diff --git a/indra/llrender/llgl.cpp b/indra/llrender/llgl.cpp
index 4e3cfb9c8aa5aba028caaaf8baa6f63549024e43..1a2fe0ea0e912a7760e04b2824ffef544219e78a 100644
--- a/indra/llrender/llgl.cpp
+++ b/indra/llrender/llgl.cpp
@@ -582,6 +582,8 @@ bool LLGLManager::initGL()
 		glGetIntegerv(GL_MAX_SAMPLE_MASK_WORDS, &mMaxSampleMaskWords);
 	}
 
+	//HACK always disable texture multisample, use FXAA instead
+	mHasTextureMultisample = FALSE;
 #if LL_WINDOWS
 	if (mIsATI)
 	{ //using multisample textures on ATI results in black screen for some reason
@@ -1329,8 +1331,6 @@ void LLGLState::initClass()
 
 	sStateMap[GL_MULTISAMPLE_ARB] = GL_FALSE;
 	glDisable(GL_MULTISAMPLE_ARB);
-
-	glEnableClientState(GL_VERTEX_ARRAY);
 }
 
 //static
@@ -1604,7 +1604,7 @@ 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 +1661,7 @@ 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 +1875,6 @@ 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..02bcc9e338b3b49edc9cf31ed5620988ab99cdb7 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;
@@ -930,7 +934,9 @@ void LLGLSLShader::uniform4fv(const string& uniform, U32 count, const GLfloat* v
 		std::map<GLint, LLVector4>::iterator iter = mValue.find(location);
 		if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1)
 		{
+			stop_glerror();
 			glUniform4fvARB(location, count, v);
+			stop_glerror();
 			mValue[location] = vec;
 		}
 	}
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/llrendersphere.cpp b/indra/llrender/llrendersphere.cpp
index a5cd70445f64efb597f0d1f18da11e24a20588ce..e7e07a1ab22594cc5d795508cf1836bbafff0861 100644
--- a/indra/llrender/llrendersphere.cpp
+++ b/indra/llrender/llrendersphere.cpp
@@ -35,106 +35,11 @@
 
 #include "llglheaders.h"
 
-GLUquadricObj *gQuadObj2 = NULL;
 LLRenderSphere gSphere;
 
-void drawSolidSphere(GLdouble radius, GLint slices, GLint stacks);
-
-void drawSolidSphere(GLdouble radius, GLint slices, GLint stacks)
-{
-	if (!gQuadObj2)
-	{
-		gQuadObj2 = gluNewQuadric();
-		if (!gQuadObj2)
-		{
-			llwarns << "drawSolidSphere couldn't allocate quadric" << llendl;
-			return;
-		}
-	}
-
-	gluQuadricDrawStyle(gQuadObj2, GLU_FILL);
-	gluQuadricNormals(gQuadObj2, GLU_SMOOTH);
-	// If we ever changed/used the texture or orientation state
-	// of quadObj, we'd need to change it to the defaults here
-	// with gluQuadricTexture and/or gluQuadricOrientation.
-	gluQuadricTexture(gQuadObj2, GL_TRUE);
-	gluSphere(gQuadObj2, radius, slices, stacks);
-}
-
-
-// A couple thoughts on sphere drawing:
-// 1) You need more slices than stacks, but little less than 2:1
-// 2) At low LOD, setting stacks to an odd number avoids a "band" around the equator, making things look smoother
-void LLRenderSphere::prerender()
-{
-	//  Create a series of display lists for different LODs
-	mDList[0] = glGenLists(1);
-	glNewList(mDList[0], GL_COMPILE);
-	drawSolidSphere(1.0, 30, 20);
-	glEndList();
-
-	mDList[1] = glGenLists(1);
-	glNewList(mDList[1], GL_COMPILE);
-	drawSolidSphere(1.0, 20, 15);
-	glEndList();
-
-	mDList[2] = glGenLists(1);
-	glNewList(mDList[2], GL_COMPILE);
-	drawSolidSphere(1.0, 12, 8);
-	glEndList();
-
-	mDList[3] = glGenLists(1);
-	glNewList(mDList[3], GL_COMPILE);
-	drawSolidSphere(1.0, 8, 5);
-	glEndList();
-}
-
-void LLRenderSphere::cleanupGL()
-{
-	for (S32 detail = 0; detail < 4; detail++)
-	{
-		glDeleteLists(mDList[detail], 1);
-		mDList[detail] = 0;
-	}
-	
-	if (gQuadObj2)
-	{
-		gluDeleteQuadric(gQuadObj2);
-		gQuadObj2 = NULL;
-	}
-}
-
-// Constants here are empirically derived from my eyeballs, JNC
-//
-// The toughest adjustment is the cutoff for the lowest LOD
-// Maybe we should have more LODs at the low end?
-void LLRenderSphere::render(F32 pixel_area)
-{
-	S32 level_of_detail;
-
-	if (pixel_area > 10000.f)
-	{
-		level_of_detail = 0;
-	}
-	else if (pixel_area > 800.f)
-	{
-		level_of_detail = 1;
-	}
-	else if (pixel_area > 100.f)
-	{
-		level_of_detail = 2;
-	}
-	else
-	{
-		level_of_detail = 3;
-	}
-	glCallList(mDList[level_of_detail]);
-}
-
-
 void LLRenderSphere::render()
 {
-	glCallList(mDList[0]);
+	renderGGL();
 }
 
 inline LLVector3 polar_to_cart(F32 latitude, F32 longitude)
diff --git a/indra/llrender/llrendersphere.h b/indra/llrender/llrendersphere.h
index 96a6bec80c7f708aaea5343f99d57865f8e3998f..f8e9e86e7f7b58bbbd6b6deda191ed8188623eb3 100644
--- a/indra/llrender/llrendersphere.h
+++ b/indra/llrender/llrendersphere.h
@@ -40,11 +40,6 @@ void lat2xyz(LLVector3 * result, F32 lat, F32 lon);			// utility routine
 class LLRenderSphere  
 {
 public:
-	LLGLuint	mDList[5];
-
-	void prerender();
-	void cleanupGL();
-	void render(F32 pixel_area);		// of a box of size 1.0 at that position
 	void render();						// render at highest LOD
 	void renderGGL();                   // render using LLRender
 
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp
index 986c1f2774dde1f23c6416cad1313d11157e6de7..23344356442181102748f73fda36daef5e7f8f9d 100644
--- a/indra/llrender/llshadermgr.cpp
+++ b/indra/llrender/llshadermgr.cpp
@@ -531,9 +531,9 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
 	}
 
 	//we can't have any lines longer than 1024 characters 
-	//or any shaders longer than 1024 lines... deal - DaveP
+	//or any shaders longer than 4096 lines... deal - DaveP
 	GLcharARB buff[1024];
-	GLcharARB* text[1024];
+	GLcharARB* text[4096];
 	GLuint count = 0;
 
 	if (gGLManager.mGLVersion < 2.1f)
@@ -649,7 +649,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
 	}
 
 	//copy file into memory
-	while( fgets((char *)buff, 1024, file) != NULL && count < LL_ARRAY_SIZE(buff) ) 
+	while( fgets((char *)buff, 1024, file) != NULL && count < LL_ARRAY_SIZE(text) ) 
 	{
 		text[count++] = (GLcharARB *)strdup((char *)buff); 
 	}
@@ -709,6 +709,13 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
 				for (GLuint i = 0; i < count; i++)
 				{
 					ostr << i << ": " << text[i];
+
+					if (i % 128 == 0)
+					{ //dump every 128 lines
+						LL_WARNS("ShaderLoading") << "\n" << ostr.str() << llendl;
+						ostr = std::stringstream();
+					}
+
 				}
 
 				LL_WARNS("ShaderLoading") << "\n" << ostr.str() << llendl;
diff --git a/indra/llrender/llvertexbuffer.cpp b/indra/llrender/llvertexbuffer.cpp
index b6a252e8fa82bf5b2f7735e8c278f1d9ef7373eb..5d1916884209d3d0658c756f35cf9830df4778c6 100644
--- a/indra/llrender/llvertexbuffer.cpp
+++ b/indra/llrender/llvertexbuffer.cpp
@@ -62,7 +62,6 @@ U32 LLVertexBuffer::sAllocatedBytes = 0;
 BOOL LLVertexBuffer::sMapped = FALSE;
 BOOL LLVertexBuffer::sUseStreamDraw = TRUE;
 BOOL LLVertexBuffer::sPreferStreamDraw = FALSE;
-S32	LLVertexBuffer::sWeight4Loc = -1;
 
 std::vector<U32> LLVertexBuffer::sDeleteList;
 
@@ -130,6 +129,7 @@ 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 +156,79 @@ 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 +244,18 @@ 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 +282,71 @@ 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;
 	}
 }
@@ -295,6 +354,8 @@ void LLVertexBuffer::setupClientArrays(U32 data_mask)
 //static
 void LLVertexBuffer::drawArrays(U32 mode, const std::vector<LLVector3>& pos, const std::vector<LLVector3>& norm)
 {
+	llassert(!LLGLSLShader::sNoFixedFunction || LLGLSLShader::sCurBoundShaderPtr != NULL);
+
 	U32 count = pos.size();
 	llassert_always(norm.size() >= pos.size());
 	llassert_always(count > 0) ;
@@ -309,6 +370,49 @@ void LLVertexBuffer::drawArrays(U32 mode, const std::vector<LLVector3>& pos, con
 	glDrawArrays(sGLMode[mode], 0, count);
 }
 
+//static
+void LLVertexBuffer::drawElements(U32 mode, const LLVector4a* pos, const LLVector2* tc, S32 num_indices, const U16* indicesp)
+{
+	llassert(!LLGLSLShader::sNoFixedFunction || LLGLSLShader::sCurBoundShaderPtr != NULL);
+
+	U32 mask = LLVertexBuffer::MAP_VERTEX;
+	if (tc)
+	{
+		mask = mask | LLVertexBuffer::MAP_TEXCOORD0;
+	}
+
+	unbind();
+	
+	setupClientArrays(mask);
+
+	LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
+
+	if (shader)
+	{
+		S32 loc = shader->getAttribLocation(LLVertexBuffer::TYPE_VERTEX);
+		if (loc > -1)
+		{
+			glVertexAttribPointerARB(loc, 3, GL_FLOAT, GL_FALSE, 16, pos);
+
+			if (tc)
+			{
+				loc = shader->getAttribLocation(LLVertexBuffer::TYPE_TEXCOORD0);
+				if (loc > -1)
+				{
+					glVertexAttribPointerARB(loc, 2, GL_FLOAT, GL_FALSE, 0, tc);
+				}
+			}
+		}
+	}
+	else
+	{
+		glTexCoordPointer(2, GL_FLOAT, 0, tc);
+		glVertexPointer(3, GL_FLOAT, 16, pos);
+	}
+
+	glDrawElements(sGLMode[mode], num_indices, GL_UNSIGNED_SHORT, indicesp);
+}
+
 void LLVertexBuffer::validateRange(U32 start, U32 end, U32 count, U32 indices_offset) const
 {
 	if (start >= (U32) mRequestedNumVerts ||
@@ -343,6 +447,7 @@ void LLVertexBuffer::drawRange(U32 mode, U32 start, U32 end, U32 count, U32 indi
 	validateRange(start, end, count, indices_offset);
 
 	llassert(mRequestedNumVerts >= 0);
+	llassert(!LLGLSLShader::sNoFixedFunction || LLGLSLShader::sCurBoundShaderPtr != NULL);
 
 	if (mGLIndices != sGLRenderIndices)
 	{
@@ -371,6 +476,8 @@ void LLVertexBuffer::drawRange(U32 mode, U32 start, U32 end, U32 count, U32 indi
 
 void LLVertexBuffer::draw(U32 mode, U32 count, U32 indices_offset) const
 {
+	llassert(!LLGLSLShader::sNoFixedFunction || LLGLSLShader::sCurBoundShaderPtr != NULL);
+
 	llassert(mRequestedNumIndices >= 0);
 	if (indices_offset >= (U32) mRequestedNumIndices ||
 	    indices_offset + count > (U32) mRequestedNumIndices)
@@ -403,6 +510,8 @@ void LLVertexBuffer::draw(U32 mode, U32 count, U32 indices_offset) const
 
 void LLVertexBuffer::drawArrays(U32 mode, U32 first, U32 count) const
 {
+	llassert(!LLGLSLShader::sNoFixedFunction || LLGLSLShader::sCurBoundShaderPtr != NULL);
+
 	llassert(mRequestedNumVerts >= 0);
 	if (first >= (U32) mRequestedNumVerts ||
 	    first + count > (U32) mRequestedNumVerts)
@@ -1593,6 +1702,10 @@ 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);
@@ -1811,66 +1924,223 @@ 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)
+	if (data_mask & MAP_WEIGHT4)
 	{
-		glVertexAttribPointerARB(sWeight4Loc, 4, GL_FLOAT, FALSE, LLVertexBuffer::sTypeSize[TYPE_WEIGHT4], (void*)(base+mOffsets[TYPE_WEIGHT4]));
+		if (shader)
+		{
+			S32 loc = shader->getAttribLocation(TYPE_WEIGHT4);
+			if (loc > -1)
+			{
+				glVertexAttribPointerARB(loc, 4, GL_FLOAT, FALSE, LLVertexBuffer::sTypeSize[TYPE_WEIGHT4], (void*)(base+mOffsets[TYPE_WEIGHT4]));
+			}
+		}
 	}
 
 	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..9497bc935731d15e2e921b6dbc607d34aaf725d5 100644
--- a/indra/llrender/llvertexbuffer.h
+++ b/indra/llrender/llvertexbuffer.h
@@ -111,8 +111,6 @@ class LLVertexBuffer : public LLRefCount
 	static LLVBOPool sStreamIBOPool;
 	static LLVBOPool sDynamicIBOPool;
 
-	static S32	sWeight4Loc;
-
 	static BOOL	sUseStreamDraw;
 	static BOOL	sPreferStreamDraw;
 
@@ -120,6 +118,7 @@ class LLVertexBuffer : public LLRefCount
 	static void cleanupClass();
 	static void setupClientArrays(U32 data_mask);
 	static void drawArrays(U32 mode, const std::vector<LLVector3>& pos, const std::vector<LLVector3>& norm);
+	static void drawElements(U32 mode, const LLVector4a* pos, const LLVector2* tc, S32 num_indices, const U16* indicesp);
 
  	static void clientCopy(F64 max_time = 0.005); //copy data from client to GL
 	static void unbind(); //unbind any bound vertex buffer
@@ -133,6 +132,12 @@ 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 +146,7 @@ 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 +166,7 @@ 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 +225,12 @@ 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 33541b559b1cfef7eb6caf65956cdeab6b8fb4bc..951685cb2efad6b82b69dcd4feccd0df48153b08 100644
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -7582,7 +7582,7 @@
       <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 c72da8d75824c92d59dfa0594e4ff9f90e6f1401..dca96910f207383e746a0ba0f248b83060c305b5 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl
@@ -24,8 +24,7 @@
  */
  
 
-
-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 c2fe60ddaf8daf8d7200fe369a830c41ea7cec7a..ec1a81379079762300ff400f5a580dcb199c2646 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl
@@ -23,7 +23,9 @@
  * $/LicenseInfo$
  */
  
-
+attribute vec3 position;
+attribute vec3 normal;
+attribute vec2 texcoord0;
 
 vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
 mat4 getSkinnedTransform();
@@ -31,31 +33,33 @@ 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 1a0866be0a8c8292cbcd1ed16ef2b22caae068e7..31db10ae855166e3938070f685fe76946f0e3372 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl
@@ -24,6 +24,10 @@
  */
  
 
+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);
@@ -31,16 +35,17 @@ 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/objectSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
index 09688b2be2260f948654f25c067c519a3dc1df78..6fef303723a84a865a77347ef87ae27c52f00f09 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
@@ -24,7 +24,7 @@
 
 
 
-attribute vec4 object_weight;  
+attribute vec4 weight4;  
 
 uniform mat4 matrixPalette[32];
 
@@ -32,8 +32,8 @@ mat4 getObjectSkinnedTransform()
 {
 	int i; 
 	
-	vec4 w = fract(object_weight);
-	vec4 index = floor(object_weight);
+	vec4 w = fract(weight4);
+	vec4 index = floor(weight4);
 	
 	float scale = 1.0/(w.x+w.y+w.z+w.w);
 	w *= scale;
diff --git a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl
index e25d84a594c2b9bae5eb32fd3285588f4dc182b2..f07e5c124b16e5a7e1796c98f7358c215ba8afd1 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl
@@ -23,21 +23,23 @@
  * $/LicenseInfo$
  */
  
-
+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/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl
new file mode 100644
index 0000000000000000000000000000000000000000..5d1306bfc92d983eb884e7764d974a60916d2f96
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl
@@ -0,0 +1,63 @@
+/** 
+ * @file alphaNonIndexedNoColorF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+ 
+
+
+#extension GL_ARB_texture_rectangle : enable
+
+uniform sampler2DRect depthMap;
+uniform sampler2D diffuseMap;
+
+uniform mat4 shadow_matrix[6];
+uniform vec4 shadow_clip;
+uniform vec2 screen_res;
+
+vec3 atmosLighting(vec3 light);
+vec3 scaleSoftClip(vec3 light);
+
+varying vec3 vary_ambient;
+varying vec3 vary_directional;
+varying vec3 vary_fragcoord;
+varying vec3 vary_position;
+varying vec3 vary_pointlight_col;
+
+uniform mat4 inv_proj;
+
+vec4 getPosition(vec2 pos_screen)
+{
+	float depth = texture2DRect(depthMap, pos_screen.xy).a;
+	vec2 sc = pos_screen.xy*2.0;
+	sc /= screen_res;
+	sc -= vec2(1.0,1.0);
+	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+	vec4 pos = inv_proj * ndc;
+	pos /= pos.w;
+	pos.w = 1.0;
+	return pos;
+}
+
+void main() 
+{
+	vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
+	frag *= screen_res;
+	
+	vec4 pos = vec4(vary_position, 1.0);
+	
+	vec4 diff= texture2D(diffuseMap,gl_TexCoord[0].xy);
+
+	vec4 col = vec4(vary_ambient + vary_directional.rgb, 1.0);
+	vec4 color = diff * col;
+	
+	color.rgb = atmosLighting(color.rgb);
+
+	color.rgb = scaleSoftClip(color.rgb);
+
+	color.rgb += diff.rgb * vary_pointlight_col.rgb;
+
+	gl_FragColor = color;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl
index d57b8f8525e9c15b28e549d168caf21dcc6d59cb..2c2b58d59b3a5f041a24afae90449a8f08f1cea1 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl
@@ -23,6 +23,10 @@
  */
  
 
+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();
@@ -76,7 +80,7 @@ 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;
@@ -84,9 +88,9 @@ 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;
@@ -97,7 +101,7 @@ 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);
@@ -107,17 +111,17 @@ 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 f6a280462e133464eec35bd1d1e63ac7e3858478..7a2f34ca1dfc2c67a46d22d7ad1fbe1d66d71b88 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
@@ -23,7 +23,10 @@
  * $/LicenseInfo$
  */
 
-
+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);
@@ -80,22 +83,22 @@ 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);
@@ -105,7 +108,7 @@ 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);
 
@@ -114,10 +117,10 @@ 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 bf4e79d815e3106d98d89b5385b35dfdcbfbc5f7..e03615eebbd65a08c7ad88eb9a327a08f6c6513a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl
@@ -22,21 +22,23 @@
  * $/LicenseInfo$
  */
 
-
+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 f70ea4da526afecaf1172b3b7f7975da6536ad10..e15727f6f7b04f091917add42e43b0c4a84f1a66 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
@@ -23,7 +23,9 @@
  * $/LicenseInfo$
  */
  
-
+attribute vec3 position;
+attribute vec3 normal;
+attribute vec2 texcoord0;
 
 vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
 mat4 getSkinnedTransform();
@@ -77,20 +79,21 @@ 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;
@@ -100,9 +103,7 @@ 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 col = vec4(0.0, 0.0, 0.0, 1.0);
 
 	// 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);
@@ -112,17 +113,17 @@ 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;
 
 	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;
+	vary_directional = atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), 0.0));
 	
-	col.rgb = min(col.rgb*gl_Color.rgb, 1.0);
+	col.rgb = min(col.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 d0f33979325dfdb8ff268b620c1c3cdef117fb7d..58efa47567187707f2c98449bcadb14ce354ea5c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl
@@ -24,16 +24,20 @@
  */
  
 
+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/avatarF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl
index 3f30402583d9cd23c4854e63f6dcd8af4951cdcc..a006b81ef76243c333fa1ac95f4865436da9d375 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl
@@ -31,7 +31,7 @@ varying vec3 vary_normal;
 
 void main() 
 {
-	vec4 diff = gl_Color*texture2D(diffuseMap, gl_TexCoord[0].xy);
+	vec4 diff = texture2D(diffuseMap, gl_TexCoord[0].xy);
 	
 	if (diff.a < 0.2)
 	{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
index c9a349f0263b041a17f021b21d5e56df75366c9b..ba3cc82b39955c02c1eb5234354f64c4bd5067e7 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
@@ -31,7 +31,6 @@ varying vec4 post_pos;
 
 void main() 
 {
-	//gl_FragColor = vec4(1,1,1,gl_Color.a * texture2D(diffuseMap, gl_TexCoord[0].xy).a);
 	gl_FragColor = vec4(1,1,1,1);
 
 	gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl
index 3d2ad397dfb86fc2ff465a9753aad9aeed0842d2..543e998def75d8adffd5985dd4249d6a2c0df04a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl
@@ -27,34 +27,35 @@
 
 mat4 getSkinnedTransform();
 
-attribute vec4 weight;
+attribute vec3 position;
+attribute vec3 normal;
+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;
 	post_pos = pos;
 
 	gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
-	
-	gl_FrontColor = gl_Color;
 }
 
 
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl
index 37fcef81f3f9de0418ae7ecc7f773f95d2ac5601..66e9119e28e3f6e53a5d9f4e77af236ccca27c8c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl
@@ -23,7 +23,9 @@
  * $/LicenseInfo$
  */
  
-
+attribute vec3 position;
+attribute vec3 normal;
+attribute vec2 texcoord0;
 
 mat4 getSkinnedTransform();
 
@@ -33,28 +35,26 @@ 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;
 }
 
 
diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl
index e904b7ded006c69cd7a6bb9b022d8f4e7ba2e423..0168c40ae53f77a815f9eb94843e6359dfffd65d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl
@@ -23,7 +23,7 @@
  * $/LicenseInfo$
  */
  
-
+attribute vec3 position;
 
 varying vec2 vary_fragcoord;
 uniform vec2 screen_res;
@@ -31,7 +31,7 @@ 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 7d934e7ff836f1353d21de682fa3eb2c49c5f602..421299d4a78a1988a4502eb4c5a8e26557aa04ee 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl
@@ -22,7 +22,11 @@
  * $/LicenseInfo$
  */
 
-
+attribute vec3 position;
+attribute vec4 diffuse_color;
+attribute vec3 normal;
+attribute vec2 texcoord0;
+attribute vec2 texcoord2;
 
 varying vec3 vary_mat0;
 varying vec3 vary_mat1;
@@ -32,17 +36,17 @@ 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);
@@ -50,5 +54,5 @@ 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 92fd41554db63f0ce9290a1ae7c70aa978279100..99ddeaf0b99e325680a7aaf7ad2c3cd54ed4be44 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl
@@ -23,7 +23,11 @@
  * $/LicenseInfo$
  */
  
-
+attribute vec3 position;
+attribute vec4 diffuse_color;
+attribute vec3 normal;
+attribute vec2 texcoord0;
+attribute vec2 texcoord2;
 
 varying vec3 vary_mat0;
 varying vec3 vary_mat1;
@@ -32,16 +36,16 @@ 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 c175a834c23386c0e5c866fdf0aaf57efd74b078..297b3904a60c70459823d38e3f4a21cc25c33669 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
@@ -23,7 +23,8 @@
  * $/LicenseInfo$
  */
  
-
+attribute vec3 position;
+attribute vec2 texcoord0;
 
 //////////////////////////////////////////////////////////////////////////
 // The vertex shader for creating the atmospheric sky
@@ -59,12 +60,12 @@ 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.)
@@ -160,7 +161,7 @@ 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/diffuseAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl
index 338d0ebb2b6e250e87c1c8ee7dbfe4dc7d4f6725..26355731ae0d5c86c1bc8e40a52cd58676870c80 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl
@@ -1,5 +1,5 @@
 /** 
- * @file diffuseF.glsl
+ * @file diffuseAlphaMaskF.glsl
  *
  * $LicenseInfo:firstyear=2007&license=viewerlgpl$
  * $/LicenseInfo$
@@ -15,7 +15,7 @@ varying vec3 vary_normal;
 
 void main() 
 {
-	vec4 col = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color;
+	vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color;
 	
 	if (col.a < minimum_alpha || col.a > maximum_alpha)
 	{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl
new file mode 100644
index 0000000000000000000000000000000000000000..dfc1b52c2e75fccc2ecd2026bfb4540322c816be
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl
@@ -0,0 +1,30 @@
+/** 
+ * @file diffuseAlphaMaskNoColorF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+ 
+
+uniform float minimum_alpha;
+uniform float maximum_alpha;
+
+uniform sampler2D diffuseMap;
+
+varying vec3 vary_normal;
+
+void main() 
+{
+	vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy);
+	
+	if (col.a < minimum_alpha || col.a > maximum_alpha)
+	{
+		discard;
+	}
+
+	gl_FragData[0] = vec4(col.rgb, 0.0);
+	gl_FragData[1] = vec4(0,0,0,0); // spec
+	vec3 nvn = normalize(vary_normal);
+	gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl
new file mode 100644
index 0000000000000000000000000000000000000000..ff9578e2533cf9feef0af64a1eb916e7bbf3556d
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl
@@ -0,0 +1,23 @@
+/** 
+ * @file diffuseNoColorV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+ 
+
+attribute vec3 position;
+attribute vec3 normal;
+attribute vec2 texcoord0;
+
+varying vec3 vary_normal;
+varying float vary_texture_index;
+
+void main()
+{
+	//transform vertex
+	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); 
+	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1);
+	
+	vary_normal = normalize(gl_NormalMatrix * normal);
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl
index 1470d7c9ca8bcbfbf4427f8e8acd0712fe03ab13..02fb34af32640aea686d9a0e5955bc4c428c15a4 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl
@@ -24,27 +24,32 @@
 
 
 
+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 7c5a4d35b380e05fb85e63b1db9684c9c521892e..553cfff52f293fe2cb617298b4e7da5272fcc7bc 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
@@ -24,6 +24,10 @@
  */
  
 
+attribute vec4 position;
+attribute vec4 diffuse_color;
+attribute vec3 normal;
+attribute vec2 texcoord0;
 
 varying vec3 vary_normal;
 varying float vary_texture_index;
@@ -31,11 +35,11 @@ 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/emissiveF.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl
new file mode 100644
index 0000000000000000000000000000000000000000..5a9a6196f3840233ebe0b4912790a7f6f2f88cb0
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl
@@ -0,0 +1,28 @@
+/** 
+ * @file emissiveF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+ 
+
+
+#extension GL_ARB_texture_rectangle : enable
+
+vec3 fullbrightAtmosTransport(vec3 light);
+vec3 fullbrightScaleSoftClip(vec3 light);
+
+
+void main() 
+{
+	float shadow = 1.0;
+
+	vec4 color = diffuseLookup(gl_TexCoord[0].xy)*gl_Color;
+	
+	color.rgb = fullbrightAtmosTransport(color.rgb);
+
+	color.rgb = fullbrightScaleSoftClip(color.rgb);
+
+	gl_FragColor = color;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl
new file mode 100644
index 0000000000000000000000000000000000000000..9841943fe69238e477d12b0051a544ca429c4420
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl
@@ -0,0 +1,38 @@
+/** 
+ * @file emissiveV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+ 
+
+attribute vec4 position;
+attribute float emissive;
+attribute vec2 texcoord0;
+
+void calcAtmospherics(vec3 inPositionEye);
+
+vec3 atmosAmbient(vec3 light);
+vec3 atmosAffectDirectionalLight(float lightIntensity);
+vec3 scaleDownLight(vec3 light);
+vec3 scaleUpLight(vec3 light);
+
+varying float vary_texture_index;
+
+void main()
+{
+	//transform vertex
+	vec4 vert = vec4(position.xyz, 1.0);
+	vec4 pos = (gl_ModelViewMatrix * vert);
+	vary_texture_index = position.w;
+
+	gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0);
+	
+	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1);
+	
+	calcAtmospherics(pos.xyz);
+	
+	gl_FrontColor = vec4(0,0,0,emissive);
+
+	gl_FogFragCoord = pos.z;
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
index a4ff0b80e2df9b14fb601d032a3f1a30c6350c32..93571058dce37a6bf07e10602b013b0aceedc9af 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
@@ -24,6 +24,9 @@
  */
  
 
+attribute vec4 position;
+attribute vec4 diffuse_color;
+attribute vec2 texcoord0;
 
 void calcAtmospherics(vec3 inPositionEye);
 
@@ -37,18 +40,17 @@ 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 190e32b6a34102d938e25f11ca0f22962d66b332..1a23be349eea05fd3e1b8e0d198a329055d2b595 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/giV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/giV.glsl
@@ -23,6 +23,9 @@
  * $/LicenseInfo$
  */
  
+attribute vec3 position;
+attribute vec4 diffuse_color;
+attribute vec2 texcoord0;
 
 
 varying vec2 vary_fragcoord;
@@ -32,11 +35,12 @@ 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 0cf8c6817395e90ff5c7c800dd34e52ebad34718..28ba2c432da3117c21135b670afd5a497a8fc1cb 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl
@@ -23,13 +23,15 @@
  * $/LicenseInfo$
  */
  
-
+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 9f22175f8402a546e2c07fe48e685ef982d4edbe..3f2e07cf0875886fd310006fcb92be14acc33f84 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl
@@ -23,8 +23,9 @@
  * $/LicenseInfo$
  */
 
-
-
+ 
+attribute vec3 position;
+attribute vec4 diffuse_color;
 
 varying vec2 vary_fragcoord;
 
@@ -33,9 +34,10 @@ 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 1362a48daf47df6652151526936ff46bfc59ca6d..39e60b6cc8d21ac1ceae688b1baec6f1fa0fa2a0 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl
@@ -24,15 +24,15 @@
  */
 
 
+attribute vec3 position;
 
 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;
 }
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
index 85b0ce5beb18cb92e3471434903ca6a07a72aeb5..c42935d81539d593e4727c150ba2c70fb0fe3247 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
@@ -55,7 +55,10 @@ uniform float sun_wash;
 uniform int proj_shadow_idx;
 uniform float shadow_fade;
 
-varying vec4 vary_light;
+uniform vec3 center;
+uniform vec3 color;
+uniform float falloff;
+uniform float size;
 
 varying vec4 vary_fragcoord;
 uniform vec2 screen_res;
@@ -110,7 +113,7 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
 
 vec4 getPosition(vec2 pos_screen)
 {
-	float depth = texture2DRect(depthMap, pos_screen.xy).a;
+	float depth = texture2DRect(depthMap, pos_screen.xy).r;
 	vec2 sc = pos_screen.xy*2.0;
 	sc /= screen_res;
 	sc -= vec2(1.0,1.0);
@@ -129,9 +132,9 @@ void main()
 	frag.xy *= screen_res;
 	
 	vec3 pos = getPosition(frag.xy).xyz;
-	vec3 lv = vary_light.xyz-pos.xyz;
+	vec3 lv = center.xyz-pos.xyz;
 	float dist2 = dot(lv,lv);
-	dist2 /= vary_light.w;
+	dist2 /= size;
 	if (dist2 > 1.0)
 	{
 		discard;
@@ -145,16 +148,16 @@ void main()
 	vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
 	if (proj_tc.z < 0.0)
 	{
-		discard;
+		//discard;
 	}
 	
 	proj_tc.xyz /= proj_tc.w;
 	
-	float fa = gl_Color.a+1.0;
+	float fa = falloff+1.0;
 	float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
 	if (dist_atten <= 0.0)
 	{
-		discard;
+		//discard;
 	}
 	
 	lv = proj_origin-pos.xyz;
@@ -182,7 +185,7 @@ void main()
 			
 			vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
 		
-			vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;
+			vec3 lcol = color.rgb * plcol.rgb * plcol.a;
 			
 			lit = da * dist_atten * noise;
 			
@@ -199,7 +202,7 @@ void main()
 			
 		amb_da = min(amb_da, 1.0-lit);
 			
-		col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
+		col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
 	}
 	
 	
@@ -232,7 +235,7 @@ void main()
 					stc.y > 0.0)
 				{
 					vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
-					col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb;
+					col += dist_atten*scol.rgb*color.rgb*scol.a*spec.rgb;
 				}
 			}
 		}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
index 0771f9b91a975954a8864f91b33fd67ad7065a8a..8c34a554c2e3c31c465721914e3664aa7c4499c5 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
@@ -38,7 +38,10 @@ uniform sampler2DRect depthMap;
 uniform vec3 env_mat[3];
 uniform float sun_wash;
 
-varying vec4 vary_light;
+uniform vec3 center;
+uniform vec3 color;
+uniform float falloff;
+uniform float size;
 
 varying vec4 vary_fragcoord;
 uniform vec2 screen_res;
@@ -67,9 +70,9 @@ void main()
 	frag.xy *= screen_res;
 	
 	vec3 pos = getPosition(frag.xy).xyz;
-	vec3 lv = vary_light.xyz-pos;
+	vec3 lv = center.xyz-pos;
 	float dist2 = dot(lv,lv);
-	dist2 /= vary_light.w;
+	dist2 /= size;
 	if (dist2 > 1.0)
 	{
 		discard;
@@ -90,11 +93,11 @@ void main()
 	float noise = texture2D(noiseMap, frag.xy/128.0).b;
 	
 	vec3 col = texture2DRect(diffuseRect, frag.xy).rgb;
-	float fa = gl_Color.a+1.0;
+	float fa = falloff+1.0;
 	float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
 	float lit = da * dist_atten * noise;
 	
