], gl_Vertex);
-	pos.z = dot(trans[2], gl_Vertex);
+	vec4 pos_in = vec4(position.xyz, 1.0);
+	pos.x = dot(trans[0], pos_in);
+	pos.y = dot(trans[1], pos_in);
+	pos.z = dot(trans[2], pos_in);
 	pos.w = 1.0;
 	
-	norm.x = dot(trans[0].xyz, gl_Normal);
-	norm.y = dot(trans[1].xyz, gl_Normal);
-	norm.z = dot(trans[2].xyz, gl_Normal);
+	norm.x = dot(trans[0].xyz, normal);
+	norm.y = dot(trans[1].xyz, normal);
+	norm.z = dot(trans[2].xyz, normal);
 	norm = normalize(norm);
 		
 	vec4 frag_pos = gl_ProjectionMatrix * pos;
@@ -82,9 +86,9 @@ void main()
 	
 	calcAtmospherics(pos.xyz);
 
-	//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
+	//vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
 
-	vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
+	vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a);
 
 	// Collect normal lights
 	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a);
@@ -94,17 +98,17 @@ void main()
 	col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a);
 	col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a);
 	
-	vary_pointlight_col = col.rgb*gl_Color.rgb;
+	vary_pointlight_col = col.rgb*diffuse_color.rgb;
 
 	col.rgb = vec3(0,0,0);
 
 	// Add windlight lights
 	col.rgb = atmosAmbient(vec3(0.));
 	
-	vary_ambient = col.rgb*gl_Color.rgb;
-	vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a)));
+	vary_ambient = col.rgb*diffuse_color.rgb;
+	vary_directional = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a)));
 	
-	col.rgb = min(col.rgb*gl_Color.rgb, 1.0);
+	col.rgb = min(col.rgb*diffuse_color.rgb, 1.0);
 	
 	gl_FrontColor = col;
 
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl
index 7bc78fe407408575b036c1e4bb235c9de19fb654..bdea3d2b57987efd5c53b21582bb958eb7bd3849 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl
@@ -6,16 +6,20 @@
  */
  
 
+attribute vec3 position;
+attribute vec3 normal;
+attribute vec4 diffuse_color;
+attribute vec2 texcoord0;
 
 varying vec3 vary_normal;
 
 void main()
 {
 	//transform vertex
-	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; 
-	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); 
+	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1);
 	
-	vary_normal = normalize(gl_NormalMatrix * gl_Normal);
+	vary_normal = normalize(gl_NormalMatrix * normal);
 
-	gl_FrontColor = gl_Color;
+	gl_FrontColor = diffuse_color;
 }
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl
index f177fcd8f11b6fc0d9463126c6dd54641c5b277c..cf6fc1c0ed45b168b0d554e4fcdb04841e29239a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl
@@ -9,26 +9,31 @@
 
 mat4 getSkinnedTransform();
 
-attribute vec4 weight;
+attribute vec3 position;
+attribute vec3 normal;
+attribute vec4 diffuse_color;
+attribute vec2 texcoord0;
+
 
 varying vec4 post_pos;
 
 void main()
 {
-	gl_TexCoord[0] = gl_MultiTexCoord0;
+	gl_TexCoord[0] = vec4(texcoord0,0,1);
 				
 	vec4 pos;
 	vec3 norm;
 	
+	vec4 pos_in = vec4(position.xyz, 1.0);
 	mat4 trans = getSkinnedTransform();
-	pos.x = dot(trans[0], gl_Vertex);
-	pos.y = dot(trans[1], gl_Vertex);
-	pos.z = dot(trans[2], gl_Vertex);
+	pos.x = dot(trans[0], pos_in);
+	pos.y = dot(trans[1], pos_in);
+	pos.z = dot(trans[2], pos_in);
 	pos.w = 1.0;
 	
-	norm.x = dot(trans[0].xyz, gl_Normal);
-	norm.y = dot(trans[1].xyz, gl_Normal);
-	norm.z = dot(trans[2].xyz, gl_Normal);
+	norm.x = dot(trans[0].xyz, normal);
+	norm.y = dot(trans[1].xyz, normal);
+	norm.z = dot(trans[2].xyz, normal);
 	norm = normalize(norm);
 	
 	pos = gl_ProjectionMatrix * pos;
@@ -36,7 +41,7 @@ void main()
 
 	gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
 	
-	gl_FrontColor = gl_Color;
+	gl_FrontColor = diffuse_color;
 }
 
 
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl
index 7eac11287a2b7e2f7666f90b10a5a137cfdeb8f7..e66f8c848363683f09e9ff1df7fc8c96f33c32c7 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl
@@ -5,7 +5,10 @@
  * $/LicenseInfo$
  */
  
-
+attribute vec3 position;
+attribute vec4 diffuse_color;
+attribute vec3 normal;
+attribute vec2 texcoord0;
 
 mat4 getSkinnedTransform();
 
@@ -15,28 +18,28 @@ varying vec3 vary_normal;
 
 void main()
 {
-	gl_TexCoord[0] = gl_MultiTexCoord0;
+	gl_TexCoord[0] = vec4(texcoord0,0,1);
 				
 	vec4 pos;
 	vec3 norm;
 	
+	vec4 pos_in = vec4(position.xyz, 1.0);
 	mat4 trans = getSkinnedTransform();
-	pos.x = dot(trans[0], gl_Vertex);
-	pos.y = dot(trans[1], gl_Vertex);
-	pos.z = dot(trans[2], gl_Vertex);
+	pos.x = dot(trans[0], pos_in);
+	pos.y = dot(trans[1], pos_in);
+	pos.z = dot(trans[2], pos_in);
 	pos.w = 1.0;
 	
-	norm.x = dot(trans[0].xyz, gl_Normal);
-	norm.y = dot(trans[1].xyz, gl_Normal);
-	norm.z = dot(trans[2].xyz, gl_Normal);
+	norm.x = dot(trans[0].xyz, normal);
+	norm.y = dot(trans[1].xyz, normal);
+	norm.z = dot(trans[2].xyz, normal);
 	norm = normalize(norm);
 	
 	vary_normal = norm;
 	
 	gl_Position = gl_ProjectionMatrix * pos;
-	//gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;	
-	
-	gl_FrontColor = gl_Color;
+		
+	gl_FrontColor = diffuse_color;
 }
 
 
diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl
index 862f809de5387f197ae38d5dd4ad02a8078d02d0..016b5e100878f3808f1af45395d824433cdaba8c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl
@@ -5,7 +5,7 @@
  * $/LicenseInfo$
  */
  
-
+attribute vec3 position;
 
 varying vec2 vary_fragcoord;
 uniform vec2 screen_res;
@@ -13,7 +13,7 @@ uniform vec2 screen_res;
 void main()
 {
 	//transform vertex
-	gl_Position = ftransform(); 
-	vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
+	vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);
+	gl_Position = pos; 
 	vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
 }
diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl
index dc69519a8596c41468a96523f5514c9dc5a160bc..93e00fe523fa7295ea517d441f1d0401efe9445f 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl
@@ -5,7 +5,11 @@
  * $License$
  */
 
-
+attribute vec3 position;
+attribute vec4 diffuse_color;
+attribute vec3 normal;
+attribute vec2 texcoord0;
+attribute vec2 texcoord2;
 
 varying vec3 vary_mat0;
 varying vec3 vary_mat1;
@@ -15,17 +19,17 @@ mat4 getObjectSkinnedTransform();
 
 void main()
 {
-	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1);
 	
 	mat4 mat = getObjectSkinnedTransform();
 	
 	mat = gl_ModelViewMatrix * mat;
 	
-	vec3 pos = (mat*gl_Vertex).xyz;
+	vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
 	
 	
-	vec3 n = normalize((mat * vec4(gl_Normal.xyz+gl_Vertex.xyz, 1.0)).xyz-pos.xyz);
-	vec3 b = normalize((mat * vec4(gl_MultiTexCoord2.xyz+gl_Vertex.xyz, 1.0)).xyz-pos.xyz);
+	vec3 n = normalize((mat * vec4(normal.xyz+position.xyz, 1.0)).xyz-pos.xyz);
+	vec3 b = normalize((mat * vec4(vec4(texcoord2,0,1).xyz+position.xyz, 1.0)).xyz-pos.xyz);
 	vec3 t = cross(b, n);
 	
 	vary_mat0 = vec3(t.x, b.x, n.x);
@@ -33,5 +37,5 @@ void main()
 	vary_mat2 = vec3(t.z, b.z, n.z);
 	
 	gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0);
-	gl_FrontColor = gl_Color;
+	gl_FrontColor = diffuse_color;
 }
diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl
index 5b6726488bdce1ee127b9c9da5c4e237eb892f40..3c287760459466f3a684608f5c8ec8a12fbd2466 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl
@@ -5,7 +5,11 @@
  * $/LicenseInfo$
  */
  
-
+attribute vec3 position;
+attribute vec4 diffuse_color;
+attribute vec3 normal;
+attribute vec2 texcoord0;
+attribute vec2 texcoord2;
 
 varying vec3 vary_mat0;
 varying vec3 vary_mat1;
@@ -14,16 +18,16 @@ varying vec3 vary_mat2;
 void main()
 {
 	//transform vertex
-	gl_Position = ftransform(); 
-	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); 
+	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1);
 	
-	vec3 n = normalize(gl_NormalMatrix * gl_Normal);
-	vec3 b = normalize(gl_NormalMatrix * gl_MultiTexCoord2.xyz);
+	vec3 n = normalize(gl_NormalMatrix * normal);
+	vec3 b = normalize(gl_NormalMatrix * vec4(texcoord2,0,1).xyz);
 	vec3 t = cross(b, n);
 	
 	vary_mat0 = vec3(t.x, b.x, n.x);
 	vary_mat1 = vec3(t.y, b.y, n.y);
 	vary_mat2 = vec3(t.z, b.z, n.z);
 	
-	gl_FrontColor = gl_Color;
+	gl_FrontColor = diffuse_color;
 }
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
index 3eac63076c19119a7e0f78e4c0d68f20e2dcf26e..9ba5e97a953a52841220b84c0f4975075fe5cb63 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
@@ -5,7 +5,8 @@
  * $/LicenseInfo$
  */
  
-
+attribute vec3 position;
+attribute vec2 texcoord0;
 
 //////////////////////////////////////////////////////////////////////////
 // The vertex shader for creating the atmospheric sky
@@ -41,12 +42,12 @@ void main()
 {
 
 	// World / view / projection
-	gl_Position = ftransform();
+	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);
 
-	gl_TexCoord[0] = gl_MultiTexCoord0;
+	gl_TexCoord[0] = vec4(texcoord0,0,1);
 
 	// Get relative position
-	vec3 P = gl_Vertex.xyz - camPosLocal.xyz + vec3(0,50,0);
+	vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
 
 	// Set altitude
 	if (P.y > 0.)
@@ -142,7 +143,7 @@ void main()
 
 
 	// Texture coords
-	gl_TexCoord[0] = gl_MultiTexCoord0;
+	gl_TexCoord[0] = vec4(texcoord0,0,1);
 	gl_TexCoord[0].xy -= 0.5;
 	gl_TexCoord[0].xy /= cloud_scale.x;
 	gl_TexCoord[0].xy += 0.5;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl
index 2c4caea1090dddb78cb0c236370e50d1682abc7e..fadbe5b9ef3e3350e524828d85cd8a83c3de1646 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl
@@ -7,27 +7,32 @@
 
 
 
+attribute vec3 position;
+attribute vec4 diffuse_color;
+attribute vec3 normal;
+attribute vec2 texcoord0;
+
 varying vec3 vary_normal;
 
 mat4 getObjectSkinnedTransform();
 
 void main()
 {
-	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1);
 	
 	mat4 mat = getObjectSkinnedTransform();
 	
 	mat = gl_ModelViewMatrix * mat;
-	vec3 pos = (mat*gl_Vertex).xyz;
+	vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
 	
-	vec4 norm = gl_Vertex;
-	norm.xyz += gl_Normal.xyz;
+	vec4 norm = vec4(position.xyz, 1.0);
+	norm.xyz += normal.xyz;
 	norm.xyz = (mat*norm).xyz;
 	norm.xyz = normalize(norm.xyz-pos.xyz);
 
 	vary_normal = norm.xyz;
 			
-	gl_FrontColor = gl_Color;
+	gl_FrontColor = diffuse_color;
 	
 	gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0);
 }
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
index b56d1493c3a84d3f61e7c457406f7b3e4922d23c..e4247377020b52f3c08c9d59d9b0f9c53f929df3 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
@@ -6,6 +6,10 @@
  */
  
 
+attribute vec4 position;
+attribute vec4 diffuse_color;
+attribute vec3 normal;
+attribute vec2 texcoord0;
 
 varying vec3 vary_normal;
 varying float vary_texture_index;
@@ -13,11 +17,11 @@ varying float vary_texture_index;
 void main()
 {
 	//transform vertex
-	gl_Position = gl_ModelViewProjectionMatrix * vec4(gl_Vertex.xyz, 1.0); 
-	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); 
+	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1);
 	
-	vary_texture_index = gl_Vertex.w;
-	vary_normal = normalize(gl_NormalMatrix * gl_Normal);
+	vary_texture_index = position.w;
+	vary_normal = normalize(gl_NormalMatrix * normal);
 
-	gl_FrontColor = gl_Color;
+	gl_FrontColor = diffuse_color;
 }
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
index 2eed044b7cc7db24521f785f70cce0fbae16fb92..3e5fc7a36b571321bd4089536241c0bf04a94325 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
@@ -6,6 +6,9 @@
  */
  
 
+attribute vec4 position;
+attribute vec4 diffuse_color;
+attribute vec2 texcoord0;
 
 void calcAtmospherics(vec3 inPositionEye);
 
@@ -19,18 +22,17 @@ varying float vary_texture_index;
 void main()
 {
 	//transform vertex
-	vec4 vert = vec4(gl_Vertex.xyz, 1.0);
-	vary_texture_index = gl_Vertex.w;
+	vec4 vert = vec4(position.xyz, 1.0);
+	vec4 pos = (gl_ModelViewMatrix * vert);
+	vary_texture_index = position.w;
 
-	gl_Position = gl_ModelViewProjectionMatrix*vert; 
+	gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0);
 	
-	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1);
 	
-	vec4 pos = (gl_ModelViewMatrix * vert);
-				
 	calcAtmospherics(pos.xyz);
 	
-	gl_FrontColor = gl_Color;
+	gl_FrontColor = diffuse_color;
 
 	gl_FogFragCoord = pos.z;
 }
diff --git a/indra/newview/app_settings/shaders/class1/deferred/giV.glsl b/indra/newview/app_settings/shaders/class1/deferred/giV.glsl
index e86f2896da5fbc006f817a4f03a256599a7a69e3..d97d7ea82d8fa8d57b2d423d06af1fc29e1fbb12 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/giV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/giV.glsl
@@ -5,6 +5,9 @@
  * $/LicenseInfo$
  */
  
+attribute vec3 position;
+attribute vec4 diffuse_color;
+attribute vec2 texcoord0;
 
 
 varying vec2 vary_fragcoord;
@@ -14,11 +17,12 @@ uniform vec2 screen_res;
 void main()
 {
 	//transform vertex
-	gl_Position = ftransform(); 
-	vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
+	vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);
+	gl_Position = pos; 
+	
 	vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;	
-	vec4 tex = gl_MultiTexCoord0;
+	vec4 tex = vec4(texcoord0,0,1);
 	tex.w = 1.0;
 
-	gl_FrontColor = gl_Color;
+	gl_FrontColor = diffuse_color;
 }
diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl
index 723777bd3a3329a69af2fa8d2012672115ba7df3..cb47f62bbf85d787f42717c08622b616d8460cc9 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl
@@ -5,13 +5,15 @@
  * $/LicenseInfo$
  */
  
-
+attribute vec3 position;
+attribute vec4 diffuse_color;
+attribute vec2 texcoord0;
 
 void main()
 {
 	//transform vertex
-	gl_Position = ftransform(); 
-	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); 
+	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1);
 	
-	gl_FrontColor = gl_Color;
+	gl_FrontColor = diffuse_color;
 }
diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl
index 4baf1fc65aa7836a423f60b869dbfdc9870a5773..6a5364472332879424669a8aa40972b4649f74ec 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl
@@ -5,8 +5,9 @@
  * $/LicenseInfo$
  */
 
-
-
+ 
+attribute vec3 position;
+attribute vec4 diffuse_color;
 
 varying vec2 vary_fragcoord;
 
@@ -15,9 +16,10 @@ uniform vec2 screen_res;
 void main()
 {
 	//transform vertex
-	gl_Position = ftransform(); 
-	vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
+	vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);
+	gl_Position = pos;
+	
 	vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;	
 
-	gl_FrontColor = gl_Color;
+	gl_FrontColor = diffuse_color;
 }
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl
index 434fb6f53462bbb23a585f2ae339f12efb907c85..7db577c07ab1b76943e961ded7cd834307eaeece 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl
@@ -6,15 +6,17 @@
  */
 
 
+attribute vec3 position;
+attribute vec4 diffuse_color;
 
 varying vec4 vary_fragcoord;
 
 void main()
 {
 	//transform vertex
-	vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
+	vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);
 	vary_fragcoord = pos;
 
 	gl_Position = pos;
-	gl_FrontColor = gl_Color;
+	gl_FrontColor = diffuse_color;
 }
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl
index c510d8ad7794f040a107416ef400c01458b3bcf6..ac3170d16d5e61de02314ee0bdfed10918591231 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl
@@ -5,7 +5,9 @@
  * $/LicenseInfo$
  */
 
-
+attribute vec3 position;
+attribute vec4 diffuse_color;
+attribute vec2 texcoord0;
 
 varying vec4 vary_light;
 varying vec4 vary_fragcoord;
@@ -13,15 +15,15 @@ varying vec4 vary_fragcoord;
 void main()
 {
 	//transform vertex
-	vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
+	vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);
 	vary_fragcoord = pos;
 		
-	vec4 tex = gl_MultiTexCoord0;
+	vec4 tex = vec4(texcoord0,0,1);
 	tex.w = 1.0;
 	
-	vary_light = gl_MultiTexCoord0;
+	vary_light = vec4(texcoord0,0,1);
 	
 	gl_Position = pos;
 		
-	gl_FrontColor = gl_Color;
+	gl_FrontColor = diffuse_color;
 }
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl
index 876f65ee3adc86302c81426f8ce576b67ae96a95..30dbe3f75e83f7eb8c29302c688798c15c4a3691 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl
@@ -5,7 +5,7 @@
  * $/LicenseInfo$
  */
  
-
+attribute vec3 position;
 
 varying vec2 vary_fragcoord;
 uniform vec2 screen_res;
@@ -13,7 +13,7 @@ uniform vec2 screen_res;
 void main()
 {
 	//transform vertex
-	gl_Position = ftransform(); 
-	vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
+	vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);
+	gl_Position = pos;	
 	vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
 }
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl
index eebe930666a60742bb73b063f384b32d99d4f726..38525044ba07adea31610bd9af638d0074b88297 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl
@@ -5,6 +5,7 @@
  * $/LicenseInfo$
  */
  
+attribute vec3 position;
 
 
 varying vec2 vary_fragcoord;
@@ -13,7 +14,7 @@ uniform vec2 screen_res;
 void main()
 {
 	//transform vertex
-	gl_Position = ftransform(); 
-	vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
+	vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);
+	gl_Position = pos; 	
 	vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
 }
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl
index 58e9bcec58443caaadfd9feb586f10109c298ddd..6bbbfdd8ee9774bd7934915c617f8d92301b6e48 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl
@@ -5,19 +5,21 @@
  * $/LicenseInfo$
  */
  
-
+attribute vec3 position;
+attribute vec4 diffuse_color;
+attribute vec2 texcoord0;
 
 varying vec4 post_pos;
 
 void main()
 {
 	//transform vertex
-	vec4 pos = gl_ModelViewProjectionMatrix*gl_Vertex;
+	vec4 pos = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0);
 	
 	post_pos = pos;
 	
 	gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
 	
-	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
-	gl_FrontColor = gl_Color;
+	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1);
+	gl_FrontColor = diffuse_color;
 }
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl
index d40c2d9f78fd49f26ff05758f69669fa3c3e38b4..7a8ac14f5e4a9d38c8572462224d0b05b9fbfa5d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl
@@ -5,14 +5,14 @@
  * $/LicenseInfo$
  */
  
-
+attribute vec3 position;
 
 varying vec4 post_pos;
 
 void main()
 {
 	//transform vertex
-	vec4 pos = gl_ModelViewProjectionMatrix*gl_Vertex;
+	vec4 pos = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0);
 	
 	post_pos = pos;
 	
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
index 1ea00f723afcab0ed9f5f746f194f1ab2e5e7dde..8dfb466e88b0c0719fc2bf6cfa5b19f3e6984810 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
@@ -5,7 +5,8 @@
  * $/LicenseInfo$
  */
  
-
+attribute vec3 position;
+attribute vec2 texcoord0;
 
 // SKY ////////////////////////////////////////////////////////////////////////
 // The vertex shader for creating the atmospheric sky
@@ -39,12 +40,12 @@ void main()
 {
 
 	// World / view / projection
-	gl_Position = ftransform();
-	gl_TexCoord[0] = gl_MultiTexCoord0;
+	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);
+	gl_TexCoord[0] = vec4(texcoord0,0,1);
 
 	// Get relative position
-	vec3 P = gl_Vertex.xyz - camPosLocal.xyz + vec3(0,50,0);
-	//vec3 P = gl_Vertex.xyz + vec3(0,50,0);
+	vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
+	//vec3 P = position.xyz + vec3(0,50,0);
 
 	// Set altitude
 	if (P.y > 0.)
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index d327216a0cbd16e54c9c20e4da40ac5b25a8248a..3ba5ee5bd2290b5725955ead649af8b2548feca4 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -45,7 +45,7 @@ uniform vec3 env_mat[3];
 //uniform vec4 shadow_clip;
 uniform mat3 ssao_effect_mat;
 
-varying vec4 vary_light;
+uniform vec3 sun_dir;
 varying vec2 vary_fragcoord;
 
 vec3 vary_PositionEye;
@@ -265,7 +265,7 @@ void main()
 	norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
 	//vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz;
 	
-	float da = max(dot(norm.xyz, vary_light.xyz), 0.0);
+	float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);
 	
 	vec4 diffuse = texture2DRect(diffuseRect, tc);
 	vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
@@ -286,7 +286,7 @@ void main()
 			// the old infinite-sky shiny reflection
 			//
 			vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
-			float sa = dot(refnormpersp, vary_light.xyz);
+			float sa = dot(refnormpersp, sun_dir.xyz);
 			vec3 dumbshiny = vary_SunlitColor*texture2D(lightFunc, vec2(sa, spec.a)).a;
 			
 			// add the two types of shiny together
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl
index 745cc0199236aeff1ade125a59f78bd48b15d382..5b3f655edf2990fbf7b77d8f3bb12bf7b819fef4 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl
@@ -6,21 +6,16 @@
  */
  
 
+attribute vec3 position;
 
 uniform vec2 screen_res;
 
-varying vec4 vary_light;
 varying vec2 vary_fragcoord;
 void main()
 {
 	//transform vertex
-	gl_Position = ftransform(); 
-	
-	vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
-	vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
+	vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);
+	gl_Position = pos; 
 		
-	vec4 tex = gl_MultiTexCoord0;
-	tex.w = 1.0;
-	
-	vary_light = gl_MultiTexCoord0;
+	vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
 }
diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl
index c43125dad9c4ccc76d324eca14e4572e405fce20..7cdfe445dfd666ac20b8334e0927d5afb678ffad 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl
@@ -6,12 +6,14 @@
  */
  
 
-
+attribute vec3 position;
+attribute vec4 diffuse_color;
+attribute vec2 texcoord0;
 
 void main()
 {
 	//transform vertex
-	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; 
-	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
-	gl_FrontColor = gl_Color;
+	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); 
+	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1);
+	gl_FrontColor = diffuse_color;
 }
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl
index 814deb3677ab6489c305175878b9b905911996b5..65fa288e88e38391c8d685cc2b4c02544d5bc653 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl
@@ -5,7 +5,10 @@
  * $/LicenseInfo$
  */
  
