diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
index fd264b9e74722c1b2a7900e5fc82b84f8f6d78eb..e5bf76db555b0c862efffab495ff18b33efa8ffa 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
@@ -20,9 +20,9 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
 	// Collect normal lights (need to be divided by two, as we later multiply by 2)
 	col.rgb += gl_LightSource[1].diffuse.rgb * calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
 
-	col.rgb += gl_LightSource[2].diffuse.rgb * calcPointLight2(pos, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation);
-	col.rgb += gl_LightSource[3].diffuse.rgb * calcPointLight2(pos, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation);
-	//col.rgb += gl_LightSource[4].diffuse.rgb * calcPointLight2(pos, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation);
+	col.rgb += gl_LightSource[2].diffuse.rgb * calcPointLight2(pos, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
+	col.rgb += gl_LightSource[3].diffuse.rgb * calcPointLight2(pos, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a);
+	//col.rgb += gl_LightSource[4].diffuse.rgb * calcPointLight2(pos, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a);
 	col.rgb = scaleDownLight(col.rgb);
 
 	// Add windlight lights
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 2a1ed1b5ab25ae5fcd00c7e1343fad6593cb51f9..3dc175d72311e20855cc0cfb00ac969947d01549 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -4584,8 +4584,8 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
 				glLightf (gllight, GL_SPOT_CUTOFF,   180.0f);
 
 				// we use specular.w = 1.0 as a cheap hack for the shaders to know that this is omnidirectional rather than a spotlight
-				const float specular = {0.f, 0.f, 0.f, 1.f},
-				glLightfv(gllight, GL_SPECULAR, LLColor4::black.mV);
+				const float specular[] = {0.f, 0.f, 0.f, 1.f};
+				glLightfv(gllight, GL_SPECULAR, specular);
 			}
 			cur_light++;
 			if (cur_light >= 8)