-	col = gl_Color.rgb*lit*col;
+	col = color.rgb*lit*col;
 
 	vec4 spec = texture2DRect(specularRect, frag.xy);
 	if (spec.a > 0.0)
@@ -104,7 +107,7 @@ void main()
 		{
 			sa = texture2D(lightFunc, vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0);
 			sa *= noise;
-			col += da*sa*gl_Color.rgb*spec.rgb;
+			col += da*sa*color.rgb*spec.rgb;
 		}
 	}
 	
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl
index db1b9d3feb88f3e16de78253322a00289e4d4a5a..afaf58020bcc9dcdee30305dd0f4693be59317bf 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl
@@ -23,23 +23,15 @@
  * $/LicenseInfo$
  */
 
+attribute vec3 position;
 
-
-varying vec4 vary_light;
 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;
-	tex.w = 1.0;
-	
-	vary_light = gl_MultiTexCoord0;
-	
 	gl_Position = pos;
-		
-	gl_FrontColor = gl_Color;
 }
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl
index 34e30a30703d9efd7bb53eedce7b146ab20e8be6..e9122fc9d3d17d8de715c023f26ab809d2ea4d7e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl
@@ -1,5 +1,5 @@
 /** 
- * @file postDeferredF.glsl
+ * @file postDeferredNoDoFF.glsl
  *
  * $LicenseInfo:firstyear=2007&license=viewerlgpl$
  * Second Life Viewer Source Code
@@ -23,20 +23,2092 @@
  * $/LicenseInfo$
  */
  
+#extension GL_ARB_texture_rectangle : enable
 
+#define FXAA_PC 1
+#define FXAA_GLSL_130 1
+#define FXAA_QUALITY__PRESET 12
 
-#extension GL_ARB_texture_rectangle : enable
+/*============================================================================
+
+
+                    NVIDIA FXAA 3.11 by TIMOTHY LOTTES
+
+
+------------------------------------------------------------------------------
+COPYRIGHT (C) 2010, 2011 NVIDIA CORPORATION. ALL RIGHTS RESERVED.
+------------------------------------------------------------------------------
+TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED
+*AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS
+OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF
+MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA
+OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR
+CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR
+LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION,
+OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE
+THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
+DAMAGES.
+
+------------------------------------------------------------------------------
+                           INTEGRATION CHECKLIST
+------------------------------------------------------------------------------
+(1.)
+In the shader source, setup defines for the desired configuration.
+When providing multiple shaders (for different presets),
+simply setup the defines differently in multiple files.
+Example,
+
+  #define FXAA_PC 1
+  #define FXAA_HLSL_5 1
+  #define FXAA_QUALITY__PRESET 12
+
+Or,
+
+  #define FXAA_360 1
+  
+Or,
+
+  #define FXAA_PS3 1
+  
+Etc.
+
+(2.)
+Then include this file,
+
+  #include "Fxaa3_11.h"
+
+(3.)
+Then call the FXAA pixel shader from within your desired shader.
+Look at the FXAA Quality FxaaPixelShader() for docs on inputs.
+As for FXAA 3.11 all inputs for all shaders are the same 
+to enable easy porting between platforms.
+
+  return FxaaPixelShader(...);
+
+(4.)
+Insure pass prior to FXAA outputs RGBL (see next section).
+Or use,
+
+  #define FXAA_GREEN_AS_LUMA 1
+
+(5.)
+Setup engine to provide the following constants
+which are used in the FxaaPixelShader() inputs,
+
+  FxaaFloat2 fxaaQualityRcpFrame,
+  FxaaFloat4 fxaaConsoleRcpFrameOpt,
+  FxaaFloat4 fxaaConsoleRcpFrameOpt2,
+  FxaaFloat4 fxaaConsole360RcpFrameOpt2,
+  FxaaFloat fxaaQualitySubpix,
+  FxaaFloat fxaaQualityEdgeThreshold,
+  FxaaFloat fxaaQualityEdgeThresholdMin,
+  FxaaFloat fxaaConsoleEdgeSharpness,
+  FxaaFloat fxaaConsoleEdgeThreshold,
+  FxaaFloat fxaaConsoleEdgeThresholdMin,
+  FxaaFloat4 fxaaConsole360ConstDir
+
+Look at the FXAA Quality FxaaPixelShader() for docs on inputs.
+
+(6.)
+Have FXAA vertex shader run as a full screen triangle,
+and output "pos" and "fxaaConsolePosPos" 
+such that inputs in the pixel shader provide,
+
+  // {xy} = center of pixel
+  FxaaFloat2 pos,
+
+  // {xy__} = upper left of pixel
+  // {__zw} = lower right of pixel
+  FxaaFloat4 fxaaConsolePosPos,
+
+(7.)
+Insure the texture sampler(s) used by FXAA are set to bilinear filtering.
+
+
+------------------------------------------------------------------------------
+                    INTEGRATION - RGBL AND COLORSPACE
+------------------------------------------------------------------------------
+FXAA3 requires RGBL as input unless the following is set, 
+
+  #define FXAA_GREEN_AS_LUMA 1
+
+In which case the engine uses green in place of luma,
+and requires RGB input is in a non-linear colorspace.
+
+RGB should be LDR (low dynamic range).
+Specifically do FXAA after tonemapping.
+
+RGB data as returned by a texture fetch can be non-linear,
+or linear when FXAA_GREEN_AS_LUMA is not set.
+Note an "sRGB format" texture counts as linear,
+because the result of a texture fetch is linear data.
+Regular "RGBA8" textures in the sRGB colorspace are non-linear.
+
+If FXAA_GREEN_AS_LUMA is not set,
+luma must be stored in the alpha channel prior to running FXAA.
+This luma should be in a perceptual space (could be gamma 2.0).
+Example pass before FXAA where output is gamma 2.0 encoded,
+
+  color.rgb = ToneMap(color.rgb); // linear color output
+  color.rgb = sqrt(color.rgb);    // gamma 2.0 color output
+  return color;
+
+To use FXAA,
+
+  color.rgb = ToneMap(color.rgb);  // linear color output
+  color.rgb = sqrt(color.rgb);     // gamma 2.0 color output
+  color.a = dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114)); // compute luma
+  return color;
+
+Another example where output is linear encoded,
+say for instance writing to an sRGB formated render target,
+where the render target does the conversion back to sRGB after blending,
+
+  color.rgb = ToneMap(color.rgb); // linear color output
+  return color;
+
+To use FXAA,
+
+  color.rgb = ToneMap(color.rgb); // linear color output
+  color.a = sqrt(dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114))); // compute luma
+  return color;
+
+Getting luma correct is required for the algorithm to work correctly.
+
+
+------------------------------------------------------------------------------
+                          BEING LINEARLY CORRECT?
+------------------------------------------------------------------------------
+Applying FXAA to a framebuffer with linear RGB color will look worse.
+This is very counter intuitive, but happends to be true in this case.
+The reason is because dithering artifacts will be more visiable 
+in a linear colorspace.
+
+
+------------------------------------------------------------------------------
+                             COMPLEX INTEGRATION
+------------------------------------------------------------------------------
+Q. What if the engine is blending into RGB before wanting to run FXAA?
+
+A. In the last opaque pass prior to FXAA,
+   have the pass write out luma into alpha.
+   Then blend into RGB only.
+   FXAA should be able to run ok
+   assuming the blending pass did not any add aliasing.
+   This should be the common case for particles and common blending passes.
+
+A. Or use FXAA_GREEN_AS_LUMA.
+
+============================================================================*/
+
+/*============================================================================
+
+                             INTEGRATION KNOBS
+
+============================================================================*/
+//
+// FXAA_PS3 and FXAA_360 choose the console algorithm (FXAA3 CONSOLE).
+// FXAA_360_OPT is a prototype for the new optimized 360 version.
+//
+// 1 = Use API.
+// 0 = Don't use API.
+//
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_PS3
+    #define FXAA_PS3 0
+#endif
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_360
+    #define FXAA_360 0
+#endif
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_360_OPT
+    #define FXAA_360_OPT 0
+#endif
+/*==========================================================================*/
+#ifndef FXAA_PC
+    //
+    // FXAA Quality
+    // The high quality PC algorithm.
+    //
+    #define FXAA_PC 0
+#endif
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_PC_CONSOLE
+    //
+    // The console algorithm for PC is included
+    // for developers targeting really low spec machines.
+    // Likely better to just run FXAA_PC, and use a really low preset.
+    //
+    #define FXAA_PC_CONSOLE 0
+#endif
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_GLSL_120
+    #define FXAA_GLSL_120 0
+#endif
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_GLSL_130
+    #define FXAA_GLSL_130 0
+#endif
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_HLSL_3
+    #define FXAA_HLSL_3 0
+#endif
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_HLSL_4
+    #define FXAA_HLSL_4 0
+#endif
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_HLSL_5
+    #define FXAA_HLSL_5 0
+#endif
+/*==========================================================================*/
+#ifndef FXAA_GREEN_AS_LUMA
+    //
+    // For those using non-linear color,
+    // and either not able to get luma in alpha, or not wanting to,
+    // this enables FXAA to run using green as a proxy for luma.
+    // So with this enabled, no need to pack luma in alpha.
+    //
+    // This will turn off AA on anything which lacks some amount of green.
+    // Pure red and blue or combination of only R and B, will get no AA.
+    //
+    // Might want to lower the settings for both,
+    //    fxaaConsoleEdgeThresholdMin
+    //    fxaaQualityEdgeThresholdMin
+    // In order to insure AA does not get turned off on colors 
+    // which contain a minor amount of green.
+    //
+    // 1 = On.
+    // 0 = Off.
+    //
+    #define FXAA_GREEN_AS_LUMA 0
+#endif
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_EARLY_EXIT
+    //
+    // Controls algorithm's early exit path.
+    // On PS3 turning this ON adds 2 cycles to the shader.
+    // On 360 turning this OFF adds 10ths of a millisecond to the shader.
+    // Turning this off on console will result in a more blurry image.
+    // So this defaults to on.
+    //
+    // 1 = On.
+    // 0 = Off.
+    //
+    #define FXAA_EARLY_EXIT 1
+#endif
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_DISCARD
+    //
+    // Only valid for PC OpenGL currently.
+    // Probably will not work when FXAA_GREEN_AS_LUMA = 1.
+    //
+    // 1 = Use discard on pixels which don't need AA.
+    //     For APIs which enable concurrent TEX+ROP from same surface.
+    // 0 = Return unchanged color on pixels which don't need AA.
+    //
+    #define FXAA_DISCARD 0
+#endif
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_FAST_PIXEL_OFFSET
+    //
+    // Used for GLSL 120 only.
+    //
+    // 1 = GL API supports fast pixel offsets
+    // 0 = do not use fast pixel offsets
+    //
+    #ifdef GL_EXT_gpu_shader4
+        #define FXAA_FAST_PIXEL_OFFSET 1
+    #endif
+    #ifdef GL_NV_gpu_shader5
+        #define FXAA_FAST_PIXEL_OFFSET 1
+    #endif
+    #ifdef GL_ARB_gpu_shader5
+        #define FXAA_FAST_PIXEL_OFFSET 1
+    #endif
+    #ifndef FXAA_FAST_PIXEL_OFFSET
+        #define FXAA_FAST_PIXEL_OFFSET 0
+    #endif
+#endif
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_GATHER4_ALPHA
+    //
+    // 1 = API supports gather4 on alpha channel.
+    // 0 = API does not support gather4 on alpha channel.
+    //
+    #if (FXAA_HLSL_5 == 1)
+        #define FXAA_GATHER4_ALPHA 1
+    #endif
+    #ifdef GL_ARB_gpu_shader5
+        #define FXAA_GATHER4_ALPHA 1
+    #endif
+    #ifdef GL_NV_gpu_shader5
+        #define FXAA_GATHER4_ALPHA 1
+    #endif
+    #ifndef FXAA_GATHER4_ALPHA
+        #define FXAA_GATHER4_ALPHA 0
+    #endif
+#endif
+
+/*============================================================================
+                      FXAA CONSOLE PS3 - TUNING KNOBS
+============================================================================*/
+#ifndef FXAA_CONSOLE__PS3_EDGE_SHARPNESS
+    //
+    // Consoles the sharpness of edges on PS3 only.
+    // Non-PS3 tuning is done with shader input.
+    //
+    // Due to the PS3 being ALU bound,
+    // there are only two safe values here: 4 and 8.
+    // These options use the shaders ability to a free *|/ by 2|4|8.
+    //
+    // 8.0 is sharper
+    // 4.0 is softer
+    // 2.0 is really soft (good for vector graphics inputs)
+    //
+    #if 1
+        #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 8.0
+    #endif
+    #if 0
+        #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 4.0
+    #endif
+    #if 0
+        #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 2.0
+    #endif
+#endif
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_CONSOLE__PS3_EDGE_THRESHOLD
+    //
+    // Only effects PS3.
+    // Non-PS3 tuning is done with shader input.
+    //
+    // The minimum amount of local contrast required to apply algorithm.
+    // The console setting has a different mapping than the quality setting.
+    //
+    // This only applies when FXAA_EARLY_EXIT is 1.
+    //
+    // Due to the PS3 being ALU bound,
+    // there are only two safe values here: 0.25 and 0.125.
+    // These options use the shaders ability to a free *|/ by 2|4|8.
+    //
+    // 0.125 leaves less aliasing, but is softer
+    // 0.25 leaves more aliasing, and is sharper
+    //
+    #if 1
+        #define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.125
+    #else
+        #define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.25
+    #endif
+#endif
+
+/*============================================================================
+                        FXAA QUALITY - TUNING KNOBS
+------------------------------------------------------------------------------
+NOTE the other tuning knobs are now in the shader function inputs!
+============================================================================*/
+#ifndef FXAA_QUALITY__PRESET
+    //
+    // Choose the quality preset.
+    // This needs to be compiled into the shader as it effects code.
+    // Best option to include multiple presets is to 
+    // in each shader define the preset, then include this file.
+    // 
+    // OPTIONS
+    // -----------------------------------------------------------------------
+    // 10 to 15 - default medium dither (10=fastest, 15=highest quality)
+    // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)
+    // 39       - no dither, very expensive 
+    //
+    // NOTES
+    // -----------------------------------------------------------------------
+    // 12 = slightly faster then FXAA 3.9 and higher edge quality (default)
+    // 13 = about same speed as FXAA 3.9 and better than 12
+    // 23 = closest to FXAA 3.9 visually and performance wise
+    //  _ = the lowest digit is directly related to performance
+    // _  = the highest digit is directly related to style
+    // 
+    #define FXAA_QUALITY__PRESET 12
+#endif
+
+
+/*============================================================================
+
+                           FXAA QUALITY - PRESETS
+
+============================================================================*/
+
+/*============================================================================
+                     FXAA QUALITY - MEDIUM DITHER PRESETS
+============================================================================*/
+#if (FXAA_QUALITY__PRESET == 10)
+    #define FXAA_QUALITY__PS 3
+    #define FXAA_QUALITY__P0 1.5
+    #define FXAA_QUALITY__P1 3.0
+    #define FXAA_QUALITY__P2 12.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 11)
+    #define FXAA_QUALITY__PS 4
+    #define FXAA_QUALITY__P0 1.0
+    #define FXAA_QUALITY__P1 1.5
+    #define FXAA_QUALITY__P2 3.0
+    #define FXAA_QUALITY__P3 12.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 12)
+    #define FXAA_QUALITY__PS 5
+    #define FXAA_QUALITY__P0 1.0
+    #define FXAA_QUALITY__P1 1.5
+    #define FXAA_QUALITY__P2 2.0
+    #define FXAA_QUALITY__P3 4.0
+    #define FXAA_QUALITY__P4 12.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 13)
+    #define FXAA_QUALITY__PS 6
+    #define FXAA_QUALITY__P0 1.0
+    #define FXAA_QUALITY__P1 1.5
+    #define FXAA_QUALITY__P2 2.0
+    #define FXAA_QUALITY__P3 2.0
+    #define FXAA_QUALITY__P4 4.0
+    #define FXAA_QUALITY__P5 12.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 14)
+    #define FXAA_QUALITY__PS 7
+    #define FXAA_QUALITY__P0 1.0
+    #define FXAA_QUALITY__P1 1.5
+    #define FXAA_QUALITY__P2 2.0
+    #define FXAA_QUALITY__P3 2.0
+    #define FXAA_QUALITY__P4 2.0
+    #define FXAA_QUALITY__P5 4.0
+    #define FXAA_QUALITY__P6 12.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 15)
+    #define FXAA_QUALITY__PS 8
+    #define FXAA_QUALITY__P0 1.0
+    #define FXAA_QUALITY__P1 1.5
+    #define FXAA_QUALITY__P2 2.0
+    #define FXAA_QUALITY__P3 2.0
+    #define FXAA_QUALITY__P4 2.0
+    #define FXAA_QUALITY__P5 2.0
+    #define FXAA_QUALITY__P6 4.0
+    #define FXAA_QUALITY__P7 12.0
+#endif
+
+/*============================================================================
+                     FXAA QUALITY - LOW DITHER PRESETS
+============================================================================*/
+#if (FXAA_QUALITY__PRESET == 20)
+    #define FXAA_QUALITY__PS 3
+    #define FXAA_QUALITY__P0 1.5
+    #define FXAA_QUALITY__P1 2.0
+    #define FXAA_QUALITY__P2 8.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 21)
+    #define FXAA_QUALITY__PS 4
+    #define FXAA_QUALITY__P0 1.0
+    #define FXAA_QUALITY__P1 1.5
+    #define FXAA_QUALITY__P2 2.0
+    #define FXAA_QUALITY__P3 8.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 22)
+    #define FXAA_QUALITY__PS 5
+    #define FXAA_QUALITY__P0 1.0
+    #define FXAA_QUALITY__P1 1.5
+    #define FXAA_QUALITY__P2 2.0
+    #define FXAA_QUALITY__P3 2.0
+    #define FXAA_QUALITY__P4 8.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 23)
+    #define FXAA_QUALITY__PS 6
+    #define FXAA_QUALITY__P0 1.0
+    #define FXAA_QUALITY__P1 1.5
+    #define FXAA_QUALITY__P2 2.0
+    #define FXAA_QUALITY__P3 2.0
+    #define FXAA_QUALITY__P4 2.0
+    #define FXAA_QUALITY__P5 8.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 24)
+    #define FXAA_QUALITY__PS 7
+    #define FXAA_QUALITY__P0 1.0
+    #define FXAA_QUALITY__P1 1.5
+    #define FXAA_QUALITY__P2 2.0
+    #define FXAA_QUALITY__P3 2.0
+    #define FXAA_QUALITY__P4 2.0
+    #define FXAA_QUALITY__P5 3.0
+    #define FXAA_QUALITY__P6 8.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 25)
+    #define FXAA_QUALITY__PS 8
+    #define FXAA_QUALITY__P0 1.0
+    #define FXAA_QUALITY__P1 1.5
+    #define FXAA_QUALITY__P2 2.0
+    #define FXAA_QUALITY__P3 2.0
+    #define FXAA_QUALITY__P4 2.0
+    #define FXAA_QUALITY__P5 2.0
+    #define FXAA_QUALITY__P6 4.0
+    #define FXAA_QUALITY__P7 8.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 26)
+    #define FXAA_QUALITY__PS 9
+    #define FXAA_QUALITY__P0 1.0
+    #define FXAA_QUALITY__P1 1.5
+    #define FXAA_QUALITY__P2 2.0
+    #define FXAA_QUALITY__P3 2.0
+    #define FXAA_QUALITY__P4 2.0
+    #define FXAA_QUALITY__P5 2.0
+    #define FXAA_QUALITY__P6 2.0
+    #define FXAA_QUALITY__P7 4.0
+    #define FXAA_QUALITY__P8 8.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 27)
+    #define FXAA_QUALITY__PS 10
+    #define FXAA_QUALITY__P0 1.0
+    #define FXAA_QUALITY__P1 1.5
+    #define FXAA_QUALITY__P2 2.0
+    #define FXAA_QUALITY__P3 2.0
+    #define FXAA_QUALITY__P4 2.0
+    #define FXAA_QUALITY__P5 2.0
+    #define FXAA_QUALITY__P6 2.0
+    #define FXAA_QUALITY__P7 2.0
+    #define FXAA_QUALITY__P8 4.0
+    #define FXAA_QUALITY__P9 8.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 28)
+    #define FXAA_QUALITY__PS 11
+    #define FXAA_QUALITY__P0 1.0
+    #define FXAA_QUALITY__P1 1.5
+    #define FXAA_QUALITY__P2 2.0
+    #define FXAA_QUALITY__P3 2.0
+    #define FXAA_QUALITY__P4 2.0
+    #define FXAA_QUALITY__P5 2.0
+    #define FXAA_QUALITY__P6 2.0
+    #define FXAA_QUALITY__P7 2.0
+    #define FXAA_QUALITY__P8 2.0
+    #define FXAA_QUALITY__P9 4.0
+    #define FXAA_QUALITY__P10 8.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 29)
+    #define FXAA_QUALITY__PS 12
+    #define FXAA_QUALITY__P0 1.0
+    #define FXAA_QUALITY__P1 1.5
+    #define FXAA_QUALITY__P2 2.0
+    #define FXAA_QUALITY__P3 2.0
+    #define FXAA_QUALITY__P4 2.0
+    #define FXAA_QUALITY__P5 2.0
+    #define FXAA_QUALITY__P6 2.0
+    #define FXAA_QUALITY__P7 2.0
+    #define FXAA_QUALITY__P8 2.0
+    #define FXAA_QUALITY__P9 2.0
+    #define FXAA_QUALITY__P10 4.0
+    #define FXAA_QUALITY__P11 8.0
+#endif
 
-uniform sampler2DRect diffuseRect;
-uniform sampler2D bloomMap;
+/*============================================================================
+                     FXAA QUALITY - EXTREME QUALITY
+============================================================================*/
+#if (FXAA_QUALITY__PRESET == 39)
+    #define FXAA_QUALITY__PS 12
+    #define FXAA_QUALITY__P0 1.0
+    #define FXAA_QUALITY__P1 1.0
+    #define FXAA_QUALITY__P2 1.0
+    #define FXAA_QUALITY__P3 1.0
+    #define FXAA_QUALITY__P4 1.0
+    #define FXAA_QUALITY__P5 1.5
+    #define FXAA_QUALITY__P6 2.0
+    #define FXAA_QUALITY__P7 2.0
+    #define FXAA_QUALITY__P8 2.0
+    #define FXAA_QUALITY__P9 2.0
+    #define FXAA_QUALITY__P10 4.0
+    #define FXAA_QUALITY__P11 8.0
+#endif
 