-
+attribute vec3 position;
+attribute vec3 normal;
+attribute vec4 diffuse_color;
+attribute vec2 texcoord0;
 
 varying vec4 vary_light;
 varying vec2 vary_fragcoord;
@@ -15,13 +18,14 @@ uniform vec2 screen_res;
 void main()
 {
 	//transform vertex
-	gl_Position = ftransform(); 
-	vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
+	vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);
+	gl_Position = pos; 
+	
 	vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;	
-	vec4 tex = gl_MultiTexCoord0;
+	vec4 tex = vec4(texcoord0,0,1);
 	tex.w = 1.0;
 	
-	vary_light = gl_MultiTexCoord0;
+	vary_light = vec4(texcoord0,0,1);
 		
-	gl_FrontColor = gl_Color;
+	gl_FrontColor = diffuse_color;
 }
diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl
index 3038fd296681900d004e67754beadfc18eeaccfd..33b379d70cdcba9fee8e833201ee803ae14a727f 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl
@@ -5,7 +5,11 @@
  * $/LicenseInfo$
  */
  
-
+attribute vec3 position;
+attribute vec3 normal;
+attribute vec4 diffuse_color;
+attribute vec2 texcoord0;
+attribute vec2 texcoord1;
 
 varying vec3 vary_normal;
 
@@ -26,14 +30,14 @@ vec4 texgen_object(vec4  vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1)
 void main()
 {
 	//transform vertex
-	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);
 			
-	vary_normal = normalize(gl_NormalMatrix * gl_Normal);
+	vary_normal = normalize(gl_NormalMatrix * normal);
 	
 	// Transform and pass tex coords
- 	gl_TexCoord[0].xy = texgen_object(gl_Vertex, gl_MultiTexCoord0, gl_TextureMatrix[0], gl_ObjectPlaneS[0], gl_ObjectPlaneT[0]).xy;
+ 	gl_TexCoord[0].xy = texgen_object(vec4(position, 1.0), vec4(texcoord0,0,1), gl_TextureMatrix[0], gl_ObjectPlaneS[0], gl_ObjectPlaneT[0]).xy;
 	
-	vec4 t = gl_MultiTexCoord1;
+	vec4 t = vec4(texcoord1,0,1);
 	
 	gl_TexCoord[0].zw = t.xy;
 	gl_TexCoord[1].xy = t.xy-vec2(2.0, 0.0);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl
index a9bef4292de33cf182268663562bd8372d587cdd..07e56e84db3815d30fdc02a7b4c3dbaa0e97ea93 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl
@@ -6,16 +6,20 @@
  */
  
 
+attribute vec3 position;
+attribute vec3 normal;
+attribute vec2 texcoord0;
+
 
 varying vec3 vary_normal;
 
 void main()
 {
 	//transform vertex
-	gl_Position = ftransform(); 
-	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); 
+	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1);
 	
-	vary_normal = normalize(gl_NormalMatrix * gl_Normal);
+	vary_normal = normalize(gl_NormalMatrix * normal);
 
-	gl_FrontColor = gl_Color;
+	gl_FrontColor = vec4(1,1,1,1);
 }
diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl
index 5397290b116b76b017854c3c37c84658a6931c90..b5869e6cb23761db304d2e8b3dd2d8883e03ec8d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl
@@ -6,6 +6,8 @@
  */
  
 
+attribute vec3 position;
+
 
 void calcAtmospherics(vec3 inPositionEye);
 
@@ -29,25 +31,25 @@ float wave(vec2 v, float t, float f, vec2 d, float s)
 void main()
 {
 	//transform vertex
-	vec4 position = gl_Vertex;
+	vec4 pos = vec4(position.xyz, 1.0);
 	mat4 modelViewProj = gl_ModelViewProjectionMatrix;
 	
 	vec4 oPosition;
 		    
 	//get view vector
 	vec3 oEyeVec;
-	oEyeVec.xyz = position.xyz-eyeVec;
+	oEyeVec.xyz = pos.xyz-eyeVec;
 		
 	float d = length(oEyeVec.xy);
 	float ld = min(d, 2560.0);
 	
-	position.xy = eyeVec.xy + oEyeVec.xy/d*ld;
+	pos.xy = eyeVec.xy + oEyeVec.xy/d*ld;
 	view.xyz = oEyeVec;
 		
 	d = clamp(ld/1536.0-0.5, 0.0, 1.0);	
 	d *= d;
 		
-	oPosition = position;
+	oPosition = vec4(position, 1.0);
 	oPosition.z = mix(oPosition.z, max(eyeVec.z*0.75, 0.0), d);
 	vary_position = gl_ModelViewMatrix * oPosition;
 	oPosition = modelViewProj * oPosition;
@@ -55,17 +57,16 @@ void main()
 	refCoord.xyz = oPosition.xyz + vec3(0,0,0.2);
 	
 	//get wave position parameter (create sweeping horizontal waves)
-	vec3 v = position.xyz;
+	vec3 v = pos.xyz;
 	v.x += (cos(v.x*0.08/*+time*0.01*/)+sin(v.y*0.02))*6.0;
 	    
 	//push position for further horizon effect.
-	position.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z);
-	position.w = 1.0;
-	position = position*gl_ModelViewMatrix;
-	
-	calcAtmospherics((gl_ModelViewMatrix * gl_Vertex).xyz);
-	
+	pos.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z);
+	pos.w = 1.0;
+	pos = gl_ModelViewMatrix*pos;
 	
+	calcAtmospherics(pos.xyz);
+		
 	//pass wave parameters to pixel shader
 	vec2 bigWave =  (v.xy) * vec2(0.04,0.04)  + d1 * time * 0.055;
 	//get two normal map (detail map) texture coordinates
diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl
index 32f5f5f236043bd6f40fb5cff98d7b1a0de5dabd..1ec0836dcc4de5d111326a3b5ee6811798c049b1 100644
--- a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl
+++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl
@@ -19,7 +19,6 @@ uniform float warmthAmount;
 void main()
 {
 	vec4 col = texture2DRect(diffuseMap, gl_TexCoord[0].xy);	
-
 	/// CALCULATING LUMINANCE (Using NTSC lum weights)
 	/// http://en.wikipedia.org/wiki/Luma_%28video%29
 	float lum = smoothstep(minLuminance, minLuminance+1.0, dot(col.rgb, lumWeights ) );
@@ -27,4 +26,5 @@ void main()
 	
 	gl_FragColor.rgb = col.rgb; 
 	gl_FragColor.a = max(col.a, mix(lum, warmth, warmthAmount) * maxExtractAlpha);
+	
 }
diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl
index 76736fed53be470fc93969babe3cdc41516474d6..b8881e0b191e1d31f53a79f7a3f3047f86cc6601 100644
--- a/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl
+++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl
@@ -5,11 +5,13 @@
  * $/LicenseInfo$
  */
 
+attribute vec3 position;
+attribute vec2 texcoord0;
 
 
 void main() 
 {
-	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+	gl_Position = gl_ModelViewProjectionMatrix * vec4(position, 1.0);
 	
-	gl_TexCoord[0].xy = gl_MultiTexCoord0.xy;
+	gl_TexCoord[0].xy = texcoord0;
 }
diff --git a/indra/newview/app_settings/shaders/class1/effects/glowV.glsl b/indra/newview/app_settings/shaders/class1/effects/glowV.glsl
index 9bb41626ae6183ab6d1cd524697151cae7101d82..a05449a77cbffa6798ad79d00dd9a1ec795e86ad 100644
--- a/indra/newview/app_settings/shaders/class1/effects/glowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/effects/glowV.glsl
@@ -5,20 +5,21 @@
  * $/LicenseInfo$
  */
  
-
+attribute vec3 position;
+attribute vec2 texcoord0;
 
 uniform vec2 glowDelta;
 
 void main() 
 {
-	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+	gl_Position = gl_ModelViewProjectionMatrix * vec4(position, 1.0);
 	
-	gl_TexCoord[0].xy = gl_MultiTexCoord0.xy + glowDelta*(-3.5);
-	gl_TexCoord[1].xy = gl_MultiTexCoord0.xy + glowDelta*(-2.5);
-	gl_TexCoord[2].xy = gl_MultiTexCoord0.xy + glowDelta*(-1.5);
-	gl_TexCoord[3].xy = gl_MultiTexCoord0.xy + glowDelta*(-0.5);
-	gl_TexCoord[0].zw = gl_MultiTexCoord0.xy + glowDelta*(0.5);
-	gl_TexCoord[1].zw = gl_MultiTexCoord0.xy + glowDelta*(1.5);
-	gl_TexCoord[2].zw = gl_MultiTexCoord0.xy + glowDelta*(2.5);
-	gl_TexCoord[3].zw = gl_MultiTexCoord0.xy + glowDelta*(3.5);
+	gl_TexCoord[0].xy = texcoord0 + glowDelta*(-3.5);
+	gl_TexCoord[1].xy = texcoord0 + glowDelta*(-2.5);
+	gl_TexCoord[2].xy = texcoord0 + glowDelta*(-1.5);
+	gl_TexCoord[3].xy = texcoord0 + glowDelta*(-0.5);
+	gl_TexCoord[0].zw = texcoord0 + glowDelta*(0.5);
+	gl_TexCoord[1].zw = texcoord0 + glowDelta*(1.5);
+	gl_TexCoord[2].zw = texcoord0 + glowDelta*(2.5);
+	gl_TexCoord[3].zw = texcoord0 + glowDelta*(3.5);
 }
diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl
index 8af981915bceea719f62cda3153a9ae3368befbf..d0d8aed67e38ec48027354bcde5d287d180e33db 100644
--- a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl
@@ -5,6 +5,13 @@
  * $/LicenseInfo$
  */
  
+attribute vec3 position;
+attribute vec3 normal;
+attribute vec4 diffuse_color;
+attribute vec2 texcoord0;
+attribute vec2 texcoord1;
+attribute vec2 texcoord2;
+attribute vec2 texcoord3;
 
 
 vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
@@ -26,17 +33,17 @@ vec4 texgen_object(vec4  vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1)
 void main()
 {
 	//transform vertex
-	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);
 			
-	vec4 pos = gl_ModelViewMatrix * gl_Vertex;
-	vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
+	vec4 pos = gl_ModelViewMatrix * position;
+	vec3 norm = normalize(gl_NormalMatrix * normal);
 	
-	vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), gl_Color);
+	vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), diffuse_color);
 	
 	gl_FrontColor = color;
 	
-	gl_TexCoord[0] = texgen_object(gl_Vertex,gl_MultiTexCoord0,gl_TextureMatrix[0],gl_ObjectPlaneS[0],gl_ObjectPlaneT[0]);
-	gl_TexCoord[1] = gl_TextureMatrix[1]*gl_MultiTexCoord1;
-	gl_TexCoord[2] = texgen_object(gl_Vertex,gl_MultiTexCoord2,gl_TextureMatrix[2],gl_ObjectPlaneS[2],gl_ObjectPlaneT[2]);
-	gl_TexCoord[3] = gl_TextureMatrix[3]*gl_MultiTexCoord3;
+	gl_TexCoord[0] = texgen_object(vec4(position.xyz, 1.0),vec4(texcoord0,0,1),gl_TextureMatrix[0],gl_ObjectPlaneS[0],gl_ObjectPlaneT[0]);
+	gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(texcoord1,0,1);
+	gl_TexCoord[2] = texgen_object(vec4(position.xyz, 1.0),vec4(texcoord2,0,1),gl_TextureMatrix[2],gl_ObjectPlaneS[2],gl_ObjectPlaneT[2]);
+	gl_TexCoord[3] = gl_TextureMatrix[3]*vec4(texcoord3,0,1);
 }
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl
index 831d6a761c75dec5b9fbfb2072adac0e68a7320c..92d4759fe8c827ef5c259a4ea47c4dbae04210f6 100644
--- a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl
@@ -6,6 +6,7 @@
  */
  
 
+attribute vec3 position;
 
 void calcAtmospherics(vec3 inPositionEye);
 
@@ -27,7 +28,6 @@ float wave(vec2 v, float t, float f, vec2 d, float s)
 void main()
 {
 	//transform vertex
-	vec4 position = gl_Vertex;
 	mat4 modelViewProj = gl_ModelViewProjectionMatrix;
 	
 	vec4 oPosition;
@@ -45,7 +45,7 @@ void main()
 	d = clamp(ld/1536.0-0.5, 0.0, 1.0);	
 	d *= d;
 		
-	oPosition = position;
+	oPosition = vec4(position, 1.0);
 	oPosition.z = mix(oPosition.z, max(eyeVec.z*0.75, 0.0), d);
 	oPosition = modelViewProj * oPosition;
 	refCoord.xyz = oPosition.xyz + vec3(0,0,0.2);
@@ -55,11 +55,12 @@ void main()
 	v.x += (cos(v.x*0.08/*+time*0.01*/)+sin(v.y*0.02))*6.0;
 	    
 	//push position for further horizon effect.
-	position.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z);
-	position.w = 1.0;
-	position = position*gl_ModelViewMatrix;
+	vec4 pos;
+	pos.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z);
+	pos.w = 1.0;
+	pos = gl_ModelViewMatrix*pos;
 	
-	calcAtmospherics((gl_ModelViewMatrix * gl_Vertex).xyz);
+	calcAtmospherics(pos.xyz);
 	
 	
 	//pass wave parameters to pixel shader
diff --git a/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl b/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl
index 04bfff22c1298a7dd592e5d9ded26f7b2d24fde8..22095bc611bf34c98ac4c8e2fc874fd44c460a0f 100644
--- a/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl
@@ -5,12 +5,15 @@
  * $/LicenseInfo$
  */
  
+attribute vec3 position;
+attribute vec4 diffuse_color;
+attribute vec2 texcoord0;
 
 
 void main()
 {
-	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
-	gl_TexCoord[0] = gl_MultiTexCoord0;
-	gl_FrontColor = gl_Color;
+	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);
+	gl_TexCoord[0] = vec4(texcoord0,0,1);
+	gl_FrontColor = diffuse_color;
 }
 
diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl
index ce183ec15421c999aa0913b6f8cdebc143ea574b..46be1c45d3762cfb67528cbf6cf9058268a62f00 100644
--- a/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl
@@ -5,11 +5,14 @@
  * $/LicenseInfo$
  */
  
+attribute vec3 position;
+attribute vec2 texcoord0;
+attribute vec2 texcoord1;
 
 void main()
 {
-	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
-	gl_TexCoord[0] = gl_MultiTexCoord0;
-	gl_TexCoord[1] = gl_MultiTexCoord1;
+	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);
+	gl_TexCoord[0] = vec4(texcoord0,0,1);
+	gl_TexCoord[1] = vec4(texcoord1,0,1);
 }
 
diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl
index f6c6d945de38d72189664b29b34b4252cbac5d39..a0cbdaafb89a64888dc5efe25563678bd5d88ae3 100644
--- a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl
@@ -6,10 +6,10 @@
  */
  
 
-
+uniform vec4 highlight_color;
 uniform sampler2D diffuseMap;
 
 void main() 
 {
-	gl_FragColor = gl_Color*texture2D(diffuseMap, gl_TexCoord[0].xy);
+	gl_FragColor = highlight_color*texture2D(diffuseMap, gl_TexCoord[0].xy);
 }
diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl
index f114f766bf66bb82d9d959ea9718dc4f21250aeb..0547c44093ff99e4c117d5e57d980dda8d083b67 100644
--- a/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl
@@ -5,23 +5,13 @@
  * $/LicenseInfo$
  */
  
-
+attribute vec3 position;
+attribute vec2 texcoord0;
 
 void main()
 {
 	//transform vertex
-	gl_Position = ftransform();
-	vec3 pos = (gl_ModelViewMatrix * gl_Vertex).xyz;
-	pos = normalize(pos);
-	float d = dot(pos, normalize(gl_NormalMatrix * gl_Normal));
-	d *= d;
-	d = 1.0 - d;
-	d *= d;
-		
-	d = min(d, gl_Color.a*2.0);
-			
-	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
-	gl_FrontColor.rgb = gl_Color.rgb;
-	gl_FrontColor.a = max(d, gl_Color.a);
+	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);
+	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1);
 }
 
diff --git a/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl b/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl
index 5a5d0ec506bd1b9f231b659f2fe43cc34d2b79aa..9c528750eb2d0ecab8c41106386aac632863ab53 100644
--- a/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl
@@ -5,8 +5,10 @@
  * $/LicenseInfo$
  */
 
+attribute vec3 position;
+
 void main()
 {
-	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);
 }
 
diff --git a/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl b/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl
index 8401208e28244ddb060a756c73605cb582551b23..18c8e394c60939549f01a60736b0ca0b7bcb99b9 100644
--- a/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl
@@ -5,12 +5,14 @@
  * $/LicenseInfo$
  */
  
-
+attribute vec3 position;
+attribute vec4 diffuse_color;
+attribute vec2 texcoord0;
 
 void main()
 {
-	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
-	gl_FrontColor = gl_Color;
-	gl_TexCoord[0] = gl_MultiTexCoord0;
+	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);
+	gl_FrontColor = diffuse_color;
+	gl_TexCoord[0] = vec4(texcoord0,0,1);
 }
 
diff --git a/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl b/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl
index f685b112b4517394932db079809b66678e170f20..dde4e87c63d35ac6398684dda4ab611fb9586b54 100644
--- a/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl
@@ -6,11 +6,14 @@
  */
  
 
+attribute vec3 position;
+attribute vec2 texcoord0;
+attribute vec2 texcoord1;
 
 void main()
 {
-	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
-	gl_TexCoord[0] = gl_MultiTexCoord0;
-	gl_TexCoord[1] = gl_MultiTexCoord1;
+	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);
+	gl_TexCoord[0] = vec4(texcoord0,0,1);
+	gl_TexCoord[1] = vec4(texcoord1,0,1);
 }
 
diff --git a/indra/newview/app_settings/shaders/class1/interface/uiV.glsl b/indra/newview/app_settings/shaders/class1/interface/uiV.glsl
index 9ca6cae5c5f78586532b46afc9069c67c7b83423..ebf2361da46bad61371ce8699f4349159c2a7541 100644
--- a/indra/newview/app_settings/shaders/class1/interface/uiV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/uiV.glsl
@@ -6,11 +6,15 @@
  */
  
 
+attribute vec3 position;
+attribute vec4 diffuse_color;
+attribute vec2 texcoord0;
+
 
 void main()
 {
-	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
-	gl_TexCoord[0] = gl_MultiTexCoord0;
-	gl_FrontColor = gl_Color;
+	gl_Position = gl_ModelViewProjectionMatrix * vec4(position, 1);
+	gl_TexCoord[0] = vec4(texcoord0,0,1);
+	gl_FrontColor = diffuse_color;
 }
 
diff --git a/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl b/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl
index 056d1a9582e3694c343ec6e9cc0d7fb80a645b9e..438a9bec8597113f76aacbc7af66de8b992e1629 100644
--- a/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl
@@ -6,11 +6,16 @@
  */
  
 
+attribute vec3 position;
+attribute vec4 diffuse_color;
+attribute vec2 texcoord0;
+attribute vec2 texcoord1;
+
 void main()
 {
 	//transform vertex
-	gl_Position = gl_ModelViewProjectionMatrix*gl_Vertex;
-	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
-	gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
-	gl_FrontColor = gl_Color;
+	gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0);
+	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1);
+	gl_TexCoord[1] = gl_TextureMatrix[1] * vec4(texcoord1,0,1);
+	gl_FrontColor = diffuse_color;
 }
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl
index 5283e80407ff188ba4c692c81c0c0c505eacfbb2..5ed2b38f422687bd30e530780370f5882dd46c9a 100644
--- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl
@@ -6,6 +6,10 @@
  */
 
 
+attribute vec3 position;
+attribute vec3 normal;
+attribute vec4 diffuse_color;
+attribute vec2 texcoord0;
 
 void calcAtmospherics(vec3 inPositionEye);
 mat4 getObjectSkinnedTransform();
@@ -15,21 +19,21 @@ void main()
 	mat4 mat = getObjectSkinnedTransform();
 	
 	mat = gl_ModelViewMatrix * mat;
-	vec3 pos = (mat*gl_Vertex).xyz;
+	vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
 	
-	vec4 norm = gl_Vertex;
-	norm.xyz += gl_Normal.xyz;
+	vec4 norm = vec4(position.xyz, 1.0);
+	norm.xyz += normal.xyz;
 	norm.xyz = (mat*norm).xyz;
 	norm.xyz = normalize(norm.xyz-pos.xyz);
 		
 	vec3 ref = reflect(pos.xyz, -norm.xyz);
 
-	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1);
 	gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0);
 
 	calcAtmospherics(pos.xyz);
 
-	gl_FrontColor = gl_Color;
+	gl_FrontColor = diffuse_color;
 	
 	gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0);
 	
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl
index 31e0f0a429a6eb300b53ebb5d5c5416aa10d6638..4063294c517dfac368dd0f1df2639257941635dd 100644
--- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl
@@ -6,6 +6,10 @@
  */
  
 
+attribute vec3 position;
+attribute vec4 diffuse_color;
+attribute vec3 normal;
+attribute vec2 texcoord0;
 
 void calcAtmospherics(vec3 inPositionEye);
 
@@ -14,18 +18,18 @@ uniform vec4 origin;
 void main()
 {
 	//transform vertex
-	gl_Position = ftransform();
+	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);
 	
-	vec4 pos = (gl_ModelViewMatrix * gl_Vertex);
-	vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
+	vec3 norm = normalize(gl_NormalMatrix * normal);
 	vec3 ref = reflect(pos.xyz, -norm);
 
-	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1);
 	gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0);
 
+	vec4 pos = (gl_ModelViewMatrix * vec4(position.xyz, 1.0));
 	calcAtmospherics(pos.xyz);
 
-	gl_FrontColor = gl_Color;
+	gl_FrontColor = diffuse_color;
 
 	gl_FogFragCoord = pos.z;
 }
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl
index 1db79791de38741a6b2d9e85f957de858f634f91..316c93c36ada418f3ce5e46010ea783046836802 100644
--- a/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl
@@ -6,6 +6,9 @@
  */
 
 
+attribute vec3 position;
+attribute vec4 diffuse_color;
+attribute vec2 texcoord0;
 
 void calcAtmospherics(vec3 inPositionEye);
 mat4 getObjectSkinnedTransform();
@@ -13,21 +16,16 @@ mat4 getObjectSkinnedTransform();
 void main()
 {
 	//transform vertex
-	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1);
 	
 	mat4 mat = getObjectSkinnedTransform();
 	
 	mat = gl_ModelViewMatrix * mat;
-	vec3 pos = (mat*gl_Vertex).xyz;
+	vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
 	
-	vec4 norm = gl_Vertex;
-	norm.xyz += gl_Normal.xyz;
-	norm.xyz = (mat*norm).xyz;
-	norm.xyz = normalize(norm.xyz-pos.xyz);
-		
 	calcAtmospherics(pos.xyz);
 
-	gl_FrontColor = gl_Color;
+	gl_FrontColor = diffuse_color;
 	
 	gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0);
 		
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl
index 3382384c995bf3a33792b19755b33115bd649895..d88612765cfc2d1dc1ebbb62f243b1dde92e40b3 100644
--- a/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl
@@ -5,21 +5,24 @@
  * $/LicenseInfo$
  */
  
-
+attribute vec3 position;
+attribute vec4 diffuse_color;
+attribute vec2 texcoord0;
 
 void calcAtmospherics(vec3 inPositionEye);
 
 void main()
 {
 	//transform vertex
-	gl_Position = ftransform();
-	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+	vec4 pos = (gl_ModelViewMatrix * vec4(position.xyz, 1.0));
+	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);
+	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1);
 	
-	vec4 pos = (gl_ModelViewMatrix * gl_Vertex);
+
 
 	calcAtmospherics(pos.xyz);
 
-	gl_FrontColor = gl_Color;
+	gl_FrontColor = diffuse_color;
 
 	gl_FogFragCoord = pos.z;
 }
diff --git a/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl
index eea41bb4f0d2c70543dc2a7c32d6c964ecb4ec4e..41a9cd2fe6e9d50ddc4cb5d613508d2acf2dc0ef 100644
--- a/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl
@@ -5,7 +5,10 @@
  * $License$
  */
 
-
+attribute vec3 position;
+attribute vec3 normal;
+attribute vec4 diffuse_color;
+attribute vec2 texcoord0;
 
 vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
 void calcAtmospherics(vec3 inPositionEye);
@@ -16,21 +19,21 @@ void main()
 	mat4 mat = getObjectSkinnedTransform();
 	
 	mat = gl_ModelViewMatrix * mat;
-	vec3 pos = (mat*gl_Vertex).xyz;
+	vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
 	