+
+
+/*============================================================================
+
+                                API PORTING
+
+============================================================================*/
+#if (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1)
+    #define FxaaBool bool
+    #define FxaaDiscard discard
+    #define FxaaFloat float
+    #define FxaaFloat2 vec2
+    #define FxaaFloat3 vec3
+    #define FxaaFloat4 vec4
+    #define FxaaHalf float
+    #define FxaaHalf2 vec2
+    #define FxaaHalf3 vec3
+    #define FxaaHalf4 vec4
+    #define FxaaInt2 ivec2
+    #define FxaaSat(x) clamp(x, 0.0, 1.0)
+    #define FxaaTex sampler2D
+#else
+    #define FxaaBool bool
+    #define FxaaDiscard clip(-1)
+    #define FxaaFloat float
+    #define FxaaFloat2 float2
+    #define FxaaFloat3 float3
+    #define FxaaFloat4 float4
+    #define FxaaHalf half
+    #define FxaaHalf2 half2
+    #define FxaaHalf3 half3
+    #define FxaaHalf4 half4
+    #define FxaaSat(x) saturate(x)
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_GLSL_120 == 1)
+    // Requires,
+    //  #version 120
+    // And at least,
+    //  #extension GL_EXT_gpu_shader4 : enable
+    //  (or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9)
+    #define FxaaTexTop(t, p) texture2DLod(t, p, 0.0)
+    #if (FXAA_FAST_PIXEL_OFFSET == 1)
+        #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o)
+    #else
+        #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0)
+    #endif
+    #if (FXAA_GATHER4_ALPHA == 1)
+        // use #extension GL_ARB_gpu_shader5 : enable
+        #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)
+        #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)
+        #define FxaaTexGreen4(t, p) textureGather(t, p, 1)
+        #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)
+    #endif
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_GLSL_130 == 1)
+    // Requires "#version 130" or better
+    #define FxaaTexTop(t, p) textureLod(t, p, 0.0)
+    #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)
+    #if (FXAA_GATHER4_ALPHA == 1)
+        // use #extension GL_ARB_gpu_shader5 : enable
+        #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)
+        #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)
+        #define FxaaTexGreen4(t, p) textureGather(t, p, 1)
+        #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)
+    #endif
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_HLSL_3 == 1) || (FXAA_360 == 1) || (FXAA_PS3 == 1)
+    #define FxaaInt2 float2
+    #define FxaaTex sampler2D
+    #define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0))
+    #define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0))
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_HLSL_4 == 1)
+    #define FxaaInt2 int2
+    struct FxaaTex { SamplerState smpl; Texture2D tex; };
+    #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)
+    #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_HLSL_5 == 1)
+    #define FxaaInt2 int2
+    struct FxaaTex { SamplerState smpl; Texture2D tex; };
+    #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)
+    #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)
+    #define FxaaTexAlpha4(t, p) t.tex.GatherAlpha(t.smpl, p)
+    #define FxaaTexOffAlpha4(t, p, o) t.tex.GatherAlpha(t.smpl, p, o)
+    #define FxaaTexGreen4(t, p) t.tex.GatherGreen(t.smpl, p)
+    #define FxaaTexOffGreen4(t, p, o) t.tex.GatherGreen(t.smpl, p, o)
+#endif
+
+
+/*============================================================================
+                   GREEN AS LUMA OPTION SUPPORT FUNCTION
+============================================================================*/
+#if (FXAA_GREEN_AS_LUMA == 0)
+    FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; }
+#else
+    FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }
+#endif    
+
+
+
+
+/*============================================================================
+
+                             FXAA3 QUALITY - PC
+
+============================================================================*/
+#if (FXAA_PC == 1)
+/*--------------------------------------------------------------------------*/
+FxaaFloat4 FxaaPixelShader(
+    //
+    // Use noperspective interpolation here (turn off perspective interpolation).
+    // {xy} = center of pixel
+    FxaaFloat2 pos,
+    //
+    // Used only for FXAA Console, and not used on the 360 version.
+    // Use noperspective interpolation here (turn off perspective interpolation).
+    // {xy__} = upper left of pixel
+    // {__zw} = lower right of pixel
+    FxaaFloat4 fxaaConsolePosPos,
+    //
+    // Input color texture.
+    // {rgb_} = color in linear or perceptual color space
+    // if (FXAA_GREEN_AS_LUMA == 0)
+    //     {___a} = luma in perceptual color space (not linear)
+    FxaaTex tex,
+    //
+    // Only used on the optimized 360 version of FXAA Console.
+    // For everything but 360, just use the same input here as for "tex".
+    // For 360, same texture, just alias with a 2nd sampler.
+    // This sampler needs to have an exponent bias of -1.
+    FxaaTex fxaaConsole360TexExpBiasNegOne,
+    //
+    // Only used on the optimized 360 version of FXAA Console.
+    // For everything but 360, just use the same input here as for "tex".
+    // For 360, same texture, just alias with a 3nd sampler.
+    // This sampler needs to have an exponent bias of -2.
+    FxaaTex fxaaConsole360TexExpBiasNegTwo,
+    //
+    // Only used on FXAA Quality.
+    // This must be from a constant/uniform.
+    // {x_} = 1.0/screenWidthInPixels
+    // {_y} = 1.0/screenHeightInPixels
+    FxaaFloat2 fxaaQualityRcpFrame,
+    //
+    // Only used on FXAA Console.
+    // This must be from a constant/uniform.
+    // This effects sub-pixel AA quality and inversely sharpness.
+    //   Where N ranges between,
+    //     N = 0.50 (default)
+    //     N = 0.33 (sharper)
+    // {x___} = -N/screenWidthInPixels  
+    // {_y__} = -N/screenHeightInPixels
+    // {__z_} =  N/screenWidthInPixels  
+    // {___w} =  N/screenHeightInPixels 
+    FxaaFloat4 fxaaConsoleRcpFrameOpt,
+    //
+    // Only used on FXAA Console.
+    // Not used on 360, but used on PS3 and PC.
+    // This must be from a constant/uniform.
+    // {x___} = -2.0/screenWidthInPixels  
+    // {_y__} = -2.0/screenHeightInPixels
+    // {__z_} =  2.0/screenWidthInPixels  
+    // {___w} =  2.0/screenHeightInPixels 
+    FxaaFloat4 fxaaConsoleRcpFrameOpt2,
+    //
+    // Only used on FXAA Console.
+    // Only used on 360 in place of fxaaConsoleRcpFrameOpt2.
+    // This must be from a constant/uniform.
+    // {x___} =  8.0/screenWidthInPixels  
+    // {_y__} =  8.0/screenHeightInPixels
+    // {__z_} = -4.0/screenWidthInPixels  
+    // {___w} = -4.0/screenHeightInPixels 
+    FxaaFloat4 fxaaConsole360RcpFrameOpt2,
+    //
+    // Only used on FXAA Quality.
+    // This used to be the FXAA_QUALITY__SUBPIX define.
+    // It is here now to allow easier tuning.
+    // Choose the amount of sub-pixel aliasing removal.
+    // This can effect sharpness.
+    //   1.00 - upper limit (softer)
+    //   0.75 - default amount of filtering
+    //   0.50 - lower limit (sharper, less sub-pixel aliasing removal)
+    //   0.25 - almost off
+    //   0.00 - completely off
+    FxaaFloat fxaaQualitySubpix,
+    //
+    // Only used on FXAA Quality.
+    // This used to be the FXAA_QUALITY__EDGE_THRESHOLD define.
+    // It is here now to allow easier tuning.
+    // The minimum amount of local contrast required to apply algorithm.
+    //   0.333 - too little (faster)
+    //   0.250 - low quality
+    //   0.166 - default
+    //   0.125 - high quality 
+    //   0.063 - overkill (slower)
+    FxaaFloat fxaaQualityEdgeThreshold,
+    //
+    // Only used on FXAA Quality.
+    // This used to be the FXAA_QUALITY__EDGE_THRESHOLD_MIN define.
+    // It is here now to allow easier tuning.
+    // Trims the algorithm from processing darks.
+    //   0.0833 - upper limit (default, the start of visible unfiltered edges)
+    //   0.0625 - high quality (faster)
+    //   0.0312 - visible limit (slower)
+    // Special notes when using FXAA_GREEN_AS_LUMA,
+    //   Likely want to set this to zero.
+    //   As colors that are mostly not-green
+    //   will appear very dark in the green channel!
+    //   Tune by looking at mostly non-green content,
+    //   then start at zero and increase until aliasing is a problem.
+    FxaaFloat fxaaQualityEdgeThresholdMin,
+    // 
+    // Only used on FXAA Console.
+    // This used to be the FXAA_CONSOLE__EDGE_SHARPNESS define.
+    // It is here now to allow easier tuning.
+    // This does not effect PS3, as this needs to be compiled in.
+    //   Use FXAA_CONSOLE__PS3_EDGE_SHARPNESS for PS3.
+    //   Due to the PS3 being ALU bound,
+    //   there are only three safe values here: 2 and 4 and 8.
+    //   These options use the shaders ability to a free *|/ by 2|4|8.
+    // For all other platforms can be a non-power of two.
+    //   8.0 is sharper (default!!!)
+    //   4.0 is softer
+    //   2.0 is really soft (good only for vector graphics inputs)
+    FxaaFloat fxaaConsoleEdgeSharpness,
+    //
+    // Only used on FXAA Console.
+    // This used to be the FXAA_CONSOLE__EDGE_THRESHOLD define.
+    // It is here now to allow easier tuning.
+    // This does not effect PS3, as this needs to be compiled in.
+    //   Use FXAA_CONSOLE__PS3_EDGE_THRESHOLD for PS3.
+    //   Due to the PS3 being ALU bound,
+    //   there are only two safe values here: 1/4 and 1/8.
+    //   These options use the shaders ability to a free *|/ by 2|4|8.
+    // The console setting has a different mapping than the quality setting.
+    // Other platforms can use other values.
+    //   0.125 leaves less aliasing, but is softer (default!!!)
+    //   0.25 leaves more aliasing, and is sharper
+    FxaaFloat fxaaConsoleEdgeThreshold,
+    //
+    // Only used on FXAA Console.
+    // This used to be the FXAA_CONSOLE__EDGE_THRESHOLD_MIN define.
+    // It is here now to allow easier tuning.
+    // Trims the algorithm from processing darks.
+    // The console setting has a different mapping than the quality setting.
+    // This only applies when FXAA_EARLY_EXIT is 1.
+    // This does not apply to PS3, 
+    // PS3 was simplified to avoid more shader instructions.
+    //   0.06 - faster but more aliasing in darks
+    //   0.05 - default
+    //   0.04 - slower and less aliasing in darks
+    // Special notes when using FXAA_GREEN_AS_LUMA,
+    //   Likely want to set this to zero.
+    //   As colors that are mostly not-green
+    //   will appear very dark in the green channel!
+    //   Tune by looking at mostly non-green content,
+    //   then start at zero and increase until aliasing is a problem.
+    FxaaFloat fxaaConsoleEdgeThresholdMin,
+    //    
+    // Extra constants for 360 FXAA Console only.
+    // Use zeros or anything else for other platforms.
+    // These must be in physical constant registers and NOT immedates.
+    // Immedates will result in compiler un-optimizing.
+    // {xyzw} = float4(1.0, -1.0, 0.25, -0.25)
+    FxaaFloat4 fxaaConsole360ConstDir
+) {
+/*--------------------------------------------------------------------------*/
+    FxaaFloat2 posM;
+    posM.x = pos.x;
+    posM.y = pos.y;
+    #if (FXAA_GATHER4_ALPHA == 1)
+        #if (FXAA_DISCARD == 0)
+            FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);
+            #if (FXAA_GREEN_AS_LUMA == 0)
+                #define lumaM rgbyM.w
+            #else
+                #define lumaM rgbyM.y
+            #endif
+        #endif
+        #if (FXAA_GREEN_AS_LUMA == 0)
+            FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM);
+            FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1));
+        #else
+            FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM);
+            FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1));
+        #endif
+        #if (FXAA_DISCARD == 1)
+            #define lumaM luma4A.w
+        #endif
+        #define lumaE luma4A.z
+        #define lumaS luma4A.x
+        #define lumaSE luma4A.y
+        #define lumaNW luma4B.w
+        #define lumaN luma4B.z
+        #define lumaW luma4B.x
+    #else
+        FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);
+        #if (FXAA_GREEN_AS_LUMA == 0)
+            #define lumaM rgbyM.w
+        #else
+            #define lumaM rgbyM.y
+        #endif
+        FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy));
+        FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy));
+        FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy));
+        FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy));
+    #endif
+/*--------------------------------------------------------------------------*/
+    FxaaFloat maxSM = max(lumaS, lumaM);
+    FxaaFloat minSM = min(lumaS, lumaM);
+    FxaaFloat maxESM = max(lumaE, maxSM);
+    FxaaFloat minESM = min(lumaE, minSM);
+    FxaaFloat maxWN = max(lumaN, lumaW);
+    FxaaFloat minWN = min(lumaN, lumaW);
+    FxaaFloat rangeMax = max(maxWN, maxESM);
+    FxaaFloat rangeMin = min(minWN, minESM);
+    FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;
+    FxaaFloat range = rangeMax - rangeMin;
+    FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);
+    FxaaBool earlyExit = range < rangeMaxClamped;
+/*--------------------------------------------------------------------------*/
+    if(earlyExit)
+        #if (FXAA_DISCARD == 1)
+            FxaaDiscard;
+        #else
+            return rgbyM;
+        #endif
+/*--------------------------------------------------------------------------*/
+    #if (FXAA_GATHER4_ALPHA == 0)
+        FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy));
+        FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy));
+        FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy));
+        FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));
+    #else
+        FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy));
+        FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));
+    #endif
+/*--------------------------------------------------------------------------*/
+    FxaaFloat lumaNS = lumaN + lumaS;
+    FxaaFloat lumaWE = lumaW + lumaE;
+    FxaaFloat subpixRcpRange = 1.0/range;
+    FxaaFloat subpixNSWE = lumaNS + lumaWE;
+    FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS;
+    FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE;
+/*--------------------------------------------------------------------------*/
+    FxaaFloat lumaNESE = lumaNE + lumaSE;
+    FxaaFloat lumaNWNE = lumaNW + lumaNE;
+    FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE;
+    FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE;
+/*--------------------------------------------------------------------------*/
+    FxaaFloat lumaNWSW = lumaNW + lumaSW;
+    FxaaFloat lumaSWSE = lumaSW + lumaSE;
+    FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);
+    FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);
+    FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;
+    FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE;
+    FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4;
+    FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4;
+/*--------------------------------------------------------------------------*/
+    FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE;
+    FxaaFloat lengthSign = fxaaQualityRcpFrame.x;
+    FxaaBool horzSpan = edgeHorz >= edgeVert;
+    FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;
+/*--------------------------------------------------------------------------*/
+    if(!horzSpan) lumaN = lumaW;
+    if(!horzSpan) lumaS = lumaE;
+    if(horzSpan) lengthSign = fxaaQualityRcpFrame.y;
+    FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM;
+/*--------------------------------------------------------------------------*/
+    FxaaFloat gradientN = lumaN - lumaM;
+    FxaaFloat gradientS = lumaS - lumaM;
+    FxaaFloat lumaNN = lumaN + lumaM;
+    FxaaFloat lumaSS = lumaS + lumaM;
+    FxaaBool pairN = abs(gradientN) >= abs(gradientS);
+    FxaaFloat gradient = max(abs(gradientN), abs(gradientS));
+    if(pairN) lengthSign = -lengthSign;
+    FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);
+/*--------------------------------------------------------------------------*/
+    FxaaFloat2 posB;
+    posB.x = posM.x;
+    posB.y = posM.y;
+    FxaaFloat2 offNP;
+    offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;
+    offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;
+    if(!horzSpan) posB.x += lengthSign * 0.5;
+    if( horzSpan) posB.y += lengthSign * 0.5;
+/*--------------------------------------------------------------------------*/
+    FxaaFloat2 posN;
+    posN.x = posB.x - offNP.x * FXAA_QUALITY__P0;
+    posN.y = posB.y - offNP.y * FXAA_QUALITY__P0;
+    FxaaFloat2 posP;
+    posP.x = posB.x + offNP.x * FXAA_QUALITY__P0;
+    posP.y = posB.y + offNP.y * FXAA_QUALITY__P0;
+    FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0;
+    FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN));
+    FxaaFloat subpixE = subpixC * subpixC;
+    FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP));
+/*--------------------------------------------------------------------------*/
+    if(!pairN) lumaNN = lumaSS;
+    FxaaFloat gradientScaled = gradient * 1.0/4.0;
+    FxaaFloat lumaMM = lumaM - lumaNN * 0.5;
+    FxaaFloat subpixF = subpixD * subpixE;
+    FxaaBool lumaMLTZero = lumaMM < 0.0;
+/*--------------------------------------------------------------------------*/
+    lumaEndN -= lumaNN * 0.5;
+    lumaEndP -= lumaNN * 0.5;
+    FxaaBool doneN = abs(lumaEndN) >= gradientScaled;
+    FxaaBool doneP = abs(lumaEndP) >= gradientScaled;
+    if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P1;
+    if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P1;
+    FxaaBool doneNP = (!doneN) || (!doneP);
+    if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P1;
+    if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P1;
+/*--------------------------------------------------------------------------*/
+    if(doneNP) {
+        if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+        if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+        if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
+        if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
+        doneN = abs(lumaEndN) >= gradientScaled;
+        doneP = abs(lumaEndP) >= gradientScaled;
+        if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P2;
+        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P2;
+        doneNP = (!doneN) || (!doneP);
+        if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P2;
+        if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P2;
+/*--------------------------------------------------------------------------*/
+        #if (FXAA_QUALITY__PS > 3)
+        if(doneNP) {
+            if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+            if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+            if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
+            if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
+            doneN = abs(lumaEndN) >= gradientScaled;
+            doneP = abs(lumaEndP) >= gradientScaled;
+            if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P3;
+            if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P3;
+            doneNP = (!doneN) || (!doneP);
+            if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P3;
+            if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P3;
+/*--------------------------------------------------------------------------*/
+            #if (FXAA_QUALITY__PS > 4)
+            if(doneNP) {
+                if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+                if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+                if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
+                if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
+                doneN = abs(lumaEndN) >= gradientScaled;
+                doneP = abs(lumaEndP) >= gradientScaled;
+                if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P4;
+                if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P4;
+                doneNP = (!doneN) || (!doneP);
+                if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P4;
+                if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P4;
+/*--------------------------------------------------------------------------*/
+                #if (FXAA_QUALITY__PS > 5)
+                if(doneNP) {
+                    if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+                    if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+                    if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
+                    if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
+                    doneN = abs(lumaEndN) >= gradientScaled;
+                    doneP = abs(lumaEndP) >= gradientScaled;
+                    if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P5;
+                    if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P5;
+                    doneNP = (!doneN) || (!doneP);
+                    if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P5;
+                    if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P5;
+/*--------------------------------------------------------------------------*/
+                    #if (FXAA_QUALITY__PS > 6)
+                    if(doneNP) {
+                        if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+                        if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+                        if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
+                        if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
+                        doneN = abs(lumaEndN) >= gradientScaled;
+                        doneP = abs(lumaEndP) >= gradientScaled;
+                        if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P6;
+                        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P6;
+                        doneNP = (!doneN) || (!doneP);
+                        if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P6;
+                        if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P6;
+/*--------------------------------------------------------------------------*/
+                        #if (FXAA_QUALITY__PS > 7)
+                        if(doneNP) {
+                            if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+                            if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+                            if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
+                            if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
+                            doneN = abs(lumaEndN) >= gradientScaled;
+                            doneP = abs(lumaEndP) >= gradientScaled;
+                            if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P7;
+                            if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P7;
+                            doneNP = (!doneN) || (!doneP);
+                            if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P7;
+                            if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P7;
+/*--------------------------------------------------------------------------*/
+    #if (FXAA_QUALITY__PS > 8)
+    if(doneNP) {
+        if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+        if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+        if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
+        if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
+        doneN = abs(lumaEndN) >= gradientScaled;
+        doneP = abs(lumaEndP) >= gradientScaled;
+        if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P8;
+        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P8;
+        doneNP = (!doneN) || (!doneP);
+        if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P8;
+        if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P8;
+/*--------------------------------------------------------------------------*/
+        #if (FXAA_QUALITY__PS > 9)
+        if(doneNP) {
+            if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+            if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+            if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
+            if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
+            doneN = abs(lumaEndN) >= gradientScaled;
+            doneP = abs(lumaEndP) >= gradientScaled;
+            if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P9;
+            if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P9;
+            doneNP = (!doneN) || (!doneP);
+            if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P9;
+            if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P9;
+/*--------------------------------------------------------------------------*/
+            #if (FXAA_QUALITY__PS > 10)
+            if(doneNP) {
+                if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+                if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+                if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
+                if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
+                doneN = abs(lumaEndN) >= gradientScaled;
+                doneP = abs(lumaEndP) >= gradientScaled;
+                if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P10;
+                if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P10;
+                doneNP = (!doneN) || (!doneP);
+                if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P10;
+                if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P10;
+/*--------------------------------------------------------------------------*/
+                #if (FXAA_QUALITY__PS > 11)
+                if(doneNP) {
+                    if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+                    if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+                    if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
+                    if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
+                    doneN = abs(lumaEndN) >= gradientScaled;
+                    doneP = abs(lumaEndP) >= gradientScaled;
+                    if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P11;
+                    if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P11;
+                    doneNP = (!doneN) || (!doneP);
+                    if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P11;
+                    if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P11;
+/*--------------------------------------------------------------------------*/
+                    #if (FXAA_QUALITY__PS > 12)
+                    if(doneNP) {
+                        if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+                        if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+                        if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
+                        if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
+                        doneN = abs(lumaEndN) >= gradientScaled;
+                        doneP = abs(lumaEndP) >= gradientScaled;
+                        if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P12;
+                        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P12;
+                        doneNP = (!doneN) || (!doneP);
+                        if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P12;
+                        if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P12;
+/*--------------------------------------------------------------------------*/
+                    }
+                    #endif
+/*--------------------------------------------------------------------------*/
+                }
+                #endif
+/*--------------------------------------------------------------------------*/
+            }
+            #endif
+/*--------------------------------------------------------------------------*/
+        }
+        #endif
+/*--------------------------------------------------------------------------*/
+    }
+    #endif
+/*--------------------------------------------------------------------------*/
+                        }
+                        #endif
+/*--------------------------------------------------------------------------*/
+                    }
+                    #endif
+/*--------------------------------------------------------------------------*/
+                }
+                #endif
+/*--------------------------------------------------------------------------*/
+            }
+            #endif
+/*--------------------------------------------------------------------------*/
+        }
+        #endif
+/*--------------------------------------------------------------------------*/
+    }
+/*--------------------------------------------------------------------------*/
+    FxaaFloat dstN = posM.x - posN.x;
+    FxaaFloat dstP = posP.x - posM.x;
+    if(!horzSpan) dstN = posM.y - posN.y;
+    if(!horzSpan) dstP = posP.y - posM.y;
+/*--------------------------------------------------------------------------*/
+    FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;
+    FxaaFloat spanLength = (dstP + dstN);
+    FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;
+    FxaaFloat spanLengthRcp = 1.0/spanLength;
+/*--------------------------------------------------------------------------*/
+    FxaaBool directionN = dstN < dstP;
+    FxaaFloat dst = min(dstN, dstP);
+    FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP;
+    FxaaFloat subpixG = subpixF * subpixF;
+    FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5;
+    FxaaFloat subpixH = subpixG * fxaaQualitySubpix;
+/*--------------------------------------------------------------------------*/
+    FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0;
+    FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH);
+    if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;
+    if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;
+    #if (FXAA_DISCARD == 1)
+        return FxaaTexTop(tex, posM);
+    #else
+        return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM);
+    #endif
+}
+/*==========================================================================*/
+#endif
+
+
+
+
+/*============================================================================
+
+                         FXAA3 CONSOLE - PC VERSION
+                         
+------------------------------------------------------------------------------
+Instead of using this on PC, I'd suggest just using FXAA Quality with
+    #define FXAA_QUALITY__PRESET 10
+Or 
+    #define FXAA_QUALITY__PRESET 20
+Either are higher qualilty and almost as fast as this on modern PC GPUs.
+============================================================================*/
+#if (FXAA_PC_CONSOLE == 1)
+/*--------------------------------------------------------------------------*/
+FxaaFloat4 FxaaPixelShader(
+    // See FXAA Quality FxaaPixelShader() source for docs on Inputs!
+    FxaaFloat2 pos,
+    FxaaFloat4 fxaaConsolePosPos,
+    FxaaTex tex,
+    FxaaTex fxaaConsole360TexExpBiasNegOne,
+    FxaaTex fxaaConsole360TexExpBiasNegTwo,
+    FxaaFloat2 fxaaQualityRcpFrame,
+    FxaaFloat4 fxaaConsoleRcpFrameOpt,
+    FxaaFloat4 fxaaConsoleRcpFrameOpt2,
+    FxaaFloat4 fxaaConsole360RcpFrameOpt2,
+    FxaaFloat fxaaQualitySubpix,
+    FxaaFloat fxaaQualityEdgeThreshold,
+    FxaaFloat fxaaQualityEdgeThresholdMin,
+    FxaaFloat fxaaConsoleEdgeSharpness,
+    FxaaFloat fxaaConsoleEdgeThreshold,
+    FxaaFloat fxaaConsoleEdgeThresholdMin,
+    FxaaFloat4 fxaaConsole360ConstDir
+) {
+/*--------------------------------------------------------------------------*/
+    FxaaFloat lumaNw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xy));
+    FxaaFloat lumaSw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xw));
+    FxaaFloat lumaNe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zy));
+    FxaaFloat lumaSe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zw));
+/*--------------------------------------------------------------------------*/
+    FxaaFloat4 rgbyM = FxaaTexTop(tex, pos.xy);
+    #if (FXAA_GREEN_AS_LUMA == 0)
+        FxaaFloat lumaM = rgbyM.w;
+    #else
+        FxaaFloat lumaM = rgbyM.y;
+    #endif
+/*--------------------------------------------------------------------------*/
+    FxaaFloat lumaMaxNwSw = max(lumaNw, lumaSw);
+    lumaNe += 1.0/384.0;
+    FxaaFloat lumaMinNwSw = min(lumaNw, lumaSw);
+/*--------------------------------------------------------------------------*/
+    FxaaFloat lumaMaxNeSe = max(lumaNe, lumaSe);
+    FxaaFloat lumaMinNeSe = min(lumaNe, lumaSe);
+/*--------------------------------------------------------------------------*/
+    FxaaFloat lumaMax = max(lumaMaxNeSe, lumaMaxNwSw);
+    FxaaFloat lumaMin = min(lumaMinNeSe, lumaMinNwSw);
+/*--------------------------------------------------------------------------*/
+    FxaaFloat lumaMaxScaled = lumaMax * fxaaConsoleEdgeThreshold;
+/*--------------------------------------------------------------------------*/
+    FxaaFloat lumaMinM = min(lumaMin, lumaM);
+    FxaaFloat lumaMaxScaledClamped = max(fxaaConsoleEdgeThresholdMin, lumaMaxScaled);
+    FxaaFloat lumaMaxM = max(lumaMax, lumaM);
+    FxaaFloat dirSwMinusNe = lumaSw - lumaNe;
+    FxaaFloat lumaMaxSubMinM = lumaMaxM - lumaMinM;
+    FxaaFloat dirSeMinusNw = lumaSe - lumaNw;
+    if(lumaMaxSubMinM < lumaMaxScaledClamped) return rgbyM;
+/*--------------------------------------------------------------------------*/
+    FxaaFloat2 dir;
+    dir.x = dirSwMinusNe + dirSeMinusNw;
+    dir.y = dirSwMinusNe - dirSeMinusNw;
+/*--------------------------------------------------------------------------*/
+    FxaaFloat2 dir1 = normalize(dir.xy);
+    FxaaFloat4 rgbyN1 = FxaaTexTop(tex, pos.xy - dir1 * fxaaConsoleRcpFrameOpt.zw);
+    FxaaFloat4 rgbyP1 = FxaaTexTop(tex, pos.xy + dir1 * fxaaConsoleRcpFrameOpt.zw);
+/*--------------------------------------------------------------------------*/
+    FxaaFloat dirAbsMinTimesC = min(abs(dir1.x), abs(dir1.y)) * fxaaConsoleEdgeSharpness;
+    FxaaFloat2 dir2 = clamp(dir1.xy / dirAbsMinTimesC, -2.0, 2.0);
+/*--------------------------------------------------------------------------*/
+    FxaaFloat4 rgbyN2 = FxaaTexTop(tex, pos.xy - dir2 * fxaaConsoleRcpFrameOpt2.zw);
+    FxaaFloat4 rgbyP2 = FxaaTexTop(tex, pos.xy + dir2 * fxaaConsoleRcpFrameOpt2.zw);
+/*--------------------------------------------------------------------------*/
+    FxaaFloat4 rgbyA = rgbyN1 + rgbyP1;
+    FxaaFloat4 rgbyB = ((rgbyN2 + rgbyP2) * 0.25) + (rgbyA * 0.25);
+/*--------------------------------------------------------------------------*/
+    #if (FXAA_GREEN_AS_LUMA == 0)
+        FxaaBool twoTap = (rgbyB.w < lumaMin) || (rgbyB.w > lumaMax);
+    #else
+        FxaaBool twoTap = (rgbyB.y < lumaMin) || (rgbyB.y > lumaMax);
+    #endif
+    if(twoTap) rgbyB.xyz = rgbyA.xyz * 0.5;
+    return rgbyB; }
+/*==========================================================================*/
+#endif
+
+
+
+/*============================================================================
+
+                      FXAA3 CONSOLE - 360 PIXEL SHADER 
+
+------------------------------------------------------------------------------
+This optimized version thanks to suggestions from Andy Luedke.
+Should be fully tex bound in all cases.
+As of the FXAA 3.11 release, I have still not tested this code,
+however I fixed a bug which was in both FXAA 3.9 and FXAA 3.10.
+And note this is replacing the old unoptimized version.
+If it does not work, please let me know so I can fix it.
+============================================================================*/
+#if (FXAA_360 == 1)
+/*--------------------------------------------------------------------------*/
+[reduceTempRegUsage(4)]
+float4 FxaaPixelShader(
+    // See FXAA Quality FxaaPixelShader() source for docs on Inputs!
+    FxaaFloat2 pos,
+    FxaaFloat4 fxaaConsolePosPos,
+    FxaaTex tex,
+    FxaaTex fxaaConsole360TexExpBiasNegOne,
+    FxaaTex fxaaConsole360TexExpBiasNegTwo,
+    FxaaFloat2 fxaaQualityRcpFrame,
+    FxaaFloat4 fxaaConsoleRcpFrameOpt,
+    FxaaFloat4 fxaaConsoleRcpFrameOpt2,
+    FxaaFloat4 fxaaConsole360RcpFrameOpt2,
+    FxaaFloat fxaaQualitySubpix,
+    FxaaFloat fxaaQualityEdgeThreshold,
+    FxaaFloat fxaaQualityEdgeThresholdMin,
+    FxaaFloat fxaaConsoleEdgeSharpness,
+    FxaaFloat fxaaConsoleEdgeThreshold,
+    FxaaFloat fxaaConsoleEdgeThresholdMin,
+    FxaaFloat4 fxaaConsole360ConstDir
+) {
+/*--------------------------------------------------------------------------*/
+    float4 lumaNwNeSwSe;
+    #if (FXAA_GREEN_AS_LUMA == 0)
+        asm { 
+            tfetch2D lumaNwNeSwSe.w___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false
+            tfetch2D lumaNwNeSwSe._w__, tex, pos.xy, OffsetX =  0.5, OffsetY = -0.5, UseComputedLOD=false
+            tfetch2D lumaNwNeSwSe.__w_, tex, pos.xy, OffsetX = -0.5, OffsetY =  0.5, UseComputedLOD=false
+            tfetch2D lumaNwNeSwSe.___w, tex, pos.xy, OffsetX =  0.5, OffsetY =  0.5, UseComputedLOD=false
+        };
+    #else
+        asm { 
+            tfetch2D lumaNwNeSwSe.y___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false
+            tfetch2D lumaNwNeSwSe._y__, tex, pos.xy, OffsetX =  0.5, OffsetY = -0.5, UseComputedLOD=false
+            tfetch2D lumaNwNeSwSe.__y_, tex, pos.xy, OffsetX = -0.5, OffsetY =  0.5, UseComputedLOD=false
+            tfetch2D lumaNwNeSwSe.___y, tex, pos.xy, OffsetX =  0.5, OffsetY =  0.5, UseComputedLOD=false
+        };
+    #endif
+/*--------------------------------------------------------------------------*/
+    lumaNwNeSwSe.y += 1.0/384.0;
+    float2 lumaMinTemp = min(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw);
+    float2 lumaMaxTemp = max(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw);
+    float lumaMin = min(lumaMinTemp.x, lumaMinTemp.y);
+    float lumaMax = max(lumaMaxTemp.x, lumaMaxTemp.y);
+/*--------------------------------------------------------------------------*/
+    float4 rgbyM = tex2Dlod(tex, float4(pos.xy, 0.0, 0.0));
+    #if (FXAA_GREEN_AS_LUMA == 0)
+        float lumaMinM = min(lumaMin, rgbyM.w);
+        float lumaMaxM = max(lumaMax, rgbyM.w);
+    #else
+        float lumaMinM = min(lumaMin, rgbyM.y);
+        float lumaMaxM = max(lumaMax, rgbyM.y);
+    #endif        
+    if((lumaMaxM - lumaMinM) < max(fxaaConsoleEdgeThresholdMin, lumaMax * fxaaConsoleEdgeThreshold)) return rgbyM;
+/*--------------------------------------------------------------------------*/
+    float2 dir;
+    dir.x = dot(lumaNwNeSwSe, fxaaConsole360ConstDir.yyxx);
+    dir.y = dot(lumaNwNeSwSe, fxaaConsole360ConstDir.xyxy);
+    dir = normalize(dir);
+/*--------------------------------------------------------------------------*/
+    float4 dir1 = dir.xyxy * fxaaConsoleRcpFrameOpt.xyzw;
+/*--------------------------------------------------------------------------*/
+    float4 dir2;
+    float dirAbsMinTimesC = min(abs(dir.x), abs(dir.y)) * fxaaConsoleEdgeSharpness;
+    dir2 = saturate(fxaaConsole360ConstDir.zzww * dir.xyxy / dirAbsMinTimesC + 0.5);
+    dir2 = dir2 * fxaaConsole360RcpFrameOpt2.xyxy + fxaaConsole360RcpFrameOpt2.zwzw;
+/*--------------------------------------------------------------------------*/
+    float4 rgbyN1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.xy, 0.0, 0.0));
+    float4 rgbyP1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.zw, 0.0, 0.0));
+    float4 rgbyN2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.xy, 0.0, 0.0));
+    float4 rgbyP2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.zw, 0.0, 0.0));
+/*--------------------------------------------------------------------------*/
+    float4 rgbyA = rgbyN1 + rgbyP1;
+    float4 rgbyB = rgbyN2 + rgbyP2 * 0.5 + rgbyA;
+/*--------------------------------------------------------------------------*/
+    float4 rgbyR = ((rgbyB.w - lumaMax) > 0.0) ? rgbyA : rgbyB;
+    rgbyR = ((rgbyB.w - lumaMin) > 0.0) ? rgbyR : rgbyA;
+    return rgbyR; }
+/*==========================================================================*/
+#endif
+
+
+
+/*============================================================================
+
+         FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (NO EARLY EXIT)
+
+==============================================================================
+The code below does not exactly match the assembly.
+I have a feeling that 12 cycles is possible, but was not able to get there.
+Might have to increase register count to get full performance.
+Note this shader does not use perspective interpolation.
+
+Use the following cgc options,
+
+  --fenable-bx2 --fastmath --fastprecision --nofloatbindings
+
+------------------------------------------------------------------------------
+                             NVSHADERPERF OUTPUT
+------------------------------------------------------------------------------
+For reference and to aid in debug, output of NVShaderPerf should match this,
+
+Shader to schedule:
+  0: texpkb h0.w(TRUE), v5.zyxx, #0
+  2: addh h2.z(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x
+  4: texpkb h0.w(TRUE), v5.xwxx, #0
+  6: addh h0.z(TRUE), -h2, h0.w
+  7: texpkb h1.w(TRUE), v5, #0
+  9: addh h0.x(TRUE), h0.z, -h1.w
+ 10: addh h3.w(TRUE), h0.z, h1
+ 11: texpkb h2.w(TRUE), v5.zwzz, #0
+ 13: addh h0.z(TRUE), h3.w, -h2.w
+ 14: addh h0.x(TRUE), h2.w, h0
+ 15: nrmh h1.xz(TRUE), h0_n
+ 16: minh_m8 h0.x(TRUE), |h1|, |h1.z|
+ 17: maxh h4.w(TRUE), h0, h1
+ 18: divx h2.xy(TRUE), h1_n.xzzw, h0_n
+ 19: movr r1.zw(TRUE), v4.xxxy
+ 20: madr r2.xz(TRUE), -h1, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zzww, r1.zzww
+ 22: minh h5.w(TRUE), h0, h1
+ 23: texpkb h0(TRUE), r2.xzxx, #0
+ 25: madr r0.zw(TRUE), h1.xzxz, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w), r1
+ 27: maxh h4.x(TRUE), h2.z, h2.w
+ 28: texpkb h1(TRUE), r0.zwzz, #0
+ 30: addh_d2 h1(TRUE), h0, h1
+ 31: madr r0.xy(TRUE), -h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz
+ 33: texpkb h0(TRUE), r0, #0
+ 35: minh h4.z(TRUE), h2, h2.w
+ 36: fenct TRUE
+ 37: madr r1.xy(TRUE), h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz
+ 39: texpkb h2(TRUE), r1, #0
+ 41: addh_d2 h0(TRUE), h0, h2
+ 42: maxh h2.w(TRUE), h4, h4.x
+ 43: minh h2.x(TRUE), h5.w, h4.z
+ 44: addh_d2 h0(TRUE), h0, h1
+ 45: slth h2.x(TRUE), h0.w, h2
+ 46: sgth h2.w(TRUE), h0, h2
+ 47: movh h0(TRUE), h0
+ 48: addx.c0 rc(TRUE), h2, h2.w
+ 49: movh h0(c0.NE.x), h1
+
+IPU0 ------ Simplified schedule: --------
+Pass |  Unit  |  uOp |  PC:  Op
+-----+--------+------+-------------------------
+   1 | SCT0/1 |  mov |   0:  TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0;
+     |    TEX |  txl |   0:  TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0;
+     |   SCB1 |  add |   2:  ADDh h2.z, h0.--w-, const.--x-;
+     |        |      |
+   2 | SCT0/1 |  mov |   4:  TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0;
+     |    TEX |  txl |   4:  TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0;
+     |   SCB1 |  add |   6:  ADDh h0.z,-h2, h0.--w-;
+     |        |      |
+   3 | SCT0/1 |  mov |   7:  TXLr h1.w, g[TEX1], const.xxxx, TEX0;
+     |    TEX |  txl |   7:  TXLr h1.w, g[TEX1], const.xxxx, TEX0;
+     |   SCB0 |  add |   9:  ADDh h0.x, h0.z---,-h1.w---;
+     |   SCB1 |  add |  10:  ADDh h3.w, h0.---z, h1;
+     |        |      |
+   4 | SCT0/1 |  mov |  11:  TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0;
+     |    TEX |  txl |  11:  TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0;
+     |   SCB0 |  add |  14:  ADDh h0.x, h2.w---, h0;
+     |   SCB1 |  add |  13:  ADDh h0.z, h3.--w-,-h2.--w-;
+     |        |      |
+   5 |   SCT1 |  mov |  15:  NRMh h1.xz, h0;
+     |    SRB |  nrm |  15:  NRMh h1.xz, h0;
+     |   SCB0 |  min |  16:  MINh*8 h0.x, |h1|, |h1.z---|;
+     |   SCB1 |  max |  17:  MAXh h4.w, h0, h1;
+     |        |      |
+   6 |   SCT0 |  div |  18:  DIVx h2.xy, h1.xz--, h0;
+     |   SCT1 |  mov |  19:  MOVr r1.zw, g[TEX0].--xy;
+     |   SCB0 |  mad |  20:  MADr r2.xz,-h1, const.z-w-, r1.z-w-;
+     |   SCB1 |  min |  22:  MINh h5.w, h0, h1;
+     |        |      |
+   7 | SCT0/1 |  mov |  23:  TXLr h0, r2.xzxx, const.xxxx, TEX0;
+     |    TEX |  txl |  23:  TXLr h0, r2.xzxx, const.xxxx, TEX0;
+     |   SCB0 |  max |  27:  MAXh h4.x, h2.z---, h2.w---;
+     |   SCB1 |  mad |  25:  MADr r0.zw, h1.--xz, const, r1;
+     |        |      |
+   8 | SCT0/1 |  mov |  28:  TXLr h1, r0.zwzz, const.xxxx, TEX0;
+     |    TEX |  txl |  28:  TXLr h1, r0.zwzz, const.xxxx, TEX0;
+     | SCB0/1 |  add |  30:  ADDh/2 h1, h0, h1;
+     |        |      |
+   9 |   SCT0 |  mad |  31:  MADr r0.xy,-h2, const.xy--, r1.zw--;
+     |   SCT1 |  mov |  33:  TXLr h0, r0, const.zzzz, TEX0;
+     |    TEX |  txl |  33:  TXLr h0, r0, const.zzzz, TEX0;
+     |   SCB1 |  min |  35:  MINh h4.z, h2, h2.--w-;
+     |        |      |
+  10 |   SCT0 |  mad |  37:  MADr r1.xy, h2, const.xy--, r1.zw--;
+     |   SCT1 |  mov |  39:  TXLr h2, r1, const.zzzz, TEX0;
+     |    TEX |  txl |  39:  TXLr h2, r1, const.zzzz, TEX0;
+     | SCB0/1 |  add |  41:  ADDh/2 h0, h0, h2;
+     |        |      |
+  11 |   SCT0 |  min |  43:  MINh h2.x, h5.w---, h4.z---;
+     |   SCT1 |  max |  42:  MAXh h2.w, h4, h4.---x;
+     | SCB0/1 |  add |  44:  ADDh/2 h0, h0, h1;
+     |        |      |
+  12 |   SCT0 |  set |  45:  SLTh h2.x, h0.w---, h2;
+     |   SCT1 |  set |  46:  SGTh h2.w, h0, h2;
+     | SCB0/1 |  mul |  47:  MOVh h0, h0;
+     |        |      |
+  13 |   SCT0 |  mad |  48:  ADDxc0_s rc, h2, h2.w---;
+     | SCB0/1 |  mul |  49:  MOVh h0(NE0.xxxx), h1;
+ 
+Pass   SCT  TEX  SCB
+  1:   0% 100%  25%
+  2:   0% 100%  25%
+  3:   0% 100%  50%
+  4:   0% 100%  50%
+  5:   0%   0%  50%
+  6: 100%   0%  75%
+  7:   0% 100%  75%
+  8:   0% 100% 100%
+  9:   0% 100%  25%
+ 10:   0% 100% 100%
+ 11:  50%   0% 100%
+ 12:  50%   0% 100%
+ 13:  25%   0% 100%
+
+MEAN:  17%  61%  67%
+
+Pass   SCT0  SCT1   TEX  SCB0  SCB1
+  1:    0%    0%  100%    0%  100%
+  2:    0%    0%  100%    0%  100%
+  3:    0%    0%  100%  100%  100%
+  4:    0%    0%  100%  100%  100%
+  5:    0%    0%    0%  100%  100%
+  6:  100%  100%    0%  100%  100%
+  7:    0%    0%  100%  100%  100%
+  8:    0%    0%  100%  100%  100%
+  9:    0%    0%  100%    0%  100%
+ 10:    0%    0%  100%  100%  100%
+ 11:  100%  100%    0%  100%  100%
+ 12:  100%  100%    0%  100%  100%
+ 13:  100%    0%    0%  100%  100%
+
+MEAN:   30%   23%   61%   76%  100%
+Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5
+Results 13 cycles, 3 r regs, 923,076,923 pixels/s
+============================================================================*/
+#if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 0)
+/*--------------------------------------------------------------------------*/
+#pragma regcount 7
+#pragma disablepc all
+#pragma option O3
+#pragma option OutColorPrec=fp16
+#pragma texformat default RGBA8
+/*==========================================================================*/
+half4 FxaaPixelShader(
+    // See FXAA Quality FxaaPixelShader() source for docs on Inputs!
+    FxaaFloat2 pos,
+    FxaaFloat4 fxaaConsolePosPos,
+    FxaaTex tex,
+    FxaaTex fxaaConsole360TexExpBiasNegOne,
+    FxaaTex fxaaConsole360TexExpBiasNegTwo,
+    FxaaFloat2 fxaaQualityRcpFrame,
+    FxaaFloat4 fxaaConsoleRcpFrameOpt,
+    FxaaFloat4 fxaaConsoleRcpFrameOpt2,
+    FxaaFloat4 fxaaConsole360RcpFrameOpt2,
+    FxaaFloat fxaaQualitySubpix,
+    FxaaFloat fxaaQualityEdgeThreshold,
+    FxaaFloat fxaaQualityEdgeThresholdMin,
+    FxaaFloat fxaaConsoleEdgeSharpness,
+    FxaaFloat fxaaConsoleEdgeThreshold,
+    FxaaFloat fxaaConsoleEdgeThresholdMin,
+    FxaaFloat4 fxaaConsole360ConstDir
+) {
+/*--------------------------------------------------------------------------*/
+// (1)
+    half4 dir;
+    half4 lumaNe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zy, 0, 0));
+    #if (FXAA_GREEN_AS_LUMA == 0)
+        lumaNe.w += half(1.0/512.0);
+        dir.x = -lumaNe.w;
+        dir.z = -lumaNe.w;
+    #else
+        lumaNe.y += half(1.0/512.0);
+        dir.x = -lumaNe.y;
+        dir.z = -lumaNe.y;
+    #endif
+/*--------------------------------------------------------------------------*/
+// (2)
+    half4 lumaSw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xw, 0, 0));
+    #if (FXAA_GREEN_AS_LUMA == 0)
+        dir.x += lumaSw.w;
+        dir.z += lumaSw.w;
+    #else
+        dir.x += lumaSw.y;
+        dir.z += lumaSw.y;
+    #endif        
+/*--------------------------------------------------------------------------*/
+// (3)
+    half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0));
+    #if (FXAA_GREEN_AS_LUMA == 0)
+        dir.x -= lumaNw.w;
+        dir.z += lumaNw.w;
+    #else
+        dir.x -= lumaNw.y;
+        dir.z += lumaNw.y;
+    #endif
+/*--------------------------------------------------------------------------*/
+// (4)
+    half4 lumaSe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zw, 0, 0));
+    #if (FXAA_GREEN_AS_LUMA == 0)
+        dir.x += lumaSe.w;
+        dir.z -= lumaSe.w;
+    #else
+        dir.x += lumaSe.y;
+        dir.z -= lumaSe.y;
+    #endif
+/*--------------------------------------------------------------------------*/
+// (5)
+    half4 dir1_pos;
+    dir1_pos.xy = normalize(dir.xyz).xz;
+    half dirAbsMinTimesC = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS);
+/*--------------------------------------------------------------------------*/
+// (6)
+    half4 dir2_pos;
+    dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimesC, half(-2.0), half(2.0));
+    dir1_pos.zw = pos.xy;
+    dir2_pos.zw = pos.xy;
+    half4 temp1N;
+    temp1N.xy = dir1_pos.zw - dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw;
+/*--------------------------------------------------------------------------*/
+// (7)
+    temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0));
+    half4 rgby1;
+    rgby1.xy = dir1_pos.zw + dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw;
+/*--------------------------------------------------------------------------*/
+// (8)
+    rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0));
+    rgby1 = (temp1N + rgby1) * 0.5;
+/*--------------------------------------------------------------------------*/
+// (9)
+    half4 temp2N;
+    temp2N.xy = dir2_pos.zw - dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw;
+    temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0));
+/*--------------------------------------------------------------------------*/
+// (10)
+    half4 rgby2;
+    rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw;
+    rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0));
+    rgby2 = (temp2N + rgby2) * 0.5;
+/*--------------------------------------------------------------------------*/
+// (11)
+    // compilier moves these scalar ops up to other cycles
+    #if (FXAA_GREEN_AS_LUMA == 0)
+        half lumaMin = min(min(lumaNw.w, lumaSw.w), min(lumaNe.w, lumaSe.w));
+        half lumaMax = max(max(lumaNw.w, lumaSw.w), max(lumaNe.w, lumaSe.w));
+    #else
+        half lumaMin = min(min(lumaNw.y, lumaSw.y), min(lumaNe.y, lumaSe.y));
+        half lumaMax = max(max(lumaNw.y, lumaSw.y), max(lumaNe.y, lumaSe.y));
+    #endif        
+    rgby2 = (rgby2 + rgby1) * 0.5;
+/*--------------------------------------------------------------------------*/
+// (12)
+    #if (FXAA_GREEN_AS_LUMA == 0)
+        bool twoTapLt = rgby2.w < lumaMin;
+        bool twoTapGt = rgby2.w > lumaMax;
+    #else
+        bool twoTapLt = rgby2.y < lumaMin;
+        bool twoTapGt = rgby2.y > lumaMax;
+    #endif
+/*--------------------------------------------------------------------------*/
+// (13)
+    if(twoTapLt || twoTapGt) rgby2 = rgby1;
+/*--------------------------------------------------------------------------*/
+    return rgby2; }
+/*==========================================================================*/
+#endif
+
+
+
+/*============================================================================
+
+       FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (WITH EARLY EXIT)
+
+==============================================================================
+The code mostly matches the assembly.
+I have a feeling that 14 cycles is possible, but was not able to get there.
+Might have to increase register count to get full performance.
+Note this shader does not use perspective interpolation.
+
+Use the following cgc options,
+
+ --fenable-bx2 --fastmath --fastprecision --nofloatbindings
+
+Use of FXAA_GREEN_AS_LUMA currently adds a cycle (16 clks).
+Will look at fixing this for FXAA 3.12.
+------------------------------------------------------------------------------
+                             NVSHADERPERF OUTPUT
+------------------------------------------------------------------------------
+For reference and to aid in debug, output of NVShaderPerf should match this,
+
+Shader to schedule:
+  0: texpkb h0.w(TRUE), v5.zyxx, #0
+  2: addh h2.y(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x
+  4: texpkb h1.w(TRUE), v5.xwxx, #0
+  6: addh h0.x(TRUE), h1.w, -h2.y
+  7: texpkb h2.w(TRUE), v5.zwzz, #0
+  9: minh h4.w(TRUE), h2.y, h2
+ 10: maxh h5.x(TRUE), h2.y, h2.w
+ 11: texpkb h0.w(TRUE), v5, #0
+ 13: addh h3.w(TRUE), -h0, h0.x
+ 14: addh h0.x(TRUE), h0.w, h0
+ 15: addh h0.z(TRUE), -h2.w, h0.x
+ 16: addh h0.x(TRUE), h2.w, h3.w
+ 17: minh h5.y(TRUE), h0.w, h1.w
+ 18: nrmh h2.xz(TRUE), h0_n
+ 19: minh_m8 h2.w(TRUE), |h2.x|, |h2.z|
+ 20: divx h4.xy(TRUE), h2_n.xzzw, h2_n.w
+ 21: movr r1.zw(TRUE), v4.xxxy
+ 22: maxh h2.w(TRUE), h0, h1
+ 23: fenct TRUE
+ 24: madr r0.xy(TRUE), -h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz
+ 26: texpkb h0(TRUE), r0, #0
+ 28: maxh h5.x(TRUE), h2.w, h5
+ 29: minh h5.w(TRUE), h5.y, h4
+ 30: madr r1.xy(TRUE), h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz
+ 32: texpkb h2(TRUE), r1, #0
+ 34: addh_d2 h2(TRUE), h0, h2
+ 35: texpkb h1(TRUE), v4, #0
+ 37: maxh h5.y(TRUE), h5.x, h1.w
+ 38: minh h4.w(TRUE), h1, h5
+ 39: madr r0.xy(TRUE), -h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz
+ 41: texpkb h0(TRUE), r0, #0
+ 43: addh_m8 h5.z(TRUE), h5.y, -h4.w
+ 44: madr r2.xy(TRUE), h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz
+ 46: texpkb h3(TRUE), r2, #0
+ 48: addh_d2 h0(TRUE), h0, h3
+ 49: addh_d2 h3(TRUE), h0, h2
+ 50: movh h0(TRUE), h3
+ 51: slth h3.x(TRUE), h3.w, h5.w
+ 52: sgth h3.w(TRUE), h3, h5.x
+ 53: addx.c0 rc(TRUE), h3.x, h3
+ 54: slth.c0 rc(TRUE), h5.z, h5
+ 55: movh h0(c0.NE.w), h2
+ 56: movh h0(c0.NE.x), h1
+
+IPU0 ------ Simplified schedule: --------
+Pass |  Unit  |  uOp |  PC:  Op
+-----+--------+------+-------------------------
+   1 | SCT0/1 |  mov |   0:  TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0;
+     |    TEX |  txl |   0:  TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0;
+     |   SCB0 |  add |   2:  ADDh h2.y, h0.-w--, const.-x--;
+     |        |      |
+   2 | SCT0/1 |  mov |   4:  TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0;
+     |    TEX |  txl |   4:  TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0;
+     |   SCB0 |  add |   6:  ADDh h0.x, h1.w---,-h2.y---;
+     |        |      |
+   3 | SCT0/1 |  mov |   7:  TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0;
+     |    TEX |  txl |   7:  TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0;
+     |   SCB0 |  max |  10:  MAXh h5.x, h2.y---, h2.w---;
+     |   SCB1 |  min |   9:  MINh h4.w, h2.---y, h2;
+     |        |      |
+   4 | SCT0/1 |  mov |  11:  TXLr h0.w, g[TEX1], const.xxxx, TEX0;
+     |    TEX |  txl |  11:  TXLr h0.w, g[TEX1], const.xxxx, TEX0;
+     |   SCB0 |  add |  14:  ADDh h0.x, h0.w---, h0;
+     |   SCB1 |  add |  13:  ADDh h3.w,-h0, h0.---x;
+     |        |      |
+   5 |   SCT0 |  mad |  16:  ADDh h0.x, h2.w---, h3.w---;
+     |   SCT1 |  mad |  15:  ADDh h0.z,-h2.--w-, h0.--x-;
+     |   SCB0 |  min |  17:  MINh h5.y, h0.-w--, h1.-w--;
+     |        |      |
+   6 |   SCT1 |  mov |  18:  NRMh h2.xz, h0;
+     |    SRB |  nrm |  18:  NRMh h2.xz, h0;
+     |   SCB1 |  min |  19:  MINh*8 h2.w, |h2.---x|, |h2.---z|;
+     |        |      |
+   7 |   SCT0 |  div |  20:  DIVx h4.xy, h2.xz--, h2.ww--;
+     |   SCT1 |  mov |  21:  MOVr r1.zw, g[TEX0].--xy;
+     |   SCB1 |  max |  22:  MAXh h2.w, h0, h1;
+     |        |      |
+   8 |   SCT0 |  mad |  24:  MADr r0.xy,-h2.xz--, const.zw--, r1.zw--;
+     |   SCT1 |  mov |  26:  TXLr h0, r0, const.xxxx, TEX0;
+     |    TEX |  txl |  26:  TXLr h0, r0, const.xxxx, TEX0;
+     |   SCB0 |  max |  28:  MAXh h5.x, h2.w---, h5;
+     |   SCB1 |  min |  29:  MINh h5.w, h5.---y, h4;
+     |        |      |
+   9 |   SCT0 |  mad |  30:  MADr r1.xy, h2.xz--, const.zw--, r1.zw--;
+     |   SCT1 |  mov |  32:  TXLr h2, r1, const.xxxx, TEX0;
+     |    TEX |  txl |  32:  TXLr h2, r1, const.xxxx, TEX0;
+     | SCB0/1 |  add |  34:  ADDh/2 h2, h0, h2;
+     |        |      |
+  10 | SCT0/1 |  mov |  35:  TXLr h1, g[TEX0], const.xxxx, TEX0;
+     |    TEX |  txl |  35:  TXLr h1, g[TEX0], const.xxxx, TEX0;
+     |   SCB0 |  max |  37:  MAXh h5.y, h5.-x--, h1.-w--;
+     |   SCB1 |  min |  38:  MINh h4.w, h1, h5;
+     |        |      |
+  11 |   SCT0 |  mad |  39:  MADr r0.xy,-h4, const.xy--, r1.zw--;
+     |   SCT1 |  mov |  41:  TXLr h0, r0, const.zzzz, TEX0;
+     |    TEX |  txl |  41:  TXLr h0, r0, const.zzzz, TEX0;
+     |   SCB0 |  mad |  44:  MADr r2.xy, h4, const.xy--, r1.zw--;
+     |   SCB1 |  add |  43:  ADDh*8 h5.z, h5.--y-,-h4.--w-;
+     |        |      |
+  12 | SCT0/1 |  mov |  46:  TXLr h3, r2, const.xxxx, TEX0;
+     |    TEX |  txl |  46:  TXLr h3, r2, const.xxxx, TEX0;
+     | SCB0/1 |  add |  48:  ADDh/2 h0, h0, h3;
+     |        |      |
+  13 | SCT0/1 |  mad |  49:  ADDh/2 h3, h0, h2;
+     | SCB0/1 |  mul |  50:  MOVh h0, h3;
+     |        |      |
+  14 |   SCT0 |  set |  51:  SLTh h3.x, h3.w---, h5.w---;
+     |   SCT1 |  set |  52:  SGTh h3.w, h3, h5.---x;
+     |   SCB0 |  set |  54:  SLThc0 rc, h5.z---, h5;
+     |   SCB1 |  add |  53:  ADDxc0_s rc, h3.---x, h3;
+     |        |      |
+  15 | SCT0/1 |  mul |  55:  MOVh h0(NE0.wwww), h2;
+     | SCB0/1 |  mul |  56:  MOVh h0(NE0.xxxx), h1;
+ 
+Pass   SCT  TEX  SCB
+  1:   0% 100%  25%
+  2:   0% 100%  25%
+  3:   0% 100%  50%
+  4:   0% 100%  50%
+  5:  50%   0%  25%
+  6:   0%   0%  25%
+  7: 100%   0%  25%
+  8:   0% 100%  50%
+  9:   0% 100% 100%
+ 10:   0% 100%  50%
+ 11:   0% 100%  75%
+ 12:   0% 100% 100%
+ 13: 100%   0% 100%
+ 14:  50%   0%  50%
+ 15: 100%   0% 100%
+
+MEAN:  26%  60%  56%
+
+Pass   SCT0  SCT1   TEX  SCB0  SCB1
+  1:    0%    0%  100%  100%    0%
+  2:    0%    0%  100%  100%    0%
+  3:    0%    0%  100%  100%  100%
+  4:    0%    0%  100%  100%  100%
+  5:  100%  100%    0%  100%    0%
+  6:    0%    0%    0%    0%  100%
+  7:  100%  100%    0%    0%  100%
+  8:    0%    0%  100%  100%  100%
+  9:    0%    0%  100%  100%  100%
+ 10:    0%    0%  100%  100%  100%
+ 11:    0%    0%  100%  100%  100%
+ 12:    0%    0%  100%  100%  100%
+ 13:  100%  100%    0%  100%  100%
+ 14:  100%  100%    0%  100%  100%
+ 15:  100%  100%    0%  100%  100%
+
+MEAN:   33%   33%   60%   86%   80%
+Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5
+Results 15 cycles, 3 r regs, 800,000,000 pixels/s
+============================================================================*/
+#if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 1)
+/*--------------------------------------------------------------------------*/
+#pragma regcount 7
+#pragma disablepc all
+#pragma option O2
+#pragma option OutColorPrec=fp16
+#pragma texformat default RGBA8
+/*==========================================================================*/
+half4 FxaaPixelShader(
+    // See FXAA Quality FxaaPixelShader() source for docs on Inputs!
+    FxaaFloat2 pos,
+    FxaaFloat4 fxaaConsolePosPos,
+    FxaaTex tex,
+    FxaaTex fxaaConsole360TexExpBiasNegOne,
+    FxaaTex fxaaConsole360TexExpBiasNegTwo,
+    FxaaFloat2 fxaaQualityRcpFrame,
+    FxaaFloat4 fxaaConsoleRcpFrameOpt,
+    FxaaFloat4 fxaaConsoleRcpFrameOpt2,
+    FxaaFloat4 fxaaConsole360RcpFrameOpt2,
+    FxaaFloat fxaaQualitySubpix,
+    FxaaFloat fxaaQualityEdgeThreshold,
+    FxaaFloat fxaaQualityEdgeThresholdMin,
+    FxaaFloat fxaaConsoleEdgeSharpness,
+    FxaaFloat fxaaConsoleEdgeThreshold,
+    FxaaFloat fxaaConsoleEdgeThresholdMin,
+    FxaaFloat4 fxaaConsole360ConstDir
+) {
+/*--------------------------------------------------------------------------*/
+// (1)
+    half4 rgbyNe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zy, 0, 0));
+    #if (FXAA_GREEN_AS_LUMA == 0)
+        half lumaNe = rgbyNe.w + half(1.0/512.0);
+    #else
+        half lumaNe = rgbyNe.y + half(1.0/512.0);
+    #endif
+/*--------------------------------------------------------------------------*/
+// (2)
+    half4 lumaSw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xw, 0, 0));
+    #if (FXAA_GREEN_AS_LUMA == 0)
+        half lumaSwNegNe = lumaSw.w - lumaNe;
+    #else
+        half lumaSwNegNe = lumaSw.y - lumaNe;
+    #endif
+/*--------------------------------------------------------------------------*/
+// (3)
+    half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0));
+    #if (FXAA_GREEN_AS_LUMA == 0)
+        half lumaMaxNwSw = max(lumaNw.w, lumaSw.w);
+        half lumaMinNwSw = min(lumaNw.w, lumaSw.w);
+    #else
+        half lumaMaxNwSw = max(lumaNw.y, lumaSw.y);
+        half lumaMinNwSw = min(lumaNw.y, lumaSw.y);
+    #endif
+/*--------------------------------------------------------------------------*/
+// (4)
+    half4 lumaSe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zw, 0, 0));
+    #if (FXAA_GREEN_AS_LUMA == 0)
+        half dirZ =  lumaNw.w + lumaSwNegNe;
+        half dirX = -lumaNw.w + lumaSwNegNe;
+    #else
+        half dirZ =  lumaNw.y + lumaSwNegNe;
+        half dirX = -lumaNw.y + lumaSwNegNe;
+    #endif
+/*--------------------------------------------------------------------------*/
+// (5)
+    half3 dir;
+    dir.y = 0.0;
+    #if (FXAA_GREEN_AS_LUMA == 0)
+        dir.x =  lumaSe.w + dirX;
+        dir.z = -lumaSe.w + dirZ;
+        half lumaMinNeSe = min(lumaNe, lumaSe.w);
+    #else
+        dir.x =  lumaSe.y + dirX;
+        dir.z = -lumaSe.y + dirZ;
+        half lumaMinNeSe = min(lumaNe, lumaSe.y);
+    #endif
+/*--------------------------------------------------------------------------*/
+// (6)
+    half4 dir1_pos;
+    dir1_pos.xy = normalize(dir).xz;
+    half dirAbsMinTimes8 = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS);
+/*--------------------------------------------------------------------------*/
+// (7)
+    half4 dir2_pos;
+    dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimes8, half(-2.0), half(2.0));
+    dir1_pos.zw = pos.xy;
+    dir2_pos.zw = pos.xy;
+    #if (FXAA_GREEN_AS_LUMA == 0)
+        half lumaMaxNeSe = max(lumaNe, lumaSe.w);
+    #else
+        half lumaMaxNeSe = max(lumaNe, lumaSe.y);
+    #endif
+/*--------------------------------------------------------------------------*/
+// (8)
+    half4 temp1N;
+    temp1N.xy = dir1_pos.zw - dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw;
+    temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0));
+    half lumaMax = max(lumaMaxNwSw, lumaMaxNeSe);
+    half lumaMin = min(lumaMinNwSw, lumaMinNeSe);
+/*--------------------------------------------------------------------------*/
+// (9)
+    half4 rgby1;
+    rgby1.xy = dir1_pos.zw + dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw;
+    rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0));
+    rgby1 = (temp1N + rgby1) * 0.5;
+/*--------------------------------------------------------------------------*/
+// (10)
+    half4 rgbyM = h4tex2Dlod(tex, half4(pos.xy, 0.0, 0.0));
+    #if (FXAA_GREEN_AS_LUMA == 0)
+        half lumaMaxM = max(lumaMax, rgbyM.w);
+        half lumaMinM = min(lumaMin, rgbyM.w);
+    #else
+        half lumaMaxM = max(lumaMax, rgbyM.y);
+        half lumaMinM = min(lumaMin, rgbyM.y);
+    #endif
+/*--------------------------------------------------------------------------*/
+// (11)
+    half4 temp2N;
+    temp2N.xy = dir2_pos.zw - dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw;
+    temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0));
+    half4 rgby2;
+    rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw;
+    half lumaRangeM = (lumaMaxM - lumaMinM) / FXAA_CONSOLE__PS3_EDGE_THRESHOLD;
+/*--------------------------------------------------------------------------*/
+// (12)
+    rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0));
+    rgby2 = (temp2N + rgby2) * 0.5;
+/*--------------------------------------------------------------------------*/
+// (13)
+    rgby2 = (rgby2 + rgby1) * 0.5;
+/*--------------------------------------------------------------------------*/
+// (14)
+    #if (FXAA_GREEN_AS_LUMA == 0)
+        bool twoTapLt = rgby2.w < lumaMin;
+        bool twoTapGt = rgby2.w > lumaMax;
+    #else
+        bool twoTapLt = rgby2.y < lumaMin;
+        bool twoTapGt = rgby2.y > lumaMax;
+    #endif
+    bool earlyExit = lumaRangeM < lumaMax;
+    bool twoTap = twoTapLt || twoTapGt;
+/*--------------------------------------------------------------------------*/
+// (15)
+    if(twoTap) rgby2 = rgby1;
+    if(earlyExit) rgby2 = rgbyM;
+/*--------------------------------------------------------------------------*/
+    return rgby2; }
+/*==========================================================================*/
+#endif
+
+uniform sampler2D diffuseMap;
+
+uniform vec2 rcp_screen_res;
+uniform vec4 rcp_frame_opt;
+uniform vec4 rcp_frame_opt2;
 uniform vec2 screen_res;
 varying vec2 vary_fragcoord;
+varying vec2 vary_tc;
 
 void main() 
 {
-	vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
+	vec4 diff =			FxaaPixelShader(vary_tc,			//pos
+										vec4(vary_fragcoord.xy, 0, 0), //fxaaConsolePosPos
+										diffuseMap,					//tex
+										diffuseMap,					
+										diffuseMap,
+										rcp_screen_res,				//fxaaQualityRcpFrame
+										vec4(0,0,0,0),				//fxaaConsoleRcpFrameOpt
+										rcp_frame_opt,				//fxaaConsoleRcpFrameOpt2
+										rcp_frame_opt2,				//fxaaConsole360RcpFrameOpt2
+										0.75,						//fxaaQualitySubpix
+										0.166,						//fxaaQualityEdgeThreshold
+										0.0833,						//fxaaQualityEdgeThresholdMin
+										8.0,						//fxaaConsoleEdgeSharpness
+										0.125,						//fxaaConsoleEdgeThreshold
+										0.05,						//fxaaConsoleEdgeThresholdMin
+										vec4(0,0,0,0));				//fxaaConsole360ConstDir
+
+
+
+	//diff = texture2D(diffuseMap, vary_tc);
+	
+	gl_FragColor = diff;
 	
-	vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
-	gl_FragColor = diff + bloom;
 }
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl
index cb83dda795f87098fd9d5bc508b27c762cc53fff..74a9df64e0bba786c44c0db883ed912a10310c81 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl
@@ -23,15 +23,20 @@
  * $/LicenseInfo$
  */
  
-
+attribute vec3 position;
 
 varying vec2 vary_fragcoord;
+varying vec2 vary_tc;
+
+uniform vec2 tc_scale;
+
 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_tc = (pos.xy*0.5+0.5)*tc_scale;
 	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 6231ee68b75c69b50b1cbd480d448b468fd89833..a3751be1fbf67e9a1540fca17a220f7860a4b421 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl
@@ -23,6 +23,7 @@
  * $/LicenseInfo$
  */
  
+attribute vec3 position;
 
 
 varying vec2 vary_fragcoord;
@@ -31,7 +32,7 @@ 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 66fee108877bfcd0e0af039e35b46f315f7a6583..c6bdee6e76874f9ef723364bc076e782e37c7b9c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl
@@ -23,14 +23,14 @@
  * $/LicenseInfo$
  */
  
-
+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 3a44bb6d261af16a1a9fc5f87539a66c9edc32ea..23171fe940b48c34810172f3958590c18d6f3bbe 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
@@ -23,7 +23,8 @@
  * $/LicenseInfo$
  */
  
-
+attribute vec3 position;
+attribute vec2 texcoord0;
 
 // SKY ////////////////////////////////////////////////////////////////////////
 // The vertex shader for creating the atmospheric sky
@@ -57,12 +58,12 @@ 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 855d89ebe605a4b2f921f175131850c59ba95e38..8116b7cdbfb4a0732ec54dcddc657cfa7ff1eb4c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -63,7 +63,7 @@ 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;
@@ -283,7 +283,7 @@ 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);
@@ -304,7 +304,7 @@ 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
@@ -324,5 +324,6 @@ void main()
 	}
 
 	gl_FragColor.rgb = col;
+
 	gl_FragColor.a = bloom;
 }
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl
index fed238510a0281a7f4b81520f4c81b9a3972fe89..4b6b3c242ea1bdf09e14b14554bd18579be26b21 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl
@@ -24,21 +24,16 @@
  */
  
 
+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/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
index 7363bd671512a03269c14e4da241d02ee81ca1b9..e69fa074c4dd9177ae8b992b7a9832d291d8dab9 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
@@ -31,7 +31,6 @@ uniform sampler2DRect diffuseRect;
 uniform sampler2DRect specularRect;
 uniform sampler2DRect depthMap;
 uniform sampler2DRect normalMap;
-uniform samplerCube environmentMap;
 uniform sampler2D noiseMap;
 uniform sampler2D lightFunc;
 uniform sampler2D projectionMap;
@@ -50,7 +49,10 @@ uniform float far_clip;
 uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
 uniform float sun_wash;
 
-varying vec4 vary_light;
+uniform vec3 center;
+uniform vec3 color;
+uniform float falloff;
+uniform float size;
 
 varying vec4 vary_fragcoord;
 uniform vec2 screen_res;
@@ -78,9 +80,9 @@ void main()
 	frag.xy *= screen_res;
 	
 	vec3 pos = getPosition(frag.xy).xyz;
-	vec3 lv = vary_light.xyz-pos.xyz;
+	vec3 lv = center.xyz-pos.xyz;
 	float dist2 = dot(lv,lv);
-	dist2 /= vary_light.w;
+	dist2 /= size;
 	if (dist2 > 1.0)
 	{
 		discard;
@@ -100,7 +102,7 @@ void main()
 	
 	proj_tc.xyz /= proj_tc.w;
 	
-	float fa = gl_Color.a+1.0;
+	float fa = falloff+1.0;
 	float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
 	
 	lv = proj_origin-pos.xyz;
@@ -126,7 +128,7 @@ void main()
 			
 			vec4 plcol = texture2DLod(projectionMap, proj_tc.xy, lod);
 		
-			vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;
+			vec3 lcol = color.rgb * plcol.rgb * plcol.a;
 			
 			lit = da * dist_atten * noise;
 			
@@ -145,7 +147,7 @@ void main()
 		
 		amb_da = min(amb_da, 1.0-lit);
 		
-		col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
+		col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
 	}
 	
 	
@@ -174,7 +176,7 @@ void main()
 					stc.y > 0.0)
 				{
 					vec4 scol = texture2DLod(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
-					col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb;
+					col += dist_atten*scol.rgb*color.rgb*scol.a*spec.rgb;
 				}
 			}
 		}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl
index 84adf6bc41ade89e5445446f9f62b47fc597928e..dbd2b5595a357f7f7abae895e34894bfa7a452d2 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl
@@ -24,12 +24,14 @@
  */
  
 
-
+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/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
index 2f880d65dd97ead1a7d37b5985980959ff401bfc..4a69192fc3680cae13db499daafa4057b534d9ef 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
@@ -42,7 +42,6 @@ uniform float ssao_factor;
 uniform float ssao_factor_inv;
 
 varying vec2 vary_fragcoord;
-varying vec4 vary_light;
 
 uniform mat4 inv_proj;
 uniform vec2 screen_res;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl
index e7ab11c6ed2866e939c32c39def4d78d7a430dd6..d19e67b67de3786ff4ba2547dfc2181f6339deec 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl
@@ -23,9 +23,8 @@
  * $/LicenseInfo$
  */
  
+attribute vec3 position;
 
-
-varying vec4 vary_light;
 varying vec2 vary_fragcoord;
 
 uniform vec2 screen_res;
@@ -33,13 +32,8 @@ uniform vec2 screen_res;
 void main()
 {
 	//transform vertex
-	gl_Position = ftransform(); 
-	vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
-	vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;	
-	vec4 tex = gl_MultiTexCoord0;
-	tex.w = 1.0;
+	vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);
+	gl_Position = pos; 
 	
-	vary_light = gl_MultiTexCoord0;
-		
-	gl_FrontColor = gl_Color;
+	vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;	
 }
diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl
index fc19a7370919e5c6c3da58e1d6df89d30d490f13..793106f2cf2182ecc0b3ee3d20f13a8d190004db 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl
@@ -23,7 +23,11 @@
  * $/LicenseInfo$
  */
  
-
+attribute vec3 position;
+attribute vec3 normal;
+attribute vec4 diffuse_color;
+attribute vec2 texcoord0;
+attribute vec2 texcoord1;
 
 varying vec3 vary_normal;
 
@@ -44,14 +48,14 @@ 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/treeF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl
index 56a149523e0c0470013300e2d26ae19564d4ef83..a6406bdc12ec06d1960be58536c1d6150ff1b555 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl
@@ -29,10 +29,18 @@ uniform sampler2D diffuseMap;
 
 varying vec3 vary_normal;
 
+uniform float minimum_alpha;
+uniform float maximum_alpha;
+
 void main() 
 {
 	vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy);
-	gl_FragData[0] = vec4(gl_Color.rgb*col.rgb, col.a <= 0.5 ? 0.0 : 0.005);
+	if (col.a < minimum_alpha || col.a > maximum_alpha)
+	{
+		discard;
+	}
+
+	gl_FragData[0] = vec4(gl_Color.rgb*col.rgb, 0.0);
 	gl_FragData[1] = vec4(0,0,0,0);
 	vec3 nvn = normalize(vary_normal);
 	gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl
new file mode 100644
index 0000000000000000000000000000000000000000..9f0b902c96f85f00e3207455240d839dade35ff8
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl
@@ -0,0 +1,27 @@
+/** 
+ * @file treeShadowF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+ 
+uniform float minimum_alpha;
+uniform float maximum_alpha;
+
+uniform sampler2D diffuseMap;
+
+varying vec4 post_pos;
+
+void main() 
+{
+	float alpha = texture2D(diffuseMap, gl_TexCoord[0].xy).a;
+
+	if (alpha < minimum_alpha || alpha > maximum_alpha)
+	{
+		discard;
+	}
+
+	gl_FragColor = vec4(1,1,1,1);
+	
+	gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl
new file mode 100644
index 0000000000000000000000000000000000000000..42ce2f522671a8d90a4abbad3e4b2e34356d1277
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl
@@ -0,0 +1,23 @@
+/** 
+ * @file treeShadowV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+ 
+attribute vec3 position;
+attribute vec2 texcoord0;
+
+varying vec4 post_pos;
+
+void main()
+{
+	//transform 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] * vec4(texcoord0,0,1);
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl
index 01401028d643b199462be0422b1e088fe001ed56..2ec739802428663c3822619530637ee7738f52a5 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl
@@ -24,16 +24,19 @@
  */
  
 
+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 9d415ade85cf80b45048eca7b9d6ecb3b82499de..2f808b25db2877606e48915df18989e3e76cf3b8 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl
@@ -24,6 +24,8 @@
  */
  
 
+attribute vec3 position;
+
 
 void calcAtmospherics(vec3 inPositionEye);
 
@@ -47,25 +49,25 @@ 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;
@@ -73,17 +75,16 @@ 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 e827863436dd96e6733801b700d6f740e003d4ba..c5ca9f480481ef44e2d016c0a4d51945bc1d6271 100644
--- a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl
+++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl
@@ -37,7 +37,6 @@ 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 ) );
@@ -45,4 +44,5 @@ 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 8db6d1bf24b490f88404d431491f040036bf74cc..b5f6cb62d930a2069173eb325d267fdff9b42972 100644
--- a/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl
+++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl
@@ -23,11 +23,13 @@
  * $/LicenseInfo$
  */
 
+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 a5aacc019659c94a0dc055644970658683fd1ba0..e8fd7a796d4ff3f7424c13e757dd639c26bb62aa 100644
--- a/indra/newview/app_settings/shaders/class1/effects/glowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/effects/glowV.glsl
@@ -23,20 +23,21 @@
  * $/LicenseInfo$
  */
  
-
+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 917891c063481d1faa584299b04130a2ec3a1dda..8facc1ca963881c4aed1e6dcef40aae08165c229 100644
--- a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl
@@ -23,6 +23,13 @@
  * $/LicenseInfo$
  */
  
+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);
@@ -44,17 +51,17 @@ 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 610c06fbbc341c3f69c25876b9dd715a3ca0e0f4..b99fab2c0fb493f5b854f8760bd8ea0c646a8bc8 100644
--- a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl
@@ -24,6 +24,7 @@
  */
  
 
+attribute vec3 position;
 
 void calcAtmospherics(vec3 inPositionEye);
 
@@ -45,7 +46,6 @@ 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;
@@ -63,7 +63,7 @@ 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);
@@ -73,11 +73,12 @@ 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 c4c896c35c4d75ec39c90d0ebfc973508329000e..df67f76ad5ef4f95f679ca0b32d90b681296f16e 100644
--- a/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl
@@ -23,12 +23,15 @@
  * $/LicenseInfo$
  */
  