-	vec4 norm = gl_Vertex;
-	norm.xyz += gl_Normal.xyz;
+	vec4 norm = vec4(position.xyz, 1.0);
+	norm.xyz += normal.xyz;
 	norm.xyz = (mat*norm).xyz;
 	norm.xyz = normalize(norm.xyz-pos.xyz);
 		
 	vec3 ref = reflect(pos.xyz, -norm.xyz);
 
-	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1);
 	gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0);
 
 	calcAtmospherics(pos.xyz);
 
-	vec4 color = calcLighting(pos.xyz, norm.xyz, gl_Color, vec4(0.));
+	vec4 color = calcLighting(pos.xyz, norm.xyz, diffuse_color, vec4(0.));
 	gl_FrontColor = color;
 	
 	gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0);
diff --git a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl
index 68a086dbc1a5da2c567e7e0ddc6fb63186858f21..4757295470841303c99e8748b3eb4867ef36cc8a 100644
--- a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl
@@ -5,7 +5,10 @@
  * $/LicenseInfo$
  */
  
-
+attribute vec3 position;
+attribute vec3 normal;
+attribute vec4 diffuse_color;
+attribute vec2 texcoord0;
 
 void calcAtmospherics(vec3 inPositionEye);
 
@@ -14,14 +17,14 @@ uniform vec4 origin;
 void main()
 {
 	//transform vertex
-	gl_Position = ftransform();
+	vec4 pos = (gl_ModelViewMatrix * vec4(position.xyz, 1.0));
+	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);
 	
-	vec4 pos = (gl_ModelViewMatrix * gl_Vertex);
-	vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
+	vec3 norm = normalize(gl_NormalMatrix * normal);
 
 	calcAtmospherics(pos.xyz);
 	
-	gl_FrontColor = gl_Color;
+	gl_FrontColor = diffuse_color;
 	
 	vec3 ref = reflect(pos.xyz, -norm);
 	
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl
index af92e5e00268a7b8242410914f3601de747adebb..fbda2e70d255974035e5a72a207ee416dcddd1c6 100644
--- a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl
@@ -5,7 +5,10 @@
  * $License$
  */
 
-
+attribute vec3 position;
+attribute vec3 normal;
+attribute vec4 diffuse_color;
+attribute vec2 texcoord0;
 
 vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
 void calcAtmospherics(vec3 inPositionEye);
@@ -14,21 +17,21 @@ mat4 getObjectSkinnedTransform();
 void main()
 {
 	//transform vertex
-	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1);
 	
 	mat4 mat = getObjectSkinnedTransform();
 	
 	mat = gl_ModelViewMatrix * mat;
-	vec3 pos = (mat*gl_Vertex).xyz;
+	vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
 	
-	vec4 norm = gl_Vertex;
-	norm.xyz += gl_Normal.xyz;
+	vec4 norm = vec4(position.xyz, 1.0);
+	norm.xyz += normal.xyz;
 	norm.xyz = (mat*norm).xyz;
 	norm.xyz = normalize(norm.xyz-pos.xyz);
 		
 	calcAtmospherics(pos.xyz);
 
-	vec4 color = calcLighting(pos.xyz, norm.xyz, gl_Color, vec4(0.));
+	vec4 color = calcLighting(pos.xyz, norm.xyz, diffuse_color, vec4(0.));
 	gl_FrontColor = color;
 	
 	gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0);
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl
index b493f76fcc60ce17619dbb09a46fbde93e2fa63d..39fad42acb416a6b2fbbceab5f555e4798563fcd 100644
--- a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl
@@ -5,7 +5,10 @@
  * $/LicenseInfo$
  */
  
-
+attribute vec3 position;
+attribute vec3 normal;
+attribute vec4 diffuse_color;
+attribute vec2 texcoord0;
 
 vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
 void calcAtmospherics(vec3 inPositionEye);
@@ -13,16 +16,15 @@ void calcAtmospherics(vec3 inPositionEye);
 void main()
 {
 	//transform vertex
-	gl_Position = ftransform();
-	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
-	
-	vec4 pos = (gl_ModelViewMatrix * gl_Vertex);
-	
-	vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
+	vec4 pos = (gl_ModelViewMatrix * vec4(position.xyz, 1.0));
+	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);
+	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1);
+		
+	vec3 norm = normalize(gl_NormalMatrix * normal);
 
 	calcAtmospherics(pos.xyz);
 
-	vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
+	vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
 	gl_FrontColor = color;
 
 	gl_FogFragCoord = pos.z;
diff --git a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl
index 3e8b719f9392bc800651c762621924063e6392b9..e6d5c00c4d937a8262b30d0d37f99bf4fd52d7c6 100644
--- a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl
+++ b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl
@@ -6,6 +6,10 @@
  */
  
 
+attribute vec3 position;
+attribute vec4 diffuse_color;
+attribute vec3 normal;
+attribute vec2 texcoord0;
 
 vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol);
 void calcAtmospherics(vec3 inPositionEye);
@@ -13,17 +17,17 @@ void calcAtmospherics(vec3 inPositionEye);
 void main()
 {
 	//transform vertex
-	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
-	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
-	
-	vec3 pos = (gl_ModelViewMatrix * gl_Vertex).xyz;
-	vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
+	vec3 pos = (gl_ModelViewMatrix * vec4(position.xyz, 1.0)).xyz;
+	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);
+	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1);
+		
+	vec3 norm = normalize(gl_NormalMatrix * normal);
 
 	calcAtmospherics(pos.xyz);
 	
 	// vec4 specular = specularColor;
 	vec4 specular = vec4(1.0);
-	vec4 color = calcLightingSpecular(pos, norm, gl_Color, specular, vec4(0.0));
+	vec4 color = calcLightingSpecular(pos, norm, diffuse_color, specular, vec4(0.0));
 			
 	gl_FrontColor = color;
 	gl_FogFragCoord = pos.z;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
index 948a52da5b83f96d9ffe1878dd99154a1bc31fee..97fe7029e1e452d15294f88b973af98a6d0d5461 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
@@ -5,7 +5,10 @@
  * $License$
  */
  
-
+attribute vec3 position;
+attribute vec3 normal;
+attribute vec4 diffuse_color;
+attribute vec2 texcoord0;
 
 vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
 void calcAtmospherics(vec3 inPositionEye);
@@ -59,18 +62,18 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
 
 void main()
 {
-	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1);
 	
 	mat4 mat = getObjectSkinnedTransform();
 	
 	mat = gl_ModelViewMatrix * mat;
 	
-	vec3 pos = (mat*gl_Vertex).xyz;
+	vec3 pos = (mat*position).xyz;
 	
 	gl_Position = gl_ProjectionMatrix * vec4(pos, 1.0);
 	
-	vec4 n = gl_Vertex;
-	n.xyz += gl_Normal.xyz;
+	vec4 n = position;
+	n.xyz += normal.xyz;
 	n.xyz = (mat*n).xyz;
 	n.xyz = normalize(n.xyz-pos.xyz);
 	
@@ -81,8 +84,8 @@ void main()
 			
 	calcAtmospherics(pos.xyz);
 
-	//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
-	vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
+	//vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
+	vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a);
 
 	// Collect normal lights
 	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a);
@@ -92,23 +95,23 @@ void main()
 	col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a);
 	col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a);
 	
-	vary_pointlight_col = col.rgb*gl_Color.rgb;
+	vary_pointlight_col = col.rgb*diffuse_color.rgb;
 
 	col.rgb = vec3(0,0,0);
 
 	// Add windlight lights
 	col.rgb = atmosAmbient(vec3(0.));
 		
-	vary_ambient = col.rgb*gl_Color.rgb;
-	vary_directional.rgb = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a)));
+	vary_ambient = col.rgb*diffuse_color.rgb;
+	vary_directional.rgb = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a)));
 	
-	col.rgb = min(col.rgb*gl_Color.rgb, 1.0);
+	col.rgb = min(col.rgb*diffuse_color.rgb, 1.0);
 	
 	gl_FrontColor = col;
 
 	gl_FogFragCoord = pos.z;
 	
-	pos.xyz = (gl_ModelViewProjectionMatrix * gl_Vertex).xyz;
+	pos.xyz = (gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0)).xyz;
 	vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
 	
 }
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
index f616ecc872389ba7a816d2b0c3fb3ae688b7f368..91dcca46072cf0f093af5c1891560d11c9c16a59 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
@@ -5,7 +5,10 @@
  * $/LicenseInfo$
  */
  
-
+attribute vec4 position;
+attribute vec3 normal;
+attribute vec4 diffuse_color;
+attribute vec2 texcoord0;
 
 vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
 void calcAtmospherics(vec3 inPositionEye);
@@ -61,22 +64,22 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
 void main()
 {
 	//transform vertex
-	vec4 vert = vec4(gl_Vertex.xyz, 1.0);
-	vary_texture_index = gl_Vertex.w;
-	gl_Position = gl_ModelViewProjectionMatrix * vert; 
-	
-	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
-	
+	vec4 vert = vec4(position.xyz, 1.0);
+	vary_texture_index = position.w;
 	vec4 pos = (gl_ModelViewMatrix * vert);
-	vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
+	gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0);
+	
+	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1);
+		
+	vec3 norm = normalize(gl_NormalMatrix * normal);
 	
 	float dp_directional_light = max(0.0, dot(norm, gl_LightSource[0].position.xyz));
 	vary_position = pos.xyz + gl_LightSource[0].position.xyz * (1.0-dp_directional_light)*shadow_offset;
 		
 	calcAtmospherics(pos.xyz);
 
-	//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
-	vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
+	//vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
+	vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a);
 
 	// Collect normal lights
 	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a);
@@ -86,17 +89,17 @@ void main()
 	col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a);
 	col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a);
 	
-	vary_pointlight_col = col.rgb*gl_Color.rgb;
+	vary_pointlight_col = col.rgb*diffuse_color.rgb;
 
 	col.rgb = vec3(0,0,0);
 
 	// Add windlight lights
 	col.rgb = atmosAmbient(vec3(0.));
 	
-	vary_ambient = col.rgb*gl_Color.rgb;
-	vary_directional.rgb = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a)));
+	vary_ambient = col.rgb*diffuse_color.rgb;
+	vary_directional.rgb = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a)));
 	
-	col.rgb = col.rgb*gl_Color.rgb;
+	col.rgb = col.rgb*diffuse_color.rgb;
 	
 	gl_FrontColor = col;
 
diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
index 01e40afc4f22150c2f488fcbfac7856b6815a583..65c3e5da1049b91160ab35d546580f92e863e9ba 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
@@ -6,6 +6,10 @@
  */
  
 
+attribute vec3 position;
+attribute vec3 normal;
+attribute vec4 diffuse_color;
+attribute vec2 texcoord0;
 
 vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
 mat4 getSkinnedTransform();
@@ -61,20 +65,21 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
 
 void main()
 {
-	gl_TexCoord[0] = gl_MultiTexCoord0;
+	gl_TexCoord[0] = vec4(texcoord0,0,1);
 				
 	vec4 pos;
 	vec3 norm;
 	
 	mat4 trans = getSkinnedTransform();
-	pos.x = dot(trans[0], gl_Vertex);
-	pos.y = dot(trans[1], gl_Vertex);
-	pos.z = dot(trans[2], gl_Vertex);
+	vec4 pos_in = vec4(position.xyz, 1.0);
+	pos.x = dot(trans[0], pos_in);
+	pos.y = dot(trans[1], pos_in);
+	pos.z = dot(trans[2], pos_in);
 	pos.w = 1.0;
 	
-	norm.x = dot(trans[0].xyz, gl_Normal);
-	norm.y = dot(trans[1].xyz, gl_Normal);
-	norm.z = dot(trans[2].xyz, gl_Normal);
+	norm.x = dot(trans[0].xyz, normal);
+	norm.y = dot(trans[1].xyz, normal);
+	norm.z = dot(trans[2].xyz, normal);
 	norm = normalize(norm);
 		
 	gl_Position = gl_ProjectionMatrix * pos;
@@ -84,9 +89,9 @@ void main()
 	
 	calcAtmospherics(pos.xyz);
 
-	//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
+	//vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
 
-	vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
+	vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a);
 
 	// Collect normal lights
 	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a);
@@ -96,17 +101,17 @@ void main()
 	col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a);
 	col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a);
 	
-	vary_pointlight_col = col.rgb*gl_Color.rgb;
+	vary_pointlight_col = col.rgb*diffuse_color.rgb;
 
 	col.rgb = vec3(0,0,0);
 
 	// Add windlight lights
 	col.rgb = atmosAmbient(vec3(0.));
 	
-	vary_ambient = col.rgb*gl_Color.rgb;
-	vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a)));
+	vary_ambient = col.rgb*diffuse_color.rgb;
+	vary_directional = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a)));
 	
-	col.rgb = min(col.rgb*gl_Color.rgb, 1.0);
+	col.rgb = min(col.rgb*diffuse_color.rgb, 1.0);
 	
 	gl_FrontColor = col;
 
diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl b/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl
index 393084a3db72d9535d533e2bbe5090cbad351aa4..5e19a3b04357d2139c0ec83a534632249a4f029c 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl
@@ -6,6 +6,7 @@
  */
  
 
+attribute vec3 position;
 
 varying vec2 vary_fragcoord;
 uniform vec2 screen_res;
@@ -13,7 +14,7 @@ uniform vec2 screen_res;
 void main()
 {
 	//transform vertex
-	gl_Position = ftransform(); 
-	vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
+	vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);
+	gl_Position = pos; 
 	vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
 }
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl
index 745cc0199236aeff1ade125a59f78bd48b15d382..d2e3415d914c39b55347ffd8c936edc3afcd5500 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl
@@ -6,6 +6,8 @@
  */
  
 
+attribute vec3 position;
+attribute vec2 texcoord0;
 
 uniform vec2 screen_res;
 
@@ -14,13 +16,11 @@ varying vec2 vary_fragcoord;
 void main()
 {
 	//transform vertex
-	gl_Position = ftransform(); 
+	vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);
+	gl_Position = pos; 
+	
 	
-	vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
 	vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
 		
-	vec4 tex = gl_MultiTexCoord0;
-	tex.w = 1.0;
-	
-	vary_light = gl_MultiTexCoord0;
+	vary_light = vec4(texcoord0,0,1);
 }
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl
index 814deb3677ab6489c305175878b9b905911996b5..6795b55dc6990ba3a8b196728b37ecf54685c533 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl
@@ -5,6 +5,10 @@
  * $/LicenseInfo$
  */
  
+attribute vec3 position;
+attribute vec3 normal;
+attribute vec4 diffuse_color;
+attribute vec2 texcoord0;
 
 
 varying vec4 vary_light;
@@ -15,13 +19,14 @@ uniform vec2 screen_res;
 void main()
 {
 	//transform vertex
-	gl_Position = ftransform(); 
-	vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
+	vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);
+	gl_Position = pos; 
+	
 	vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;	
-	vec4 tex = gl_MultiTexCoord0;
+	vec4 tex = vec4(texcoord0,0,1);
 	tex.w = 1.0;
 	
-	vary_light = gl_MultiTexCoord0;
+	vary_light = vec4(texcoord0,0,1);
 		
-	gl_FrontColor = gl_Color;
+	gl_FrontColor = diffuse_color;
 }
diff --git a/indra/newview/app_settings/shaders/class2/effects/blurV.glsl b/indra/newview/app_settings/shaders/class2/effects/blurV.glsl
index de469542f98cfec18c6332b5ee82fa75ec4c8ef6..68f79fba82fdef7fead8632368aead19333bc835 100644
--- a/indra/newview/app_settings/shaders/class2/effects/blurV.glsl
+++ b/indra/newview/app_settings/shaders/class2/effects/blurV.glsl
@@ -6,6 +6,8 @@
  */
  
 
+attribute vec3 position;
+attribute vec2 texcoord0;
 
 uniform vec2 texelSize;
 uniform vec2 blurDirection;
@@ -14,10 +16,10 @@ uniform float blurWidth;
 void main(void)
 {
 	// Transform vertex
-	gl_Position = ftransform();
+	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);
 	
 	vec2 blurDelta = texelSize * blurDirection * vec2(blurWidth, blurWidth);
-	vec2 s = gl_MultiTexCoord0.st - (blurDelta * 3.0);
+	vec2 s = vec4(texcoord0,0,1).st - (blurDelta * 3.0);
 	
 	// for (int i = 0; i < 7; i++) {
 		// gl_TexCoord[i].st = s + (i * blurDelta);
diff --git a/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl b/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl
index 9c52b8dd5d45f6a926379fe8c0f8b5c04e544f0f..7dd2ead2001bc1394017fb059fb4d5e0e6c87ee4 100644
--- a/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl
+++ b/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl
@@ -6,11 +6,15 @@
  */
  
 
+attribute vec3 position;
+attribute vec2 texcoord0;
+attribute vec2 texcoord1;
+
 
 void main(void)
 {
 	//transform vertex
-	gl_Position = ftransform();
-	gl_TexCoord[0] = gl_MultiTexCoord0;
-	gl_TexCoord[1] = gl_MultiTexCoord1;
+	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);
+	gl_TexCoord[0] = vec4(texcoord0,0,1);
+	gl_TexCoord[1] = vec4(texcoord1,0,1);
 }
diff --git a/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl b/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl
index 2658bee88da1296f48d0c607be49f4493f212d98..b5367b5dae112ec6b37f178a75226b5811e22ab0 100644
--- a/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl
+++ b/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl
@@ -6,6 +6,12 @@
  */
  
 
+attribute vec3 position;
+attribute vec3 normal;
+attribute vec4 diffuse_color;
+attribute vec2 texcoord0;
+attribute vec2 texcoord1;
+
 
 void calcAtmospherics(vec3 inPositionEye);
 
@@ -28,24 +34,24 @@ vec4 texgen_object(vec4  vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1)
 void main()
 {
 	//transform vertex
-	gl_Position = ftransform();
+	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);
+
+	vec4 pos = gl_ModelViewMatrix * vec4(position.xyz, 1.0);
+	vec3 norm = normalize(gl_NormalMatrix * normal);
 
-	vec4 pos = gl_ModelViewMatrix * gl_Vertex;
-	vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
+	calcAtmospherics(pos.xyz);
 
 	/// Potentially better without it for water.
 	pos /= pos.w;
 
-	calcAtmospherics((gl_ModelViewMatrix * gl_Vertex).xyz);
-
-	vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0));
+	vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0));
 	
 	gl_FrontColor = color;
 
 	// Transform and pass tex coords
- 	gl_TexCoord[0].xy = texgen_object(gl_Vertex, gl_MultiTexCoord0, gl_TextureMatrix[0], gl_ObjectPlaneS[0], gl_ObjectPlaneT[0]).xy;
+ 	gl_TexCoord[0].xy = texgen_object(vec4(position.xyz, 1.0), vec4(texcoord0,0,1), gl_TextureMatrix[0], gl_ObjectPlaneS[0], gl_ObjectPlaneT[0]).xy;
 	
-	vec4 t = gl_MultiTexCoord1;
+	vec4 t = vec4(texcoord1,0,1);
 	
 	gl_TexCoord[0].zw = t.xy;
 	gl_TexCoord[1].xy = t.xy-vec2(2.0, 0.0);
diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
index 3d43a1813a53f4329751bc760b0305f93e024d6e..bc927cfdb66b70d0229a7769e2e80901012acbdb 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
@@ -5,8 +5,6 @@
  * $/LicenseInfo$
  */
  
-
-
 float calcDirectionalLight(vec3 n, vec3 l);
 float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);
 
diff --git a/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl
index f49e74406fd19c5490849e7b3f731acfdd04df36..72a18c6858ba6f6dff9edaba0a2623c5271f0e4f 100644
--- a/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl
+++ b/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl
@@ -13,23 +13,28 @@ uniform vec4 origin;
 
 varying float vary_texture_index;
 
+attribute vec4 position;
+attribute vec3 normal;
+attribute vec4 diffuse_color;
+attribute vec2 texcoord0;
+
 void main()
 {
 	//transform vertex
-	vec4 vert = vec4(gl_Vertex.xyz,1.0);
-	vary_texture_index = gl_Vertex.w;
-	gl_Position = gl_ModelViewProjectionMatrix*vert;
-	
+	vec4 vert = vec4(position.xyz,1.0);
+	vary_texture_index = position.w;
 	vec4 pos = (gl_ModelViewMatrix * vert);
-	vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
+	gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0);
+	
+	vec3 norm = normalize(gl_NormalMatrix * normal);
 	vec3 ref = reflect(pos.xyz, -norm);
 
-	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1);
 	gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0);
 
 	calcAtmospherics(pos.xyz);
 
-	gl_FrontColor = gl_Color;
+	gl_FrontColor = diffuse_color;
 
 	gl_FogFragCoord = pos.z;
 }
diff --git a/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl b/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl
index 3076fa3260035ddd247467927c02fbfe9af19794..cf8ea23c36a609964fa6089f1f09c71b95a3c7eb 100644
--- a/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl
+++ b/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl
@@ -5,6 +5,11 @@
  * $/LicenseInfo$
  */
  
+ 
+attribute vec4 position;
+attribute vec2 texcoord0;
+attribute vec3 normal;
+attribute vec4 diffuse_color;
 
 
 void calcAtmospherics(vec3 inPositionEye);
@@ -14,16 +19,15 @@ varying float vary_texture_index;
 void main()
 {
 	//transform vertex
-	vec4 vert = vec4(gl_Vertex.xyz,1.0);
-	vary_texture_index = gl_Vertex.w;
-	gl_Position = gl_ModelViewProjectionMatrix*vert;
-	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
-	
+	vec4 vert = vec4(position.xyz,1.0);
+	vary_texture_index = position.w;
 	vec4 pos = (gl_ModelViewMatrix * vert);
-
+	gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0);
+	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1);
+	
 	calcAtmospherics(pos.xyz);
 
-	gl_FrontColor = gl_Color;
+	gl_FrontColor = diffuse_color;
 
 	gl_FogFragCoord = pos.z;
 }
diff --git a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl
index 49992d353555757efe783be2a3f641dd0b078e17..5d633f53d57da83316bc9085b5cb471ba926c967 100644
--- a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl
+++ b/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl
@@ -6,6 +6,10 @@
  */
  
 
+attribute vec4 position;
+attribute vec2 texcoord0;
+attribute vec3 normal;
+attribute vec4 diffuse_color;
 
 vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
 
@@ -18,20 +22,20 @@ uniform vec4 origin;
 void main()
 {
 	//transform vertex
-	vec4 vert = vec4(gl_Vertex.xyz,1.0);
-	vary_texture_index = gl_Vertex.w;
-	gl_Position = gl_ModelViewProjectionMatrix*vert;
-	
+	vec4 vert = vec4(position.xyz,1.0);
+	vary_texture_index = position.w;
 	vec4 pos = (gl_ModelViewMatrix * vert);
-	vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
+	gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0);
+		
+	vec3 norm = normalize(gl_NormalMatrix * normal);
 	vec3 ref = reflect(pos.xyz, -norm);
 
-	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1);
 	gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0);
 
 	calcAtmospherics(pos.xyz);
 
-	gl_FrontColor = calcLighting(pos.xyz, norm, gl_Color, vec4(0.0));
+	gl_FrontColor = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.0));
 
 	gl_FogFragCoord = pos.z;
 }
diff --git a/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl
index 5e02391767fefedd416b6fb0a0cd69ae0aaedb68..4f53cde40c097a28ccc9a5022b208913f096d607 100644
--- a/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl
+++ b/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl
@@ -7,6 +7,11 @@
  
 
 
+attribute vec4 position;
+attribute vec2 texcoord0;
+attribute vec3 normal;
+attribute vec4 diffuse_color;
+
 vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
 void calcAtmospherics(vec3 inPositionEye);
 
@@ -15,18 +20,19 @@ varying float vary_texture_index;
 void main()
 {
 	//transform vertex
-	vec4 vert = vec4(gl_Vertex.xyz,1.0);
-	vary_texture_index = gl_Vertex.w;
-	gl_Position = gl_ModelViewProjectionMatrix*vert;
-	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
-	
+	vec4 vert = vec4(position.xyz,1.0);
+	vary_texture_index = position.w;
 	vec4 pos = (gl_ModelViewMatrix * vert);
+	gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0);
+	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0, 0, 1);
+	
+	
 	