+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/glowcombineFXAAF.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl
new file mode 100644
index 0000000000000000000000000000000000000000..6639f88047dd0332df50ee6c967046e1939dc4c5
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl
@@ -0,0 +1,23 @@
+/** 
+ * @file glowcombineFXAAF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+ 
+#extension GL_ARB_texture_rectangle : enable
+
+uniform sampler2D glowMap;
+uniform sampler2DRect screenMap;
+
+uniform vec2 screen_res;
+varying vec2 vary_tc;
+
+void main() 
+{
+	vec3 col = texture2D(glowMap, vary_tc).rgb +
+					texture2DRect(screenMap, vary_tc*screen_res).rgb;
+
+	
+	gl_FragColor = vec4(col.rgb, dot(col.rgb, vec3(0.299, 0.587, 0.144)));
+}
diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl
new file mode 100644
index 0000000000000000000000000000000000000000..f54876135e9b6bf3f29b6b3f8ea922e113c69c49
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl
@@ -0,0 +1,19 @@
+/** 
+ * @file glowcombineFXAAV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+ 
+attribute vec3 position;
+
+varying vec2 vary_tc;
+
+void main()
+{
+	vec4 pos = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0);
+	gl_Position = pos;
+
+	vary_tc = pos.xy*0.5+0.5;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl
index 4c6360f71d036cb7622afdb452d2cd2e18d3d4cf..303535ee31032b2f6169e25a3197b3c6517a2bd4 100644
--- a/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl
@@ -23,11 +23,14 @@
  * $/LicenseInfo$
  */
  
+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 a3cb5225ba36035b9485c72000f034affaecfc8c..4c0455502f8733f7b2dbae62dfebed713d26c6c1 100644
--- a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl
@@ -24,10 +24,10 @@
  */
  
 
-
+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 da3bea6d065c73a3995ed61db61ba40d64952c01..1d312313a84b8dfee708f39dc7571800eb8af88c 100644
--- a/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl
@@ -23,23 +23,13 @@
  * $/LicenseInfo$
  */
  
-
+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 915e452e0f843ae2678e1d95afe92e5a984878dc..62fe4a2ce5b7a244b2170f7ad7ee2076cc101417 100644
--- a/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl
@@ -23,8 +23,10 @@
  * $/LicenseInfo$
  */
 
+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/onetexturenocolorF.glsl b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl
new file mode 100644
index 0000000000000000000000000000000000000000..a5442c9bf42d72d22bcb71272f6839f0b1e06b19
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl
@@ -0,0 +1,13 @@
+/** 
+ * @file onetexturenocolorF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+ 
+uniform sampler2D tex0;
+
+void main() 
+{
+	gl_FragColor = texture2D(tex0, gl_TexCoord[0].xy);
+}
diff --git a/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl
new file mode 100644
index 0000000000000000000000000000000000000000..7df45e90e60737780cdf276baf21ca13a1cf9235
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl
@@ -0,0 +1,18 @@
+/** 
+ * @file onetexturenocolorV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+ 
+
+attribute vec3 position;
+attribute vec2 texcoord0;
+
+
+void main()
+{
+	gl_Position = gl_ModelViewProjectionMatrix * vec4(position, 1);
+	gl_TexCoord[0] = vec4(texcoord0,0,1);
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl b/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl
index fedf6ae5466ce282650d6772781355e525637a62..be03d19290a5b166c4b9e207a1fc739061933de6 100644
--- a/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl
@@ -23,12 +23,14 @@
  * $/LicenseInfo$
  */
  
-
+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 94aa964be6d53020557dac7c46759df913501bc7..80c57e77661c598a075ba9b19456afdc734cc638 100644
--- a/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl
@@ -24,11 +24,14 @@
  */
  
 
+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 b1b90d0b5eced13de9a2818f3a952a298d5adcef..faef21689e926ec035f3d0d627048b37add432e9 100644
--- a/indra/newview/app_settings/shaders/class1/interface/uiV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/uiV.glsl
@@ -24,11 +24,15 @@
  */
  
 
+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] =  gl_TextureMatrix[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 c50ed86315d172dcfa0873533258e9f9241fb082..bb6f0aa5e86e4be170925e72aa86ce0f11ee972f 100644
--- a/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl
@@ -24,11 +24,16 @@
  */
  
 
+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/emissiveSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl
new file mode 100644
index 0000000000000000000000000000000000000000..78668711ac226ef1939b90b27c878ddf70580d65
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl
@@ -0,0 +1,33 @@
+/** 
+ * @file emissiveSkinnedV.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+
+attribute vec3 position;
+attribute float emissive;
+attribute vec2 texcoord0;
+
+void calcAtmospherics(vec3 inPositionEye);
+mat4 getObjectSkinnedTransform();
+
+void main()
+{
+	//transform vertex
+	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1);
+	
+	mat4 mat = getObjectSkinnedTransform();
+	
+	mat = gl_ModelViewMatrix * mat;
+	vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
+	
+	calcAtmospherics(pos.xyz);
+
+	gl_FrontColor = vec4(0,0,0,emissive);
+	
+	gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0);
+		
+	gl_FogFragCoord = pos.z;
+}
diff --git a/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl
new file mode 100644
index 0000000000000000000000000000000000000000..05d7cc397fd9397453e0e628658a1cf3a7087624
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl
@@ -0,0 +1,29 @@
+/**
+ * @file emissiveV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+ 
+attribute vec4 position;
+attribute float emissive;
+attribute vec2 texcoord0;
+
+void calcAtmospherics(vec3 inPositionEye);
+
+varying float vary_texture_index;
+
+void main()
+{
+	//transform vertex
+	vary_texture_index = position.w;
+	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);
+	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1);
+	
+	vec4 pos = (gl_ModelViewMatrix * vec4(position.xyz, 1.0));
+	calcAtmospherics(pos.xyz);
+
+	gl_FrontColor = vec4(0,0,0,emissive);
+
+	gl_FogFragCoord = pos.z;
+}
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl
new file mode 100644
index 0000000000000000000000000000000000000000..57d98038e09a9ba2bd4691b2dc131ca69a35c651
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl
@@ -0,0 +1,27 @@
+/**
+ * @file fullbrightNoColorV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+  
+attribute vec3 position;
+attribute vec2 texcoord0;
+attribute vec3 normal;
+
+void calcAtmospherics(vec3 inPositionEye);
+
+void main()
+{
+	//transform vertex
+	vec4 vert = vec4(position.xyz,1.0);
+	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 = vec4(1,1,1,1);
+
+	gl_FogFragCoord = pos.z;
+}
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl
index e1a7f263f7aaaddf479be6325a081ea573815a3c..ebbcb2f719d9b424c8dfff526eddd20ed99e6af5 100644
--- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl
@@ -23,6 +23,10 @@
  */
 
 
+attribute vec3 position;
+attribute vec3 normal;
+attribute vec4 diffuse_color;
+attribute vec2 texcoord0;
 
 void calcAtmospherics(vec3 inPositionEye);
 mat4 getObjectSkinnedTransform();
@@ -32,21 +36,21 @@ 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 36b00dfbc109a4cb09b8b3f69ebffdd8e5fe788d..e8126daee048c886a7004a3f9b462fd9fcebc842 100644
--- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl
@@ -24,6 +24,10 @@
  */
  
 
+attribute vec3 position;
+attribute vec4 diffuse_color;
+attribute vec3 normal;
+attribute vec2 texcoord0;
 
 void calcAtmospherics(vec3 inPositionEye);
 
@@ -32,18 +36,18 @@ 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 b540054c56cee2b99c40a3183594abae477d00f3..276f423eea97aafd16b2914321f88e7a4d6c8c36 100644
--- a/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl
@@ -23,6 +23,9 @@
  */
 
 
+attribute vec3 position;
+attribute vec4 diffuse_color;
+attribute vec2 texcoord0;
 
 void calcAtmospherics(vec3 inPositionEye);
 mat4 getObjectSkinnedTransform();
@@ -30,21 +33,16 @@ 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 22f731ffde021ddd14dbb2d1da8845fe8b151070..159e34f04485db91b9ae652aeddb01c1f12b0db2 100644
--- a/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl
@@ -23,21 +23,24 @@
  * $/LicenseInfo$
  */
  
-
+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/impostorF.glsl b/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl
index 13597ee439db5c72cfcd334339f2619aa6aedcdc..d6946d0de68d97f1d23472e0493b293fe5acbbfe 100644
--- a/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl
@@ -8,14 +8,11 @@
 uniform float minimum_alpha;
 uniform float maximum_alpha;
 
-vec3 fullbrightAtmosTransport(vec3 light);
-vec3 fullbrightScaleSoftClip(vec3 light);
-
 uniform sampler2D diffuseMap;
 
 void main()
 {
-	vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color;
+	vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy);
 	
 	if (color.a < minimum_alpha || color.a > maximum_alpha)
 	{
diff --git a/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl b/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl
index 724b86a1b72591a962b611efb4000e779e216c83..f1c307c4591072dd7ad2914931e1df58d7d53dbc 100644
--- a/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl
@@ -5,12 +5,14 @@
  * $/LicenseInfo$
  */
  
- 
+
+
+attribute vec3 position;
+attribute vec2 texcoord0;
+
 void main()
 {
 	//transform vertex
-	gl_Position = ftransform();
-	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);
 }
diff --git a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl
new file mode 100644
index 0000000000000000000000000000000000000000..555c59c37ec0a92b1e7a77444a8e508f7c13a3f8
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl
@@ -0,0 +1,30 @@
+/** 
+ * @file previewV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+ 
+attribute vec3 position;
+attribute vec3 normal;
+attribute vec2 texcoord0;
+
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+void calcAtmospherics(vec3 inPositionEye);
+
+void main()
+{
+	//transform vertex
+	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, vec4(1,1,1,1), vec4(0.));
+	gl_FrontColor = 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 f5fd4ededd1a34a4fe4ee5cdb3dbdbd5b350c8b4..f0bea5f3e7d7666510c6e57a97bd05e38feb5f95 100644
--- a/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl
@@ -22,7 +22,10 @@
  * $/LicenseInfo$
  */
 
-
+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);
@@ -33,21 +36,21 @@ 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 13a58f0d4a0093289cdab78d06186e788cb319a3..e8b6b71b3d56b60b410f74ceed02b94bbff66c47 100644
--- a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl
@@ -23,7 +23,10 @@
  * $/LicenseInfo$
  */
  
-
+attribute vec3 position;
+attribute vec3 normal;
+attribute vec4 diffuse_color;
+attribute vec2 texcoord0;
 
 void calcAtmospherics(vec3 inPositionEye);
 
@@ -32,14 +35,14 @@ 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/simpleNoColorV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl
new file mode 100644
index 0000000000000000000000000000000000000000..54c262885e53a3f2fdc3e01031d77d82c626dcba
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl
@@ -0,0 +1,30 @@
+/** 
+ * @file simpleNoColorV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+ 
+attribute vec3 position;
+attribute vec3 normal;
+attribute vec2 texcoord0;
+
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+void calcAtmospherics(vec3 inPositionEye);
+
+void main()
+{
+	//transform vertex
+	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, vec4(1,1,1,1), vec4(0.));
+	gl_FrontColor = color;
+
+	gl_FogFragCoord = pos.z;
+}
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl
index ad171f7b4318234a4240479954d4cd2440ebff58..14c4a3aa8d90d3f7d09813add51c3a88a29f9256 100644
--- a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl
@@ -22,7 +22,10 @@
  * $/LicenseInfo$
  */
 
-
+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);
@@ -31,21 +34,21 @@ 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 dc1794e132ff216b70221940f85bf593d197e06c..bbc170b1af46b3a6b0c4816c6385546f1f109399 100644
--- a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl
@@ -23,7 +23,10 @@
  * $/LicenseInfo$
  */
  
-
+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);
@@ -31,16 +34,15 @@ 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/class1/objects/treeV.glsl b/indra/newview/app_settings/shaders/class1/objects/treeV.glsl
new file mode 100644
index 0000000000000000000000000000000000000000..1e9e7f4b0b3c34b7642ac0969b8ee87cedb56808
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/objects/treeV.glsl
@@ -0,0 +1,35 @@
+/** 
+ * @file treeV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+ 
+
+
+attribute vec3 position;
+attribute vec2 texcoord0;
+attribute vec3 normal;
+
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+void calcAtmospherics(vec3 inPositionEye);
+
+void main()
+{
+	//transform vertex
+	vec4 vert = vec4(position.xyz,1.0);
+	
+	gl_Position = gl_ModelViewProjectionMatrix*vert;
+	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0, 0, 1);
+	
+	vec4 pos = (gl_ModelViewMatrix * vert);
+	
+	vec3 norm = normalize(gl_NormalMatrix * normal);
+
+	calcAtmospherics(pos.xyz);
+
+	vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), 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 f9f376c2b7308d933f32a08feb5f11dba6fc6ab8..c0065f0bbe8f40c66965dda6586cf00d3429e0c5 100644
--- a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl
+++ b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl
@@ -24,6 +24,10 @@
  */
  
 
+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);
@@ -31,17 +35,17 @@ 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/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl
new file mode 100644
index 0000000000000000000000000000000000000000..294a000ab5d8ec65a4adaec5c407cb61b6477273
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl
@@ -0,0 +1,121 @@
+/** 
+ * @file alphaNonIndexedNoColorF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+ 
+
+
+#extension GL_ARB_texture_rectangle : enable
+
+uniform sampler2DRectShadow shadowMap0;
+uniform sampler2DRectShadow shadowMap1;
+uniform sampler2DRectShadow shadowMap2;
+uniform sampler2DRectShadow shadowMap3;
+uniform sampler2DRect depthMap;
+uniform sampler2D diffuseMap;
+
+uniform mat4 shadow_matrix[6];
+uniform vec4 shadow_clip;
+uniform vec2 screen_res;
+uniform vec2 shadow_res;
+
+vec3 atmosLighting(vec3 light);
+vec3 scaleSoftClip(vec3 light);
+
+varying vec3 vary_ambient;
+varying vec3 vary_directional;
+varying vec3 vary_fragcoord;
+varying vec3 vary_position;
+varying vec3 vary_pointlight_col;
+
+uniform float shadow_bias;
+
+uniform mat4 inv_proj;
+
+vec4 getPosition(vec2 pos_screen)
+{
+	float depth = texture2DRect(depthMap, pos_screen.xy).a;
+	vec2 sc = pos_screen.xy*2.0;
+	sc /= screen_res;
+	sc -= vec2(1.0,1.0);
+	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+	vec4 pos = inv_proj * ndc;
+	pos.xyz /= pos.w;
+	pos.w = 1.0;
+	return pos;
+}
+
+float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
+{
+	stc.xyz /= stc.w;
+	stc.z += shadow_bias;
+	
+	float cs = shadow2DRect(shadowMap, stc.xyz).x;
+	float shadow = cs;
+
+	shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, scl, 0.0)).x, cs);
+	shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, -scl, 0.0)).x, cs);
+	shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, scl, 0.0)).x, cs);
+	shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, -scl, 0.0)).x, cs);
+			
+	return shadow/5.0;
+}
+
+
+void main() 
+{
+	vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
+	frag *= screen_res;
+	
+	float shadow = 1.0;
+	vec4 pos = vec4(vary_position, 1.0);
+	
+	vec4 spos = pos;
+		
+	if (spos.z > -shadow_clip.w)
+	{	
+		vec4 lpos;
+		
+		if (spos.z < -shadow_clip.z)
+		{
+			lpos = shadow_matrix[3]*spos;
+			lpos.xy *= shadow_res;
+			shadow = pcfShadow(shadowMap3, lpos, 1.5);
+			shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
+		}
+		else if (spos.z < -shadow_clip.y)
+		{
+			lpos = shadow_matrix[2]*spos;
+			lpos.xy *= shadow_res;
+			shadow = pcfShadow(shadowMap2, lpos, 1.5);
+		}
+		else if (spos.z < -shadow_clip.x)
+		{
+			lpos = shadow_matrix[1]*spos;
+			lpos.xy *= shadow_res;
+			shadow = pcfShadow(shadowMap1, lpos, 1.5);
+		}
+		else
+		{
+			lpos = shadow_matrix[0]*spos;
+			lpos.xy *= shadow_res;
+			shadow = pcfShadow(shadowMap0, lpos, 1.5);
+		}
+	}
+	
+	vec4 diff = texture2D(diffuseMap,gl_TexCoord[0].xy);
+
+	vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, 1.0);
+	vec4 color = diff * col;
+	
+	color.rgb = atmosLighting(color.rgb);
+
+	color.rgb = scaleSoftClip(color.rgb);
+
+	color.rgb += diff.rgb * vary_pointlight_col.rgb;
+
+	gl_FragColor = color;
+}
+
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
index 20121da52d2403eed6b850724ee7f02215c7f248..501fcb004b14d46a2fcd5a34b37d804692c32c7d 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
@@ -22,7 +22,10 @@
  * $/LicenseInfo$
  */
  
-
+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);
@@ -76,18 +79,18 @@ 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*vec4(position, 1.0)).xyz;
 	
 	gl_Position = gl_ProjectionMatrix * vec4(pos, 1.0);
 	
-	vec4 n = gl_Vertex;
-	n.xyz += gl_Normal.xyz;
+	vec4 n = vec4(position, 1.0);
+	n.xyz += normal.xyz;
 	n.xyz = (mat*n).xyz;
 	n.xyz = normalize(n.xyz-pos.xyz);
 	
@@ -98,8 +101,8 @@ 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);
@@ -109,23 +112,23 @@ 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 307ae300987dac18bb6c0c4f90293d8384c2f5a8..b0ae0107fb2e181c7b06c8d84bff900fa7e41ecf 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
@@ -23,7 +23,10 @@
  * $/LicenseInfo$
  */
  
-
+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);
@@ -79,22 +82,22 @@ 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);
@@ -104,17 +107,17 @@ 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 80f386ecb03a24514c26cbd1f133e6b48b34435d..f35af53f95273c01029aa39191bd7fbe294b0796 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
@@ -24,6 +24,9 @@
  */
  
 
+attribute vec3 position;
+attribute vec3 normal;
+attribute vec2 texcoord0;
 
 vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
 mat4 getSkinnedTransform();
@@ -79,20 +82,21 @@ 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;
@@ -102,9 +106,7 @@ 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 col = vec4(0.0, 0.0, 0.0, 1.0);
 
 	// 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);
@@ -114,17 +116,17 @@ 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;
 
 	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;
+	vary_directional = atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), 0.0));
 	
-	col.rgb = min(col.rgb*gl_Color.rgb, 1.0);
+	col.rgb = min(col.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 9deff7bb2aed71f6719ccde610bd7ae6f394b2c2..964f12afcfd3d67eedbc5a270618be9ffa90856d 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl
@@ -24,6 +24,7 @@
  */
  
 
+attribute vec3 position;
 
 varying vec2 vary_fragcoord;
 uniform vec2 screen_res;
@@ -31,7 +32,7 @@ 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/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
index 0b31cbefd18282b5b63800f66292913f3eb74c8a..4c92d72f441287f005df4c17c8bbdfd99fd938f9 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
@@ -54,7 +54,10 @@ uniform float sun_wash;
 uniform int proj_shadow_idx;
 uniform float shadow_fade;
 
-varying vec4 vary_light;
+uniform vec3 center;
+uniform float size;
+uniform vec3 color;
+uniform float falloff;
 
 varying vec4 vary_fragcoord;
 uniform vec2 screen_res;
@@ -128,9 +131,9 @@ void main()
 	frag.xy *= screen_res;
 	
 	vec3 pos = getPosition(frag.xy).xyz;
-	vec3 lv = vary_light.xyz-pos.xyz;
+	vec3 lv = center.xyz-pos.xyz;
 	float dist2 = dot(lv,lv);
-	dist2 /= vary_light.w;
+	dist2 /= size;
 	if (dist2 > 1.0)
 	{
 		discard;
@@ -161,7 +164,7 @@ void main()
 	
 	proj_tc.xyz /= proj_tc.w;
 	
-	float fa = gl_Color.a+1.0;
+	float fa = falloff+1.0;
 	float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
 	if (dist_atten <= 0.0)
 	{
@@ -193,7 +196,7 @@ void main()
 			
 			vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
 		
-			vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;
+			vec3 lcol = color.rgb * plcol.rgb * plcol.a;
 			
 			lit = da * dist_atten * noise;
 			
@@ -210,7 +213,7 @@ void main()
 			
 		amb_da = min(amb_da, 1.0-lit);
 			
-		col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
+		col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
 	}
 	
 	
@@ -243,7 +246,7 @@ void main()
 					stc.y > 0.0)
 				{
 					vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
-					col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb*shadow;
+					col += dist_atten*scol.rgb*color.rgb*scol.a*spec.rgb*shadow;
 				}
 			}
 		}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index d7407332e53f0ebba5b2831be2a65a2c7d09aa11..22f52032a5840a3a1833006e3ab95e50c8b48815 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -65,7 +65,8 @@ uniform mat3 ssao_effect_mat;
 uniform mat4 inv_proj;
 uniform vec2 screen_res;
 
-varying vec4 vary_light;
+uniform vec3 sun_dir;
+
 varying vec2 vary_fragcoord;
 
 vec3 vary_PositionEye;
@@ -282,7 +283,7 @@ 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);
 
@@ -309,7 +310,7 @@ 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*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a;
 
 			// add the two types of shiny together
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl
index fed238510a0281a7f4b81520f4c81b9a3972fe89..e52edcba412c998a25e91ebaf9f5843bec97a826 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl
@@ -24,21 +24,18 @@
  */
  
 
+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 * 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_fragcoord = (pos.xy*0.5+0.5)*screen_res;
 }
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
index 681186d6b2320999f8de1b12943ebbe7d4ebc4a4..60741771d6bb2043e39dc9a313698eb050c492a0 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
@@ -47,7 +47,7 @@ uniform float ssao_factor;
 uniform float ssao_factor_inv;
 
 varying vec2 vary_fragcoord;
-varying vec4 vary_light;
+uniform vec3 sun_dir;
 
 uniform mat4 inv_proj;
 uniform vec2 screen_res;
@@ -184,10 +184,10 @@ void main()
 	}*/
 	
 	float shadow = 1.0;
-	float dp_directional_light = max(0.0, dot(norm, vary_light.xyz));
+	float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz));
 
 	vec3 shadow_pos = pos.xyz + displace*norm;
-	vec3 offset = vary_light.xyz * (1.0-dp_directional_light);
+	vec3 offset = sun_dir.xyz * (1.0-dp_directional_light);
 	
 	vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0);
 	
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl
index e7ab11c6ed2866e939c32c39def4d78d7a430dd6..827ec15621dd5a7458a3264ade4aeaad1956734c 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl
@@ -23,6 +23,7 @@
  * $/LicenseInfo$
  */
  
+attribute vec3 position;
 
 
 varying vec4 vary_light;
@@ -33,13 +34,8 @@ uniform vec2 screen_res;
 void main()
 {
 	//transform vertex
-	gl_Position = ftransform(); 
-	vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
-	vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;	
-	vec4 tex = gl_MultiTexCoord0;
-	tex.w = 1.0;
+	vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);
+	gl_Position = pos; 
 	
-	vary_light = gl_MultiTexCoord0;
-		
-	gl_FrontColor = gl_Color;
+	vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;	
 }
diff --git a/indra/newview/app_settings/shaders/class2/effects/blurV.glsl b/indra/newview/app_settings/shaders/class2/effects/blurV.glsl
index 3e47ed15fe44bc68f2d92ec583c896ee040ab712..556e131d3489e05dfa8f96fd268cc07482145e85 100644
--- a/indra/newview/app_settings/shaders/class2/effects/blurV.glsl
+++ b/indra/newview/app_settings/shaders/class2/effects/blurV.glsl
@@ -24,6 +24,8 @@
  */
  
 
+attribute vec3 position;
+attribute vec2 texcoord0;
 
 uniform vec2 texelSize;
 uniform vec2 blurDirection;
@@ -32,10 +34,10 @@ 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 25806cd91426810d613f5b3c5391b429975882c7..fbb87b6578793c91885f047f203d10e7d6322143 100644
--- a/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl
+++ b/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl
@@ -24,11 +24,15 @@
  */
  
 
+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 36d0c99b63b42539a506548c55024f08dcaace98..1a7edbd61b87ba8567f714908e59c9bf4497f9dc 100644
--- a/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl
+++ b/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl
@@ -24,6 +24,12 @@
  */
  
 
+attribute vec3 position;
+attribute vec3 normal;
+attribute vec4 diffuse_color;
+attribute vec2 texcoord0;
+attribute vec2 texcoord1;
+
 
 void calcAtmospherics(vec3 inPositionEye);
 
@@ -46,24 +52,24 @@ 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 ad045a305805a167564caea00f536cffaaa33ef2..55dfab2aa19430fabb5142df1a5857b4a2231aef 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
@@ -23,8 +23,6 @@
  * $/LicenseInfo$
  */
  
-
-
 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 819b28e4fd9d4214aaf742eeb2dcb1953d1401c0..8a8895765918531893335a6b31acbcff1a4ff92a 100644
--- a/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl
+++ b/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl
@@ -31,23 +31,28 @@ 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 abf6e37b7cbdd964cce13fb97df42cefdd820527..f5ff1d1d0083b561430d719d38b16a2148f51ab9 100644
--- a/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl
+++ b/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl
@@ -23,6 +23,11 @@
  * $/LicenseInfo$
  */
  
+ 
+attribute vec4 position;
+attribute vec2 texcoord0;
+attribute vec3 normal;
+attribute vec4 diffuse_color;
 
 
 void calcAtmospherics(vec3 inPositionEye);
@@ -32,16 +37,15 @@ 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 44c711701bf8890b1b23c475c14b4ab2392d31f4..d6fca4cda7165793ddea4fbb8809d4b86dc48df7 100644
--- a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl
+++ b/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl
@@ -24,6 +24,10 @@
  */
  
 
+attribute vec4 position;
+attribute vec2 texcoord0;
+attribute vec3 normal;
+attribute vec4 diffuse_color;
 
 vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
 
@@ -36,20 +40,20 @@ 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/simpleNonIndexedV.glsl b/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl
new file mode 100644
index 0000000000000000000000000000000000000000..d2a83c97249953eca659c4cd35fc432335641aad
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl
@@ -0,0 +1,36 @@
+/** 
+ * @file simpleNonIndexedV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+ 
+
+
+attribute vec3 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);
+
+void main()
+{
+	//transform vertex
+	vec4 vert = vec4(position.xyz,1.0);
+	
+	gl_Position = gl_ModelViewProjectionMatrix*vert;
+	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0, 0, 1);
+	
+	vec4 pos = (gl_ModelViewMatrix * vert);
+	
+	vec3 norm = normalize(gl_NormalMatrix * normal);
+
+	calcAtmospherics(pos.xyz);
+
+	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/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl
index b0114763c144f4c86b1dec01853072012cd85783..c2db1e194955c3a65932e6b990473dec63c72629 100644
--- a/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl
+++ b/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl
@@ -25,6 +25,11 @@
  
 
 
+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);
 
@@ -33,18 +38,19 @@ 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 c175a834c23386c0e5c866fdf0aaf57efd74b078..297b3904a60c70459823d38e3f4a21cc25c33669 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
@@ -23,7 +23,8 @@
  * $/LicenseInfo$
  */
  
-
+attribute vec3 position;
+attribute vec2 texcoord0;
 
 //////////////////////////////////////////////////////////////////////////
 // The vertex shader for creating the atmospheric sky
@@ -59,12 +60,12 @@ 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.)
@@ -160,7 +161,7 @@ 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 3a44bb6d261af16a1a9fc5f87539a66c9edc32ea..84e1f827d6c2e6d6a0c0243ed300613675efa224 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
@@ -24,6 +24,8 @@
  */
  
 
+attribute vec3 position;
+attribute vec2 texcoord0;
 
 // SKY ////////////////////////////////////////////////////////////////////////
 // The vertex shader for creating the atmospheric sky
@@ -57,12 +59,12 @@ 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 151602dbc089d06f0dfdaf048033aac3460dd023..f1d06b4fec883acc708dc8124c791078593867a1 100644
--- a/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl
+++ b/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl
@@ -23,38 +23,39 @@
  * $/LicenseInfo$
  */
  
-
+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]
@@ -101,7 +102,7 @@ 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
@@ -119,7 +120,7 @@ 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 6231ee68b75c69b50b1cbd480d448b468fd89833..870d4c36bcb22ef9b4813b7e09e3dd0997c69cf2 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl
@@ -23,7 +23,7 @@
  * $/LicenseInfo$
  */
  
-
+attribute vec3 position;
 
 varying vec2 vary_fragcoord;
 uniform vec2 screen_res;
@@ -31,7 +31,7 @@ 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 a6a206502c7ff7fd3dc0553da9bcfa24b60fbddb..76206f88d9e5a2256fa56c29dbdf0d9af7b8bae8 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl
@@ -23,6 +23,7 @@
  * $/LicenseInfo$
  */
  
+attribute vec3 position;
 
 
 varying vec2 vary_fragcoord;
@@ -31,7 +32,7 @@ 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 190e32b6a34102d938e25f11ca0f22962d66b332..1a23be349eea05fd3e1b8e0d198a329055d2b595 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/giV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/giV.glsl
@@ -23,6 +23,9 @@
  * $/LicenseInfo$
  */
  
+attribute vec3 position;
+attribute vec4 diffuse_color;
+attribute vec2 texcoord0;
 
 
 varying vec2 vary_fragcoord;
@@ -32,11 +35,12 @@ 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 2d99ef5481777c7ba2019d3a783f5d2b0b19de0e..a2606f2fb2d1385dd36538d62e6131b1fe7cda96 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl
@@ -23,18 +23,20 @@
  * $/LicenseInfo$
  */
  
-
-
 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 cb83dda795f87098fd9d5bc508b27c762cc53fff..2d0b60d513b99f53cb19cdce5241042c904a67cf 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl
@@ -23,7 +23,7 @@
  * $/LicenseInfo$
  */
  
-
+attribute vec3 position;
 
 varying vec2 vary_fragcoord;
 uniform vec2 screen_res;
@@ -31,7 +31,7 @@ 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 6231ee68b75c69b50b1cbd480d448b468fd89833..25bdfdce453128836c4e1995f81238cc10080cc9 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl
@@ -23,7 +23,7 @@
  * $/LicenseInfo$
  */
  
-
+attribute vec3 position;
 
 varying vec2 vary_fragcoord;
 uniform vec2 screen_res;
@@ -31,7 +31,7 @@ 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 fed238510a0281a7f4b81520f4c81b9a3972fe89..9e07a4d219fddbac9ef20d1bd40e499e609ac253 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl
@@ -24,6 +24,8 @@
  */
  
 
+attribute vec3 position;
+attribute vec2 texcoord0;
 
 uniform vec2 screen_res;
 
@@ -32,13 +34,10 @@ 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 dcdc72ac024c2dd55969ba9fd0061f8a8756ebe2..c31afb6268fc9dbcdfe5a8b231c1ae190c55d18c 100644
--- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
+++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
@@ -24,7 +24,6 @@
  */
  
 
-
 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 642a1907f0078f10a7ae7f3eb317a90e1b792150..64a5884e14c489b95ec66e6fbd556c06cbf7ebd4 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.color4f(0.f, 1.f, 1.f, 1.f);
 
 		target_global = mAutoPilotTargetGlobal;
 
@@ -3935,7 +3935,7 @@ void LLAgent::renderAutoPilotTarget()
 
 		glScalef(height_meters, height_meters, height_meters);
 
-		gSphere.render(1500.f);
+		gSphere.render();
 
 		gGL.popMatrix();
 	}
diff --git a/indra/newview/llcylinder.cpp b/indra/newview/llcylinder.cpp
index 4901e29691689c91b7451369c34c2469763b48a4..2adc071d7ab67849102ee3b3efb662670e0d739c 100644
--- a/indra/newview/llcylinder.cpp
+++ b/indra/newview/llcylinder.cpp
@@ -37,261 +37,39 @@
 #include "llgl.h"
 #include "llglheaders.h"
 
-LLCylinder	gCylinder;
 LLCone		gCone;
 
-GLUquadricObj* gQuadObj = NULL;
-
-static const GLint SLICES[] = { 30, 20, 12, 6 };		// same as sphere slices
-static const GLint STACKS = 2;
-static const GLfloat RADIUS = 0.5f;
-	
-// draws a cylinder or cone
-// returns approximate number of triangles required
-U32 draw_cylinder_side(GLint slices, GLint stacks, GLfloat base_radius, GLfloat top_radius)
-{
-	U32 triangles = 0;
-	GLfloat height = 1.0f;
-
-	if (!gQuadObj)
-	{
-		gQuadObj = gluNewQuadric();
-		if (!gQuadObj) llerror("draw_cylindrical_body couldn't allocated quadric", 0);
-	}
-
-	gluQuadricDrawStyle(gQuadObj, GLU_FILL);
-	gluQuadricNormals(gQuadObj, GLU_SMOOTH);
-	gluQuadricOrientation(gQuadObj, GLU_OUTSIDE);
-	gluQuadricTexture(gQuadObj, GL_TRUE);
-	gluCylinder(gQuadObj, base_radius, top_radius, height, slices, stacks);
-	triangles += stacks * (slices * 2);
-	
-
-	return triangles;
-}
-
-
-// Returns number of triangles required to draw
-// Need to know if top or not to set lighting normals
-const BOOL TOP = TRUE;
-const BOOL BOTTOM = FALSE;
-U32 draw_cylinder_cap(GLint slices, GLfloat base_radius, BOOL is_top)
-{
-	U32 triangles = 0;
-
-	if (!gQuadObj)
-	{
-		gQuadObj = gluNewQuadric();
-		if (!gQuadObj) llerror("draw_cylinder_base couldn't allocated quadric", 0);
-	}
-
-	gluQuadricDrawStyle(gQuadObj, GLU_FILL);
-	gluQuadricNormals(gQuadObj, GLU_SMOOTH);
-	gluQuadricOrientation(gQuadObj, GLU_OUTSIDE);
-	gluQuadricTexture(gQuadObj, GL_TRUE);
-
-	// no hole in the middle of the disk, and just one ring
-	GLdouble inner_radius = 0.0;
-	GLint rings = 1;
-
-	// normals point in +z for top, -z for base
-	if (is_top)
-	{
-		gluQuadricOrientation(gQuadObj, GLU_OUTSIDE);
-	}
-	else
-	{
-		gluQuadricOrientation(gQuadObj, GLU_INSIDE);
-	}
-	gluDisk(gQuadObj, inner_radius, base_radius, slices, rings);
-	triangles += slices;
-
-	return triangles;
-}
-
-void LLCylinder::drawSide(S32 detail)
-{
-	draw_cylinder_side(SLICES[detail], STACKS, RADIUS, RADIUS);
-}
-
-void LLCylinder::drawTop(S32 detail)
-{
-	draw_cylinder_cap(SLICES[detail], RADIUS, TOP);
-}
-
-void LLCylinder::drawBottom(S32 detail)
-{
-	draw_cylinder_cap(SLICES[detail], RADIUS, BOTTOM);
-}
-
-void LLCylinder::prerender()
-{
-}
-
-void LLCylinder::cleanupGL()
-{
-	if (gQuadObj)
-	{
-		gluDeleteQuadric(gQuadObj);
-		gQuadObj = NULL;
-	}
-}
-
-void LLCylinder::render(F32 pixel_area)
-{
-	renderface(pixel_area, 0);
-	renderface(pixel_area, 1);
-	renderface(pixel_area, 2);
-}
-
-
-void LLCylinder::renderface(F32 pixel_area, S32 face)
-{
-	if (face < 0 || face > 2)
-	{
-		llerror("LLCylinder::renderface() invalid face number", face);
-		return;
-	}
-
-	glMatrixMode(GL_MODELVIEW);
-	glPushMatrix();
-
-	S32 level_of_detail;
-
-	if (pixel_area > 20000.f)
-	{
-		level_of_detail = 0;
-	}
-	else if (pixel_area > 1600.f)
-	{
-		level_of_detail = 1;
-	}
-	else if (pixel_area > 200.f)
-	{
-		level_of_detail = 2;
-	}
-	else
-	{
-		level_of_detail = 3;
-	}
-
-	if (level_of_detail < 0 || CYLINDER_LEVELS_OF_DETAIL <= level_of_detail)
-	{
-		llerror("LLCylinder::renderface() invalid level of detail", level_of_detail);
-		return;
-	}
-
-	LLVertexBuffer::unbind();
-	
-	switch(face)
-	{
-	case 0:
-		glTranslatef(0.f, 0.f, -0.5f);
-		drawSide(level_of_detail);
-		break;
-	case 1:
-		glTranslatef(0.0f, 0.f, 0.5f);
-		drawTop(level_of_detail);
-		break;
-	case 2:
-		glTranslatef(0.0f, 0.f, -0.5f);
-		drawBottom(level_of_detail);
-		break;
-	default:
-		llerror("LLCylinder::renderface() fell out of switch", 0);
-		break;
-	}
-
-	glMatrixMode(GL_MODELVIEW);
-	glPopMatrix();
-}
-
-
 //
 // Cones
 //
 
-void LLCone::prerender()
+void LLCone::render(S32 sides)
 {
-}
+	gGL.begin(LLRender::TRIANGLE_FAN);
+	gGL.vertex3f(0,0,0);
 
-void LLCone::cleanupGL()
-{
-	if (gQuadObj)
+	for (U32 i = 0; i < sides; i++)
 	{
-		gluDeleteQuadric(gQuadObj);
-		gQuadObj = NULL;
+		F32 a = (F32) i/sides * F_PI*2.f;
+		F32 x = cosf(a)*0.5f;
+		F32 y = sinf(a)*0.5f;
+		gGL.vertex3f(x,y,0.f);
 	}
-}
+	gGL.vertex3f(cosf(0.f)*0.5f, sinf(0.f)*0.5f, 0.f);
 
-void LLCone::drawSide(S32 detail)
-{
-	draw_cylinder_side( SLICES[detail], STACKS, RADIUS, 0.f );	
-}
-
-void LLCone::drawBottom(S32 detail)
-{
-	draw_cylinder_cap( SLICES[detail], RADIUS, BOTTOM );
-}
-
-void LLCone::render(S32 level_of_detail)
-{
-	GLfloat height = 1.0f;
+	gGL.end();
 
-	if (level_of_detail < 0 || CONE_LEVELS_OF_DETAIL <= level_of_detail)
+	gGL.begin(LLRender::TRIANGLE_FAN);
+	gGL.vertex3f(0.f, 0.f, 1.f);
+	for (U32 i = 0; i < sides; i++)
 	{
-		llerror("LLCone::render() invalid level of detail", level_of_detail);
-		return;
+		F32 a = (F32) i/sides * F_PI*2.f;
+		F32 x = cosf(a)*0.5f;
+		F32 y = sinf(a)*0.5f;
+		gGL.vertex3f(x,y,0.f);
 	}
+	gGL.vertex3f(cosf(0.f)*0.5f, sinf(0.f)*0.5f, 0.f);
 
-	glMatrixMode(GL_MODELVIEW);
-	glPushMatrix();
-
-	// center object at 0
-	glTranslatef(0.f, 0.f, - height / 2.0f);
-
-	drawSide(level_of_detail);
-	drawBottom(level_of_detail);
-
-	glMatrixMode(GL_MODELVIEW);
-	glPopMatrix();
+	gGL.end();
 }
 
-
-void LLCone::renderface(S32 level_of_detail, S32 face)
-{
-	if (face < 0 || face > 1)
-	{
-		llerror("LLCone::renderface() invalid face number", face);
-		return;
-	}
-
-	if (level_of_detail < 0 || CONE_LEVELS_OF_DETAIL <= level_of_detail)
-	{
-		llerror("LLCone::renderface() invalid level of detail", level_of_detail);
-		return;
-	}
-
-	glMatrixMode(GL_MODELVIEW);
-	glPushMatrix();
-
-	LLVertexBuffer::unbind();
-	
-	switch(face)
-	{
-	case 0:
-		glTranslatef(0.f, 0.f, -0.5f);
-		drawSide(level_of_detail);
-		break;
-	case 1:
-		glTranslatef(0.f, 0.f, -0.5f);
-		drawBottom(level_of_detail);
-		break;
-	default:
-		llerror("LLCylinder::renderface() fell out of switch", 0);
-		break;
-	}
-
-	glMatrixMode(GL_MODELVIEW);
-	glPopMatrix();
-}
diff --git a/indra/newview/llcylinder.h b/indra/newview/llcylinder.h
index 40a669ceb6d82294deb56a464925f6e843bb851b..4369f06659d048ad3ba72c4edb89c59147f22fcd 100644
--- a/indra/newview/llcylinder.h
+++ b/indra/newview/llcylinder.h
@@ -30,45 +30,18 @@
 //#include "stdtypes.h"
 //#include "llgl.h"
 
-//
-// Cylinders
-//
-const S32 CYLINDER_LEVELS_OF_DETAIL = 4;
-const S32 CYLINDER_FACES = 3;
-
-class LLCylinder
-{
-public:
-	void prerender();
-	void drawTop(S32 detail);
-	void drawSide(S32 detail);
-	void drawBottom(S32 detail);
-	void cleanupGL();
-
-	void render(F32 pixel_area);
-	void renderface(F32 pixel_area, S32 face);
-};
-
+#include "llvertexbuffer.h"
 
 //
 // Cones
 //
 
-const S32 CONE_LOD_HIGHEST = 0;
-const S32 CONE_LEVELS_OF_DETAIL = 4;
-const S32 CONE_FACES = 2;
-
 class LLCone
 {	
 public:
-	void prerender();
-	void cleanupGL();
-	void drawSide(S32 detail);
-	void drawBottom(S32 detail);
-	void render(S32 level_of_detail);
-	void renderface(S32 level_of_detail, S32 face);
+	void render(S32 sides = 12);
 };
 
-extern LLCylinder gCylinder;
+
 extern LLCone gCone;
 #endif
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..a3f8eb377aec3f03f11134cd93fdcd0d481a7a22 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();
 		}
 	}
 }
@@ -488,23 +492,27 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
 				gPipeline.addTrianglesDrawn(params.mCount, params.mDrawMode);
 				
 				// 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)
+				if (current_shader && 
+					draw_glow_for_this_partition &&
+					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 28e464b60df9bbed91b58952e82bacc6474ee1ff..f0eb52909dc7cbddd940340da6ffe77e14f2bfdd 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()
@@ -271,7 +270,6 @@ void LLDrawPoolAvatar::beginDeferredRiggedAlpha()
 	sVertexProgram = &gDeferredSkinnedAlphaProgram;
 	gPipeline.bindDeferredShader(*sVertexProgram);
 	sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
-	LLVertexBuffer::sWeight4Loc = sVertexProgram->getAttribLocation(LLViewerShaderMgr::OBJECT_WEIGHT);
 	gPipeline.enableLightsDynamic();
 }
 
@@ -280,7 +278,6 @@ void LLDrawPoolAvatar::endDeferredRiggedAlpha()
 	LLVertexBuffer::unbind();
 	gPipeline.unbindDeferredShader(*sVertexProgram);
 	sDiffuseChannel = 0;
-	LLVertexBuffer::sWeight4Loc = -1;
 	sVertexProgram = NULL;
 }
 
@@ -314,8 +311,7 @@ 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;
@@ -356,19 +352,15 @@ void LLDrawPoolAvatar::beginShadowPass(S32 pass)
 	if (pass == 0)
 	{
 		sVertexProgram = &gDeferredAvatarShadowProgram;
-		if (sShaderLevel > 0)
-		{
-			gAvatarMatrixParam = sVertexProgram->mUniform[LLViewerShaderMgr::AVATAR_MATRIX];
-		}
+		
 		//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
@@ -376,7 +368,6 @@ void LLDrawPoolAvatar::beginShadowPass(S32 pass)
 		sVertexProgram = &gDeferredAttachmentShadowProgram;
 		sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
 		sVertexProgram->bind();
-		LLVertexBuffer::sWeight4Loc = sVertexProgram->getAttribLocation(LLViewerShaderMgr::OBJECT_WEIGHT);
 	}
 }
 
@@ -389,14 +380,12 @@ void LLDrawPoolAvatar::endShadowPass(S32 pass)
 		{
 			sRenderingSkinned = FALSE;
 			sVertexProgram->unbind();
-			disable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]);
 		}
 	}
 	else
 	{
 		LLVertexBuffer::unbind();
 		sVertexProgram->unbind();
-		LLVertexBuffer::sWeight4Loc = -1;
 		sVertexProgram = NULL;
 	}
 }
@@ -430,11 +419,6 @@ void LLDrawPoolAvatar::renderShadow(S32 pass)
 	
 	if (pass == 0)
 	{
-		if (sShaderLevel > 0)
-		{
-			gAvatarMatrixParam = sVertexProgram->mUniform[LLViewerShaderMgr::AVATAR_MATRIX];
-		}
-
 		avatarp->renderSkinned(AVATAR_RENDER_PASS_SINGLE);
 	}
 	else
@@ -492,11 +476,6 @@ 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 +514,11 @@ 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)
@@ -614,11 +598,11 @@ void LLDrawPoolAvatar::beginRigid()
 	{
 		if (LLPipeline::sUnderWaterRender)
 		{
-			sVertexProgram = &gObjectAlphaMaskNonIndexedWaterProgram;
+			sVertexProgram = &gObjectAlphaMaskNoColorWaterProgram;
 		}
 		else
 		{
-			sVertexProgram = &gObjectAlphaMaskNonIndexedProgram;
+			sVertexProgram = &gObjectAlphaMaskNoColorProgram;
 		}
 		
 		if (sVertexProgram != NULL)
@@ -672,9 +656,10 @@ void LLDrawPoolAvatar::endDeferredImpostor()
 
 void LLDrawPoolAvatar::beginDeferredRigid()
 {
-	sVertexProgram = &gDeferredNonIndexedDiffuseProgram;
+	sVertexProgram = &gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram;
 				
 	sVertexProgram->bind();
+	sVertexProgram->setAlphaRange(0.2f, 1.f);
 }
 
 void LLDrawPoolAvatar::endDeferredRigid()
@@ -703,11 +688,11 @@ void LLDrawPoolAvatar::beginSkinned()
 	{
 		if (LLPipeline::sUnderWaterRender)
 		{
-			sVertexProgram = &gObjectAlphaMaskNonIndexedWaterProgram;
+			sVertexProgram = &gObjectAlphaMaskNoColorWaterProgram;
 		}
 		else
 		{
-			sVertexProgram = &gObjectAlphaMaskNonIndexedProgram;
+			sVertexProgram = &gObjectAlphaMaskNoColorProgram;
 		}
 	}
 	
@@ -716,17 +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();
 	}
@@ -754,16 +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;
 	}
@@ -809,7 +773,6 @@ void LLDrawPoolAvatar::beginRiggedSimple()
 	{
 		sDiffuseChannel = 0;
 		sVertexProgram->bind();
-		LLVertexBuffer::sWeight4Loc = sVertexProgram->getAttribLocation(LLViewerShaderMgr::OBJECT_WEIGHT);
 	}
 }
 
@@ -820,7 +783,6 @@ void LLDrawPoolAvatar::endRiggedSimple()
 	{
 		sVertexProgram->unbind();
 		sVertexProgram = NULL;
-		LLVertexBuffer::sWeight4Loc = -1;
 	}
 }
 
@@ -847,7 +809,34 @@ void LLDrawPoolAvatar::endRiggedFullbrightAlpha()
 
 void LLDrawPoolAvatar::beginRiggedGlow()
 {
-	beginRiggedFullbright();
+	if (sShaderLevel > 0)
+	{
+		if (LLPipeline::sUnderWaterRender)
+		{
+			sVertexProgram = &gSkinnedObjectEmissiveWaterProgram;
+		}
+		else
+		{
+			sVertexProgram = &gSkinnedObjectEmissiveProgram;
+		}
+	}
+	else
+	{
+		if (LLPipeline::sUnderWaterRender)
+		{
+			sVertexProgram = &gObjectEmissiveNonIndexedWaterProgram;
+		}
+		else
+		{
+			sVertexProgram = &gObjectEmissiveNonIndexedProgram;
+		}
+	}
+
+	if (sShaderLevel > 0 || gPipeline.canUseVertexShaders())
+	{
+		sDiffuseChannel = 0;
+		sVertexProgram->bind();
+	}
 }
 
 void LLDrawPoolAvatar::endRiggedGlow()
@@ -884,7 +873,6 @@ void LLDrawPoolAvatar::beginRiggedFullbright()
 	{
 		sDiffuseChannel = 0;
 		sVertexProgram->bind();
-		LLVertexBuffer::sWeight4Loc = sVertexProgram->getAttribLocation(LLViewerShaderMgr::OBJECT_WEIGHT);
 	}
 }
 
@@ -895,7 +883,6 @@ void LLDrawPoolAvatar::endRiggedFullbright()
 	{
 		sVertexProgram->unbind();
 		sVertexProgram = NULL;
-		LLVertexBuffer::sWeight4Loc = -1;
 	}
 }
 
@@ -928,7 +915,6 @@ void LLDrawPoolAvatar::beginRiggedShinySimple()
 	{
 		sVertexProgram->bind();
 		LLDrawPoolBump::bindCubeMap(sVertexProgram, 2, sDiffuseChannel, cube_channel, false);
-		LLVertexBuffer::sWeight4Loc = sVertexProgram->getAttribLocation(LLViewerShaderMgr::OBJECT_WEIGHT);
 	}
 }
 
@@ -940,7 +926,6 @@ void LLDrawPoolAvatar::endRiggedShinySimple()
 		LLDrawPoolBump::unbindCubeMap(sVertexProgram, 2, sDiffuseChannel, cube_channel, false);
 		sVertexProgram->unbind();
 		sVertexProgram = NULL;
-		LLVertexBuffer::sWeight4Loc = -1;
 	}
 }
 
@@ -974,7 +959,6 @@ void LLDrawPoolAvatar::beginRiggedFullbrightShiny()
 	{
 		sVertexProgram->bind();
 		LLDrawPoolBump::bindCubeMap(sVertexProgram, 2, sDiffuseChannel, cube_channel, false);
-		LLVertexBuffer::sWeight4Loc = sVertexProgram->getAttribLocation(LLViewerShaderMgr::OBJECT_WEIGHT);
 	}
 }
 
@@ -986,7 +970,6 @@ void LLDrawPoolAvatar::endRiggedFullbrightShiny()
 		LLDrawPoolBump::unbindCubeMap(sVertexProgram, 2, sDiffuseChannel, cube_channel, false);
 		sVertexProgram->unbind();
 		sVertexProgram = NULL;
-		LLVertexBuffer::sWeight4Loc = -1;
 	}
 }
 
@@ -996,14 +979,12 @@ void LLDrawPoolAvatar::beginDeferredRiggedSimple()
 	sVertexProgram = &gDeferredSkinnedDiffuseProgram;
 	sDiffuseChannel = 0;
 	sVertexProgram->bind();
-	LLVertexBuffer::sWeight4Loc = sVertexProgram->getAttribLocation(LLViewerShaderMgr::OBJECT_WEIGHT);
 }
 
 void LLDrawPoolAvatar::endDeferredRiggedSimple()
 {
 	LLVertexBuffer::unbind();
 	sVertexProgram->unbind();
-	LLVertexBuffer::sWeight4Loc = -1;
 	sVertexProgram = NULL;
 }
 
@@ -1013,7 +994,6 @@ void LLDrawPoolAvatar::beginDeferredRiggedBump()
 	sVertexProgram->bind();
 	normal_channel = sVertexProgram->enableTexture(LLViewerShaderMgr::BUMP_MAP);
 	sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
-	LLVertexBuffer::sWeight4Loc = sVertexProgram->getAttribLocation(LLViewerShaderMgr::OBJECT_WEIGHT);
 }
 
 void LLDrawPoolAvatar::endDeferredRiggedBump()
@@ -1022,7 +1002,6 @@ void LLDrawPoolAvatar::endDeferredRiggedBump()
 	sVertexProgram->disableTexture(LLViewerShaderMgr::BUMP_MAP);
 	sVertexProgram->disableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
 	sVertexProgram->unbind();
-	LLVertexBuffer::sWeight4Loc = -1;
 	normal_channel = -1;
 	sDiffuseChannel = 0;
 	sVertexProgram = NULL;
@@ -1032,14 +1011,12 @@ void LLDrawPoolAvatar::beginDeferredSkinned()
 {
 	sShaderLevel = mVertexShaderLevel;
 	sVertexProgram = &gDeferredAvatarProgram;
-
 	sRenderingSkinned = TRUE;
 
 	sVertexProgram->bind();
+	sVertexProgram->setAlphaRange(0.2f, 1.f);
 	
 	sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
-	enable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]);
-
 	gGL.getTexUnit(0)->activate();
 }
 
@@ -1047,7 +1024,6 @@ 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);
@@ -1161,10 +1137,10 @@ 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)
 	{
@@ -1255,11 +1231,6 @@ void LLDrawPoolAvatar::renderAvatars(LLVOAvatar* single_avatar, S32 pass)
 		return;
 	}
 	
-	if (sShaderLevel > 0)
-	{
-		gAvatarMatrixParam = sVertexProgram->mUniform[LLViewerShaderMgr::AVATAR_MATRIX];
-	}
-    
 	if ((sShaderLevel >= SHADER_LEVEL_CLOTH))
 	{
 		LLMatrix4 rot_mat;
@@ -1273,16 +1244,16 @@ 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) )
@@ -1520,7 +1491,7 @@ 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());
@@ -1671,34 +1642,3 @@ LLVertexBufferAvatar::LLVertexBufferAvatar()
 }
 
 
-void LLVertexBufferAvatar::setupVertexBuffer(U32 data_mask) const
-{
-	if (sRenderingSkinned)
-	{
-		U8* base = useVBOs() ? (U8*) mAlignedOffset : mMappedData;
-
-		glVertexPointer(3,GL_FLOAT, LLVertexBuffer::sTypeSize[LLVertexBuffer::TYPE_VERTEX], (void*)(base + 0));
-		glNormalPointer(GL_FLOAT, LLVertexBuffer::sTypeSize[LLVertexBuffer::TYPE_NORMAL], (void*)(base + mOffsets[TYPE_NORMAL]));
-		glTexCoordPointer(2,GL_FLOAT, LLVertexBuffer::sTypeSize[LLVertexBuffer::TYPE_TEXCOORD0], (void*)(base + mOffsets[TYPE_TEXCOORD0]));
-		
-		set_vertex_weights(LLDrawPoolAvatar::sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT], 
-						LLVertexBuffer::sTypeSize[LLVertexBuffer::TYPE_WEIGHT], (F32*)(base + mOffsets[TYPE_WEIGHT]));
-
-		if (sShaderLevel >= LLDrawPoolAvatar::SHADER_LEVEL_BUMP)
-		{
-			set_binormals(LLDrawPoolAvatar::sVertexProgram->mAttribute[LLViewerShaderMgr::BINORMAL],
-				LLVertexBuffer::sTypeSize[LLVertexBuffer::TYPE_BINORMAL], (LLVector3*)(base + mOffsets[TYPE_BINORMAL]));
-		}
-	
-		if (sShaderLevel >= LLDrawPoolAvatar::SHADER_LEVEL_CLOTH)
-		{
-			set_vertex_clothing_weights(LLDrawPoolAvatar::sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_CLOTHING], 
-				LLVertexBuffer::sTypeSize[LLVertexBuffer::TYPE_CLOTHWEIGHT], (LLVector4*)(base + mOffsets[TYPE_CLOTHWEIGHT]));
-		}
-	}
-	else
-	{
-		LLVertexBuffer::setupVertexBuffer(data_mask);
-	}
-}
-
diff --git a/indra/newview/lldrawpoolavatar.h b/indra/newview/lldrawpoolavatar.h
index fcd8294af544e27d8b4a10150590ef7c3c49b5ce..e0326bcfaff57c2e62e0272b2a849a9256611bed 100644
--- a/indra/newview/lldrawpoolavatar.h
+++ b/indra/newview/lldrawpoolavatar.h
@@ -176,6 +176,7 @@ class LLDrawPoolAvatar : public LLFacePool
 		RIGGED_FULLBRIGHT_SHINY_MASK = RIGGED_SIMPLE_MASK,							 
 		RIGGED_GLOW_MASK = LLVertexBuffer::MAP_VERTEX | 
 							 LLVertexBuffer::MAP_TEXCOORD0 |
+							 LLVertexBuffer::MAP_EMISSIVE |
 							 LLVertexBuffer::MAP_WEIGHT4,
 		RIGGED_ALPHA_MASK = RIGGED_SIMPLE_MASK,
 		RIGGED_FULLBRIGHT_ALPHA_MASK = RIGGED_FULLBRIGHT_MASK,
@@ -214,7 +215,6 @@ class LLVertexBufferAvatar : public LLVertexBuffer
 {
 public:
 	LLVertexBufferAvatar();
-	virtual void setupVertexBuffer(U32 data_mask) const;
 };
 
 extern S32 AVATAR_OFFSET_POS;
diff --git a/indra/newview/lldrawpoolbump.cpp b/indra/newview/lldrawpoolbump.cpp
index 0742250b0b995b973cf0a5debad9eba4e139e9e4..0c3e93cd8af1a2b7c0c133e75fcc9f21394c4602 100644
--- a/indra/newview/lldrawpoolbump.cpp
+++ b/indra/newview/lldrawpoolbump.cpp
@@ -763,7 +763,7 @@ 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..80c202d4e2fd92698afd4177071529cf48440ea6 100644
--- a/indra/newview/lldrawpoolsimple.cpp
+++ b/indra/newview/lldrawpoolsimple.cpp
@@ -46,7 +46,7 @@ static LLFastTimer::DeclareTimer FTM_RENDER_GRASS_DEFERRED("Deferred Grass");
 
 void LLDrawPoolGlow::beginPostDeferredPass(S32 pass)
 {
-	gDeferredFullbrightProgram.bind();
+	gDeferredEmissiveProgram.bind();
 }
 
 static LLFastTimer::DeclareTimer FTM_RENDER_GLOW_PUSH("Glow Push");
@@ -76,10 +76,22 @@ void LLDrawPoolGlow::renderPostDeferred(S32 pass)
 
 void LLDrawPoolGlow::endPostDeferredPass(S32 pass)
 {
-	gDeferredFullbrightProgram.unbind();
+	gDeferredEmissiveProgram.unbind();
 	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);
 }
 
@@ -253,6 +255,7 @@ void LLDrawPoolGrass::prerender()
 void LLDrawPoolGrass::beginRenderPass(S32 pass)
 {
 	LLFastTimer t(FTM_RENDER_GRASS);
+	stop_glerror();
 
 	if (LLPipeline::sUnderWaterRender)
 	{
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..da8e3e8b3a6b0be203c21c25f4bafec98cbd398b 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
 	{
@@ -141,7 +142,7 @@ void LLDrawPoolTree::beginDeferredPass(S32 pass)
 {
 	LLFastTimer t(FTM_RENDER_TREES);
 		
-	shader = &gDeferredNonIndexedDiffuseAlphaMaskProgram;
+	shader = &gDeferredTreeProgram;
 	shader->bind();
 	shader->setAlphaRange(0.5f, 1.f);
 }
@@ -168,8 +169,8 @@ void LLDrawPoolTree::beginShadowPass(S32 pass)
 	glPolygonOffset(gSavedSettings.getF32("RenderDeferredTreeShadowOffset"),
 					gSavedSettings.getF32("RenderDeferredTreeShadowBias"));
 
-	gDeferredShadowAlphaMaskProgram.bind();
-	gDeferredShadowAlphaMaskProgram.setAlphaRange(0.5f, 1.f);
+	gDeferredTreeShadowProgram.bind();
+	gDeferredTreeShadowProgram.setAlphaRange(0.5f, 1.f);
 }
 
 void LLDrawPoolTree::renderShadow(S32 pass)
@@ -183,6 +184,7 @@ void LLDrawPoolTree::endShadowPass(S32 pass)
 	
 	glPolygonOffset(gSavedSettings.getF32("RenderDeferredSpotShadowOffset"),
 						gSavedSettings.getF32("RenderDeferredSpotShadowBias"));
+	gDeferredTreeShadowProgram.unbind();
 }
 
 
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..4955b6224ee6946a58b628545d20e64cccfbc8ab 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 +207,9 @@ BOOL LLViewerDynamicTexture::updateAllInstances()
 		return TRUE;
 	}
 
+	LLGLSLShader::bindNoShader();
+	LLVertexBuffer::unbind();
+	
 	BOOL result = FALSE;
 	BOOL ret = FALSE ;
 	for( S32 order = 0; order < ORDER_COUNT; order++ )
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/llfloateranimpreview.cpp b/indra/newview/llfloateranimpreview.cpp
index 1f334815d6a1e42c56232e051d6f6169cf4758a2..ef92dfd956292bb86d9be0b9ebeacdfdf7c666e1 100644
--- a/indra/newview/llfloateranimpreview.cpp
+++ b/indra/newview/llfloateranimpreview.cpp
@@ -1072,6 +1072,11 @@ BOOL	LLPreviewAnimation::render()
 	gGL.pushMatrix();
 	glLoadIdentity();
 
+	if (LLGLSLShader::sNoFixedFunction)
+	{
+		gUIProgram.bind();
+	}
+
 	LLGLSUIDefault def;
 	gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
 	gGL.color4f(0.15f, 0.2f, 0.3f, 1.f);
diff --git a/indra/newview/llfloaterimagepreview.cpp b/indra/newview/llfloaterimagepreview.cpp
index e4d8e3513d72f79ed481a5a5f27703da8c5e0128..b9c298ff9d9affc5197ac33da14e1db944ffd594 100644
--- a/indra/newview/llfloaterimagepreview.cpp
+++ b/indra/newview/llfloaterimagepreview.cpp
@@ -50,6 +50,7 @@
 #include "llvoavatar.h"
 #include "pipeline.h"
 #include "lluictrlfactory.h"
+#include "llviewershadermgr.h"
 #include "llviewertexturelist.h"
 #include "llstring.h"
 
@@ -662,6 +663,11 @@ BOOL LLImagePreviewAvatar::render()
 	LLGLSUIDefault def;
 	gGL.color4f(0.15f, 0.2f, 0.3f, 1.f);
 
+	if (LLGLSLShader::sNoFixedFunction)
+	{
+		gUIProgram.bind();
+	}
+
 	gl_rect_2d_simple( mFullWidth, mFullHeight );
 
 	glMatrixMode(GL_PROJECTION);
@@ -690,8 +696,7 @@ BOOL LLImagePreviewAvatar::render()
 
 	LLVertexBuffer::unbind();
 	avatarp->updateLOD();
-	
-
+		
 	if (avatarp->mDrawable.notNull())
 	{
 		LLGLDepthTest gls_depth(GL_TRUE, GL_TRUE);
@@ -699,7 +704,7 @@ 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
 	}
 
@@ -790,15 +795,17 @@ void LLImagePreviewSculpted::setPreviewTarget(LLImageRaw* imagep, F32 distance)
 	U32 num_indices = vf.mNumIndices;
 	U32 num_vertices = vf.mNumVertices;
 
-	mVertexBuffer = new LLVertexBuffer(LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_NORMAL, 0);
+	mVertexBuffer = new LLVertexBuffer(LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_NORMAL | LLVertexBuffer::MAP_TEXCOORD0, 0);
 	mVertexBuffer->allocateBuffer(num_vertices, num_indices, TRUE);
 
 	LLStrider<LLVector3> vertex_strider;
 	LLStrider<LLVector3> normal_strider;
+	LLStrider<LLVector2> tc_strider;
 	LLStrider<U16> index_strider;
 
 	mVertexBuffer->getVertexStrider(vertex_strider);
 	mVertexBuffer->getNormalStrider(normal_strider);
+	mVertexBuffer->getTexCoord0Strider(tc_strider);
 	mVertexBuffer->getIndexStrider(index_strider);
 
 	// build vertices and normals
@@ -806,7 +813,8 @@ void LLImagePreviewSculpted::setPreviewTarget(LLImageRaw* imagep, F32 distance)
 	pos = (LLVector3*) vf.mPositions; pos.setStride(16);
 	LLStrider<LLVector3> norm;
 	norm = (LLVector3*) vf.mNormals; norm.setStride(16);
-		
+	LLStrider<LLVector2> tc;
+	tc = (LLVector2*) vf.mTexCoords; tc.setStride(8);
 
 	for (U32 i = 0; i < num_vertices; i++)
 	{
@@ -814,6 +822,7 @@ void LLImagePreviewSculpted::setPreviewTarget(LLImageRaw* imagep, F32 distance)
 		LLVector3 normal = *norm++;
 		normal.normalize();
 		*(normal_strider++) = normal;
+		*(tc_strider++) = *tc++;
 	}
 
 	// build indices
@@ -846,8 +855,13 @@ BOOL LLImagePreviewSculpted::render()
 		
 	gGL.color4f(0.15f, 0.2f, 0.3f, 1.f);
 
-	gl_rect_2d_simple( mFullWidth, mFullHeight );
+	if (LLGLSLShader::sNoFixedFunction)
+	{
+		gUIProgram.bind();
+	}
 
+	gl_rect_2d_simple( mFullWidth, mFullHeight );
+	
 	glMatrixMode(GL_PROJECTION);
 	gGL.popMatrix();
 
@@ -876,17 +890,28 @@ BOOL LLImagePreviewSculpted::render()
 	const LLVolumeFace &vf = mVolume->getVolumeFace(0);
 	U32 num_indices = vf.mNumIndices;
 	
-	mVertexBuffer->setBuffer(LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_NORMAL);
-
 	gPipeline.enableLightsAvatar();
+
+	if (LLGLSLShader::sNoFixedFunction)
+	{
+		gObjectPreviewProgram.bind();
+	}
 	gGL.pushMatrix();
 	const F32 SCALE = 1.25f;
 	gGL.scalef(SCALE, SCALE, SCALE);
 	const F32 BRIGHTNESS = 0.9f;
 	gGL.color3f(BRIGHTNESS, BRIGHTNESS, BRIGHTNESS);
+
+	mVertexBuffer->setBuffer(LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_NORMAL | LLVertexBuffer::MAP_TEXCOORD0);
 	mVertexBuffer->draw(LLRender::TRIANGLES, num_indices, 0);
 
 	gGL.popMatrix();
+
+	if (LLGLSLShader::sNoFixedFunction)
+	{
+		gObjectPreviewProgram.unbind();
+	}
+
 	return TRUE;
 }
 
diff --git a/indra/newview/llfloatermodelpreview.cpp b/indra/newview/llfloatermodelpreview.cpp
index ef846ec42e0a46c2467bd49a8283daedd91cb591..b9838f7da245e1fa0bf36d126e4778f6db16f16b 100755
--- a/indra/newview/llfloatermodelpreview.cpp
+++ b/indra/newview/llfloatermodelpreview.cpp
@@ -3623,6 +3623,15 @@ void LLModelPreview::genLODs(S32 which_lod, U32 decimation, bool enforce_tri_lim
 
 	LLVertexBuffer::unbind();
 
+	bool no_ff = LLGLSLShader::sNoFixedFunction;
+	LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
+	LLGLSLShader::sNoFixedFunction = false;
+
+	if (shader)
+	{
+		shader->unbind();
+	}
+	
 	stop_gloderror();
 	static U32 cur_name = 1;
 
@@ -4003,6 +4012,13 @@ void LLModelPreview::genLODs(S32 which_lod, U32 decimation, bool enforce_tri_lim
 
 	mResourceCost = calcResourceCost();
 
+	LLVertexBuffer::unbind();
+	LLGLSLShader::sNoFixedFunction = no_ff;
+	if (shader)
+	{
+		shader->bind();
+	}
+
 	/*if (which_lod == -1 && mScene[LLModel::LOD_PHYSICS].empty())
 	 { //build physics scene
 	 mScene[LLModel::LOD_PHYSICS] = mScene[LLModel::LOD_LOW];
@@ -4950,7 +4966,8 @@ BOOL LLModelPreview::render()
 
 						llassert(binding == model->mMaterialList[i]);
 						