-	vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
+	vec3 norm = normalize(gl_NormalMatrix * normal);
 
 	calcAtmospherics(pos.xyz);
 
-	vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
+	vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
 	gl_FrontColor = color;
 
 	gl_FogFragCoord = pos.z;
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
index 3eac63076c19119a7e0f78e4c0d68f20e2dcf26e..9ba5e97a953a52841220b84c0f4975075fe5cb63 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
@@ -5,7 +5,8 @@
  * $/LicenseInfo$
  */
  
-
+attribute vec3 position;
+attribute vec2 texcoord0;
 
 //////////////////////////////////////////////////////////////////////////
 // The vertex shader for creating the atmospheric sky
@@ -41,12 +42,12 @@ void main()
 {
 
 	// World / view / projection
-	gl_Position = ftransform();
+	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);
 
-	gl_TexCoord[0] = gl_MultiTexCoord0;
+	gl_TexCoord[0] = vec4(texcoord0,0,1);
 
 	// Get relative position
-	vec3 P = gl_Vertex.xyz - camPosLocal.xyz + vec3(0,50,0);
+	vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
 
 	// Set altitude
 	if (P.y > 0.)
@@ -142,7 +143,7 @@ void main()
 
 
 	// Texture coords
-	gl_TexCoord[0] = gl_MultiTexCoord0;
+	gl_TexCoord[0] = vec4(texcoord0,0,1);
 	gl_TexCoord[0].xy -= 0.5;
 	gl_TexCoord[0].xy /= cloud_scale.x;
 	gl_TexCoord[0].xy += 0.5;
diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
index 1ea00f723afcab0ed9f5f746f194f1ab2e5e7dde..31c995a542f0ef9d3d57c8ac0f9c1df851e4edd5 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
@@ -6,6 +6,8 @@
  */
  
 
+attribute vec3 position;
+attribute vec2 texcoord0;
 
 // SKY ////////////////////////////////////////////////////////////////////////
 // The vertex shader for creating the atmospheric sky
@@ -39,12 +41,12 @@ void main()
 {
 
 	// World / view / projection
-	gl_Position = ftransform();
-	gl_TexCoord[0] = gl_MultiTexCoord0;
+	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);
+	gl_TexCoord[0] = vec4(texcoord0,0,1);
 
 	// Get relative position
-	vec3 P = gl_Vertex.xyz - camPosLocal.xyz + vec3(0,50,0);
-	//vec3 P = gl_Vertex.xyz + vec3(0,50,0);
+	vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
+	//vec3 P = position.xyz + vec3(0,50,0);
 
 	// Set altitude
 	if (P.y > 0.)
diff --git a/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl b/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl
index 3d970d252c6e581b9fbe879fcd8f434df8077337..f65dfff42fb9444d136da417f997b351d06e4413 100644
--- a/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl
+++ b/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl
@@ -5,38 +5,39 @@
  * $/LicenseInfo$
  */
  
-
+attribute vec3 position;
+attribute vec3 normal;
+attribute vec2 texcoord0;
+attribute vec4 clothing; 
 
 vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
 mat4 getSkinnedTransform();
 void calcAtmospherics(vec3 inPositionEye);
 
-attribute vec4 clothing; //4
-
-attribute vec4 gWindDir;		//7
-attribute vec4 gSinWaveParams; //3
-attribute vec4 gGravity;		//5
+uniform vec4 gWindDir;		
+uniform vec4 gSinWaveParams; 
+uniform vec4 gGravity;		
 
 const vec4 gMinMaxConstants = vec4(1.0, 0.166666, 0.0083143, .00018542);	 // #minimax-generated coefficients
 const vec4 gPiConstants	= vec4(0.159154943, 6.28318530, 3.141592653, 1.5707963); //	# {1/2PI, 2PI, PI, PI/2}
 
 void main()
 {
-	gl_TexCoord[0] = gl_MultiTexCoord0;
+	gl_TexCoord[0] = vec4(texcoord0,0,1);
 		
 	vec4 pos;
 	mat4 trans = getSkinnedTransform();
 		
 	vec3 norm;
-	norm.x = dot(trans[0].xyz, gl_Normal);
-	norm.y = dot(trans[1].xyz, gl_Normal);
-	norm.z = dot(trans[2].xyz, gl_Normal);
+	norm.x = dot(trans[0].xyz, normal);
+	norm.y = dot(trans[1].xyz, normal);
+	norm.z = dot(trans[2].xyz, normal);
 	norm = normalize(norm);
 		
 	//wind
 	vec4 windEffect;
 	windEffect = vec4(dot(norm, gWindDir.xyz));	
-	pos.x = dot(trans[2].xyz, gl_Vertex.xyz);
+	pos.x = dot(trans[2].xyz, position.xyz);
 	windEffect.xyz = pos.x * vec3(0.015, 0.015, 0.015)
 						+ windEffect.xyz;
 	windEffect.w = windEffect.w * 2.0 + 1.0;				// move wind offset value to [-1, 3]
@@ -83,7 +84,7 @@ void main()
 	sinWave.xyz = max(sinWave.xyz, vec3(-1.0, -1.0, -1.0));	// clamp to underlying body shape
 	offsetPos = clothing * sinWave.x;						// multiply wind effect times clothing displacement
 	temp2 = gWindDir*sinWave.z + vec4(norm,0);				// calculate normal offset due to wind oscillation
-	offsetPos = vec4(1.0,1.0,1.0,0.0)*offsetPos+gl_Vertex;	// add to offset vertex position, and zero out effect from w
+	offsetPos = vec4(1.0,1.0,1.0,0.0)*offsetPos+vec4(position.xyz, 1.0);	// add to offset vertex position, and zero out effect from w
 	norm += temp2.xyz*2.0;									// add sin wave effect on normals (exaggerated)
 	
 	//add "backlighting" effect
@@ -101,7 +102,7 @@ void main()
 
 	calcAtmospherics(pos.xyz);
 	
-	vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.0));			
+	vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.0));			
 	gl_FrontColor = color; 
 					
 	gl_Position = gl_ProjectionMatrix * pos;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl
index eebe930666a60742bb73b063f384b32d99d4f726..b769e1ee1d9ec917a46bed4b668a1238a469d2ab 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl
@@ -5,7 +5,7 @@
  * $/LicenseInfo$
  */
  
-
+attribute vec3 position;
 
 varying vec2 vary_fragcoord;
 uniform vec2 screen_res;
@@ -13,7 +13,7 @@ uniform vec2 screen_res;
 void main()
 {
 	//transform vertex
-	gl_Position = ftransform(); 
-	vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
+	vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);
+	gl_Position = pos; 	
 	vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
 }
diff --git a/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl b/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl
index 7e20d71529ea52671fd1a19d10134e93f15adde0..057d36ed2244d9d08a68d9c69b716bc424ec0053 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl
@@ -5,6 +5,7 @@
  * $/LicenseInfo$
  */
  
+attribute vec3 position;
 
 
 varying vec2 vary_fragcoord;
@@ -13,7 +14,7 @@ uniform vec2 screen_res;
 void main()
 {
 	//transform vertex
-	gl_Position = ftransform(); 
-	vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
+	vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);
+	gl_Position = pos;
 	vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
 }
diff --git a/indra/newview/app_settings/shaders/class3/deferred/giV.glsl b/indra/newview/app_settings/shaders/class3/deferred/giV.glsl
index e86f2896da5fbc006f817a4f03a256599a7a69e3..d97d7ea82d8fa8d57b2d423d06af1fc29e1fbb12 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/giV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/giV.glsl
@@ -5,6 +5,9 @@
  * $/LicenseInfo$
  */
  
+attribute vec3 position;
+attribute vec4 diffuse_color;
+attribute vec2 texcoord0;
 
 
 varying vec2 vary_fragcoord;
@@ -14,11 +17,12 @@ uniform vec2 screen_res;
 void main()
 {
 	//transform vertex
-	gl_Position = ftransform(); 
-	vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
+	vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);
+	gl_Position = pos; 
+	
 	vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;	
-	vec4 tex = gl_MultiTexCoord0;
+	vec4 tex = vec4(texcoord0,0,1);
 	tex.w = 1.0;
 
-	gl_FrontColor = gl_Color;
+	gl_FrontColor = diffuse_color;
 }
diff --git a/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl b/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl
index 9afeac6ddfa76c4ce00d63f57325d8defc09f166..5bdb69fb6fc632fae4326c698f66478342809389 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl
@@ -5,18 +5,20 @@
  * $/LicenseInfo$
  */
  
-
-
 varying vec2 vary_fragcoord;
 
 uniform vec2 screen_res;
 
+attribute vec3 position;
+attribute vec4 diffuse_color;
+
 void main()
 {
 	//transform vertex
-	gl_Position = ftransform(); 
-	vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
+	vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);
+	gl_Position = pos; 
+	
 	vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;	
 
-	gl_FrontColor = gl_Color;
+	gl_FrontColor = diffuse_color;
 }
diff --git a/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl b/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl
index 876f65ee3adc86302c81426f8ce576b67ae96a95..25810986095cfb73651c808dcecf82a49cb1fe4c 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl
@@ -5,7 +5,7 @@
  * $/LicenseInfo$
  */
  
-
+attribute vec3 position;
 
 varying vec2 vary_fragcoord;
 uniform vec2 screen_res;
@@ -13,7 +13,7 @@ uniform vec2 screen_res;
 void main()
 {
 	//transform vertex
-	gl_Position = ftransform(); 
-	vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
+	vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);
+	gl_Position = pos; 
 	vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
 }
diff --git a/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl b/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl
index eebe930666a60742bb73b063f384b32d99d4f726..ed6fd1ee805c69372095d0f0b237f5535fa3c484 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl
@@ -5,7 +5,7 @@
  * $/LicenseInfo$
  */
  
-
+attribute vec3 position;
 
 varying vec2 vary_fragcoord;
 uniform vec2 screen_res;
@@ -13,7 +13,7 @@ uniform vec2 screen_res;
 void main()
 {
 	//transform vertex
-	gl_Position = ftransform(); 
-	vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
+	vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);
+	gl_Position = pos; 
 	vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
 }
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl
index 745cc0199236aeff1ade125a59f78bd48b15d382..9872c9f366c874239448a0ce403584dc0925f8de 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl
@@ -6,6 +6,8 @@
  */
  
 
+attribute vec3 position;
+attribute vec2 texcoord0;
 
 uniform vec2 screen_res;
 
@@ -14,13 +16,10 @@ varying vec2 vary_fragcoord;
 void main()
 {
 	//transform vertex
-	gl_Position = ftransform(); 
+	vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);
+	gl_Position = pos; 	
 	
-	vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
 	vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
 		
-	vec4 tex = gl_MultiTexCoord0;
-	tex.w = 1.0;
-	
-	vary_light = gl_MultiTexCoord0;
+	vary_light = vec4(texcoord0,0,1);
 }
diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
index 24bbc0a1a115c6267ab5948ebc3b23f51de38b88..9144b8361f52748b8c2d9cb35942a42d148fdd01 100644
--- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
+++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
@@ -6,7 +6,6 @@
  */
  
 
-
 float calcDirectionalLight(vec3 n, vec3 l);
 float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);
 
diff --git a/indra/newview/llagent.cpp b/indra/newview/llagent.cpp
index 492cfe7c1ba8cde93ca0be2c85d29a8a76030e4b..e3be6b0402d5263b066f19a71af4069bbdf76ac6 100755
--- a/indra/newview/llagent.cpp
+++ b/indra/newview/llagent.cpp
@@ -3925,7 +3925,7 @@ void LLAgent::renderAutoPilotTarget()
 		gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
 
 		// lovely green
-		glColor4f(0.f, 1.f, 1.f, 1.f);
+		gGL.diffuseColor4f(0.f, 1.f, 1.f, 1.f);
 
 		target_global = mAutoPilotTargetGlobal;
 
diff --git a/indra/newview/lldrawpool.cpp b/indra/newview/lldrawpool.cpp
index 286284f828e13af883bce36d6ce5dba52da5fd27..0c572def72cffba67b5404c5b2ca2420ff2bb555 100644
--- a/indra/newview/lldrawpool.cpp
+++ b/indra/newview/lldrawpool.cpp
@@ -384,7 +384,7 @@ BOOL LLFacePool::LLOverrideFaceColor::sOverrideFaceColor = FALSE;
 
 void LLFacePool::LLOverrideFaceColor::setColor(const LLColor4& color)
 {
-	glColor4fv(color.mV);
+	gGL.diffuseColor4fv(color.mV);
 }
 
 void LLFacePool::LLOverrideFaceColor::setColor(const LLColor4U& color)
@@ -394,7 +394,7 @@ void LLFacePool::LLOverrideFaceColor::setColor(const LLColor4U& color)
 
 void LLFacePool::LLOverrideFaceColor::setColor(F32 r, F32 g, F32 b, F32 a)
 {
-	glColor4f(r,g,b,a);
+	gGL.diffuseColor4f(r,g,b,a);
 }
 
 
diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp
index 9719140a37a52f26214fad5e6145cea7be7f68aa..ef8819d9b54dffefb09f6ef83bff7d634cb71ec3 100644
--- a/indra/newview/lldrawpoolalpha.cpp
+++ b/indra/newview/lldrawpoolalpha.cpp
@@ -54,7 +54,7 @@ static BOOL deferred_render = FALSE;
 
 LLDrawPoolAlpha::LLDrawPoolAlpha(U32 type) :
 		LLRenderPass(type), current_shader(NULL), target_shader(NULL),
-		simple_shader(NULL), fullbright_shader(NULL),
+		simple_shader(NULL), fullbright_shader(NULL), emissive_shader(NULL),
 		mColorSFactor(LLRender::BF_UNDEF), mColorDFactor(LLRender::BF_UNDEF),
 		mAlphaSFactor(LLRender::BF_UNDEF), mAlphaDFactor(LLRender::BF_UNDEF)
 {
@@ -175,11 +175,13 @@ void LLDrawPoolAlpha::beginRenderPass(S32 pass)
 	{
 		simple_shader = &gObjectSimpleWaterAlphaMaskProgram;
 		fullbright_shader = &gObjectFullbrightWaterAlphaMaskProgram;
+		emissive_shader = &gObjectEmissiveWaterProgram;
 	}
 	else
 	{
 		simple_shader = &gObjectSimpleAlphaMaskProgram;
 		fullbright_shader = &gObjectFullbrightAlphaMaskProgram;
+		emissive_shader = &gObjectEmissiveProgram;
 	}
 
 	if (mVertexShaderLevel > 0)
@@ -319,20 +321,22 @@ void LLDrawPoolAlpha::render(S32 pass)
 		BOOL shaders = gPipeline.canUseVertexShaders();
 		if(shaders) 
 		{
-			gObjectFullbrightNonIndexedProgram.bind();
+			gHighlightProgram.bind();
+			gHighlightProgram.uniform4f("highlight_color", 1,0,0,1);
 		}
 		else
 		{
 			gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
+			gGL.diffuseColor4f(1,0,0,1);
 		}
-		glColor4f(1,0,0,1);
+		
 		LLViewerFetchedTexture::sSmokeImagep->addTextureStats(1024.f*1024.f);
 		gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sSmokeImagep, TRUE) ;
 		renderAlphaHighlight(LLVertexBuffer::MAP_VERTEX |
 							LLVertexBuffer::MAP_TEXCOORD0);
 		if(shaders) 
 		{
-			gObjectFullbrightNonIndexedProgram.unbind();
+			gHighlightProgram.unbind();
 		}
 	}
 }
@@ -489,22 +493,25 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
 				
 				// If this alpha mesh has glow, then draw it a second time to add the destination-alpha (=glow).  Interleaving these state-changing calls could be expensive, but glow must be drawn Z-sorted with alpha.
 				if (draw_glow_for_this_partition &&
-				    params.mGlowColor.mV[3] > 0)
+					params.mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_EMISSIVE))
 				{
 					// install glow-accumulating blend mode
 					gGL.blendFunc(LLRender::BF_ZERO, LLRender::BF_ONE, // don't touch color
 						      LLRender::BF_ONE, LLRender::BF_ONE); // add to alpha (glow)
 
+					emissive_shader->bind();
+					
 					// glow doesn't use vertex colors from the mesh data
-					params.mVertexBuffer->setBuffer(mask & ~LLVertexBuffer::MAP_COLOR);
-					glColor4ubv(params.mGlowColor.mV);
-
+					params.mVertexBuffer->setBuffer((mask & ~LLVertexBuffer::MAP_COLOR) | LLVertexBuffer::MAP_EMISSIVE);
+					
 					// do the actual drawing, again
 					params.mVertexBuffer->drawRange(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset);
 					gPipeline.addTrianglesDrawn(params.mCount, params.mDrawMode);
 
 					// restore our alpha blend mode
 					gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor);
+
+					current_shader->bind();
 				}
 			
 				if (tex_setup)
diff --git a/indra/newview/lldrawpoolalpha.h b/indra/newview/lldrawpoolalpha.h
index 12a7ae92b12f9dbd60fd7dee206acf55776c8ae7..a4245e561d85cf3e70a377b59c73405b8f219805 100644
--- a/indra/newview/lldrawpoolalpha.h
+++ b/indra/newview/lldrawpoolalpha.h
@@ -78,6 +78,7 @@ class LLDrawPoolAlpha: public LLRenderPass
 	LLGLSLShader* target_shader;
 	LLGLSLShader* simple_shader;
 	LLGLSLShader* fullbright_shader;	
+	LLGLSLShader* emissive_shader;
 
 	// our 'normal' alpha blend function for this pass
 	LLRender::eBlendFactor mColorSFactor;
diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp
index 694b7dcedd19cb00fed566ebe6f11835f86addf3..dae995e1f5acfdbd187d877433219a7b40ab019f 100644
--- a/indra/newview/lldrawpoolavatar.cpp
+++ b/indra/newview/lldrawpoolavatar.cpp
@@ -263,7 +263,6 @@ void LLDrawPoolAvatar::beginPostDeferredAlpha()
 	gPipeline.bindDeferredShader(*sVertexProgram);
 	
 	sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
-	enable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]);
 }
 
 void LLDrawPoolAvatar::beginDeferredRiggedAlpha()
@@ -314,8 +313,7 @@ void LLDrawPoolAvatar::endPostDeferredAlpha()
 	// if we're in software-blending, remember to set the fence _after_ we draw so we wait till this rendering is done
 	sRenderingSkinned = FALSE;
 	sSkipOpaque = FALSE;
-	disable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]);
-	
+		
 	gPipeline.unbindDeferredShader(*sVertexProgram);
 	sDiffuseChannel = 0;
 	sShaderLevel = mVertexShaderLevel;
@@ -362,13 +360,12 @@ void LLDrawPoolAvatar::beginShadowPass(S32 pass)
 		}
 		//gGL.setAlphaRejectSettings(LLRender::CF_GREATER_EQUAL, 0.2f);
 		
-		glColor4f(1,1,1,1);
+		gGL.diffuseColor4f(1,1,1,1);
 
 		if ((sShaderLevel > 0))  // for hardware blending
 		{
 			sRenderingSkinned = TRUE;
 			sVertexProgram->bind();
-			enable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]);
 		}
 	}
 	else
@@ -389,7 +386,6 @@ void LLDrawPoolAvatar::endShadowPass(S32 pass)
 		{
 			sRenderingSkinned = FALSE;
 			sVertexProgram->unbind();
-			disable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]);
 		}
 	}
 	else
@@ -492,11 +488,6 @@ void LLDrawPoolAvatar::beginRenderPass(S32 pass)
 	//reset vertex buffer mappings
 	LLVertexBuffer::unbind();
 
-	if (pass == 0)
-	{ //make sure no stale colors are left over from a previous render
-		glColor4f(1,1,1,1);
-	}
-
 	if (LLPipeline::sImpostorRender)
 	{ //impostor render does not have impostors or rigid rendering
 		pass += 2;
@@ -535,6 +526,11 @@ void LLDrawPoolAvatar::beginRenderPass(S32 pass)
 		beginRiggedGlow();
 		break;
 	}
+
+	if (pass == 0)
+	{ //make sure no stale colors are left over from a previous render
+		gGL.diffuseColor4f(1,1,1,1);
+	}
 }
 
 void LLDrawPoolAvatar::endRenderPass(S32 pass)
@@ -604,11 +600,11 @@ void LLDrawPoolAvatar::beginRigid()
 	{
 		if (LLPipeline::sUnderWaterRender)
 		{
-			sVertexProgram = &gObjectAlphaMaskNonIndexedWaterProgram;
+			sVertexProgram = &gObjectAlphaMaskNoColorWaterProgram;
 		}
 		else
 		{
-			sVertexProgram = &gObjectAlphaMaskNonIndexedProgram;
+			sVertexProgram = &gObjectAlphaMaskNoColorProgram;
 		}
 		
 		if (sVertexProgram != NULL)
@@ -692,11 +688,11 @@ void LLDrawPoolAvatar::beginSkinned()
 	{
 		if (LLPipeline::sUnderWaterRender)
 		{
-			sVertexProgram = &gObjectAlphaMaskNonIndexedWaterProgram;
+			sVertexProgram = &gObjectAlphaMaskNoColorWaterProgram;
 		}
 		else
 		{
-			sVertexProgram = &gObjectAlphaMaskNonIndexedProgram;
+			sVertexProgram = &gObjectAlphaMaskNoColorProgram;
 		}
 	}
 	
@@ -705,17 +701,6 @@ void LLDrawPoolAvatar::beginSkinned()
 		sRenderingSkinned = TRUE;
 
 		sVertexProgram->bind();
-		if (sShaderLevel >= SHADER_LEVEL_CLOTH)
-		{
-			enable_cloth_weights(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_CLOTHING]);
-		}
-		enable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]);
-
-		if (sShaderLevel >= SHADER_LEVEL_BUMP)
-		{
-			enable_binormals(sVertexProgram->mAttribute[LLViewerShaderMgr::BINORMAL]);
-		}
-		
 		sVertexProgram->enableTexture(LLViewerShaderMgr::BUMP_MAP);
 		gGL.getTexUnit(0)->activate();
 	}
@@ -743,16 +728,6 @@ void LLDrawPoolAvatar::endSkinned()
 		sRenderingSkinned = FALSE;
 		sVertexProgram->disableTexture(LLViewerShaderMgr::BUMP_MAP);
 		gGL.getTexUnit(0)->activate();
-		disable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]);
-		if (sShaderLevel >= SHADER_LEVEL_BUMP)
-		{
-			disable_binormals(sVertexProgram->mAttribute[LLViewerShaderMgr::BINORMAL]);
-		}
-		if ((sShaderLevel >= SHADER_LEVEL_CLOTH))
-		{
-			disable_cloth_weights(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_CLOTHING]);
-		}
-
 		sVertexProgram->unbind();
 		sShaderLevel = mVertexShaderLevel;
 	}
@@ -1027,8 +1002,6 @@ void LLDrawPoolAvatar::beginDeferredSkinned()
 	sVertexProgram->bind();
 	
 	sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
-	enable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]);
-
 	gGL.getTexUnit(0)->activate();
 }
 
@@ -1036,7 +1009,6 @@ void LLDrawPoolAvatar::endDeferredSkinned()
 {
 	// if we're in software-blending, remember to set the fence _after_ we draw so we wait till this rendering is done
 	sRenderingSkinned = FALSE;
-	disable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]);
 	sVertexProgram->unbind();
 
 	sVertexProgram->disableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
@@ -1150,10 +1122,10 @@ void LLDrawPoolAvatar::renderAvatars(LLVOAvatar* single_avatar, S32 pass)
 		return;
 	}
 
-	if (single_avatar && avatarp->mSpecialRenderMode >= 1) // 1=anim preview, 2=image preview,  3=morph view
+	/*if (single_avatar && avatarp->mSpecialRenderMode >= 1) // 1=anim preview, 2=image preview,  3=morph view
 	{
 		gPipeline.enableLightsAvatarEdit(LLColor4(.5f, .5f, .5f, 1.f));
-	}
+	}*/
 	
 	if (pass == 1)
 	{
@@ -1262,16 +1234,16 @@ void LLDrawPoolAvatar::renderAvatars(LLVOAvatar* single_avatar, S32 pass)
 		wind = wind * rot_mat;
 		wind.mV[VW] = avatarp->mWindVec.mV[VW];
 