-						glColor4fv(material.mDiffuseColor.mV);
+						gGL.diffuseColor4fv(material.mDiffuseColor.mV);
+
 						if (material.mDiffuseMap.notNull())
 						{
 							if (material.mDiffuseMap->getDiscardLevel() > -1)
@@ -4962,12 +4979,12 @@ 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)
 					{
@@ -5069,11 +5086,11 @@ 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);
@@ -5093,7 +5110,7 @@ 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)
@@ -5258,11 +5275,12 @@ BOOL LLModelPreview::render()
 
 							const std::string& binding = instance.mModel->mMaterialList[i];
 							const LLImportMaterial& material = instance.mMaterial[binding];
+
 							buffer->setBuffer(type_mask & buffer->getTypeMask());
-							glColor4fv(material.mDiffuseColor.mV);
+							gGL.diffuseColor4fv(material.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/llhudeffectbeam.cpp b/indra/newview/llhudeffectbeam.cpp
index 37b7b2e75dc6abe3b0139c1ed17f7878a0b7ded9..ec5a0926c4cf645fb846be5867ed9ce58316408a 100644
--- a/indra/newview/llhudeffectbeam.cpp
+++ b/indra/newview/llhudeffectbeam.cpp
@@ -295,12 +295,12 @@ void LLHUDEffectBeam::render()
 		F32 alpha = mFadeInterp.getCurVal()*mColor.mV[3];
 		alpha *= mInterpFade[i].getCurVal();
 		coloru.mV[3] = (U8)alpha;
-		glColor4ubv(coloru.mV);
+		gGL.color4ubv(coloru.mV);
 
 		glPushMatrix();
 		glTranslatef(pos_agent.mV[0], pos_agent.mV[1], pos_agent.mV[2]);
 		glScalef(scale, scale, scale);
-		gSphere.render(0);
+		gSphere.render();
 		glPopMatrix();
 	}
 }
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..a9b14829b2d08be3724622b1fd8a03de3d661893 100644
--- a/indra/newview/llmaniptranslate.cpp
+++ b/indra/newview/llmaniptranslate.cpp
@@ -1519,6 +1519,7 @@ void LLManipTranslate::renderSnapGuides()
 		
 		F32 sz = mGridSizeMeters;
 		F32 tiles = sz;
+
 		glMatrixMode(GL_TEXTURE);
 		gGL.pushMatrix();
 		usc = 1.0f/usc;
@@ -1665,7 +1666,7 @@ 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;
@@ -2239,11 +2240,11 @@ 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);
 
-		gCone.render(CONE_LOD_HIGHEST);
+		gCone.render();
 
 		gGL.popMatrix();
 	}
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..568c967a9a54eec8cdea0d51f85f69d1e0354166 100644
--- a/indra/newview/llselectmgr.cpp
+++ b/indra/newview/llselectmgr.cpp
@@ -89,6 +89,7 @@
 #include "llvoavatarself.h"
 #include "llvovolume.h"
 #include "pipeline.h"
+#include "llviewershadermgr.h"
 
 #include "llglheaders.h"
 
@@ -5570,8 +5571,7 @@ void pushWireframe(LLDrawable* drawable)
 				for (S32 i = 0; i < rigged_volume->getNumVolumeFaces(); ++i)
 				{
 					const LLVolumeFace& face = rigged_volume->getVolumeFace(i);
-					glVertexPointer(3, GL_FLOAT, 16, face.mPositions);
-					glDrawElements(GL_TRIANGLES, face.mNumIndices, GL_UNSIGNED_SHORT, face.mIndices);
+					LLVertexBuffer::drawElements(LLRender::TRIANGLES, face.mPositions, face.mTexCoords, face.mNumIndices, face.mIndices);
 				}
 				gGL.popMatrix();
 			}
@@ -5584,7 +5584,7 @@ void pushWireframe(LLDrawable* drawable)
 			LLFace* face = drawable->getFace(i);
 			if (face->verify())
 			{
-				pushVerts(face, LLVertexBuffer::MAP_VERTEX);
+				pushVerts(face, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0);
 			}
 		}
 	}
@@ -5604,6 +5604,13 @@ void LLSelectNode::renderOneWireframe(const LLColor4& color)
 		return;
 	}
 
+	LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
+
+	if (shader)
+	{
+		gHighlightProgram.bind();
+	}
+
 	glMatrixMode(GL_MODELVIEW);
 	gGL.pushMatrix();
 	
@@ -5627,26 +5634,41 @@ void LLSelectNode::renderOneWireframe(const LLColor4& color)
 	if (LLSelectMgr::sRenderHiddenSelections) // && gFloaterTools && gFloaterTools->getVisible())
 	{
 		gGL.blendFunc(LLRender::BF_SOURCE_COLOR, LLRender::BF_ONE);
-		LLGLEnable fog(GL_FOG);
-		glFogi(GL_FOG_MODE, GL_LINEAR);
-		float d = (LLViewerCamera::getInstance()->getPointOfInterest()-LLViewerCamera::getInstance()->getOrigin()).magVec();
-		LLColor4 fogCol = color * (F32)llclamp((LLSelectMgr::getInstance()->getSelectionCenterGlobal()-gAgentCamera.getCameraPositionGlobal()).magVec()/(LLSelectMgr::getInstance()->getBBoxOfSelection().getExtentLocal().magVec()*4), 0.0, 1.0);
-		glFogf(GL_FOG_START, d);
-		glFogf(GL_FOG_END, d*(1 + (LLViewerCamera::getInstance()->getView() / LLViewerCamera::getInstance()->getDefaultFOV())));
-		glFogfv(GL_FOG_COLOR, fogCol.mV);
-
 		LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE, GL_GEQUAL);
-		gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
+		if (shader)
 		{
-			glColor4f(color.mV[VRED], color.mV[VGREEN], color.mV[VBLUE], 0.4f);
+			gHighlightProgram.uniform4f("highlight_color", color.mV[VRED], color.mV[VGREEN], color.mV[VBLUE], 0.4f);
 			pushWireframe(drawable);
 		}
+		else
+		{
+			LLGLEnable fog(GL_FOG);
+			glFogi(GL_FOG_MODE, GL_LINEAR);
+			float d = (LLViewerCamera::getInstance()->getPointOfInterest()-LLViewerCamera::getInstance()->getOrigin()).magVec();
+			LLColor4 fogCol = color * (F32)llclamp((LLSelectMgr::getInstance()->getSelectionCenterGlobal()-gAgentCamera.getCameraPositionGlobal()).magVec()/(LLSelectMgr::getInstance()->getBBoxOfSelection().getExtentLocal().magVec()*4), 0.0, 1.0);
+			glFogf(GL_FOG_START, d);
+			glFogf(GL_FOG_END, d*(1 + (LLViewerCamera::getInstance()->getView() / LLViewerCamera::getInstance()->getDefaultFOV())));
+			glFogfv(GL_FOG_COLOR, fogCol.mV);
+
+			gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
+			{
+				gGL.diffuseColor4f(color.mV[VRED], color.mV[VGREEN], color.mV[VBLUE], 0.4f);
+				pushWireframe(drawable);
+			}
+		}
 	}
 
 	gGL.flush();
 	gGL.setSceneBlendType(LLRender::BT_ALPHA);
 
-	glColor4f(color.mV[VRED]*2, color.mV[VGREEN]*2, color.mV[VBLUE]*2, LLSelectMgr::sHighlightAlpha*2);
+	if (shader)
+	{
+		gHighlightProgram.uniform4f("highlight_color", color.mV[VRED]*2, color.mV[VGREEN]*2, color.mV[VBLUE]*2, LLSelectMgr::sHighlightAlpha*2);
+	}
+	else
+	{
+		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);
@@ -5654,6 +5676,11 @@ void LLSelectNode::renderOneWireframe(const LLColor4& color)
 	glLineWidth(1.f);
 	glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
 	gGL.popMatrix();
+
+	if (shader)
+	{
+		shader->bind();
+	}
 }
 
 //-----------------------------------------------------------------------------
diff --git a/indra/newview/llspatialpartition.cpp b/indra/newview/llspatialpartition.cpp
index fd17781a2e6f0eea8cf4f0be68594aa3822fcd2b..b1c7b7f15936211e6e32764b7eff5d4ee4d97dc1 100644
--- a/indra/newview/llspatialpartition.cpp
+++ b/indra/newview/llspatialpartition.cpp
@@ -2441,8 +2441,7 @@ void pushVerts(LLVolume* volume)
 	for (S32 i = 0; i < volume->getNumVolumeFaces(); ++i)
 	{
 		const LLVolumeFace& face = volume->getVolumeFace(i);
-		glVertexPointer(3, GL_FLOAT, 16, face.mPositions);
-		glDrawElements(GL_TRIANGLES, face.mNumIndices, GL_UNSIGNED_SHORT, face.mIndices);
+		LLVertexBuffer::drawElements(LLRender::TRIANGLES, face.mPositions, NULL, face.mNumIndices, face.mIndices);
 	}
 }
 
@@ -2508,7 +2507,7 @@ 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);
@@ -2565,11 +2564,11 @@ 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
 						{
@@ -2666,7 +2665,7 @@ 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);
 	}
@@ -2676,7 +2675,7 @@ 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);
 		}
@@ -2685,7 +2684,7 @@ 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);
 		}
@@ -2694,11 +2693,11 @@ 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);
 		}*/
@@ -2731,23 +2730,23 @@ 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;
@@ -2941,7 +2940,7 @@ 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
@@ -2961,13 +2960,13 @@ 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);
@@ -3049,11 +3048,11 @@ 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);
 			}
@@ -3179,17 +3178,17 @@ 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);
-
-				glVertexPointer(3, GL_FLOAT, 16, phys_volume->mHullPoints);
-				glDrawElements(GL_TRIANGLES, phys_volume->mNumHullIndices, GL_UNSIGNED_SHORT, phys_volume->mHullIndices);
+							
+				LLVertexBuffer::drawElements(LLRender::TRIANGLES, phys_volume->mHullPoints, NULL, phys_volume->mNumHullIndices, 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);
+				LLVertexBuffer::drawElements(LLRender::TRIANGLES, phys_volume->mHullPoints, NULL, phys_volume->mNumHullIndices, phys_volume->mHullIndices);
+				
 			}
 			else
 			{
@@ -3221,7 +3220,7 @@ 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);
 	}
@@ -3235,7 +3234,7 @@ 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);
 	}
@@ -3247,10 +3246,10 @@ 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);
@@ -3268,10 +3267,10 @@ 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);			
 		}
@@ -3295,10 +3294,10 @@ 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);
 	}*/
@@ -3340,10 +3339,10 @@ 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);
 					}
@@ -3435,7 +3434,7 @@ 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);
 }
 
@@ -3461,22 +3460,22 @@ 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);
 	}
 
@@ -3494,7 +3493,7 @@ 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++)
 		{
@@ -3662,7 +3661,7 @@ 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);
 					}
@@ -4120,6 +4119,11 @@ void LLSpatialPartition::renderDebug()
 		return;
 	}
 	
+	if (LLGLSLShader::sNoFixedFunction)
+	{
+		gUIProgram.bind();
+	}
+
 	if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_TEXTURE_PRIORITY))
 	{
 		//sLastMaxTexPriority = lerp(sLastMaxTexPriority, sCurMaxTexPriority, gFrameIntervalSeconds);
@@ -4148,6 +4152,11 @@ void LLSpatialPartition::renderDebug()
 
 	LLOctreeRenderNonOccluded render_debug(camera);
 	render_debug.traverse(mOctree);
+
+	if (LLGLSLShader::sNoFixedFunction)
+	{
+		gUIProgram.unbind();
+	}
 }
 
 void LLSpatialGroup::drawObjectBox(LLColor4 col)
@@ -4257,7 +4266,7 @@ class LLOctreeIntersect : public LLSpatialGroup::OctreeTraveler
 		LLVector3 local_start = mStart;
 		LLVector3 local_end = mEnd;
 
-		if (!gPipeline.hasRenderType(drawable->getRenderType()) || !drawable->isVisible())
+		if (!drawable || !gPipeline.hasRenderType(drawable->getRenderType()) || !drawable->isVisible())
 		{
 			return false;
 		}
diff --git a/indra/newview/llspatialpartition.h b/indra/newview/llspatialpartition.h
index 11955540c62a870493bac0d2db70743db5cb31bc..f0c8a372ee3224c8f2b11f5ba99b8e5a05bb72b1 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/lltoolmorph.cpp b/indra/newview/lltoolmorph.cpp
index 964b17d3a665b1bc1f3cadc4d12cb86a30db15d8..eeb90a2b19d2ff63b3a9fd53eee9b8c5b3bea1cf 100644
--- a/indra/newview/lltoolmorph.cpp
+++ b/indra/newview/lltoolmorph.cpp
@@ -178,6 +178,11 @@ BOOL LLVisualParamHint::render()
 	gGL.pushMatrix();
 	glLoadIdentity();
 
+	if (LLGLSLShader::sNoFixedFunction)
+	{
+		gUIProgram.bind();
+	}
+
 	LLGLSUIDefault gls_ui;
 	//LLGLState::verify(TRUE);
 	mBackgroundp->draw(0, 0, mFullWidth, mFullHeight);
diff --git a/indra/newview/lltracker.cpp b/indra/newview/lltracker.cpp
index 983108391f8fa904156fbd018a8e08576be79d3c..2ec7534025b9044278ffbbe5369d9800708c0ffc 100644
--- a/indra/newview/lltracker.cpp
+++ b/indra/newview/lltracker.cpp
@@ -506,7 +506,8 @@ void LLTracker::renderBeacon(LLVector3d pos_global,
 	
 	
 	glMatrixMode(GL_MODELVIEW);
-	glPushMatrix();
+	gGL.pushMatrix();
+	{
 		glTranslatef(pos_agent.mV[0], pos_agent.mV[1], pos_agent.mV[2]);
 		
 		draw_shockwave(1024.f, gRenderStartTime.getElapsedTimeF32(), 32, fogged_color);
@@ -559,9 +560,8 @@ void LLTracker::renderBeacon(LLVector3d pos_global,
 			
 			gGL.end();
 		}
-							
-		//gCylinder.render(1000);
-	glPopMatrix();
+	}
+	gGL.popMatrix();
 
 	std::string text;
 	text = llformat( "%.0f m", to_vec.magVec());
diff --git a/indra/newview/llviewerjointmesh.cpp b/indra/newview/llviewerjointmesh.cpp
index 77c8bb032949d7bd9b9f0bd94252b0e2e0ba3f8a..2d08a279237df74db14b4eade3e45baf405f8315 100644
--- a/indra/newview/llviewerjointmesh.cpp
+++ b/indra/newview/llviewerjointmesh.cpp
@@ -459,7 +459,10 @@ void LLViewerJointMesh::uploadJointMatrices()
 			}
 		}
 		stop_glerror();
-		glUniform4fvARB(gAvatarMatrixParam, 45, mat);
+		if (LLGLSLShader::sCurBoundShaderPtr)
+		{
+			LLGLSLShader::sCurBoundShaderPtr->uniform4fv(LLViewerShaderMgr::AVATAR_MATRIX, 45, mat);
+		}
 		stop_glerror();
 	}
 	else
@@ -512,7 +515,8 @@ U32 LLViewerJointMesh::drawShape( F32 pixelArea, BOOL first_pass, BOOL is_dummy)
 {
 	if (!mValid || !mMesh || !mFace || !mVisible || 
 		!mFace->getVertexBuffer() ||
-		mMesh->getNumFaces() == 0) 
+		mMesh->getNumFaces() == 0 ||
+		(LLGLSLShader::sNoFixedFunction && LLGLSLShader::sCurBoundShaderPtr == NULL))
 	{
 		return 0;
 	}
@@ -527,9 +531,9 @@ 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 +551,11 @@ 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 +586,16 @@ 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 +604,23 @@ 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 36106752a260338bcfc3c651cd161465152f7279..de9d853c7c3ddf85c1c81f09c5d79e93f80fcef2 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -65,15 +65,20 @@ LLVector4			gShinyOrigin;
 LLGLSLShader	gOcclusionProgram;
 LLGLSLShader	gCustomAlphaProgram;
 LLGLSLShader	gGlowCombineProgram;
+LLGLSLShader	gGlowCombineFXAAProgram;
 LLGLSLShader	gTwoTextureAddProgram;
+LLGLSLShader	gOneTextureNoColorProgram;
 
 //object shaders
 LLGLSLShader		gObjectSimpleProgram;
+LLGLSLShader		gObjectPreviewProgram;
 LLGLSLShader		gObjectSimpleWaterProgram;
 LLGLSLShader		gObjectSimpleAlphaMaskProgram;
 LLGLSLShader		gObjectSimpleWaterAlphaMaskProgram;
 LLGLSLShader		gObjectFullbrightProgram;
 LLGLSLShader		gObjectFullbrightWaterProgram;
+LLGLSLShader		gObjectEmissiveProgram;
+LLGLSLShader		gObjectEmissiveWaterProgram;
 LLGLSLShader		gObjectFullbrightAlphaMaskProgram;
 LLGLSLShader		gObjectFullbrightWaterAlphaMaskProgram;
 LLGLSLShader		gObjectFullbrightShinyProgram;
@@ -81,13 +86,21 @@ 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		gObjectEmissiveNonIndexedProgram;
+LLGLSLShader		gObjectEmissiveNonIndexedWaterProgram;
 LLGLSLShader		gObjectFullbrightShinyNonIndexedProgram;
 LLGLSLShader		gObjectFullbrightShinyNonIndexedWaterProgram;
 LLGLSLShader		gObjectShinyNonIndexedProgram;
@@ -96,11 +109,13 @@ LLGLSLShader		gObjectShinyNonIndexedWaterProgram;
 //object hardware skinning shaders
 LLGLSLShader		gSkinnedObjectSimpleProgram;
 LLGLSLShader		gSkinnedObjectFullbrightProgram;
+LLGLSLShader		gSkinnedObjectEmissiveProgram;
 LLGLSLShader		gSkinnedObjectFullbrightShinyProgram;
 LLGLSLShader		gSkinnedObjectShinySimpleProgram;
 
 LLGLSLShader		gSkinnedObjectSimpleWaterProgram;
 LLGLSLShader		gSkinnedObjectFullbrightWaterProgram;
+LLGLSLShader		gSkinnedObjectEmissiveWaterProgram;
 LLGLSLShader		gSkinnedObjectFullbrightShinyWaterProgram;
 LLGLSLShader		gSkinnedObjectShinySimpleWaterProgram;
 
@@ -124,6 +139,7 @@ LLGLSLShader		gImpostorProgram;
 LLGLSLShader			gWLSkyProgram;
 LLGLSLShader			gWLCloudProgram;
 
+
 // Effects Shaders
 LLGLSLShader			gGlowProgram;
 LLGLSLShader			gGlowExtractProgram;
@@ -138,12 +154,14 @@ LLGLSLShader			gDeferredDiffuseProgram;
 LLGLSLShader			gDeferredDiffuseAlphaMaskProgram;
 LLGLSLShader			gDeferredNonIndexedDiffuseProgram;
 LLGLSLShader			gDeferredNonIndexedDiffuseAlphaMaskProgram;
+LLGLSLShader			gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram;
 LLGLSLShader			gDeferredSkinnedDiffuseProgram;
 LLGLSLShader			gDeferredSkinnedBumpProgram;
 LLGLSLShader			gDeferredSkinnedAlphaProgram;
 LLGLSLShader			gDeferredBumpProgram;
 LLGLSLShader			gDeferredTerrainProgram;
 LLGLSLShader			gDeferredTreeProgram;
+LLGLSLShader			gDeferredTreeShadowProgram;
 LLGLSLShader			gDeferredAvatarProgram;
 LLGLSLShader			gDeferredAvatarAlphaProgram;
 LLGLSLShader			gDeferredLightProgram;
@@ -160,6 +178,7 @@ LLGLSLShader			gDeferredAttachmentShadowProgram;
 LLGLSLShader			gDeferredAlphaProgram;
 LLGLSLShader			gDeferredAvatarEyesProgram;
 LLGLSLShader			gDeferredFullbrightProgram;
+LLGLSLShader			gDeferredEmissiveProgram;
 LLGLSLShader			gDeferredGIProgram;
 LLGLSLShader			gDeferredGIFinalProgram;
 LLGLSLShader			gDeferredPostGIProgram;
@@ -170,10 +189,6 @@ LLGLSLShader			gDeferredWLCloudProgram;
 LLGLSLShader			gDeferredStarProgram;
 LLGLSLShader			gLuminanceGatherProgram;
 
-
-//current avatar shader parameter pointer
-GLint				gAvatarMatrixParam;
-
 LLViewerShaderMgr::LLViewerShaderMgr() :
 	mVertexShaderLevel(SHADER_COUNT, 0),
 	mMaxAvatarShaderLevel(0)
@@ -187,15 +202,22 @@ LLViewerShaderMgr::LLViewerShaderMgr() :
 	mShaderList.push_back(&gWaterProgram);
 	mShaderList.push_back(&gAvatarEyeballProgram); 
 	mShaderList.push_back(&gObjectSimpleProgram);
+	mShaderList.push_back(&gObjectPreviewProgram);
 	mShaderList.push_back(&gImpostorProgram);
+	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(&gGlowCombineFXAAProgram);
 	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);
@@ -204,16 +226,24 @@ 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(&gObjectEmissiveNonIndexedProgram);
+	mShaderList.push_back(&gObjectEmissiveNonIndexedWaterProgram);
 	mShaderList.push_back(&gObjectFullbrightShinyNonIndexedProgram);
 	mShaderList.push_back(&gObjectFullbrightShinyNonIndexedWaterProgram);
 	mShaderList.push_back(&gSkinnedObjectSimpleProgram);
 	mShaderList.push_back(&gSkinnedObjectFullbrightProgram);
+	mShaderList.push_back(&gSkinnedObjectEmissiveProgram);
 	mShaderList.push_back(&gSkinnedObjectFullbrightShinyProgram);
 	mShaderList.push_back(&gSkinnedObjectShinySimpleProgram);
 	mShaderList.push_back(&gSkinnedObjectSimpleWaterProgram);
 	mShaderList.push_back(&gSkinnedObjectFullbrightWaterProgram);
+	mShaderList.push_back(&gSkinnedObjectEmissiveWaterProgram);
 	mShaderList.push_back(&gSkinnedObjectFullbrightShinyWaterProgram);
 	mShaderList.push_back(&gSkinnedObjectShinySimpleWaterProgram);
 	mShaderList.push_back(&gTerrainProgram);
@@ -234,6 +264,7 @@ LLViewerShaderMgr::LLViewerShaderMgr() :
 	mShaderList.push_back(&gDeferredAlphaProgram);
 	mShaderList.push_back(&gDeferredSkinnedAlphaProgram);
 	mShaderList.push_back(&gDeferredFullbrightProgram);
+	mShaderList.push_back(&gDeferredEmissiveProgram);
 	mShaderList.push_back(&gDeferredAvatarEyesProgram);
 	mShaderList.push_back(&gDeferredPostGIProgram);
 	mShaderList.push_back(&gDeferredEdgeProgram);
@@ -268,19 +299,24 @@ 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");
@@ -446,6 +482,7 @@ void LLViewerShaderMgr::setShaders()
 	mMaxAvatarShaderLevel = 0;
 
 	LLGLSLShader::sNoFixedFunction = false;
+	LLVertexBuffer::unbind();
 	if (LLFeatureManager::getInstance()->isFeatureAvailable("VertexShaderEnable") 
 		&& gSavedSettings.getBOOL("VertexShaderEnable"))
 	{
@@ -636,10 +673,15 @@ void LLViewerShaderMgr::unloadShaders()
 	gUIProgram.unload();
 	gCustomAlphaProgram.unload();
 	gGlowCombineProgram.unload();
+	gGlowCombineFXAAProgram.unload();
 	gTwoTextureAddProgram.unload();
+	gOneTextureNoColorProgram.unload();
 	gSolidColorProgram.unload();
 
+	gObjectFullbrightNoColorProgram.unload();
+	gObjectFullbrightNoColorWaterProgram.unload();
 	gObjectSimpleProgram.unload();
+	gObjectPreviewProgram.unload();
 	gImpostorProgram.unload();
 	gObjectSimpleAlphaMaskProgram.unload();
 	gObjectBumpProgram.unload();
@@ -647,6 +689,8 @@ void LLViewerShaderMgr::unloadShaders()
 	gObjectSimpleWaterAlphaMaskProgram.unload();
 	gObjectFullbrightProgram.unload();
 	gObjectFullbrightWaterProgram.unload();
+	gObjectEmissiveProgram.unload();
+	gObjectEmissiveWaterProgram.unload();
 	gObjectFullbrightAlphaMaskProgram.unload();
 	gObjectFullbrightWaterAlphaMaskProgram.unload();
 
@@ -659,8 +703,14 @@ void LLViewerShaderMgr::unloadShaders()
 	gObjectSimpleNonIndexedWaterProgram.unload();
 	gObjectAlphaMaskNonIndexedProgram.unload();
 	gObjectAlphaMaskNonIndexedWaterProgram.unload();
+	gObjectAlphaMaskNoColorProgram.unload();
+	gObjectAlphaMaskNoColorWaterProgram.unload();
 	gObjectFullbrightNonIndexedProgram.unload();
 	gObjectFullbrightNonIndexedWaterProgram.unload();
+	gObjectEmissiveNonIndexedProgram.unload();
+	gObjectEmissiveNonIndexedWaterProgram.unload();
+	gTreeProgram.unload();
+	gTreeWaterProgram.unload();
 
 	gObjectShinyNonIndexedProgram.unload();
 	gObjectFullbrightShinyNonIndexedProgram.unload();
@@ -669,11 +719,13 @@ void LLViewerShaderMgr::unloadShaders()
 
 	gSkinnedObjectSimpleProgram.unload();
 	gSkinnedObjectFullbrightProgram.unload();
+	gSkinnedObjectEmissiveProgram.unload();
 	gSkinnedObjectFullbrightShinyProgram.unload();
 	gSkinnedObjectShinySimpleProgram.unload();
 	
 	gSkinnedObjectSimpleWaterProgram.unload();
 	gSkinnedObjectFullbrightWaterProgram.unload();
+	gSkinnedObjectEmissiveWaterProgram.unload();
 	gSkinnedObjectFullbrightShinyWaterProgram.unload();
 	gSkinnedObjectShinySimpleWaterProgram.unload();
 	
@@ -699,6 +751,7 @@ void LLViewerShaderMgr::unloadShaders()
 	gDeferredDiffuseProgram.unload();
 	gDeferredDiffuseAlphaMaskProgram.unload();
 	gDeferredNonIndexedDiffuseAlphaMaskProgram.unload();
+	gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.unload();
 	gDeferredNonIndexedDiffuseProgram.unload();
 	gDeferredSkinnedDiffuseProgram.unload();
 	gDeferredSkinnedBumpProgram.unload();
@@ -1055,9 +1108,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 	if (mVertexShaderLevel[SHADER_DEFERRED] == 0)
 	{
 		gDeferredTreeProgram.unload();
+		gDeferredTreeShadowProgram.unload();
 		gDeferredDiffuseProgram.unload();
 		gDeferredDiffuseAlphaMaskProgram.unload();
 		gDeferredNonIndexedDiffuseAlphaMaskProgram.unload();
+		gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.unload();
 		gDeferredNonIndexedDiffuseProgram.unload();
 		gDeferredSkinnedDiffuseProgram.unload();
 		gDeferredSkinnedBumpProgram.unload();
@@ -1080,6 +1135,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		gDeferredAvatarAlphaProgram.unload();
 		gDeferredAlphaProgram.unload();
 		gDeferredFullbrightProgram.unload();
+		gDeferredEmissiveProgram.unload();
 		gDeferredAvatarEyesProgram.unload();
 		gDeferredPostGIProgram.unload();		
 		gDeferredEdgeProgram.unload();		
@@ -1132,6 +1188,16 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
 		success = gDeferredNonIndexedDiffuseAlphaMaskProgram.createShader(NULL, NULL);
 	}
+	
+	if (success)
+	{
+		gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mName = "Deferred Diffuse Non-Indexed Alpha Mask Shader";
+		gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.clear();
+		gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("deferred/diffuseNoColorV.glsl", GL_VERTEX_SHADER_ARB));
+		gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskNoColorF.glsl", GL_FRAGMENT_SHADER_ARB));
+		gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+		success = gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.createShader(NULL, NULL);
+	}
 
 	if (success)
 	{
@@ -1203,6 +1269,16 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		success = gDeferredTreeProgram.createShader(NULL, NULL);
 	}
 
+	if (success)
+	{
+		gDeferredTreeShadowProgram.mName = "Deferred Tree Shadow Shader";
+		gDeferredTreeShadowProgram.mShaderFiles.clear();
+		gDeferredTreeShadowProgram.mShaderFiles.push_back(make_pair("deferred/treeShadowV.glsl", GL_VERTEX_SHADER_ARB));
+		gDeferredTreeShadowProgram.mShaderFiles.push_back(make_pair("deferred/treeShadowF.glsl", GL_FRAGMENT_SHADER_ARB));
+		gDeferredTreeShadowProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+		success = gDeferredTreeShadowProgram.createShader(NULL, NULL);
+	}
+
 	if (success)
 	{
 		gDeferredImpostorProgram.mName = "Deferred Impostor Shader";
@@ -1405,6 +1481,20 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		success = gDeferredFullbrightProgram.createShader(NULL, NULL);
 	}
 
+	if (success)
+	{
+		gDeferredEmissiveProgram.mName = "Deferred Emissive Shader";
+		gDeferredEmissiveProgram.mFeatures.calculatesAtmospherics = true;
+		gDeferredEmissiveProgram.mFeatures.hasGamma = true;
+		gDeferredEmissiveProgram.mFeatures.hasTransport = true;
+		gDeferredEmissiveProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits;
+		gDeferredEmissiveProgram.mShaderFiles.clear();
+		gDeferredEmissiveProgram.mShaderFiles.push_back(make_pair("deferred/emissiveV.glsl", GL_VERTEX_SHADER_ARB));
+		gDeferredEmissiveProgram.mShaderFiles.push_back(make_pair("deferred/emissiveF.glsl", GL_FRAGMENT_SHADER_ARB));
+		gDeferredEmissiveProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+		success = gDeferredEmissiveProgram.createShader(NULL, NULL);
+	}
+
 	if (success)
 	{
 		// load water shader
@@ -1475,7 +1565,7 @@ 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)
@@ -1507,7 +1597,7 @@ 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)
@@ -1522,9 +1612,9 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		gDeferredAvatarAlphaProgram.mFeatures.disableTextureIndex = true;
 		gDeferredAvatarAlphaProgram.mShaderFiles.clear();
 		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.mShaderFiles.push_back(make_pair("deferred/alphaNonIndexedNoColorF.glsl", GL_FRAGMENT_SHADER_ARB));
 		gDeferredAvatarAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
-		success = gDeferredAvatarAlphaProgram.createShader(&mAvatarAttribs, &mAvatarUniforms);
+		success = gDeferredAvatarAlphaProgram.createShader(NULL, &mAvatarUniforms);
 	}
 
 	if (success)
@@ -1680,12 +1770,17 @@ BOOL LLViewerShaderMgr::loadShadersObject()
 		gObjectFullbrightShinyProgram.unload();
 		gObjectFullbrightShinyWaterProgram.unload();
 		gObjectShinyWaterProgram.unload();
+		gObjectFullbrightNoColorProgram.unload();
+		gObjectFullbrightNoColorWaterProgram.unload();
 		gObjectSimpleProgram.unload();
+		gObjectPreviewProgram.unload();
 		gImpostorProgram.unload();
 		gObjectSimpleAlphaMaskProgram.unload();
 		gObjectBumpProgram.unload();
 		gObjectSimpleWaterProgram.unload();
 		gObjectSimpleWaterAlphaMaskProgram.unload();
+		gObjectEmissiveProgram.unload();
+		gObjectEmissiveWaterProgram.unload();
 		gObjectFullbrightProgram.unload();
 		gObjectFullbrightAlphaMaskProgram.unload();
 		gObjectFullbrightWaterProgram.unload();
@@ -1698,16 +1793,24 @@ BOOL LLViewerShaderMgr::loadShadersObject()
 		gObjectSimpleNonIndexedWaterProgram.unload();
 		gObjectAlphaMaskNonIndexedProgram.unload();
 		gObjectAlphaMaskNonIndexedWaterProgram.unload();
+		gObjectAlphaMaskNoColorProgram.unload();
+		gObjectAlphaMaskNoColorWaterProgram.unload();
 		gObjectFullbrightNonIndexedProgram.unload();
 		gObjectFullbrightNonIndexedWaterProgram.unload();
+		gObjectEmissiveNonIndexedProgram.unload();
+		gObjectEmissiveNonIndexedWaterProgram.unload();
 		gSkinnedObjectSimpleProgram.unload();
 		gSkinnedObjectFullbrightProgram.unload();
+		gSkinnedObjectEmissiveProgram.unload();
 		gSkinnedObjectFullbrightShinyProgram.unload();
 		gSkinnedObjectShinySimpleProgram.unload();
 		gSkinnedObjectSimpleWaterProgram.unload();
 		gSkinnedObjectFullbrightWaterProgram.unload();
+		gSkinnedObjectEmissiveWaterProgram.unload();
 		gSkinnedObjectFullbrightShinyWaterProgram.unload();
 		gSkinnedObjectShinySimpleWaterProgram.unload();
+		gTreeProgram.unload();
+		gTreeWaterProgram.unload();
 	
 		return TRUE;
 	}
@@ -1756,7 +1859,7 @@ 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);
@@ -1773,13 +1876,83 @@ 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";
@@ -1811,6 +1984,68 @@ BOOL LLViewerShaderMgr::loadShadersObject()
 		success = gObjectFullbrightNonIndexedWaterProgram.createShader(NULL, NULL);
 	}
 