-		sVertexProgram->vertexAttrib4fv(LLViewerShaderMgr::AVATAR_WIND, wind.mV);
+		sVertexProgram->uniform4fv(LLViewerShaderMgr::AVATAR_WIND, 1, wind.mV);
 		F32 phase = -1.f * (avatarp->mRipplePhase);
 
 		F32 freq = 7.f + (noise1(avatarp->mRipplePhase) * 2.f);
 		LLVector4 sin_params(freq, freq, freq, phase);
-		sVertexProgram->vertexAttrib4fv(LLViewerShaderMgr::AVATAR_SINWAVE, sin_params.mV);
+		sVertexProgram->uniform4fv(LLViewerShaderMgr::AVATAR_SINWAVE, 1, sin_params.mV);
 
 		LLVector4 gravity(0.f, 0.f, -CLOTHING_GRAVITY_EFFECT, 0.f);
 		gravity = gravity * rot_mat;
-		sVertexProgram->vertexAttrib4fv(LLViewerShaderMgr::AVATAR_GRAVITY, gravity.mV);
+		sVertexProgram->uniform4fv(LLViewerShaderMgr::AVATAR_GRAVITY, 1, gravity.mV);
 	}
 
 	if( !single_avatar || (avatarp == single_avatar) )
@@ -1509,7 +1481,7 @@ void LLDrawPoolAvatar::renderRigged(LLVOAvatar* avatar, U32 type, bool glow)
 
 			if (glow)
 			{
-				glColor4f(0,0,0,face->getTextureEntry()->getGlow());
+				gGL.diffuseColor4f(0,0,0,face->getTextureEntry()->getGlow());
 			}
 
 			gGL.getTexUnit(sDiffuseChannel)->bind(face->getTexture());
@@ -1662,7 +1634,7 @@ LLVertexBufferAvatar::LLVertexBufferAvatar()
 
 void LLVertexBufferAvatar::setupVertexBuffer(U32 data_mask) const
 {
-	if (sRenderingSkinned)
+	/*if (sRenderingSkinned)
 	{
 		U8* base = useVBOs() ? (U8*) mAlignedOffset : mMappedData;
 
@@ -1686,8 +1658,8 @@ void LLVertexBufferAvatar::setupVertexBuffer(U32 data_mask) const
 		}
 	}
 	else
-	{
+	{*/
 		LLVertexBuffer::setupVertexBuffer(data_mask);
-	}
+	//}
 }
 
diff --git a/indra/newview/lldrawpoolbump.cpp b/indra/newview/lldrawpoolbump.cpp
index d801f6df18a6518b1beac2f4cf6e1f20e8c50f36..a0990ca6452d63bc0520880fc51d3538b086ae51 100644
--- a/indra/newview/lldrawpoolbump.cpp
+++ b/indra/newview/lldrawpoolbump.cpp
@@ -762,7 +762,7 @@ void LLDrawPoolBump::renderBump(U32 pass)
 	LLGLDisable fog(GL_FOG);
 	LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE, GL_LEQUAL);
 	LLGLEnable blend(GL_BLEND);
-	glColor4f(1,1,1,1);
+	gGL.diffuseColor4f(1,1,1,1);
 	/// Get rid of z-fighting with non-bump pass.
 	LLGLEnable polyOffset(GL_POLYGON_OFFSET_FILL);
 	glPolygonOffset(-1.0f, -1.0f);
diff --git a/indra/newview/lldrawpoolsimple.cpp b/indra/newview/lldrawpoolsimple.cpp
index eec4ee6bac99c75456d0c951b7914003f62096e7..582e46287112be962a46fc1f64b83f1255832523 100644
--- a/indra/newview/lldrawpoolsimple.cpp
+++ b/indra/newview/lldrawpoolsimple.cpp
@@ -80,6 +80,18 @@ void LLDrawPoolGlow::endPostDeferredPass(S32 pass)
 	LLRenderPass::endRenderPass(pass);
 }
 
+S32 LLDrawPoolGlow::getNumPasses()
+{
+	if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 0)
+	{
+		return 1;
+	}
+	else
+	{
+		return 0;
+	}
+}
+
 void LLDrawPoolGlow::render(S32 pass)
 {
 	LLFastTimer t(FTM_RENDER_GLOW);
@@ -93,39 +105,29 @@ void LLDrawPoolGlow::render(S32 pass)
 	
 	U32 shader_level = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
 
-	if (shader_level > 0 && fullbright_shader)
-	{
-		fullbright_shader->bind();
-	}
-	else
-	{
-		gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
-	}
+	//should never get here without basic shaders enabled
+	llassert(shader_level > 0);
+	
+	LLGLSLShader* shader = LLPipeline::sUnderWaterRender ? &gObjectEmissiveWaterProgram : &gObjectEmissiveProgram;
+	shader->bind();
 
 	LLGLDepthTest depth(GL_TRUE, GL_FALSE);
 	gGL.setColorMask(false, true);
 
-	if (shader_level > 1)
-	{
-		pushBatches(LLRenderPass::PASS_GLOW, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
-	}
-	else
-	{
-		renderTexture(LLRenderPass::PASS_GLOW, getVertexDataMask());
-	}
+	pushBatches(LLRenderPass::PASS_GLOW, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
 	
 	gGL.setColorMask(true, false);
 	gGL.setSceneBlendType(LLRender::BT_ALPHA);
 	
 	if (shader_level > 0 && fullbright_shader)
 	{
-		fullbright_shader->unbind();
+		shader->unbind();
 	}
 }
 
 void LLDrawPoolGlow::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL batch_textures)
 {
-	glColor4ubv(params.mGlowColor.mV);
+	//gGL.diffuseColor4ubv(params.mGlowColor.mV);
 	LLRenderPass::pushBatch(params, mask, texture, batch_textures);
 }
 
diff --git a/indra/newview/lldrawpoolsimple.h b/indra/newview/lldrawpoolsimple.h
index 3811b3d398f872193cb6861e63c053f6f926e263..bd62bc75025fc7179ea257df5760c32b8ed1cf05 100644
--- a/indra/newview/lldrawpoolsimple.h
+++ b/indra/newview/lldrawpoolsimple.h
@@ -118,7 +118,8 @@ class LLDrawPoolGlow : public LLRenderPass
 	enum
 	{
 		VERTEX_DATA_MASK =	LLVertexBuffer::MAP_VERTEX |
-							LLVertexBuffer::MAP_TEXCOORD0
+							LLVertexBuffer::MAP_TEXCOORD0 |
+							LLVertexBuffer::MAP_EMISSIVE
 	};
 
 	virtual U32 getVertexDataMask() { return VERTEX_DATA_MASK; }
@@ -130,6 +131,8 @@ class LLDrawPoolGlow : public LLRenderPass
 	/*virtual*/ void endPostDeferredPass(S32 pass);
 	/*virtual*/ void renderPostDeferred(S32 pass);
 
+	/*virtual*/ S32 getNumPasses();
+
 	void render(S32 pass = 0);
 	void pushBatch(LLDrawInfo& params, U32 mask, BOOL texture = TRUE, BOOL batch_textures = FALSE);
 
diff --git a/indra/newview/lldrawpoolsky.cpp b/indra/newview/lldrawpoolsky.cpp
index efffb2df9e705ab96682a8c6c7c8ea3f8abe4288..d1c8fa5fc9581574cabbcd0908f052b309e2bf66 100644
--- a/indra/newview/lldrawpoolsky.cpp
+++ b/indra/newview/lldrawpoolsky.cpp
@@ -84,7 +84,7 @@ void LLDrawPoolSky::render(S32 pass)
 	}
 	else if (LLGLSLShader::sNoFixedFunction)
 	{ //just use the UI shader (generic single texture no lighting)
-		gUIProgram.bind();
+		gOneTextureNoColorProgram.bind();
 	}
 	else
 	{
@@ -118,7 +118,7 @@ void LLDrawPoolSky::render(S32 pass)
 	S32 face_count = (S32)mDrawFace.size();
 
 	LLVertexBuffer::unbind();
-	glColor4f(1,1,1,1);
+	gGL.diffuseColor4f(1,1,1,1);
 
 	for (S32 i = 0; i < llmin(6, face_count); ++i)
 	{
@@ -146,7 +146,7 @@ void LLDrawPoolSky::renderSkyCubeFace(U8 side)
 		
 		LLGLEnable blend(GL_BLEND);
 		mSkyTex[side].bindTexture(FALSE);
-		glColor4f(1, 1, 1, LLSkyTex::getInterpVal()); // lighting is disabled
+		gGL.diffuseColor4f(1, 1, 1, LLSkyTex::getInterpVal()); // lighting is disabled
 		face.renderIndexed();
 	}
 }
diff --git a/indra/newview/lldrawpoolterrain.cpp b/indra/newview/lldrawpoolterrain.cpp
index 3daa0f8261f808ad247960da29ce766f83a3f5d2..8d6b31912a09d28840be95bb035bac263e995e79 100644
--- a/indra/newview/lldrawpoolterrain.cpp
+++ b/indra/newview/lldrawpoolterrain.cpp
@@ -106,6 +106,10 @@ U32 LLDrawPoolTerrain::getVertexDataMask()
 	{
 		return LLVertexBuffer::MAP_VERTEX;
 	}
+	else if (LLGLSLShader::sCurBoundShaderPtr)
+	{
+		return VERTEX_DATA_MASK & ~(LLVertexBuffer::MAP_TEXCOORD2 | LLVertexBuffer::MAP_TEXCOORD3);
+	}
 	else
 	{
 		return VERTEX_DATA_MASK; 
diff --git a/indra/newview/lldrawpooltree.cpp b/indra/newview/lldrawpooltree.cpp
index a6e01511147ad195682099d091ddd481cdd6cd46..50a52ac4cfad1ddd696dbd341116ae0f2f2f6153 100644
--- a/indra/newview/lldrawpooltree.cpp
+++ b/indra/newview/lldrawpooltree.cpp
@@ -65,17 +65,18 @@ void LLDrawPoolTree::beginRenderPass(S32 pass)
 		
 	if (LLPipeline::sUnderWaterRender)
 	{
-		shader = &gObjectAlphaMaskNonIndexedWaterProgram;
+		shader = &gTreeWaterProgram;
 	}
 	else
 	{
-		shader = &gObjectAlphaMaskNonIndexedProgram;
+		shader = &gTreeProgram;
 	}
 
 	if (gPipeline.canUseVertexShaders())
 	{
 		shader->bind();
 		shader->setAlphaRange(0.5f, 1.f);
+		gGL.diffuseColor4f(1,1,1,1);
 	}
 	else
 	{
diff --git a/indra/newview/lldrawpoolwater.cpp b/indra/newview/lldrawpoolwater.cpp
index 31c14361b5f1ecc93e8deb6b1eff517d2ba1bd56..ae1598907bdc14213dd9e31c96fbbbfca6f419f4 100644
--- a/indra/newview/lldrawpoolwater.cpp
+++ b/indra/newview/lldrawpoolwater.cpp
@@ -219,7 +219,7 @@ void LLDrawPoolWater::render(S32 pass)
 		water_color.setVec(1.f, 1.f, 1.f, 0.5f*(1.f + up_dot));
 	}
 
-	glColor4fv(water_color.mV);
+	gGL.diffuseColor4fv(water_color.mV);
 
 	// Automatically generate texture coords for detail map
 	glEnable(GL_TEXTURE_GEN_S); //texture unit 1
@@ -383,7 +383,7 @@ void LLDrawPoolWater::renderOpaqueLegacyWater()
 	glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0);
 	glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1);
 
-	glColor3f(1.f, 1.f, 1.f);
+	gGL.diffuseColor3f(1.f, 1.f, 1.f);
 
 	for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
 		 iter != mDrawFace.end(); iter++)
@@ -623,8 +623,6 @@ void LLDrawPoolWater::shade()
 		water_color.mV[3] = 0.9f;
 	}
 
-	glColor4fv(water_color.mV);
-
 	{
 		LLGLEnable depth_clamp(gGLManager.mHasDepthClamp ? GL_DEPTH_CLAMP : 0);
 		LLGLDisable cullface(GL_CULL_FACE);
diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp
index 79a835fd14ef1e8f6950766ea8f23d8d03ced896..e4de92490e9303377b3df478071ff2ecc2e799f1 100644
--- a/indra/newview/lldrawpoolwlsky.cpp
+++ b/indra/newview/lldrawpoolwlsky.cpp
@@ -100,12 +100,12 @@ void LLDrawPoolWLSky::beginRenderPass( S32 pass )
 {
 	sky_shader =
 		LLPipeline::sUnderWaterRender ?
-			&gObjectSimpleWaterProgram :
+			&gObjectFullbrightNoColorWaterProgram :
 			&gWLSkyProgram;
 
 	cloud_shader =
 			LLPipeline::sUnderWaterRender ?
-				&gObjectSimpleWaterProgram :
+				&gObjectFullbrightNoColorWaterProgram :
 				&gWLCloudProgram;
 }
 
diff --git a/indra/newview/lldynamictexture.cpp b/indra/newview/lldynamictexture.cpp
index f781d5f3ff96274388f40bc2a12bfcebc53ba944..799866091b90931b4304d9255e88136d80d7f953 100644
--- a/indra/newview/lldynamictexture.cpp
+++ b/indra/newview/lldynamictexture.cpp
@@ -40,6 +40,7 @@
 #include "llvertexbuffer.h"
 #include "llviewerdisplay.h"
 #include "llrender.h"
+#include "llglslshader.h"
 
 // static
 LLViewerDynamicTexture::instance_list_t LLViewerDynamicTexture::sInstances[ LLViewerDynamicTexture::ORDER_COUNT ];
@@ -206,6 +207,12 @@ BOOL LLViewerDynamicTexture::updateAllInstances()
 		return TRUE;
 	}
 
+	LLGLSLShader::bindNoShader();
+	LLVertexBuffer::unbind();
+	//allow fixed function when rendering dynamic textures
+	bool no_fixed = LLGLSLShader::sNoFixedFunction;
+	LLGLSLShader::sNoFixedFunction = false;
+
 	BOOL result = FALSE;
 	BOOL ret = FALSE ;
 	for( S32 order = 0; order < ORDER_COUNT; order++ )
@@ -236,6 +243,7 @@ BOOL LLViewerDynamicTexture::updateAllInstances()
 		}
 	}
 
+	LLGLSLShader::sNoFixedFunction = no_fixed;
 	return ret;
 }
 
diff --git a/indra/newview/llface.cpp b/indra/newview/llface.cpp
index 432e61f6d8479c593e6b3025529d155a56308a84..f5a8013f4df4002a500cee24c5783efa17889f89 100644
--- a/indra/newview/llface.cpp
+++ b/indra/newview/llface.cpp
@@ -362,8 +362,8 @@ void LLFace::setSize(S32 num_vertices, S32 num_indices, bool align)
 {
 	if (align)
 	{
-		//allocate vertices in blocks of 4 for alignment
-		num_vertices = (num_vertices + 0x3) & ~0x3;
+		//allocate vertices in blocks of 16 for alignment
+		num_vertices = (num_vertices + 0xF) & ~0xF;
 	}
 	
 	if (mGeomCount != num_vertices ||
@@ -503,7 +503,7 @@ void LLFace::renderSelected(LLViewerTexture *imagep, const LLColor4& color)
 			glMultMatrixf((GLfloat*)mDrawablep->getRegion()->mRenderMatrix.mMatrix);
 		}
 
-		glColor4fv(color.mV);
+		gGL.diffuseColor4fv(color.mV);
 	
 		if (mDrawablep->isState(LLDrawable::RIGGED))
 		{
@@ -1055,6 +1055,7 @@ static LLFastTimer::DeclareTimer FTM_FACE_GEOM_POSITION("Position");
 static LLFastTimer::DeclareTimer FTM_FACE_GEOM_NORMAL("Normal");
 static LLFastTimer::DeclareTimer FTM_FACE_GEOM_TEXTURE("Texture");
 static LLFastTimer::DeclareTimer FTM_FACE_GEOM_COLOR("Color");
+static LLFastTimer::DeclareTimer FTM_FACE_GEOM_EMISSIVE("Emissive");
 static LLFastTimer::DeclareTimer FTM_FACE_GEOM_WEIGHTS("Weights");
 static LLFastTimer::DeclareTimer FTM_FACE_GEOM_BINORMAL("Binormal");
 static LLFastTimer::DeclareTimer FTM_FACE_GEOM_INDEX("Index");
@@ -1124,6 +1125,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
 	
 	bool rebuild_pos = full_rebuild || mDrawablep->isState(LLDrawable::REBUILD_POSITION);
 	bool rebuild_color = full_rebuild || mDrawablep->isState(LLDrawable::REBUILD_COLOR);
+	bool rebuild_emissive = rebuild_color && mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_EMISSIVE);
 	bool rebuild_tcoord = full_rebuild || mDrawablep->isState(LLDrawable::REBUILD_TCOORD);
 	bool rebuild_normal = rebuild_pos && mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_NORMAL);
 	bool rebuild_binormal = rebuild_pos && mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_BINORMAL);
@@ -1758,6 +1760,44 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
 		}
 	}
 
+	if (rebuild_emissive)
+	{
+		LLFastTimer t(FTM_FACE_GEOM_EMISSIVE);
+		LLStrider<U8> emissive;
+		mVertexBuffer->getEmissiveStrider(emissive, mGeomIndex, mGeomCount, map_range);
+
+		U8 glow = (U8) llclamp((S32) (getTextureEntry()->getGlow()*255), 0, 255);
+
+		LLVector4a src;
+
+		
+		U32 glow32 = glow |
+					 (glow << 8) |
+					 (glow << 16) |
+					 (glow << 24);
+
+		U32 vec[4];
+		vec[0] = vec[1] = vec[2] = vec[3] = glow32;
+		
+		src.loadua((F32*) vec);
+
+		LLVector4a* dst = (LLVector4a*) emissive.get();
+		S32 num_vecs = num_vertices/16;
+		if (num_vertices%16 > 0)
+		{
+			++num_vecs;
+		}
+
+		for (S32 i = 0; i < num_vecs; i++)
+		{	
+			dst[i] = src;
+		}
+
+		if (map_range)
+		{
+			mVertexBuffer->setBuffer(0);
+		}
+	}
 	if (rebuild_tcoord)
 	{
 		mTexExtents[0].setVec(0,0);
@@ -2095,7 +2135,7 @@ void LLFace::renderSetColor() const
 	{
 		const LLColor4* color = &(getRenderColor());
 		
-		glColor4fv(color->mV);
+		gGL.diffuseColor4fv(color->mV);
 	}
 }
 
diff --git a/indra/newview/llface.h b/indra/newview/llface.h
index b5eaeecd60ea18c533f441e7c9b04c51386ef85f..82e4ab61b7d9d5695afbe08f0c929327eca019e6 100644
--- a/indra/newview/llface.h
+++ b/indra/newview/llface.h
@@ -329,13 +329,9 @@ class LLFace
 			{
 				return lhs->getTexture() < rhs->getTexture();
 			}
-			else if (lte->getBumpShinyFullbright() != rte->getBumpShinyFullbright())
-			{
-				return lte->getBumpShinyFullbright() < rte->getBumpShinyFullbright();
-			}
 			else 
 			{
-				return lte->getGlow() < rte->getGlow();
+				return lte->getBumpShinyFullbright() < rte->getBumpShinyFullbright();
 			}
 		}
 	};
diff --git a/indra/newview/llfloaterimagepreview.cpp b/indra/newview/llfloaterimagepreview.cpp
index e4d8e3513d72f79ed481a5a5f27703da8c5e0128..dc4c15316a300ccd797f39cf08c63d53cbad0f36 100644
--- a/indra/newview/llfloaterimagepreview.cpp
+++ b/indra/newview/llfloaterimagepreview.cpp
@@ -691,7 +691,7 @@ BOOL LLImagePreviewAvatar::render()
 	LLVertexBuffer::unbind();
 	avatarp->updateLOD();
 	
-
+	
 	if (avatarp->mDrawable.notNull())
 	{
 		LLGLDepthTest gls_depth(GL_TRUE, GL_TRUE);
@@ -699,7 +699,7 @@ BOOL LLImagePreviewAvatar::render()
 		LLGLDisable no_blend(GL_BLEND);
 
 		LLDrawPoolAvatar *avatarPoolp = (LLDrawPoolAvatar *)avatarp->mDrawable->getFace(0)->getPool();
-		
+		gPipeline.enableLightsPreview();
 		avatarPoolp->renderAvatars(avatarp);  // renders only one avatar
 	}
 
diff --git a/indra/newview/llfloatermodelpreview.cpp b/indra/newview/llfloatermodelpreview.cpp
index ab6753b4be31b9f4ea0ab1cfc4c98170f2f7f671..9f9bbee4b59851626bd664bad09ab980827d6f6d 100644
--- a/indra/newview/llfloatermodelpreview.cpp
+++ b/indra/newview/llfloatermodelpreview.cpp
@@ -4826,7 +4826,7 @@ BOOL LLModelPreview::render()
 
 					if (textures)
 					{
-						glColor4fv(instance.mMaterial[i].mDiffuseColor.mV);
+						gGL.diffuseColor4fv(instance.mMaterial[i].mDiffuseColor.mV);
 						if (i < instance.mMaterial.size() && instance.mMaterial[i].mDiffuseMap.notNull())
 						{
 							if (instance.mMaterial[i].mDiffuseMap->getDiscardLevel() > -1)
@@ -4838,12 +4838,12 @@ BOOL LLModelPreview::render()
 					}
 					else
 					{
-						glColor4f(1,1,1,1);
+						gGL.diffuseColor4f(1,1,1,1);
 					}
 
 					buffer->drawRange(LLRender::TRIANGLES, 0, buffer->getNumVerts()-1, buffer->getNumIndices(), 0);
 					gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
-					glColor3f(0.4f, 0.4f, 0.4f);
+					gGL.diffuseColor3f(0.4f, 0.4f, 0.4f);
 
 					if (edges)
 					{
@@ -4945,11 +4945,11 @@ BOOL LLModelPreview::render()
 
 							buffer->drawRange(LLRender::TRIANGLES, 0, buffer->getNumVerts()-1, buffer->getNumIndices(), 0);
 							gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
-							glColor4f(0.4f, 0.4f, 0.0f, 0.4f);
+							gGL.diffuseColor4f(0.4f, 0.4f, 0.0f, 0.4f);
 
 							buffer->drawRange(LLRender::TRIANGLES, 0, buffer->getNumVerts()-1, buffer->getNumIndices(), 0);
 
-							glColor3f(1.f, 1.f, 0.f);
+							gGL.diffuseColor3f(1.f, 1.f, 0.f);
 
 							glLineWidth(2.f);
 							glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
@@ -4969,7 +4969,7 @@ BOOL LLModelPreview::render()
 				//show degenerate triangles
 				LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS);
 				LLGLDisable cull(GL_CULL_FACE);
-				glColor4f(1.f,0.f,0.f,1.f);
+				gGL.diffuseColor4f(1.f,0.f,0.f,1.f);
 				const LLVector4a scale(0.5f);
 
 				for (LLMeshUploadThread::instance_list::iterator iter = mUploadData.begin(); iter != mUploadData.end(); ++iter)
@@ -5133,10 +5133,10 @@ BOOL LLModelPreview::render()
 							}
 
 							buffer->setBuffer(LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_NORMAL | LLVertexBuffer::MAP_TEXCOORD0);
-							glColor4fv(instance.mMaterial[i].mDiffuseColor.mV);
+							gGL.diffuseColor4fv(instance.mMaterial[i].mDiffuseColor.mV);
 							gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
 							buffer->draw(LLRender::TRIANGLES, buffer->getNumIndices(), 0);
-							glColor3f(0.4f, 0.4f, 0.4f);
+							gGL.diffuseColor3f(0.4f, 0.4f, 0.4f);
 
 							if (edges)
 							{
diff --git a/indra/newview/llmanip.cpp b/indra/newview/llmanip.cpp
index 85e00436510ee64a187ef4cb69c6d1d6d97b3106..d10f6562f791267c5d1dd756278270d82b96f982 100644
--- a/indra/newview/llmanip.cpp
+++ b/indra/newview/llmanip.cpp
@@ -466,11 +466,11 @@ void LLManip::renderXYZ(const LLVector3 &vec)
 		feedback_string = llformat("X: %.3f", vec.mV[VX]);
 		hud_render_text(utf8str_to_wstring(feedback_string), camera_pos, *font, LLFontGL::NORMAL, LLFontGL::NO_SHADOW, -102.f, (F32)vertical_offset, LLColor4(1.f, 0.5f, 0.5f, 1.f), FALSE);
 
-		glColor3f(0.5f, 1.f, 0.5f);
+		gGL.diffuseColor3f(0.5f, 1.f, 0.5f);
 		feedback_string = llformat("Y: %.3f", vec.mV[VY]);
 		hud_render_text(utf8str_to_wstring(feedback_string), camera_pos, *font, LLFontGL::NORMAL, LLFontGL::NO_SHADOW, -27.f, (F32)vertical_offset, LLColor4(0.5f, 1.f, 0.5f, 1.f), FALSE);
 		
-		glColor3f(0.5f, 0.5f, 1.f);
+		gGL.diffuseColor3f(0.5f, 0.5f, 1.f);
 		feedback_string = llformat("Z: %.3f", vec.mV[VZ]);
 		hud_render_text(utf8str_to_wstring(feedback_string), camera_pos, *font, LLFontGL::NORMAL, LLFontGL::NO_SHADOW, 48.f, (F32)vertical_offset, LLColor4(0.5f, 0.5f, 1.f, 1.f), FALSE);
 	}
diff --git a/indra/newview/llmaniptranslate.cpp b/indra/newview/llmaniptranslate.cpp
index f871df0c36cc787abe6a9081f33961f4e16512e3..c4f8369cd0edaa863e422351fc23bdf447c857f1 100644
--- a/indra/newview/llmaniptranslate.cpp
+++ b/indra/newview/llmaniptranslate.cpp
@@ -1665,7 +1665,7 @@ void LLManipTranslate::highlightIntersection(LLVector3 normal,
 		glStencilFunc(GL_ALWAYS, 0, stencil_mask);
 		gGL.setColorMask(false, false);
 		gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
-		glColor4f(1,1,1,1);
+		gGL.diffuseColor4f(1,1,1,1);
 
 		//setup clip plane
 		normal = normal * grid_rotation;
@@ -2239,7 +2239,7 @@ void LLManipTranslate::renderArrow(S32 which_arrow, S32 selected_arrow, F32 box_
 			break;
 		}
 
-		glColor4fv(color.mV);
+		gGL.diffuseColor4fv(color.mV);
 		glRotatef(rot, axis.mV[0], axis.mV[1], axis.mV[2]);
 		glScalef(mArrowScales.mV[index], mArrowScales.mV[index], mArrowScales.mV[index] * 1.5f);
 
diff --git a/indra/newview/llpreviewtexture.cpp b/indra/newview/llpreviewtexture.cpp
index 18d6731fcb2c997b21773a04b32c371beb080c53..3ff5a05d81e7b7a3a12246b19d879a56307af28b 100644
--- a/indra/newview/llpreviewtexture.cpp
+++ b/indra/newview/llpreviewtexture.cpp
@@ -169,7 +169,7 @@ void LLPreviewTexture::draw()
 				saveAs();
 			}
 			// Draw the texture
-			glColor3f( 1.f, 1.f, 1.f );
+			gGL.diffuseColor3f( 1.f, 1.f, 1.f );
 			gl_draw_scaled_image(interior.mLeft,
 								interior.mBottom,
 								interior.getWidth(),
diff --git a/indra/newview/llselectmgr.cpp b/indra/newview/llselectmgr.cpp
index 26b2b0f5c3c208c097c841cffe12d1d09d7b38ca..8aa24e926194e6a6b2e6ba1e0c4b5fbb1359c655 100644
--- a/indra/newview/llselectmgr.cpp
+++ b/indra/newview/llselectmgr.cpp
@@ -5638,7 +5638,7 @@ void LLSelectNode::renderOneWireframe(const LLColor4& color)
 		LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE, GL_GEQUAL);
 		gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
 		{
-			glColor4f(color.mV[VRED], color.mV[VGREEN], color.mV[VBLUE], 0.4f);
+			gGL.diffuseColor4f(color.mV[VRED], color.mV[VGREEN], color.mV[VBLUE], 0.4f);
 			pushWireframe(drawable);
 		}
 	}
@@ -5646,7 +5646,7 @@ void LLSelectNode::renderOneWireframe(const LLColor4& color)
 	gGL.flush();
 	gGL.setSceneBlendType(LLRender::BT_ALPHA);
 
-	glColor4f(color.mV[VRED]*2, color.mV[VGREEN]*2, color.mV[VBLUE]*2, LLSelectMgr::sHighlightAlpha*2);
+	gGL.diffuseColor4f(color.mV[VRED]*2, color.mV[VGREEN]*2, color.mV[VBLUE]*2, LLSelectMgr::sHighlightAlpha*2);
 	LLGLEnable offset(GL_POLYGON_OFFSET_LINE);
 	glPolygonOffset(3.f, 3.f);
 	glLineWidth(3.f);
diff --git a/indra/newview/llspatialpartition.cpp b/indra/newview/llspatialpartition.cpp
index e23b431457470e1a3ef5fc699a8019b1486a9b55..064eaa49dd0ca8a8b763c422b3ab795f23e01d11 100644
--- a/indra/newview/llspatialpartition.cpp
+++ b/indra/newview/llspatialpartition.cpp
@@ -2503,7 +2503,7 @@ void pushVertsColorCoded(LLSpatialGroup* group, U32 mask)
 		{
 			params = *j;
 			LLRenderPass::applyModelMatrix(*params);
-			glColor4f(colors[col].mV[0], colors[col].mV[1], colors[col].mV[2], 0.5f);
+			gGL.diffuseColor4f(colors[col].mV[0], colors[col].mV[1], colors[col].mV[2], 0.5f);
 			params->mVertexBuffer->setBuffer(mask);
 			params->mVertexBuffer->drawRange(params->mParticle ? LLRender::POINTS : LLRender::TRIANGLES,
 				params->mStart, params->mEnd, params->mCount, params->mOffset);
@@ -2560,11 +2560,11 @@ void renderOctree(LLSpatialGroup* group)
 					{
 						if (gFrameTimeSeconds - face->mLastUpdateTime < 0.5f)
 						{
-							glColor4f(0, 1, 0, group->mBuilt);
+							gGL.diffuseColor4f(0, 1, 0, group->mBuilt);
 						}
 						else if (gFrameTimeSeconds - face->mLastMoveTime < 0.5f)
 						{
-							glColor4f(1, 0, 0, group->mBuilt);
+							gGL.diffuseColor4f(1, 0, 0, group->mBuilt);
 						}
 						else
 						{
@@ -2661,7 +2661,7 @@ void renderVisibility(LLSpatialGroup* group, LLCamera* camera)
 	if (render_objects)
 	{
 		LLGLDepthTest depth_under(GL_TRUE, GL_FALSE, GL_GREATER);
-		glColor4f(0, 0.5f, 0, 0.5f);
+		gGL.diffuseColor4f(0, 0.5f, 0, 0.5f);
 		gGL.color4f(0, 0.5f, 0, 0.5f);
 		pushBufferVerts(group, LLVertexBuffer::MAP_VERTEX);
 	}
@@ -2671,7 +2671,7 @@ void renderVisibility(LLSpatialGroup* group, LLCamera* camera)
 
 		if (render_objects)
 		{
-			glColor4f(0.f, 0.5f, 0.f,1.f);
+			gGL.diffuseColor4f(0.f, 0.5f, 0.f,1.f);
 			gGL.color4f(0.f, 0.5f, 0.f, 1.f);
 			pushBufferVerts(group, LLVertexBuffer::MAP_VERTEX);
 		}
@@ -2680,7 +2680,7 @@ void renderVisibility(LLSpatialGroup* group, LLCamera* camera)
 
 		if (render_objects)
 		{
-			glColor4f(0.f, 0.75f, 0.f,0.5f);
+			gGL.diffuseColor4f(0.f, 0.75f, 0.f,0.5f);
 			gGL.color4f(0.f, 0.75f, 0.f, 0.5f);
 			pushBufferVerts(group, LLVertexBuffer::MAP_VERTEX);
 		}
@@ -2689,11 +2689,11 @@ void renderVisibility(LLSpatialGroup* group, LLCamera* camera)
 			LLVertexBuffer::unbind();
 			group->mOcclusionVerts->setBuffer(LLVertexBuffer::MAP_VERTEX);
 			
-			glColor4f(1.0f, 0.f, 0.f, 0.5f);
+			gGL.diffuseColor4f(1.0f, 0.f, 0.f, 0.5f);
 			group->mOcclusionVerts->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, group->mBounds[0]));
 			glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
 			
-			glColor4f(1.0f, 1.f, 1.f, 1.0f);
+			gGL.diffuseColor4f(1.0f, 1.f, 1.f, 1.0f);
 			group->mOcclusionVerts->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, group->mBounds[0]));
 			glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
 		}*/
@@ -2726,23 +2726,23 @@ void renderUpdateType(LLDrawable* drawablep)
 	switch (vobj->getLastUpdateType())
 	{
 	case OUT_FULL:
-		glColor4f(0,1,0,0.5f);
+		gGL.diffuseColor4f(0,1,0,0.5f);
 		break;
 	case OUT_TERSE_IMPROVED:
-		glColor4f(0,1,1,0.5f);
+		gGL.diffuseColor4f(0,1,1,0.5f);
 		break;
 	case OUT_FULL_COMPRESSED:
 		if (vobj->getLastUpdateCached())
 		{
-			glColor4f(1,0,0,0.5f);
+			gGL.diffuseColor4f(1,0,0,0.5f);
 		}
 		else
 		{
-			glColor4f(1,1,0,0.5f);
+			gGL.diffuseColor4f(1,1,0,0.5f);
 		}
 		break;
 	case OUT_FULL_CACHED:
-		glColor4f(0,0,1,0.5f);
+		gGL.diffuseColor4f(0,0,1,0.5f);
 		break;
 	default:
 		llwarns << "Unknown update_type " << vobj->getLastUpdateType() << llendl;
@@ -2936,7 +2936,7 @@ void renderMeshBaseHull(LLVOVolume* volume, U32 data_mask, LLColor4& color, LLCo
 	{		
 		if (!decomp->mBaseHullMesh.empty())
 		{
-			glColor4fv(color.mV);
+			gGL.diffuseColor4fv(color.mV);
 			LLVertexBuffer::drawArrays(LLRender::TRIANGLES, decomp->mBaseHullMesh.mPositions, decomp->mBaseHullMesh.mNormals);
 		}
 		else
@@ -2956,13 +2956,13 @@ void renderMeshBaseHull(LLVOVolume* volume, U32 data_mask, LLColor4& color, LLCo
 
 void render_hull(LLModel::PhysicsMesh& mesh, const LLColor4& color, const LLColor4& line_color)
 {
-	glColor4fv(color.mV);
+	gGL.diffuseColor4fv(color.mV);
 	LLVertexBuffer::drawArrays(LLRender::TRIANGLES, mesh.mPositions, mesh.mNormals);
 	LLGLEnable offset(GL_POLYGON_OFFSET_LINE);
 	glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
 	glPolygonOffset(3.f, 3.f);
 	glLineWidth(3.f);
-	glColor4fv(line_color.mV);
+	gGL.diffuseColor4fv(line_color.mV);
 	LLVertexBuffer::drawArrays(LLRender::TRIANGLES, mesh.mPositions, mesh.mNormals);
 	glLineWidth(1.f);
 	glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
@@ -3044,11 +3044,11 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume)
 			else if (!decomp->mPhysicsShapeMesh.empty())
 			{ 
 				//decomp has physics mesh, render that mesh
-				glColor4fv(color.mV);
+				gGL.diffuseColor4fv(color.mV);
 				LLVertexBuffer::drawArrays(LLRender::TRIANGLES, decomp->mPhysicsShapeMesh.mPositions, decomp->mPhysicsShapeMesh.mNormals);
 								
 				glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
-				glColor4fv(line_color.mV);
+				gGL.diffuseColor4fv(line_color.mV);
 				LLVertexBuffer::drawArrays(LLRender::TRIANGLES, decomp->mPhysicsShapeMesh.mPositions, decomp->mPhysicsShapeMesh.mNormals);
 				glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
 			}
@@ -3174,7 +3174,7 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume)
 			
 				glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
 				
-				glColor4fv(line_color.mV);
+				gGL.diffuseColor4fv(line_color.mV);
 				LLVertexBuffer::unbind();
 
 				llassert(!LLGLSLShader::sNoFixedFunction || LLGLSLShader::sCurBoundShader != 0);
@@ -3182,7 +3182,7 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume)
 				glVertexPointer(3, GL_FLOAT, 16, phys_volume->mHullPoints);
 				glDrawElements(GL_TRIANGLES, phys_volume->mNumHullIndices, GL_UNSIGNED_SHORT, phys_volume->mHullIndices);
 				
-				glColor4fv(color.mV);
+				gGL.diffuseColor4fv(color.mV);
 				glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
 				glDrawElements(GL_TRIANGLES, phys_volume->mNumHullIndices, GL_UNSIGNED_SHORT, phys_volume->mHullIndices);
 			}
@@ -3216,7 +3216,7 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume)
 		volume_params.setShear	( 0, 0 );
 		LLVolume* sphere = LLPrimitive::sVolumeManager->refVolume(volume_params, 3);
 		
-		glColor4fv(color.mV);
+		gGL.diffuseColor4fv(color.mV);
 		pushVerts(sphere);
 		LLPrimitive::sVolumeManager->unrefVolume(sphere);
 	}
@@ -3230,7 +3230,7 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume)
 		volume_params.setShear	( 0, 0 );
 		LLVolume* cylinder = LLPrimitive::sVolumeManager->refVolume(volume_params, 3);
 		
-		glColor4fv(color.mV);
+		gGL.diffuseColor4fv(color.mV);
 		pushVerts(cylinder);
 		LLPrimitive::sVolumeManager->unrefVolume(cylinder);
 	}
@@ -3242,10 +3242,10 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume)
 		LLVolume* phys_volume = LLPrimitive::sVolumeManager->refVolume(volume_params, detail);
 		glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
 		
-		glColor4fv(line_color.mV);
+		gGL.diffuseColor4fv(line_color.mV);
 		pushVerts(phys_volume);
 		
-		glColor4fv(color.mV);
+		gGL.diffuseColor4fv(color.mV);
 		glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
 		pushVerts(phys_volume);
 		LLPrimitive::sVolumeManager->unrefVolume(phys_volume);
@@ -3263,10 +3263,10 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume)
 			llassert(!LLGLSLShader::sNoFixedFunction || LLGLSLShader::sCurBoundShader != 0);
 			LLVertexBuffer::unbind();
 			glVertexPointer(3, GL_FLOAT, 16, phys_volume->mHullPoints);
-			glColor4fv(line_color.mV);
+			gGL.diffuseColor4fv(line_color.mV);
 			glDrawElements(GL_TRIANGLES, phys_volume->mNumHullIndices, GL_UNSIGNED_SHORT, phys_volume->mHullIndices);
 			
-			glColor4fv(color.mV);
+			gGL.diffuseColor4fv(color.mV);
 			glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
 			glDrawElements(GL_TRIANGLES, phys_volume->mNumHullIndices, GL_UNSIGNED_SHORT, phys_volume->mHullIndices);			
 		}
@@ -3290,10 +3290,10 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume)
 	gGL.popMatrix();
 
 	/*{ //analytical shape, just push visual rep.
-		glColor3fv(color.mV);
+		gGL.diffuseColor3fv(color.mV);
 		glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
 		pushVerts(drawable, data_mask);
-		glColor4fv(color.mV);
+		gGL.diffuseColor4fv(color.mV);
 		glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
 		pushVerts(drawable, data_mask);
 	}*/
@@ -3335,10 +3335,10 @@ void renderPhysicsShapes(LLSpatialGroup* group)
 						glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
 
 						buff->setBuffer(LLVertexBuffer::MAP_VERTEX);
-						glColor3f(0.2f, 0.5f, 0.3f);
+						gGL.diffuseColor3f(0.2f, 0.5f, 0.3f);
 						buff->draw(LLRender::TRIANGLES, buff->getRequestedIndices(), 0);
 									
-						glColor3f(0.2f, 1.f, 0.3f);
+						gGL.diffuseColor3f(0.2f, 1.f, 0.3f);
 						glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
 						buff->draw(LLRender::TRIANGLES, buff->getRequestedIndices(), 0);
 					}
@@ -3430,7 +3430,7 @@ void renderTextureAnim(LLDrawInfo* params)
 	}
 	
 	LLGLEnable blend(GL_BLEND);
-	glColor4f(1,1,0,0.5f);
+	gGL.diffuseColor4f(1,1,0,0.5f);
 	pushVerts(params, LLVertexBuffer::MAP_VERTEX);
 }
 
@@ -3456,22 +3456,22 @@ void renderShadowFrusta(LLDrawInfo* params)
 
 	if (gPipeline.mShadowCamera[4].AABBInFrustum(center, size))
 	{
-		glColor3f(1,0,0);
+		gGL.diffuseColor3f(1,0,0);
 		pushVerts(params, LLVertexBuffer::MAP_VERTEX);
 	}
 	if (gPipeline.mShadowCamera[5].AABBInFrustum(center, size))
 	{
-		glColor3f(0,1,0);
+		gGL.diffuseColor3f(0,1,0);
 		pushVerts(params, LLVertexBuffer::MAP_VERTEX);
 	}
 	if (gPipeline.mShadowCamera[6].AABBInFrustum(center, size))
 	{
-		glColor3f(0,0,1);
+		gGL.diffuseColor3f(0,0,1);
 		pushVerts(params, LLVertexBuffer::MAP_VERTEX);
 	}
 	if (gPipeline.mShadowCamera[7].AABBInFrustum(center, size))
 	{
-		glColor3f(1,0,1);
+		gGL.diffuseColor3f(1,0,1);
 		pushVerts(params, LLVertexBuffer::MAP_VERTEX);
 	}
 
@@ -3489,7 +3489,7 @@ void renderLights(LLDrawable* drawablep)
 	if (drawablep->getNumFaces())
 	{
 		LLGLEnable blend(GL_BLEND);
-		glColor4f(0,1,1,0.5f);
+		gGL.diffuseColor4f(0,1,1,0.5f);
 
 		for (S32 i = 0; i < drawablep->getNumFaces(); i++)
 		{
@@ -3657,7 +3657,7 @@ void renderRaycast(LLDrawable* drawablep)
 					{
 						//render face positions
 						LLVertexBuffer::unbind();
-						glColor4f(0,1,1,0.5f);
+						gGL.diffuseColor4f(0,1,1,0.5f);
 						glVertexPointer(3, GL_FLOAT, sizeof(LLVector4a), face.mPositions);
 						glDrawElements(GL_TRIANGLES, face.mNumIndices, GL_UNSIGNED_SHORT, face.mIndices);
 					}
diff --git a/indra/newview/llspatialpartition.h b/indra/newview/llspatialpartition.h
index 54d5d36f6ead74ab4525b768fa58c543eb181630..077d0fed65fbd3aa4ed11e838c6e9a3c02e34cff 100644
--- a/indra/newview/llspatialpartition.h
+++ b/indra/newview/llspatialpartition.h
@@ -93,7 +93,6 @@ class LLDrawInfo : public LLRefCount
 	LLPointer<LLViewerTexture>     mTexture;
 	std::vector<LLPointer<LLViewerTexture> > mTextureList;
 
-	LLColor4U mGlowColor;
 	S32 mDebugColor;
 	const LLMatrix4* mTextureMatrix;
 	const LLMatrix4* mModelMatrix;
diff --git a/indra/newview/lltexlayer.cpp b/indra/newview/lltexlayer.cpp
index e8abee2fb76c07d55ef61f92ca5642f3792d6010..87e7a57ae81f25b23afa9ea965e1c80410eb864e 100644
--- a/indra/newview/lltexlayer.cpp
+++ b/indra/newview/lltexlayer.cpp
@@ -295,6 +295,8 @@ BOOL LLTexLayerSetBuffer::render()
 	
 	BOOL success = TRUE;
 
+	LLVertexBuffer::unbind();
+
 	//hack to use fixed function when updating tex layer sets
 	bool no_ff = LLGLSLShader::sNoFixedFunction;
 	LLGLSLShader::sNoFixedFunction = false;
@@ -304,6 +306,7 @@ BOOL LLTexLayerSetBuffer::render()
 	success &= mTexLayerSet->render( mOrigin.mX, mOrigin.mY, mFullWidth, mFullHeight );
 	gGL.flush();
 
+	LLVertexBuffer::unbind();
 	LLGLSLShader::sNoFixedFunction = no_ff;
 	
 	if(upload_now)
diff --git a/indra/newview/lltextureview.cpp b/indra/newview/lltextureview.cpp
index 0115115a230fde1d5a2c5030a8649dd37af0fa02..f4b01a6babe577f889af9e828cfcae3aec592e8d 100644
--- a/indra/newview/lltextureview.cpp
+++ b/indra/newview/lltextureview.cpp
@@ -571,7 +571,7 @@ void LLGLTexMemBar::draw()
 	color = (total_mem < llfloor(max_total_mem * texmem_lower_bound_scale)) ? LLColor4::green :
 		  	(total_mem < max_total_mem) ? LLColor4::yellow : LLColor4::red;
 	color[VALPHA] = .75f;
-	glColor4fv(color.mV);
+	gGL.diffuseColor4fv(color.mV);
 	
 	gl_rect_2d(left, top, right, bottom); // red/yellow/green
 
@@ -594,7 +594,7 @@ void LLGLTexMemBar::draw()
 	color = (bound_mem < llfloor(max_bound_mem * texmem_lower_bound_scale)) ? LLColor4::green :
 		  	(bound_mem < max_bound_mem) ? LLColor4::yellow : LLColor4::red;
 	color[VALPHA] = .75f;
-	glColor4fv(color.mV);
+	gGL.diffuseColor4fv(color.mV);
 
 	gl_rect_2d(left, top, right, bottom);
 #else
diff --git a/indra/newview/llviewerjointmesh.cpp b/indra/newview/llviewerjointmesh.cpp
index 77c8bb032949d7bd9b9f0bd94252b0e2e0ba3f8a..5e4c124c45a6f8106e4e2b6d7f9bc69466e8c40c 100644
--- a/indra/newview/llviewerjointmesh.cpp
+++ b/indra/newview/llviewerjointmesh.cpp
@@ -527,9 +527,9 @@ U32 LLViewerJointMesh::drawShape( F32 pixelArea, BOOL first_pass, BOOL is_dummy)
 	// setup current color
 	//----------------------------------------------------------------
 	if (is_dummy)
-		glColor4fv(LLVOAvatar::getDummyColor().mV);
+		gGL.diffuseColor4fv(LLVOAvatar::getDummyColor().mV);
 	else
-		glColor4fv(mColor.mV);
+		gGL.diffuseColor4fv(mColor.mV);
 
 	stop_glerror();
 	
@@ -547,11 +547,11 @@ U32 LLViewerJointMesh::drawShape( F32 pixelArea, BOOL first_pass, BOOL is_dummy)
 
 		if (mIsTransparent)
 		{
-			glColor4f(1.f, 1.f, 1.f, 1.f);
+			gGL.diffuseColor4f(1.f, 1.f, 1.f, 1.f);
 		}
 		else
 		{
-			glColor4f(0.7f, 0.6f, 0.3f, 1.f);
+			gGL.diffuseColor4f(0.7f, 0.6f, 0.3f, 1.f);
 			gGL.getTexUnit(diffuse_channel)->setTextureColorBlend(LLTexUnit::TBO_LERP_TEX_ALPHA, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_PREV_COLOR);
 		}
 	}
@@ -582,13 +582,16 @@ U32 LLViewerJointMesh::drawShape( F32 pixelArea, BOOL first_pass, BOOL is_dummy)
 		gGL.getTexUnit(diffuse_channel)->bind(LLViewerTextureManager::getFetchedTexture(IMG_DEFAULT));
 	}
 	
-	mFace->getVertexBuffer()->setBuffer(sRenderMask);
+	
+	U32 mask = sRenderMask;
 
 	U32 start = mMesh->mFaceVertexOffset;
 	U32 end = start + mMesh->mFaceVertexCount - 1;
 	U32 count = mMesh->mFaceIndexCount;
 	U32 offset = mMesh->mFaceIndexOffset;
 
+	LLVertexBuffer* buff = mFace->getVertexBuffer();
+
 	if (mMesh->hasWeights())
 	{
 		if ((mFace->getPool()->getVertexShaderLevel() > 0))
@@ -597,16 +600,23 @@ U32 LLViewerJointMesh::drawShape( F32 pixelArea, BOOL first_pass, BOOL is_dummy)
 			{
 				uploadJointMatrices();
 			}
+			mask = mask | LLVertexBuffer::MAP_WEIGHT;
+			if (mFace->getPool()->getVertexShaderLevel() > 1)
+			{
+				mask = mask | LLVertexBuffer::MAP_CLOTHWEIGHT;
+			}
 		}
 		
-		mFace->getVertexBuffer()->drawRange(LLRender::TRIANGLES, start, end, count, offset);
+		buff->setBuffer(mask);
+		buff->drawRange(LLRender::TRIANGLES, start, end, count, offset);
 	}
 	else
 	{
 		glPushMatrix();
 		LLMatrix4 jointToWorld = getWorldMatrix();
 		glMultMatrixf((GLfloat*)jointToWorld.mMatrix);
-		mFace->getVertexBuffer()->drawRange(LLRender::TRIANGLES, start, end, count, offset);
+		buff->setBuffer(mask);
+		buff->drawRange(LLRender::TRIANGLES, start, end, count, offset);
 		glPopMatrix();
 	}
 	gPipeline.addTrianglesDrawn(count);
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index fa8d43e0b23aec34ab41912611a43f1ac67a3a5d..8684322eef41645e773d004e2642ad493c345f9a 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -66,6 +66,7 @@ LLGLSLShader	gOcclusionProgram;
 LLGLSLShader	gCustomAlphaProgram;
 LLGLSLShader	gGlowCombineProgram;
 LLGLSLShader	gTwoTextureAddProgram;
+LLGLSLShader	gOneTextureNoColorProgram;
 
 //object shaders
 LLGLSLShader		gObjectSimpleProgram;
@@ -74,6 +75,8 @@ LLGLSLShader		gObjectSimpleAlphaMaskProgram;
 LLGLSLShader		gObjectSimpleWaterAlphaMaskProgram;
 LLGLSLShader		gObjectFullbrightProgram;
 LLGLSLShader		gObjectFullbrightWaterProgram;
+LLGLSLShader		gObjectEmissiveProgram;
+LLGLSLShader		gObjectEmissiveWaterProgram;
 LLGLSLShader		gObjectFullbrightAlphaMaskProgram;
 LLGLSLShader		gObjectFullbrightWaterAlphaMaskProgram;
 LLGLSLShader		gObjectFullbrightShinyProgram;
@@ -81,11 +84,17 @@ LLGLSLShader		gObjectFullbrightShinyWaterProgram;
 LLGLSLShader		gObjectShinyProgram;
 LLGLSLShader		gObjectShinyWaterProgram;
 LLGLSLShader		gObjectBumpProgram;
+LLGLSLShader		gTreeProgram;
+LLGLSLShader		gTreeWaterProgram;
+LLGLSLShader		gObjectFullbrightNoColorProgram;
+LLGLSLShader		gObjectFullbrightNoColorWaterProgram;
 
 LLGLSLShader		gObjectSimpleNonIndexedProgram;
 LLGLSLShader		gObjectSimpleNonIndexedWaterProgram;
 LLGLSLShader		gObjectAlphaMaskNonIndexedProgram;
 LLGLSLShader		gObjectAlphaMaskNonIndexedWaterProgram;
+LLGLSLShader		gObjectAlphaMaskNoColorProgram;
+LLGLSLShader		gObjectAlphaMaskNoColorWaterProgram;
 LLGLSLShader		gObjectFullbrightNonIndexedProgram;
 LLGLSLShader		gObjectFullbrightNonIndexedWaterProgram;
 LLGLSLShader		gObjectFullbrightShinyNonIndexedProgram;
@@ -123,6 +132,7 @@ LLGLSLShader		gAvatarPickProgram;
 LLGLSLShader			gWLSkyProgram;
 LLGLSLShader			gWLCloudProgram;
 
+
 // Effects Shaders
 LLGLSLShader			gGlowProgram;
 LLGLSLShader			gGlowExtractProgram;
@@ -186,14 +196,19 @@ LLViewerShaderMgr::LLViewerShaderMgr() :
 	mShaderList.push_back(&gWaterProgram);
 	mShaderList.push_back(&gAvatarEyeballProgram); 
 	mShaderList.push_back(&gObjectSimpleProgram);
+	mShaderList.push_back(&gObjectFullbrightNoColorProgram);
+	mShaderList.push_back(&gObjectFullbrightNoColorWaterProgram);
 	mShaderList.push_back(&gObjectSimpleAlphaMaskProgram);
 	mShaderList.push_back(&gObjectBumpProgram);
 	mShaderList.push_back(&gUIProgram);
 	mShaderList.push_back(&gCustomAlphaProgram);
 	mShaderList.push_back(&gGlowCombineProgram);
 	mShaderList.push_back(&gTwoTextureAddProgram);
+	mShaderList.push_back(&gOneTextureNoColorProgram);
 	mShaderList.push_back(&gSolidColorProgram);
 	mShaderList.push_back(&gOcclusionProgram);
+	mShaderList.push_back(&gObjectEmissiveProgram);
+	mShaderList.push_back(&gObjectEmissiveWaterProgram);
 	mShaderList.push_back(&gObjectFullbrightProgram);
 	mShaderList.push_back(&gObjectFullbrightAlphaMaskProgram);
 	mShaderList.push_back(&gObjectFullbrightShinyProgram);
@@ -202,6 +217,10 @@ LLViewerShaderMgr::LLViewerShaderMgr() :
 	mShaderList.push_back(&gObjectSimpleNonIndexedWaterProgram);
 	mShaderList.push_back(&gObjectAlphaMaskNonIndexedProgram);
 	mShaderList.push_back(&gObjectAlphaMaskNonIndexedWaterProgram);
+	mShaderList.push_back(&gObjectAlphaMaskNoColorProgram);
+	mShaderList.push_back(&gObjectAlphaMaskNoColorWaterProgram);
+	mShaderList.push_back(&gTreeProgram);
+	mShaderList.push_back(&gTreeWaterProgram);
 	mShaderList.push_back(&gObjectFullbrightNonIndexedProgram);
 	mShaderList.push_back(&gObjectFullbrightNonIndexedWaterProgram);
 	mShaderList.push_back(&gObjectFullbrightShinyNonIndexedProgram);
@@ -266,19 +285,24 @@ void LLViewerShaderMgr::initAttribsAndUniforms(void)
 {
 	if (mReservedAttribs.empty())
 	{
-		mReservedAttribs.push_back("materialColor");
-		mReservedAttribs.push_back("specularColor");
+		//MUST match order of enum in LLVertexBuffer.h
+		mReservedAttribs.push_back("position");
+		mReservedAttribs.push_back("normal");
+		mReservedAttribs.push_back("texcoord0");
+		mReservedAttribs.push_back("texcoord1");
+		mReservedAttribs.push_back("texcoord2");
+		mReservedAttribs.push_back("texcoord3");
+		mReservedAttribs.push_back("diffuse_color");
+		mReservedAttribs.push_back("emissive");
 		mReservedAttribs.push_back("binormal");
-		mReservedAttribs.push_back("object_weight");
-
-		mAvatarAttribs.reserve(5);
-		mAvatarAttribs.push_back("weight");
-		mAvatarAttribs.push_back("clothing");
-		mAvatarAttribs.push_back("gWindDir");
-		mAvatarAttribs.push_back("gSinWaveParams");
-		mAvatarAttribs.push_back("gGravity");
+		mReservedAttribs.push_back("weight");
+		mReservedAttribs.push_back("weight4");
+		mReservedAttribs.push_back("clothing");
 
 		mAvatarUniforms.push_back("matrixPalette");
+		mAvatarUniforms.push_back("gWindDir");
+		mAvatarUniforms.push_back("gSinWaveParams");
+		mAvatarUniforms.push_back("gGravity");
 
 		mReservedUniforms.reserve(24);
 		mReservedUniforms.push_back("diffuseMap");
@@ -444,6 +468,7 @@ void LLViewerShaderMgr::setShaders()
 	mMaxAvatarShaderLevel = 0;
 
 	LLGLSLShader::sNoFixedFunction = false;
+	LLVertexBuffer::unbind();
 	if (LLFeatureManager::getInstance()->isFeatureAvailable("VertexShaderEnable") 
 		&& gSavedSettings.getBOOL("VertexShaderEnable"))
 	{
@@ -635,8 +660,11 @@ void LLViewerShaderMgr::unloadShaders()
 	gCustomAlphaProgram.unload();
 	gGlowCombineProgram.unload();
 	gTwoTextureAddProgram.unload();
+	gOneTextureNoColorProgram.unload();
 	gSolidColorProgram.unload();
 
+	gObjectFullbrightNoColorProgram.unload();
+	gObjectFullbrightNoColorWaterProgram.unload();
 	gObjectSimpleProgram.unload();
 	gObjectSimpleAlphaMaskProgram.unload();
 	gObjectBumpProgram.unload();
@@ -644,6 +672,8 @@ void LLViewerShaderMgr::unloadShaders()
 	gObjectSimpleWaterAlphaMaskProgram.unload();
 	gObjectFullbrightProgram.unload();
 	gObjectFullbrightWaterProgram.unload();
+	gObjectEmissiveProgram.unload();
+	gObjectEmissiveWaterProgram.unload();
 	gObjectFullbrightAlphaMaskProgram.unload();
 	gObjectFullbrightWaterAlphaMaskProgram.unload();
 
@@ -656,8 +686,12 @@ void LLViewerShaderMgr::unloadShaders()
 	gObjectSimpleNonIndexedWaterProgram.unload();
 	gObjectAlphaMaskNonIndexedProgram.unload();
 	gObjectAlphaMaskNonIndexedWaterProgram.unload();
+	gObjectAlphaMaskNoColorProgram.unload();
+	gObjectAlphaMaskNoColorWaterProgram.unload();
 	gObjectFullbrightNonIndexedProgram.unload();
 	gObjectFullbrightNonIndexedWaterProgram.unload();
+	gTreeProgram.unload();
+	gTreeWaterProgram.unload();
 
 	gObjectShinyNonIndexedProgram.unload();
 	gObjectFullbrightShinyNonIndexedProgram.unload();
@@ -1472,7 +1506,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		gDeferredAvatarShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarShadowV.glsl", GL_VERTEX_SHADER_ARB));
 		gDeferredAvatarShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarShadowF.glsl", GL_FRAGMENT_SHADER_ARB));
 		gDeferredAvatarShadowProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
-		success = gDeferredAvatarShadowProgram.createShader(&mAvatarAttribs, &mAvatarUniforms);
+		success = gDeferredAvatarShadowProgram.createShader(NULL, &mAvatarUniforms);
 	}
 
 	if (success)
@@ -1504,7 +1538,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		gDeferredAvatarProgram.mShaderFiles.push_back(make_pair("deferred/avatarV.glsl", GL_VERTEX_SHADER_ARB));
 		gDeferredAvatarProgram.mShaderFiles.push_back(make_pair("deferred/avatarF.glsl", GL_FRAGMENT_SHADER_ARB));
 		gDeferredAvatarProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
-		success = gDeferredAvatarProgram.createShader(&mAvatarAttribs, &mAvatarUniforms);
+		success = gDeferredAvatarProgram.createShader(NULL, &mAvatarUniforms);
 	}
 
 	if (success)
@@ -1521,7 +1555,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaV.glsl", GL_VERTEX_SHADER_ARB));
 		gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaNonIndexedF.glsl", GL_FRAGMENT_SHADER_ARB));
 		gDeferredAvatarAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
-		success = gDeferredAvatarAlphaProgram.createShader(&mAvatarAttribs, &mAvatarUniforms);
+		success = gDeferredAvatarAlphaProgram.createShader(NULL, &mAvatarUniforms);
 	}
 
 	if (success)
@@ -1677,11 +1711,15 @@ BOOL LLViewerShaderMgr::loadShadersObject()
 		gObjectFullbrightShinyProgram.unload();
 		gObjectFullbrightShinyWaterProgram.unload();
 		gObjectShinyWaterProgram.unload();
+		gObjectFullbrightNoColorProgram.unload();
+		gObjectFullbrightNoColorWaterProgram.unload();
 		gObjectSimpleProgram.unload();
 		gObjectSimpleAlphaMaskProgram.unload();
 		gObjectBumpProgram.unload();
 		gObjectSimpleWaterProgram.unload();
 		gObjectSimpleWaterAlphaMaskProgram.unload();
+		gObjectEmissiveProgram.unload();
+		gObjectEmissiveWaterProgram.unload();
 		gObjectFullbrightProgram.unload();
 		gObjectFullbrightAlphaMaskProgram.unload();
 		gObjectFullbrightWaterProgram.unload();
@@ -1694,6 +1732,8 @@ BOOL LLViewerShaderMgr::loadShadersObject()
 		gObjectSimpleNonIndexedWaterProgram.unload();
 		gObjectAlphaMaskNonIndexedProgram.unload();
 		gObjectAlphaMaskNonIndexedWaterProgram.unload();
+		gObjectAlphaMaskNoColorProgram.unload();
+		gObjectAlphaMaskNoColorWaterProgram.unload();
 		gObjectFullbrightNonIndexedProgram.unload();
 		gObjectFullbrightNonIndexedWaterProgram.unload();
 		gSkinnedObjectSimpleProgram.unload();
@@ -1704,6 +1744,8 @@ BOOL LLViewerShaderMgr::loadShadersObject()
 		gSkinnedObjectFullbrightWaterProgram.unload();
 		gSkinnedObjectFullbrightShinyWaterProgram.unload();
 		gSkinnedObjectShinySimpleWaterProgram.unload();
+		gTreeProgram.unload();
+		gTreeWaterProgram.unload();
 	
 		return TRUE;
 	}
@@ -1752,7 +1794,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
 		gObjectAlphaMaskNonIndexedProgram.mFeatures.disableTextureIndex = true;
 		gObjectAlphaMaskNonIndexedProgram.mFeatures.hasAlphaMask = true;
 		gObjectAlphaMaskNonIndexedProgram.mShaderFiles.clear();
-		gObjectAlphaMaskNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB));
+		gObjectAlphaMaskNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/simpleNonIndexedV.glsl", GL_VERTEX_SHADER_ARB));
 		gObjectAlphaMaskNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB));
 		gObjectAlphaMaskNonIndexedProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
 		success = gObjectAlphaMaskNonIndexedProgram.createShader(NULL, NULL);
@@ -1769,13 +1811,83 @@ BOOL LLViewerShaderMgr::loadShadersObject()
 		gObjectAlphaMaskNonIndexedWaterProgram.mFeatures.disableTextureIndex = true;
 		gObjectAlphaMaskNonIndexedWaterProgram.mFeatures.hasAlphaMask = true;
 		gObjectAlphaMaskNonIndexedWaterProgram.mShaderFiles.clear();
-		gObjectAlphaMaskNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB));
+		gObjectAlphaMaskNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleNonIndexedV.glsl", GL_VERTEX_SHADER_ARB));
 		gObjectAlphaMaskNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
 		gObjectAlphaMaskNonIndexedWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
 		gObjectAlphaMaskNonIndexedWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
 		success = gObjectAlphaMaskNonIndexedWaterProgram.createShader(NULL, NULL);
 	}
 
+	if (success)
+	{
+		gObjectAlphaMaskNoColorProgram.mName = "No color alpha mask Shader";
+		gObjectAlphaMaskNoColorProgram.mFeatures.calculatesLighting = true;
+		gObjectAlphaMaskNoColorProgram.mFeatures.calculatesAtmospherics = true;
+		gObjectAlphaMaskNoColorProgram.mFeatures.hasGamma = true;
+		gObjectAlphaMaskNoColorProgram.mFeatures.hasAtmospherics = true;
+		gObjectAlphaMaskNoColorProgram.mFeatures.hasLighting = true;
+		gObjectAlphaMaskNoColorProgram.mFeatures.disableTextureIndex = true;
+		gObjectAlphaMaskNoColorProgram.mFeatures.hasAlphaMask = true;
+		gObjectAlphaMaskNoColorProgram.mShaderFiles.clear();
+		gObjectAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("objects/simpleNoColorV.glsl", GL_VERTEX_SHADER_ARB));
+		gObjectAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB));
+		gObjectAlphaMaskNoColorProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+		success = gObjectAlphaMaskNoColorProgram.createShader(NULL, NULL);
+	}
+	
+	if (success)
+	{
+		gObjectAlphaMaskNoColorWaterProgram.mName = "No color alpha mask Water Shader";
+		gObjectAlphaMaskNoColorWaterProgram.mFeatures.calculatesLighting = true;
+		gObjectAlphaMaskNoColorWaterProgram.mFeatures.calculatesAtmospherics = true;
+		gObjectAlphaMaskNoColorWaterProgram.mFeatures.hasWaterFog = true;
+		gObjectAlphaMaskNoColorWaterProgram.mFeatures.hasAtmospherics = true;
+		gObjectAlphaMaskNoColorWaterProgram.mFeatures.hasLighting = true;
+		gObjectAlphaMaskNoColorWaterProgram.mFeatures.disableTextureIndex = true;
+		gObjectAlphaMaskNoColorWaterProgram.mFeatures.hasAlphaMask = true;
+		gObjectAlphaMaskNoColorWaterProgram.mShaderFiles.clear();
+		gObjectAlphaMaskNoColorWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleNoColorV.glsl", GL_VERTEX_SHADER_ARB));
+		gObjectAlphaMaskNoColorWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
+		gObjectAlphaMaskNoColorWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+		gObjectAlphaMaskNoColorWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
+		success = gObjectAlphaMaskNoColorWaterProgram.createShader(NULL, NULL);
+	}
+
+	if (success)
+	{
+		gTreeProgram.mName = "Tree Shader";
+		gTreeProgram.mFeatures.calculatesLighting = true;
+		gTreeProgram.mFeatures.calculatesAtmospherics = true;
+		gTreeProgram.mFeatures.hasGamma = true;
+		gTreeProgram.mFeatures.hasAtmospherics = true;
+		gTreeProgram.mFeatures.hasLighting = true;
+		gTreeProgram.mFeatures.disableTextureIndex = true;
+		gTreeProgram.mFeatures.hasAlphaMask = true;
+		gTreeProgram.mShaderFiles.clear();
+		gTreeProgram.mShaderFiles.push_back(make_pair("objects/treeV.glsl", GL_VERTEX_SHADER_ARB));
+		gTreeProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB));
+		gTreeProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+		success = gTreeProgram.createShader(NULL, NULL);
+	}
+	
+	if (success)
+	{
+		gTreeWaterProgram.mName = "Tree Water Shader";
+		gTreeWaterProgram.mFeatures.calculatesLighting = true;
+		gTreeWaterProgram.mFeatures.calculatesAtmospherics = true;
+		gTreeWaterProgram.mFeatures.hasWaterFog = true;
+		gTreeWaterProgram.mFeatures.hasAtmospherics = true;
+		gTreeWaterProgram.mFeatures.hasLighting = true;
+		gTreeWaterProgram.mFeatures.disableTextureIndex = true;
+		gTreeWaterProgram.mFeatures.hasAlphaMask = true;
+		gTreeWaterProgram.mShaderFiles.clear();
+		gTreeWaterProgram.mShaderFiles.push_back(make_pair("objects/treeV.glsl", GL_VERTEX_SHADER_ARB));
+		gTreeWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
+		gTreeWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+		gTreeWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
+		success = gTreeWaterProgram.createShader(NULL, NULL);
+	}
+
 	if (success)
 	{
 		gObjectFullbrightNonIndexedProgram.mName = "Non Indexed Fullbright Shader";
@@ -1807,6 +1919,37 @@ BOOL LLViewerShaderMgr::loadShadersObject()
 		success = gObjectFullbrightNonIndexedWaterProgram.createShader(NULL, NULL);
 	}
 
+	if (success)
+	{
+		gObjectFullbrightNoColorProgram.mName = "Non Indexed no color Fullbright Shader";
+		gObjectFullbrightNoColorProgram.mFeatures.calculatesAtmospherics = true;
+		gObjectFullbrightNoColorProgram.mFeatures.hasGamma = true;
+		gObjectFullbrightNoColorProgram.mFeatures.hasTransport = true;
+		gObjectFullbrightNoColorProgram.mFeatures.isFullbright = true;
+		gObjectFullbrightNoColorProgram.mFeatures.disableTextureIndex = true;
+		gObjectFullbrightNoColorProgram.mShaderFiles.clear();
+		gObjectFullbrightNoColorProgram.mShaderFiles.push_back(make_pair("objects/fullbrightNoColorV.glsl", GL_VERTEX_SHADER_ARB));
+		gObjectFullbrightNoColorProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
+		gObjectFullbrightNoColorProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+		success = gObjectFullbrightNoColorProgram.createShader(NULL, NULL);
+	}
+
+	if (success)
+	{
+		gObjectFullbrightNoColorWaterProgram.mName = "Non Indexed no color Fullbright Water Shader";
+		gObjectFullbrightNoColorWaterProgram.mFeatures.calculatesAtmospherics = true;
+		gObjectFullbrightNoColorWaterProgram.mFeatures.isFullbright = true;
+		gObjectFullbrightNoColorWaterProgram.mFeatures.hasWaterFog = true;		
+		gObjectFullbrightNoColorWaterProgram.mFeatures.hasTransport = true;
+		gObjectFullbrightNoColorWaterProgram.mFeatures.disableTextureIndex = true;
+		gObjectFullbrightNoColorWaterProgram.mShaderFiles.clear();
+		gObjectFullbrightNoColorWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightNoColorV.glsl", GL_VERTEX_SHADER_ARB));
+		gObjectFullbrightNoColorWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
+		gObjectFullbrightNoColorWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+		gObjectFullbrightNoColorWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
+		success = gObjectFullbrightNoColorWaterProgram.createShader(NULL, NULL);
+	}
+
 	if (success)
 	{
 		gObjectShinyNonIndexedProgram.mName = "Non Indexed Shiny Shader";
@@ -1892,19 +2035,19 @@ BOOL LLViewerShaderMgr::loadShadersObject()
 
 	if (success)
 	{
-		gObjectSimpleAlphaMaskProgram.mName = "Simple Alpha Mask Shader";
-		gObjectSimpleAlphaMaskProgram.mFeatures.calculatesLighting = true;
-		gObjectSimpleAlphaMaskProgram.mFeatures.calculatesAtmospherics = true;
-		gObjectSimpleAlphaMaskProgram.mFeatures.hasGamma = true;
-		gObjectSimpleAlphaMaskProgram.mFeatures.hasAtmospherics = true;
-		gObjectSimpleAlphaMaskProgram.mFeatures.hasLighting = true;
-		gObjectSimpleAlphaMaskProgram.mFeatures.hasAlphaMask = true;
-		gObjectSimpleAlphaMaskProgram.mFeatures.mIndexedTextureChannels = 0;
-		gObjectSimpleAlphaMaskProgram.mShaderFiles.clear();
-		gObjectSimpleAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB));
-		gObjectSimpleAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB));
-		gObjectSimpleAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
-		success = gObjectSimpleAlphaMaskProgram.createShader(NULL, NULL);
+		gObjectSimpleWaterProgram.mName = "Simple Water Shader";
+		gObjectSimpleWaterProgram.mFeatures.calculatesLighting = true;
+		gObjectSimpleWaterProgram.mFeatures.calculatesAtmospherics = true;
+		gObjectSimpleWaterProgram.mFeatures.hasWaterFog = true;
+		gObjectSimpleWaterProgram.mFeatures.hasAtmospherics = true;
+		gObjectSimpleWaterProgram.mFeatures.hasLighting = true;
+		gObjectSimpleWaterProgram.mFeatures.mIndexedTextureChannels = 0;
+		gObjectSimpleWaterProgram.mShaderFiles.clear();
+		gObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB));
+		gObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
+		gObjectSimpleWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+		gObjectSimpleWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
+		success = gObjectSimpleWaterProgram.createShader(NULL, NULL);
 	}
 	
 	if (success)
@@ -1923,23 +2066,24 @@ BOOL LLViewerShaderMgr::loadShadersObject()
 		success = gObjectBumpProgram.createShader(NULL, NULL);
 	}
 	
+	
 	if (success)
 	{
-		gObjectSimpleWaterProgram.mName = "Simple Water Shader";
-		gObjectSimpleWaterProgram.mFeatures.calculatesLighting = true;
-		gObjectSimpleWaterProgram.mFeatures.calculatesAtmospherics = true;
-		gObjectSimpleWaterProgram.mFeatures.hasWaterFog = true;
-		gObjectSimpleWaterProgram.mFeatures.hasAtmospherics = true;
-		gObjectSimpleWaterProgram.mFeatures.hasLighting = true;
-		gObjectSimpleWaterProgram.mFeatures.mIndexedTextureChannels = 0;
-		gObjectSimpleWaterProgram.mShaderFiles.clear();
-		gObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB));
-		gObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
-		gObjectSimpleWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
-		gObjectSimpleWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
-		success = gObjectSimpleWaterProgram.createShader(NULL, NULL);
+		gObjectSimpleAlphaMaskProgram.mName = "Simple Alpha Mask Shader";
+		gObjectSimpleAlphaMaskProgram.mFeatures.calculatesLighting = true;
+		gObjectSimpleAlphaMaskProgram.mFeatures.calculatesAtmospherics = true;
+		gObjectSimpleAlphaMaskProgram.mFeatures.hasGamma = true;
+		gObjectSimpleAlphaMaskProgram.mFeatures.hasAtmospherics = true;
+		gObjectSimpleAlphaMaskProgram.mFeatures.hasLighting = true;
+		gObjectSimpleAlphaMaskProgram.mFeatures.hasAlphaMask = true;
+		gObjectSimpleAlphaMaskProgram.mFeatures.mIndexedTextureChannels = 0;
+		gObjectSimpleAlphaMaskProgram.mShaderFiles.clear();
+		gObjectSimpleAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB));
+		gObjectSimpleAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB));
+		gObjectSimpleAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+		success = gObjectSimpleAlphaMaskProgram.createShader(NULL, NULL);
 	}
-	
+
 	if (success)
 	{
 		gObjectSimpleWaterAlphaMaskProgram.mName = "Simple Water Alpha Mask Shader";
@@ -1989,6 +2133,37 @@ BOOL LLViewerShaderMgr::loadShadersObject()
 		success = gObjectFullbrightWaterProgram.createShader(NULL, NULL);
 	}
 
+	if (success)
+	{
+		gObjectEmissiveProgram.mName = "Emissive Shader";
+		gObjectEmissiveProgram.mFeatures.calculatesAtmospherics = true;
+		gObjectEmissiveProgram.mFeatures.hasGamma = true;
+		gObjectEmissiveProgram.mFeatures.hasTransport = true;
+		gObjectEmissiveProgram.mFeatures.isFullbright = true;
+		gObjectEmissiveProgram.mFeatures.mIndexedTextureChannels = 0;
+		gObjectEmissiveProgram.mShaderFiles.clear();
+		gObjectEmissiveProgram.mShaderFiles.push_back(make_pair("objects/emissiveV.glsl", GL_VERTEX_SHADER_ARB));
+		gObjectEmissiveProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
+		gObjectEmissiveProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+		success = gObjectEmissiveProgram.createShader(NULL, NULL);
+	}
+
+	if (success)
+	{
+		gObjectEmissiveWaterProgram.mName = "Emissive Water Shader";
+		gObjectEmissiveWaterProgram.mFeatures.calculatesAtmospherics = true;
+		gObjectEmissiveWaterProgram.mFeatures.isFullbright = true;
+		gObjectEmissiveWaterProgram.mFeatures.hasWaterFog = true;		
+		gObjectEmissiveWaterProgram.mFeatures.hasTransport = true;
+		gObjectEmissiveWaterProgram.mFeatures.mIndexedTextureChannels = 0;
+		gObjectEmissiveWaterProgram.mShaderFiles.clear();
+		gObjectEmissiveWaterProgram.mShaderFiles.push_back(make_pair("objects/emissiveV.glsl", GL_VERTEX_SHADER_ARB));
+		gObjectEmissiveWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
+		gObjectEmissiveWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+		gObjectEmissiveWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
+		success = gObjectEmissiveWaterProgram.createShader(NULL, NULL);
+	}
+
 	if (success)
 	{
 		gObjectFullbrightAlphaMaskProgram.mName = "Fullbright Alpha Mask Shader";
@@ -2272,7 +2447,7 @@ BOOL LLViewerShaderMgr::loadShadersAvatar()
 		gAvatarProgram.mShaderFiles.push_back(make_pair("avatar/avatarV.glsl", GL_VERTEX_SHADER_ARB));
 		gAvatarProgram.mShaderFiles.push_back(make_pair("avatar/avatarF.glsl", GL_FRAGMENT_SHADER_ARB));
 		gAvatarProgram.mShaderLevel = mVertexShaderLevel[SHADER_AVATAR];
-		success = gAvatarProgram.createShader(&mAvatarAttribs, &mAvatarUniforms);
+		success = gAvatarProgram.createShader(NULL, &mAvatarUniforms);
 			
 		if (success)
 		{
@@ -2291,7 +2466,7 @@ BOOL LLViewerShaderMgr::loadShadersAvatar()
 			// Note: no cloth under water:
 			gAvatarWaterProgram.mShaderLevel = llmin(mVertexShaderLevel[SHADER_AVATAR], 1);	
 			gAvatarWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;				
-			success = gAvatarWaterProgram.createShader(&mAvatarAttribs, &mAvatarUniforms);
+			success = gAvatarWaterProgram.createShader(NULL, &mAvatarUniforms);
 		}
 
 		/// Keep track of avatar levels
@@ -2310,7 +2485,7 @@ BOOL LLViewerShaderMgr::loadShadersAvatar()
 		gAvatarPickProgram.mShaderFiles.push_back(make_pair("avatar/pickAvatarV.glsl", GL_VERTEX_SHADER_ARB));
 		gAvatarPickProgram.mShaderFiles.push_back(make_pair("avatar/pickAvatarF.glsl", GL_FRAGMENT_SHADER_ARB));
 		gAvatarPickProgram.mShaderLevel = mVertexShaderLevel[SHADER_AVATAR];
-		success = gAvatarPickProgram.createShader(&mAvatarAttribs, &mAvatarUniforms);
+		success = gAvatarPickProgram.createShader(NULL, &mAvatarUniforms);
 	}
 
 	if (success)
@@ -2414,6 +2589,21 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
 		}
 	}
 
+	if (success)
+	{
+		gOneTextureNoColorProgram.mName = "One Texture No Color Shader";
+		gOneTextureNoColorProgram.mShaderFiles.clear();
+		gOneTextureNoColorProgram.mShaderFiles.push_back(make_pair("interface/onetexturenocolorV.glsl", GL_VERTEX_SHADER_ARB));
+		gOneTextureNoColorProgram.mShaderFiles.push_back(make_pair("interface/onetexturenocolorF.glsl", GL_FRAGMENT_SHADER_ARB));
+		gOneTextureNoColorProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+		success = gOneTextureNoColorProgram.createShader(NULL, NULL);
+		if (success)
+		{
+			gOneTextureNoColorProgram.bind();
+			gOneTextureNoColorProgram.uniform1i("tex0", 0);
+		}
+	}
+
 	if (success)
 	{
 		gSolidColorProgram.mName = "Solid Color Shader";
diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h
index 629ef32adb41fb87f4a5a5d6d4cb0f0db085fe0b..ced7ed06d92ad23f38b65c79f2c8fd19121ed639 100644
--- a/indra/newview/llviewershadermgr.h
+++ b/indra/newview/llviewershadermgr.h
@@ -186,16 +186,10 @@ class LLViewerShaderMgr: public LLShaderMgr
 
 	typedef enum
 	{
-		AVATAR_WEIGHT = END_RESERVED_ATTRIBS,
-		AVATAR_CLOTHING,
+		AVATAR_MATRIX = END_RESERVED_UNIFORMS,
 		AVATAR_WIND,
 		AVATAR_SINWAVE,
-		AVATAR_GRAVITY
-	} eAvatarAttribs;
-
-	typedef enum
-	{
-		AVATAR_MATRIX = END_RESERVED_UNIFORMS
+		AVATAR_GRAVITY,
 	} eAvatarUniforms;
 
 	// simple model of forward iterator
@@ -265,9 +259,6 @@ class LLViewerShaderMgr: public LLShaderMgr
 
 	std::vector<std::string> mGlowExtractUniforms;
 
-	//avatar shader parameter tables
-	std::vector<std::string> mAvatarAttribs;
-
 	std::vector<std::string> mAvatarUniforms;
 
 	// the list of shaders we need to propagate parameters to.
@@ -294,7 +285,9 @@ extern LLGLSLShader			gGlowCombineProgram;
 
 //output tex0[tc0] + tex1[tc1]
 extern LLGLSLShader			gTwoTextureAddProgram;
-								
+						
+extern LLGLSLShader			gOneTextureNoColorProgram;
+
 //object shaders
 extern LLGLSLShader			gObjectSimpleProgram;
 extern LLGLSLShader			gObjectSimpleAlphaMaskProgram;
@@ -304,13 +297,21 @@ extern LLGLSLShader			gObjectSimpleNonIndexedProgram;
 extern LLGLSLShader			gObjectSimpleNonIndexedWaterProgram;
 extern LLGLSLShader			gObjectAlphaMaskNonIndexedProgram;
 extern LLGLSLShader			gObjectAlphaMaskNonIndexedWaterProgram;
+extern LLGLSLShader			gObjectAlphaMaskNoColorProgram;
+extern LLGLSLShader			gObjectAlphaMaskNoColorWaterProgram;
 extern LLGLSLShader			gObjectFullbrightProgram;
 extern LLGLSLShader			gObjectFullbrightWaterProgram;
+extern LLGLSLShader			gObjectFullbrightNoColorProgram;
+extern LLGLSLShader			gObjectFullbrightNoColorWaterProgram;
+extern LLGLSLShader			gObjectEmissiveProgram;
+extern LLGLSLShader			gObjectEmissiveWaterProgram;
 extern LLGLSLShader			gObjectFullbrightAlphaMaskProgram;
 extern LLGLSLShader			gObjectFullbrightWaterAlphaMaskProgram;
 extern LLGLSLShader			gObjectFullbrightNonIndexedProgram;
 extern LLGLSLShader			gObjectFullbrightNonIndexedWaterProgram;
 extern LLGLSLShader			gObjectBumpProgram;
+extern LLGLSLShader			gTreeProgram;
+extern LLGLSLShader			gTreeWaterProgram;
 
 extern LLGLSLShader			gObjectSimpleLODProgram;
 extern LLGLSLShader			gObjectFullbrightLODProgram;
diff --git a/indra/newview/llviewerwindow.cpp b/indra/newview/llviewerwindow.cpp
index 988c4ed1a234f4600152a45d5f8d3572cd3900e7..6af268f2348587c854054436cb602b736c7d26e5 100644
--- a/indra/newview/llviewerwindow.cpp
+++ b/indra/newview/llviewerwindow.cpp
@@ -3458,7 +3458,7 @@ void LLViewerWindow::renderSelections( BOOL for_gl_pick, BOOL pick_parcel_walls,
 						glScalef(scale, scale, scale);
 
 						LLColor4 color(vovolume->getLightColor(), .5f);
-						glColor4fv(color.mV);
+						gGL.diffuseColor4fv(color.mV);
 					
 						F32 pixel_area = 100000.f;
 						// Render Outside
diff --git a/indra/newview/llvosurfacepatch.cpp b/indra/newview/llvosurfacepatch.cpp
index 510525259f4c9a6f64fee619aafb1785880adf12..0b746c841cd0ffb97c80f185b519aeb642f262a2 100644
--- a/indra/newview/llvosurfacepatch.cpp
+++ b/indra/newview/llvosurfacepatch.cpp
@@ -59,6 +59,12 @@ class LLVertexBufferTerrain : public LLVertexBuffer
 	// virtual
 	void setupVertexBuffer(U32 data_mask) const
 	{	
+		if (LLGLSLShader::sNoFixedFunction)
+		{ //just use default if shaders are in play
+			LLVertexBuffer::setupVertexBuffer(data_mask & ~(MAP_TEXCOORD2 | MAP_TEXCOORD3));
+			return;
+		}
+
 		U8* base = useVBOs() ? (U8*) mAlignedOffset : mMappedData;
 
 		//assume tex coords 2 and 3 are present
diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp
index 4c137d339479ef2906916846f5e699777d9d50c9..4c4ff26df88fc74ad9d8544266bb27fe3f564911 100644
--- a/indra/newview/llvovolume.cpp
+++ b/indra/newview/llvovolume.cpp
@@ -3830,8 +3830,6 @@ void LLVolumeGeometryManager::registerFace(LLSpatialGroup* group, LLFace* facep,
 		}
 	}
 	
-	U8 glow = (U8) (facep->getTextureEntry()->getGlow() * 255);
-
 	if (idx >= 0 && 
 		draw_vec[idx]->mVertexBuffer == facep->getVertexBuffer() &&
 		draw_vec[idx]->mEnd == facep->getGeomIndex()-1 &&
@@ -3840,7 +3838,6 @@ void LLVolumeGeometryManager::registerFace(LLSpatialGroup* group, LLFace* facep,
 		draw_vec[idx]->mEnd - draw_vec[idx]->mStart + facep->getGeomCount() <= (U32) gGLManager.mGLMaxVertexRange &&
 		draw_vec[idx]->mCount + facep->getIndicesCount() <= (U32) gGLManager.mGLMaxIndexRange &&
 #endif
-		draw_vec[idx]->mGlowColor.mV[3] == glow &&
 		draw_vec[idx]->mFullbright == fullbright &&
 		draw_vec[idx]->mBump == bump &&
 		draw_vec[idx]->mTextureMatrix == tex_mat &&
@@ -3872,7 +3869,6 @@ void LLVolumeGeometryManager::registerFace(LLSpatialGroup* group, LLFace* facep,
 		draw_vec.push_back(draw_info);
 		draw_info->mTextureMatrix = tex_mat;
 		draw_info->mModelMatrix = model_mat;
-		draw_info->mGlowColor.setVec(0,0,0,glow);
 		if (type == LLRenderPass::PASS_ALPHA)
 		{ //for alpha sorting
 			facep->setDrawInfo(draw_info);
@@ -3972,6 +3968,8 @@ void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group)
 
 	U32 cur_total = 0;
 
+	bool emissive = false;
+
 	//get all the faces into a list
 	for (LLSpatialGroup::element_iter drawable_iter = group->getData().begin(); drawable_iter != group->getData().end(); ++drawable_iter)
 	{
@@ -4183,6 +4181,7 @@ void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group)
 				}
 			}
 
+
 			if (cur_total > max_total || facep->getIndicesCount() <= 0 || facep->getGeomCount() <= 0)
 			{
 				facep->clearVertexBuffer();
@@ -4196,6 +4195,11 @@ void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group)
 				const LLTextureEntry* te = facep->getTextureEntry();
 				LLViewerTexture* tex = facep->getTexture();
 
+				if (te->getGlow() >= 1.f/255.f)
+				{
+					emissive = true;
+				}
+
 				if (facep->isState(LLFace::TEXTURE_ANIM))
 				{
 					if (!vobj->mTexAnimMode)
@@ -4312,6 +4316,14 @@ void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group)
 	U32 bump_mask = LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_NORMAL | LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_COLOR;
 	U32 fullbright_mask = LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_COLOR;
 
+	if (emissive)
+	{ //emissive faces are present, include emissive byte to preserve batching
+		simple_mask = simple_mask | LLVertexBuffer::MAP_EMISSIVE;
+		alpha_mask = alpha_mask | LLVertexBuffer::MAP_EMISSIVE;
+		bump_mask = bump_mask | LLVertexBuffer::MAP_EMISSIVE;
+		fullbright_mask = fullbright_mask | LLVertexBuffer::MAP_EMISSIVE;
+	}
+
 	bool batch_textures = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 1;
 
 	if (batch_textures)
@@ -4455,10 +4467,6 @@ struct CompareBatchBreakerModified
 		{
 			return lte->getFullbright() < rte->getFullbright();
 		}
-		else  if (lte->getGlow() != rte->getGlow())
-		{
-			return lte->getGlow() < rte->getGlow();
-		}
 		else
 		{
 			return lhs->getTexture() < rhs->getTexture();
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 7c2eaecf8b1e66f56e5264790ecfec4b0c781281..8620894229953ff53e595f9d847f8b97d4c6196b 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -138,7 +138,7 @@ const F32 BACKLIGHT_DAY_MAGNITUDE_OBJECT = 0.1f;
 const F32 BACKLIGHT_NIGHT_MAGNITUDE_OBJECT = 0.08f;
 const S32 MAX_OFFSCREEN_GEOMETRY_CHANGES_PER_FRAME = 10;
 const U32 REFLECTION_MAP_RES = 128;
-
+const U32 DEFERRED_VB_MASK = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TEXCOORD1;
 // Max number of occluders to search for. JC
 const S32 MAX_OCCLUDER_COUNT = 2;
 
@@ -457,6 +457,8 @@ void LLPipeline::init()
 		mSpotLightFade[i] = 1.f;
 	}
 
+	mDeferredVB = new LLVertexBuffer(DEFERRED_VB_MASK, 0);
+	mDeferredVB->allocateBuffer(3, 0, true);
 	setLightingDetail(-1);
 }
 
@@ -535,6 +537,8 @@ void LLPipeline::cleanup()
 	mMovedBridge.clear();
 
 	mInitialized = FALSE;
+
+	mDeferredVB = NULL;
 }
 
 //============================================================================
@@ -6983,6 +6987,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen
 	shader.uniform1f("lum_scale", gSavedSettings.getF32("RenderLuminanceScale"));
 	shader.uniform1f("sun_lum_scale", gSavedSettings.getF32("RenderSunLuminanceScale"));
 	shader.uniform1f("sun_lum_offset", gSavedSettings.getF32("RenderSunLuminanceOffset"));
+	shader.uniform3fv("sun_dir", 1, mTransformedSunDir.mV);
 	shader.uniform1f("lum_lod", gSavedSettings.getF32("RenderLuminanceDetail"));
 	shader.uniform1f("gi_range", gSavedSettings.getF32("RenderGIRange"));
 	shader.uniform1f("gi_brightness", gSavedSettings.getF32("RenderGIBrightness"));
@@ -7057,21 +7062,23 @@ void LLPipeline::renderDeferredLighting()
 
 		glh::matrix4f mat = glh_copy_matrix(gGLModelView);
 
-		F32 vert[] = 
-		{
-			-1,1,
-			-1,-3,
-			3,1,
-		};
-		glVertexPointer(2, GL_FLOAT, 0, vert);
-		glColor3f(1,1,1);
+		LLStrider<LLVector3> vert; 
+		mDeferredVB->getVertexStrider(vert);
+		LLStrider<LLVector2> tc0;
+		LLStrider<LLVector2> tc1;
+		mDeferredVB->getTexCoord0Strider(tc0);
+		mDeferredVB->getTexCoord1Strider(tc1);
 
+		vert[0].set(-1,1,0);
+		vert[1].set(-1,-3,0);
+		vert[2].set(3,1,0);
+		
 		{
 			setupHWLights(NULL); //to set mSunDir;
 			LLVector4 dir(mSunDir, 0.f);
 			glh::vec4f tc(dir.mV);
 			mat.mult_matrix_vec(tc);
-			glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], 0);
+			mTransformedSunDir.set(dir.mV);
 		}
 
 		glPushMatrix();
@@ -7335,10 +7342,10 @@ void LLPipeline::renderDeferredLighting()
 				glPushMatrix();
 				glLoadIdentity();
 
-				glVertexPointer(2, GL_FLOAT, 0, vert);
-				
-				glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
+				mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
 				
+				mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+
 				glPopMatrix();
 				glMatrixMode(GL_MODELVIEW);
 				glPopMatrix();
@@ -7347,7 +7354,7 @@ void LLPipeline::renderDeferredLighting()
 			unbindDeferredShader(gDeferredSoftenProgram);
 		}
 
-		{ //render sky
+		{ //render non-deferred geometry (fullbright, alpha, etc)
 			LLGLDisable blend(GL_BLEND);
 			LLGLDisable stencil(GL_STENCIL_TEST);
 			gGL.setSceneBlendType(LLRender::BT_ALPHA);
@@ -7476,7 +7483,7 @@ void LLPipeline::renderDeferredLighting()
 							
 							LLFastTimer ftm(FTM_LOCAL_LIGHTS);
 							glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], s*s);
-							glColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f);
+							gGL.diffuseColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f);
 							glDrawRangeElements(GL_TRIANGLE_FAN, 0, 7, 8,
 								GL_UNSIGNED_BYTE, get_box_fan_indices_ptr(camera, center));
 							stop_glerror();
@@ -7542,7 +7549,7 @@ void LLPipeline::renderDeferredLighting()
 					v[21] = c[0]+s; v[22] = c[1]+s; v[23] = c[2]+s; // 7 - 0111
 
 					glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], s*s);
-					glColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f);
+					gGL.diffuseColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f);
 					glDrawRangeElements(GL_TRIANGLE_FAN, 0, 7, 8,
 							GL_UNSIGNED_BYTE, get_box_fan_indices_ptr(camera, center));
 				}
@@ -7553,6 +7560,8 @@ void LLPipeline::renderDeferredLighting()
 			{
 				bindDeferredShader(gDeferredMultiLightProgram);
 			
+				mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+
 				LLGLDepthTest depth(GL_FALSE);
 
 				//full screen blit
@@ -7568,7 +7577,7 @@ void LLPipeline::renderDeferredLighting()
 				LLVector4 light[max_count];
 				LLVector4 col[max_count];
 
-				glVertexPointer(2, GL_FLOAT, 0, vert);
+//				glVertexPointer(2, GL_FLOAT, 0, vert);
 
 				F32 far_z = 0.f;
 
@@ -7591,7 +7600,8 @@ void LLPipeline::renderDeferredLighting()
 						gDeferredMultiLightProgram.uniform1f("far_z", far_z);
 						far_z = 0.f;
 						count = 0;
-						glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
+						
+						mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
 					}
 				}
 				
@@ -7623,7 +7633,7 @@ void LLPipeline::renderDeferredLighting()
 					col *= volume->getLightIntensity();
 
 					glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], s*s);
-					glColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f);
+					gGL.diffuseColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f);
 					glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
 				}
 
@@ -7660,8 +7670,8 @@ void LLPipeline::renderDeferredLighting()
 
 				LLVertexBuffer::unbind();
 
-				glVertexPointer(2, GL_FLOAT, 0, vert);
-				glColor3f(1,1,1);
+//				glVertexPointer(2, GL_FLOAT, 0, vert);
+				gGL.diffuseColor3f(1,1,1);
 
 				glPushMatrix();
 				glLoadIdentity();
@@ -8297,7 +8307,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
 
 	gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
 			
-	glColor4f(1,1,1,1);
+	gGL.diffuseColor4f(1,1,1,1);
 	
 	stop_glerror();
 
@@ -8341,7 +8351,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
 		gDeferredShadowAlphaMaskProgram.bind();
 		gDeferredShadowAlphaMaskProgram.setAlphaRange(0.6f, 1.f);
 		renderObjects(LLRenderPass::PASS_ALPHA_SHADOW, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR, TRUE);
-		glColor4f(1,1,1,1);
+		gGL.diffuseColor4f(1,1,1,1);
 		renderObjects(LLRenderPass::PASS_GRASS, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, TRUE);
 	}
 
diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h
index 28e6526acd960dc761e6cc3644798f736e6945d0..61ab84588d9ca682895dc97f09c7b5c3c34aaa2e 100644
--- a/indra/newview/pipeline.h
+++ b/indra/newview/pipeline.h
@@ -536,6 +536,9 @@ class LLPipeline
 	LLRenderTarget			mHighlight;
 	LLRenderTarget			mPhysicsDisplay;
 
+	//utility buffer for rendering post effects, gets abused by renderDeferredLighting
+	LLPointer<LLVertexBuffer> mDeferredVB;
+
 	//sun shadow map
 	LLRenderTarget			mShadow[6];
 	std::vector<LLVector3>	mShadowFrustPoints[4];
@@ -581,6 +584,7 @@ class LLPipeline
 
 	LLColor4				mSunDiffuse;
 	LLVector3				mSunDir;
+	LLVector3				mTransformedSunDir;
 
 	BOOL					mInitialized;
 	BOOL					mVertexShadersEnabled;