+	if (success)
+	{
+		gObjectEmissiveNonIndexedProgram.mName = "Non Indexed Emissive Shader";
+		gObjectEmissiveNonIndexedProgram.mFeatures.calculatesAtmospherics = true;
+		gObjectEmissiveNonIndexedProgram.mFeatures.hasGamma = true;
+		gObjectEmissiveNonIndexedProgram.mFeatures.hasTransport = true;
+		gObjectEmissiveNonIndexedProgram.mFeatures.isFullbright = true;
+		gObjectEmissiveNonIndexedProgram.mFeatures.disableTextureIndex = true;
+		gObjectEmissiveNonIndexedProgram.mShaderFiles.clear();
+		gObjectEmissiveNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/emissiveV.glsl", GL_VERTEX_SHADER_ARB));
+		gObjectEmissiveNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
+		gObjectEmissiveNonIndexedProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+		success = gObjectEmissiveNonIndexedProgram.createShader(NULL, NULL);
+	}
+
+	if (success)
+	{
+		gObjectEmissiveNonIndexedWaterProgram.mName = "Non Indexed Emissive Water Shader";
+		gObjectEmissiveNonIndexedWaterProgram.mFeatures.calculatesAtmospherics = true;
+		gObjectEmissiveNonIndexedWaterProgram.mFeatures.isFullbright = true;
+		gObjectEmissiveNonIndexedWaterProgram.mFeatures.hasWaterFog = true;		
+		gObjectEmissiveNonIndexedWaterProgram.mFeatures.hasTransport = true;
+		gObjectEmissiveNonIndexedWaterProgram.mFeatures.disableTextureIndex = true;
+		gObjectEmissiveNonIndexedWaterProgram.mShaderFiles.clear();
+		gObjectEmissiveNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/emissiveV.glsl", GL_VERTEX_SHADER_ARB));
+		gObjectEmissiveNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
+		gObjectEmissiveNonIndexedWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+		gObjectEmissiveNonIndexedWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
+		success = gObjectEmissiveNonIndexedWaterProgram.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";
@@ -1889,6 +2124,23 @@ BOOL LLViewerShaderMgr::loadShadersObject()
 		success = gImpostorProgram.createShader(NULL, NULL);
 	}
 
+	if (success)
+	{
+		gObjectPreviewProgram.mName = "Simple Shader";
+		gObjectPreviewProgram.mFeatures.calculatesLighting = true;
+		gObjectPreviewProgram.mFeatures.calculatesAtmospherics = true;
+		gObjectPreviewProgram.mFeatures.hasGamma = true;
+		gObjectPreviewProgram.mFeatures.hasAtmospherics = true;
+		gObjectPreviewProgram.mFeatures.hasLighting = true;
+		gObjectPreviewProgram.mFeatures.mIndexedTextureChannels = 0;
+		gObjectPreviewProgram.mFeatures.disableTextureIndex = true;
+		gObjectPreviewProgram.mShaderFiles.clear();
+		gObjectPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewV.glsl", GL_VERTEX_SHADER_ARB));
+		gObjectPreviewProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB));
+		gObjectPreviewProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+		success = gObjectPreviewProgram.createShader(NULL, NULL);
+	}
+
 	if (success)
 	{
 		gObjectSimpleProgram.mName = "Simple Shader";
@@ -1907,19 +2159,19 @@ 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)
@@ -1938,23 +2190,24 @@ 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";
@@ -2004,6 +2257,37 @@ 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";
@@ -2139,6 +2423,39 @@ BOOL LLViewerShaderMgr::loadShadersObject()
 			success = gSkinnedObjectFullbrightProgram.createShader(NULL, NULL);
 		}
 
+		if (success)
+		{
+			gSkinnedObjectEmissiveProgram.mName = "Skinned Emissive Shader";
+			gSkinnedObjectEmissiveProgram.mFeatures.calculatesAtmospherics = true;
+			gSkinnedObjectEmissiveProgram.mFeatures.hasGamma = true;
+			gSkinnedObjectEmissiveProgram.mFeatures.hasTransport = true;
+			gSkinnedObjectEmissiveProgram.mFeatures.isFullbright = true;
+			gSkinnedObjectEmissiveProgram.mFeatures.hasObjectSkinning = true;
+			gSkinnedObjectEmissiveProgram.mFeatures.disableTextureIndex = true;
+			gSkinnedObjectEmissiveProgram.mShaderFiles.clear();
+			gSkinnedObjectEmissiveProgram.mShaderFiles.push_back(make_pair("objects/emissiveSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
+			gSkinnedObjectEmissiveProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
+			gSkinnedObjectEmissiveProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+			success = gSkinnedObjectEmissiveProgram.createShader(NULL, NULL);
+		}
+
+		if (success)
+		{
+			gSkinnedObjectEmissiveWaterProgram.mName = "Skinned Emissive Water Shader";
+			gSkinnedObjectEmissiveWaterProgram.mFeatures.calculatesAtmospherics = true;
+			gSkinnedObjectEmissiveWaterProgram.mFeatures.hasGamma = true;
+			gSkinnedObjectEmissiveWaterProgram.mFeatures.hasTransport = true;
+			gSkinnedObjectEmissiveWaterProgram.mFeatures.isFullbright = true;
+			gSkinnedObjectEmissiveWaterProgram.mFeatures.hasObjectSkinning = true;
+			gSkinnedObjectEmissiveWaterProgram.mFeatures.disableTextureIndex = true;
+			gSkinnedObjectEmissiveWaterProgram.mFeatures.hasWaterFog = true;
+			gSkinnedObjectEmissiveWaterProgram.mShaderFiles.clear();
+			gSkinnedObjectEmissiveWaterProgram.mShaderFiles.push_back(make_pair("objects/emissiveSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
+			gSkinnedObjectEmissiveWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
+			gSkinnedObjectEmissiveWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+			success = gSkinnedObjectEmissiveWaterProgram.createShader(NULL, NULL);
+		}
+
 		if (success)
 		{
 			gSkinnedObjectFullbrightShinyProgram.mName = "Skinned Fullbright Shiny Shader";
@@ -2287,7 +2604,7 @@ 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)
 		{
@@ -2306,7 +2623,7 @@ 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
@@ -2325,7 +2642,7 @@ 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)
@@ -2413,6 +2730,24 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
 		}
 	}
 
+	if (success)
+	{
+		gGlowCombineFXAAProgram.mName = "Glow CombineFXAA Shader";
+		gGlowCombineFXAAProgram.mShaderFiles.clear();
+		gGlowCombineFXAAProgram.mShaderFiles.push_back(make_pair("interface/glowcombineFXAAV.glsl", GL_VERTEX_SHADER_ARB));
+		gGlowCombineFXAAProgram.mShaderFiles.push_back(make_pair("interface/glowcombineFXAAF.glsl", GL_FRAGMENT_SHADER_ARB));
+		gGlowCombineFXAAProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+		success = gGlowCombineFXAAProgram.createShader(NULL, NULL);
+		if (success)
+		{
+			gGlowCombineFXAAProgram.bind();
+			gGlowCombineFXAAProgram.uniform1i("glowMap", 0);
+			gGlowCombineFXAAProgram.uniform1i("screenMap", 1);
+			gGlowCombineFXAAProgram.unbind();
+		}
+	}
+
+
 	if (success)
 	{
 		gTwoTextureAddProgram.mName = "Two Texture Add Shader";
@@ -2429,6 +2764,21 @@ 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 d4040f11e1ffcf7344213ff0353309f3618bb626..c63260fb2ec4391d6949a9d2ff2dd7841ab0a85b 100644
--- a/indra/newview/llviewershadermgr.h
+++ b/indra/newview/llviewershadermgr.h
@@ -71,15 +71,6 @@ class LLViewerShaderMgr: public LLShaderMgr
 		SHADER_COUNT
 	};
 
-	typedef enum 
-	{
-		MATERIAL_COLOR = 0,
-		SPECULAR_COLOR,
-		BINORMAL,
-		OBJECT_WEIGHT,
-		END_RESERVED_ATTRIBS
-	} eGLSLReservedAttribs;
-	
 	typedef enum
 	{
 		DIFFUSE_MAP = 0,
@@ -186,16 +177,10 @@ 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 +250,6 @@ 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.
@@ -291,12 +273,16 @@ extern LLVector4			gShinyOrigin;
 extern LLGLSLShader			gOcclusionProgram;
 extern LLGLSLShader			gCustomAlphaProgram;
 extern LLGLSLShader			gGlowCombineProgram;
+extern LLGLSLShader			gGlowCombineFXAAProgram;
 
 //output tex0[tc0] + tex1[tc1]
 extern LLGLSLShader			gTwoTextureAddProgram;
-								
+						
+extern LLGLSLShader			gOneTextureNoColorProgram;
+
 //object shaders
 extern LLGLSLShader			gObjectSimpleProgram;
+extern LLGLSLShader			gObjectPreviewProgram;
 extern LLGLSLShader			gObjectSimpleAlphaMaskProgram;
 extern LLGLSLShader			gObjectSimpleWaterProgram;
 extern LLGLSLShader			gObjectSimpleWaterAlphaMaskProgram;
@@ -304,13 +290,23 @@ 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			gObjectEmissiveNonIndexedProgram;
+extern LLGLSLShader			gObjectEmissiveNonIndexedWaterProgram;
 extern LLGLSLShader			gObjectBumpProgram;
+extern LLGLSLShader			gTreeProgram;
+extern LLGLSLShader			gTreeWaterProgram;
 
 extern LLGLSLShader			gObjectSimpleLODProgram;
 extern LLGLSLShader			gObjectFullbrightLODProgram;
@@ -327,11 +323,13 @@ extern LLGLSLShader			gObjectShinyNonIndexedWaterProgram;
 
 extern LLGLSLShader			gSkinnedObjectSimpleProgram;
 extern LLGLSLShader			gSkinnedObjectFullbrightProgram;
+extern LLGLSLShader			gSkinnedObjectEmissiveProgram;
 extern LLGLSLShader			gSkinnedObjectFullbrightShinyProgram;
 extern LLGLSLShader			gSkinnedObjectShinySimpleProgram;
 
 extern LLGLSLShader			gSkinnedObjectSimpleWaterProgram;
 extern LLGLSLShader			gSkinnedObjectFullbrightWaterProgram;
+extern LLGLSLShader			gSkinnedObjectEmissiveWaterProgram;
 extern LLGLSLShader			gSkinnedObjectFullbrightShinyWaterProgram;
 extern LLGLSLShader			gSkinnedObjectShinySimpleWaterProgram;
 
@@ -368,6 +366,7 @@ extern LLGLSLShader			gDeferredWaterProgram;
 extern LLGLSLShader			gDeferredDiffuseProgram;
 extern LLGLSLShader			gDeferredDiffuseAlphaMaskProgram;
 extern LLGLSLShader			gDeferredNonIndexedDiffuseAlphaMaskProgram;
+extern LLGLSLShader			gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram;
 extern LLGLSLShader			gDeferredNonIndexedDiffuseProgram;
 extern LLGLSLShader			gDeferredSkinnedDiffuseProgram;
 extern LLGLSLShader			gDeferredSkinnedBumpProgram;
@@ -375,6 +374,7 @@ extern LLGLSLShader			gDeferredSkinnedAlphaProgram;
 extern LLGLSLShader			gDeferredBumpProgram;
 extern LLGLSLShader			gDeferredTerrainProgram;
 extern LLGLSLShader			gDeferredTreeProgram;
+extern LLGLSLShader			gDeferredTreeShadowProgram;
 extern LLGLSLShader			gDeferredLightProgram;
 extern LLGLSLShader			gDeferredMultiLightProgram;
 extern LLGLSLShader			gDeferredSpotLightProgram;
@@ -394,6 +394,7 @@ extern LLGLSLShader			gDeferredAvatarShadowProgram;
 extern LLGLSLShader			gDeferredAttachmentShadowProgram;
 extern LLGLSLShader			gDeferredAlphaProgram;
 extern LLGLSLShader			gDeferredFullbrightProgram;
+extern LLGLSLShader			gDeferredEmissiveProgram;
 extern LLGLSLShader			gDeferredAvatarEyesProgram;
 extern LLGLSLShader			gDeferredAvatarAlphaProgram;
 extern LLGLSLShader			gDeferredWLSkyProgram;
@@ -401,8 +402,5 @@ extern LLGLSLShader			gDeferredWLCloudProgram;
 extern LLGLSLShader			gDeferredStarProgram;
 extern LLGLSLShader			gLuminanceGatherProgram;
 
-//current avatar shader parameter pointer
-extern GLint				gAvatarMatrixParam;
-
 
 #endif
diff --git a/indra/newview/llviewerwindow.cpp b/indra/newview/llviewerwindow.cpp
index 8d4f9b346f1a019da2795f89d4850844ad7db742..9f66c074fd2918b180fd535692d352495648601d 100644
--- a/indra/newview/llviewerwindow.cpp
+++ b/indra/newview/llviewerwindow.cpp
@@ -1720,10 +1720,7 @@ void LLViewerWindow::initGLDefaults()
 	glCullFace(GL_BACK);
 
 	// RN: Need this for translation and stretch manip.
-	gCone.prerender();
 	gBox.prerender();
-	gSphere.prerender();
-	gCylinder.prerender();
 }
 
 struct MainPanel : public LLPanel
@@ -2233,6 +2230,10 @@ void LLViewerWindow::drawDebugText()
 	gGL.color4f(1,1,1,1);
 	gGL.pushMatrix();
 	gGL.pushUIMatrix();
+	if (LLGLSLShader::sNoFixedFunction)
+	{
+		gUIProgram.bind();
+	}
 	{
 		// scale view by UI global scale factor and aspect ratio correction factor
 		gGL.scaleUI(mDisplayScale.mV[VX], mDisplayScale.mV[VY], 1.f);
@@ -2242,6 +2243,10 @@ void LLViewerWindow::drawDebugText()
 	gGL.popMatrix();
 
 	gGL.flush();
+	if (LLGLSLShader::sNoFixedFunction)
+	{
+		gUIProgram.unbind();
+	}
 }
 
 void LLViewerWindow::draw()
@@ -3441,26 +3446,26 @@ void LLViewerWindow::renderSelections( BOOL for_gl_pick, BOOL pick_parcel_walls,
 					if (drawable && drawable->isLight())
 					{
 						LLVOVolume* vovolume = drawable->getVOVolume();
-						glPushMatrix();
+						gGL.pushMatrix();
 
 						LLVector3 center = drawable->getPositionAgent();
-						glTranslatef(center[0], center[1], center[2]);
+						gGL.translatef(center[0], center[1], center[2]);
 						F32 scale = vovolume->getLightRadius();
-						glScalef(scale, scale, scale);
+						gGL.scalef(scale, scale, scale);
 
 						LLColor4 color(vovolume->getLightColor(), .5f);
-						glColor4fv(color.mV);
+						gGL.color4fv(color.mV);
 					
 						F32 pixel_area = 100000.f;
 						// Render Outside
-						gSphere.render(pixel_area);
+						gSphere.render();
 
 						// Render Inside
 						glCullFace(GL_FRONT);
-						gSphere.render(pixel_area);
+						gSphere.render();
 						glCullFace(GL_BACK);
 					
-						glPopMatrix();
+						gGL.popMatrix();
 					}
 					return true;
 				}
@@ -4635,10 +4640,7 @@ void LLViewerWindow::stopGL(BOOL save_state)
 			gPipeline.destroyGL();
 		}
 		
-		gCone.cleanupGL();
 		gBox.cleanupGL();
-		gSphere.cleanupGL();
-		gCylinder.cleanupGL();
 		
 		if(gPostProcess)
 		{
diff --git a/indra/newview/llvosurfacepatch.cpp b/indra/newview/llvosurfacepatch.cpp
index 510525259f4c9a6f64fee619aafb1785880adf12..7e00350926b22970bf5aa2cf9ee11889665b8dea 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
@@ -106,20 +112,6 @@ class LLVertexBufferTerrain : public LLVertexBuffer
 			glColorPointer(4, GL_UNSIGNED_BYTE, LLVertexBuffer::sTypeSize[TYPE_COLOR], (void*)(base + mOffsets[TYPE_COLOR]));
 		}
 		
-		if (data_mask & MAP_WEIGHT)
-		{
-			glVertexAttribPointerARB(1, 1, GL_FLOAT, FALSE, LLVertexBuffer::sTypeSize[TYPE_WEIGHT], (void*)(base + mOffsets[TYPE_WEIGHT]));
-		}
-
-		if (data_mask & MAP_WEIGHT4 && sWeight4Loc != -1)
-		{
-			glVertexAttribPointerARB(sWeight4Loc, 4, GL_FLOAT, FALSE, LLVertexBuffer::sTypeSize[TYPE_WEIGHT4], (void*)(base+mOffsets[TYPE_WEIGHT4]));
-		}
-
-		if (data_mask & MAP_CLOTHWEIGHT)
-		{
-			glVertexAttribPointerARB(4, 4, GL_FLOAT, TRUE,  LLVertexBuffer::sTypeSize[TYPE_CLOTHWEIGHT], (void*)(base + mOffsets[TYPE_CLOTHWEIGHT]));
-		}
 		if (data_mask & MAP_VERTEX)
 		{
 			glVertexPointer(3,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_VERTEX], (void*)(base + 0));
diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp
index 528c7acbc82ec76495b692ca3d1a4c07a37e0510..3b31100305a0bd192844a2d7c5031d0293bebc0d 100755
--- a/indra/newview/llvovolume.cpp
+++ b/indra/newview/llvovolume.cpp
@@ -3836,8 +3836,6 @@ 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 &&
@@ -3846,7 +3844,6 @@ 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 &&
@@ -3878,7 +3875,6 @@ 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);
@@ -3978,6 +3974,8 @@ 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)
 	{
@@ -4189,6 +4187,7 @@ void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group)
 				}
 			}
 
+
 			if (cur_total > max_total || facep->getIndicesCount() <= 0 || facep->getGeomCount() <= 0)
 			{
 				facep->clearVertexBuffer();
@@ -4202,6 +4201,11 @@ 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)
@@ -4318,6 +4322,14 @@ 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)
@@ -4461,10 +4473,6 @@ 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/llwlparamset.cpp b/indra/newview/llwlparamset.cpp
index 02d914a8124f5c06b0667deea1b54ba5813e9da9..22fba90f65bb3e8260aeb9250723ac2bacfbc235 100644
--- a/indra/newview/llwlparamset.cpp
+++ b/indra/newview/llwlparamset.cpp
@@ -91,8 +91,9 @@ void LLWLParamSet::update(LLGLSLShader * shader) const
 			val.mV[1] = F32(i->second[1].asReal()) + mCloudScrollYOffset;
 			val.mV[2] = (F32) i->second[2].asReal();
 			val.mV[3] = (F32) i->second[3].asReal();
-			
-			shader->uniform4fv(param, 1, val.mV);	
+			stop_glerror();
+			shader->uniform4fv(param, 1, val.mV);
+			stop_glerror();
 		} 
 		else // param is the uniform name
 		{
@@ -118,8 +119,9 @@ void LLWLParamSet::update(LLGLSLShader * shader) const
 			{
 				val.mV[0] = i->second.asBoolean();
 			}
-			
+			stop_glerror();
 			shader->uniform4fv(param, 1, val.mV);
+			stop_glerror();
 		}
 	}
 }
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 7a264041383d22d55f95797727443f1aed7ba7c1..45268d203dbdd4a7ecebef9a2c9c53d8e828f2bd 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(8, 0, true);
 	setLightingDetail(-1);
 }
 
@@ -535,6 +537,8 @@ void LLPipeline::cleanup()
 	mMovedBridge.clear();
 
 	mInitialized = FALSE;
+
+	mDeferredVB = NULL;
 }
 
 //============================================================================
@@ -669,6 +673,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
 		if (!addDeferredAttachments(mDeferredScreen)) return false;
 	
 		if (!mScreen.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false;
+		if (!mFXAABuffer.allocate(nhpo2(resX), nhpo2(resY), GL_RGBA, FALSE, FALSE, LLTexUnit::TT_TEXTURE, FALSE, samples)) return false;
 		
 #if LL_DARWIN
 		// As of OS X 10.6.7, Apple doesn't support multiple color formats in a single FBO
@@ -778,6 +783,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
 		{
 			mShadow[i].release();
 		}
+		mFXAABuffer.release();
 		mScreen.release();
 		mDeferredScreen.release(); //make sure to release any render targets that share a depth buffer with mDeferredScreen first
 		mDeferredDepth.release();
@@ -863,6 +869,7 @@ void LLPipeline::releaseScreenBuffers()
 {
 	mUIScreen.release();
 	mScreen.release();
+	mFXAABuffer.release();
 	mPhysicsDisplay.release();
 	mDeferredScreen.release();
 	mDeferredDepth.release();
@@ -3493,7 +3500,7 @@ void LLPipeline::renderHighlights()
 	if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
 	{
 		gHighlightProgram.bind();
-		gHighlightProgram.vertexAttrib4f(LLViewerShaderMgr::MATERIAL_COLOR,1,1,1,0.5f);
+		gHighlightProgram.uniform4f("highlight_color",1,1,1,0.5f);
 	}
 	
 	if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED))
@@ -3525,7 +3532,7 @@ void LLPipeline::renderHighlights()
 		color.setVec(1.f, 0.f, 0.f, 0.5f);
 		if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
 		{
-			gHighlightProgram.vertexAttrib4f(LLViewerShaderMgr::MATERIAL_COLOR,1,0,0,0.5f);
+			gHighlightProgram.uniform4f("highlight_color",1,0,0,0.5f);
 		}
 		int count = mHighlightFaces.size();
 		for (S32 i = 0; i < count; i++)
@@ -4230,6 +4237,11 @@ void LLPipeline::renderDebug()
 		}
 	}
 
+	if (LLGLSLShader::sNoFixedFunction)
+	{
+		gUIProgram.bind();
+	}
+
 	if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
 	{
 		LLVertexBuffer::unbind();
@@ -4454,6 +4466,10 @@ void LLPipeline::renderDebug()
 	}
 
 	gGL.flush();
+	if (LLGLSLShader::sNoFixedFunction)
+	{
+		gUIProgram.unbind();
+	}
 
 	gPipeline.renderPhysicsDisplay();
 }
@@ -6299,7 +6315,31 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
 	if (LLPipeline::sRenderDeferred)
 	{
 		bool dof_enabled = !LLViewerCamera::getInstance()->cameraUnderWater();
+		{
+			//bake out texture2D with RGBL for FXAA shader
+			mFXAABuffer.bindTarget();
+			
+			S32 width = mScreen.getWidth();
+			S32 height = mScreen.getHeight();
+			glViewport(0, 0, width, height);
+
+			gGlowCombineFXAAProgram.bind();
+			gGlowCombineFXAAProgram.uniform2f("screen_res", width, height);
 
+			gGL.getTexUnit(0)->bind(&mGlow[1]);
+			gGL.getTexUnit(1)->bind(&mScreen);
+
+			gGL.begin(LLRender::TRIANGLE_STRIP);
+			gGL.vertex2f(-1,-1);
+			gGL.vertex2f(-1,3);
+			gGL.vertex2f(3,-1);
+			gGL.end();
+
+			gGlowCombineFXAAProgram.unbind();
+			mFXAABuffer.flush();
+			gViewerWindow->setup3DViewport();
+		}
+				
 		LLGLSLShader* shader = &gDeferredPostProgram;
 		if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2)
 		{
@@ -6316,6 +6356,16 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
 		LLGLDisable blend(GL_BLEND);
 		bindDeferredShader(*shader);
 
+		S32 width = mScreen.getWidth();
+		S32 height = mScreen.getHeight();
+		
+		F32 scale_x = (F32) width/mFXAABuffer.getWidth();
+		F32 scale_y = (F32) height/mFXAABuffer.getHeight();
+		shader->uniform2f("tc_scale", scale_x, scale_y);
+		shader->uniform2f("rcp_screen_res", 1.f/width*scale_x, 1.f/height*scale_y);
+		shader->uniform4f("rcp_frame_opt", -0.5f/width*scale_x, -0.5f/height*scale_y, 0.5f/width*scale_x, 0.5f/height*scale_y);
+		shader->uniform4f("rcp_frame_opt2", -2.f/width*scale_x, -2.f/height*scale_y, 2.f/width*scale_x, 2.f/height*scale_y);
+
 		if (dof_enabled)
 		{
 			//depth of field focal plane calculations
@@ -6428,17 +6478,13 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
 			shader->uniform1f("magnification", magnification);
 		}
 
-		S32 channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage());
+		S32 channel = shader->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP, mFXAABuffer.getUsage());
 		if (channel > -1)
 		{
-			mScreen.bindTexture(0, channel);
+			mFXAABuffer.bindTexture(0, channel);
+			gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
 		}
-		//channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, LLTexUnit::TT_RECT_TEXTURE);
-		//if (channel > -1)
-		//{
-			//gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
-		//}
-
+	
 		gGL.begin(LLRender::TRIANGLE_STRIP);
 		gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
 		gGL.vertex2f(-1,-1);
@@ -6929,6 +6975,7 @@ 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"));
@@ -7003,21 +7050,23 @@ 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(tc.v);
 		}
 
 		glPushMatrix();
@@ -7032,7 +7081,7 @@ void LLPipeline::renderDeferredLighting()
 			{ //paint shadow/SSAO light map (direct lighting lightmap)
 				LLFastTimer ftm(FTM_SUN_SHADOW);
 				bindDeferredShader(gDeferredSunProgram, 0);
-
+				mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
 				glClearColor(1,1,1,1);
 				mDeferredLight[0].clear(GL_COLOR_BUFFER_BIT);
 				glClearColor(0,0,0,0);
@@ -7063,7 +7112,7 @@ void LLPipeline::renderDeferredLighting()
 					LLGLDisable blend(GL_BLEND);
 					LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
 					stop_glerror();
-					glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
+					mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
 					stop_glerror();
 				}
 				
@@ -7087,7 +7136,8 @@ void LLPipeline::renderDeferredLighting()
 					gDeferredEdgeProgram.bind();
 					mEdgeMap.bindTarget();
 					bindDeferredShader(gDeferredEdgeProgram);
-					glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
+					mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+					mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
 					unbindDeferredShader(gDeferredEdgeProgram);
 					mEdgeMap.flush();
 				}
@@ -7109,7 +7159,8 @@ void LLPipeline::renderDeferredLighting()
 						gLuminanceGatherProgram.uniform2f("screen_res", mDeferredLight[0].getWidth(), mDeferredLight[0].getHeight());
 						mLuminanceMap.bindTarget();
 						bindDeferredShader(gLuminanceGatherProgram);
-						glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
+						mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+						mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
 						unbindDeferredShader(gLuminanceGatherProgram);
 						mLuminanceMap.flush();
 						gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mLuminanceMap.getTexture(), true);
@@ -7127,7 +7178,8 @@ void LLPipeline::renderDeferredLighting()
 					mGIMapPost[0].bindTarget();
 
 					bindDeferredShader(gDeferredGIProgram, 0, &mGIMap, 0, mTrueNoiseMap);
-					glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
+					mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+					mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
 					unbindDeferredShader(gDeferredGIProgram);
 					mGIMapPost[0].flush();
 				}
@@ -7152,7 +7204,8 @@ void LLPipeline::renderDeferredLighting()
 						LLGLDisable blend(GL_BLEND);
 						LLGLDepthTest depth(GL_FALSE);
 						stop_glerror();
-						glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
+						mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+						mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
 						stop_glerror();
 					}
 					
@@ -7167,7 +7220,8 @@ void LLPipeline::renderDeferredLighting()
 						LLGLDisable blend(GL_BLEND);
 						LLGLDepthTest depth(GL_FALSE);
 						stop_glerror();
-						glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+						mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+						mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
 						stop_glerror();
 					}
 					mGIMapPost[0].flush();
@@ -7181,13 +7235,12 @@ void LLPipeline::renderDeferredLighting()
 			LLFastTimer ftm(FTM_SOFTEN_SHADOW);
 			//blur lightmap
 			mDeferredLight[1].bindTarget();
-
 			glClearColor(1,1,1,1);
 			mDeferredLight[1].clear(GL_COLOR_BUFFER_BIT);
 			glClearColor(0,0,0,0);
 			
 			bindDeferredShader(gDeferredBlurLightProgram);
-
+			mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
 			LLVector3 go = gSavedSettings.getVector3("RenderShadowGaussian");
 			const U32 kern_length = 4;
 			F32 blur_size = gSavedSettings.getF32("RenderShadowBlurSize");
@@ -7215,7 +7268,7 @@ void LLPipeline::renderDeferredLighting()
 				LLGLDisable blend(GL_BLEND);
 				LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
 				stop_glerror();
-				glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
+				mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
 				stop_glerror();
 			}
 			
@@ -7223,6 +7276,7 @@ void LLPipeline::renderDeferredLighting()
 			unbindDeferredShader(gDeferredBlurLightProgram);
 
 			bindDeferredShader(gDeferredBlurLightProgram, 1);
+			mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
 			mDeferredLight[0].bindTarget();
 
 			gDeferredBlurLightProgram.uniform2f("delta", 0.f, 1.f);
@@ -7231,7 +7285,7 @@ void LLPipeline::renderDeferredLighting()
 				LLGLDisable blend(GL_BLEND);
 				LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
 				stop_glerror();
-				glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
+				mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
 				stop_glerror();
 			}
 			mDeferredLight[0].flush();
@@ -7281,10 +7335,10 @@ 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();
@@ -7293,7 +7347,7 @@ 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);
@@ -7334,12 +7388,12 @@ void LLPipeline::renderDeferredLighting()
 			std::list<LLVector4> light_colors;
 
 			LLVertexBuffer::unbind();
+			LLVector4a* v = (LLVector4a*) vert.get();
 
-			F32 v[24];
-			glVertexPointer(3, GL_FLOAT, 0, v);
-			
 			{
 				bindDeferredShader(gDeferredLightProgram);
+				mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+
 				LLGLDepthTest depth(GL_TRUE, GL_FALSE);
 				for (LLDrawable::drawable_set_t::iterator iter = mLights.begin(); iter != mLights.end(); ++iter)
 				{
@@ -7394,15 +7448,15 @@ void LLPipeline::renderDeferredLighting()
 					//correspond to their axis facing, with bit position 3,2,1 matching
 					//axis facing x,y,z, bit set meaning positive facing, bit clear 
 					//meaning negative facing
-					v[0] = c[0]-s; v[1]  = c[1]-s; v[2]  = c[2]-s;  // 0 - 0000 
-					v[3] = c[0]-s; v[4]  = c[1]-s; v[5]  = c[2]+s;  // 1 - 0001
-					v[6] = c[0]-s; v[7]  = c[1]+s; v[8]  = c[2]-s;  // 2 - 0010
-					v[9] = c[0]-s; v[10] = c[1]+s; v[11] = c[2]+s;  // 3 - 0011
+					v[0].set(c[0]-s,c[1]-s,c[2]-s);  // 0 - 0000 
+					v[1].set(c[0]-s,c[1]-s,c[2]+s);  // 1 - 0001
+					v[2].set(c[0]-s,c[1]+s,c[2]-s);  // 2 - 0010
+					v[3].set(c[0]-s,c[1]+s,c[2]+s);  // 3 - 0011
 																									   
-					v[12] = c[0]+s; v[13] = c[1]-s; v[14] = c[2]-s; // 4 - 0100
-					v[15] = c[0]+s; v[16] = c[1]-s; v[17] = c[2]+s; // 5 - 0101
-					v[18] = c[0]+s; v[19] = c[1]+s; v[20] = c[2]-s; // 6 - 0110
-					v[21] = c[0]+s; v[22] = c[1]+s; v[23] = c[2]+s; // 7 - 0111
+					v[4].set(c[0]+s,c[1]-s,c[2]-s); // 4 - 0100
+					v[5].set(c[0]+s,c[1]-s,c[2]+s); // 5 - 0101
+					v[6].set(c[0]+s,c[1]+s,c[2]-s); // 6 - 0110
+					v[7].set(c[0]+s,c[1]+s,c[2]+s); // 7 - 0111
 
 					if (camera->getOrigin().mV[0] > c[0] + s + 0.2f ||
 						camera->getOrigin().mV[0] < c[0] - s - 0.2f ||
@@ -7421,8 +7475,12 @@ 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);
+							//glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], s*s);
+							gDeferredLightProgram.uniform3fv("center", 1, tc.v);
+							gDeferredLightProgram.uniform1f("size", s*s);
+							gDeferredLightProgram.uniform3fv("color", 1, col.mV);
+							gDeferredLightProgram.uniform1f("falloff", 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();
@@ -7449,6 +7507,8 @@ void LLPipeline::renderDeferredLighting()
 				LLGLDepthTest depth(GL_TRUE, GL_FALSE);
 				bindDeferredShader(gDeferredSpotLightProgram);
 
+				mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+
 				gDeferredSpotLightProgram.enableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION);
 
 				for (LLDrawable::drawable_list_t::iterator iter = spot_lights.begin(); iter != spot_lights.end(); ++iter)
@@ -7477,18 +7537,20 @@ void LLPipeline::renderDeferredLighting()
 					//correspond to their axis facing, with bit position 3,2,1 matching
 					//axis facing x,y,z, bit set meaning positive facing, bit clear 
 					//meaning negative facing
-					v[0] = c[0]-s; v[1]  = c[1]-s; v[2]  = c[2]-s;  // 0 - 0000 
-					v[3] = c[0]-s; v[4]  = c[1]-s; v[5]  = c[2]+s;  // 1 - 0001
-					v[6] = c[0]-s; v[7]  = c[1]+s; v[8]  = c[2]-s;  // 2 - 0010
-					v[9] = c[0]-s; v[10] = c[1]+s; v[11] = c[2]+s;  // 3 - 0011
+					v[0].set(c[0]-s,c[1]-s,c[2]-s);  // 0 - 0000 
+					v[1].set(c[0]-s,c[1]-s,c[2]+s);  // 1 - 0001
+					v[2].set(c[0]-s,c[1]+s,c[2]-s);  // 2 - 0010
+					v[3].set(c[0]-s,c[1]+s,c[2]+s);  // 3 - 0011
 																									   
-					v[12] = c[0]+s; v[13] = c[1]-s; v[14] = c[2]-s; // 4 - 0100
-					v[15] = c[0]+s; v[16] = c[1]-s; v[17] = c[2]+s; // 5 - 0101
-					v[18] = c[0]+s; v[19] = c[1]+s; v[20] = c[2]-s; // 6 - 0110
-					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);
+					v[4].set(c[0]+s,c[1]-s,c[2]-s); // 4 - 0100
+					v[5].set(c[0]+s,c[1]-s,c[2]+s); // 5 - 0101
+					v[6].set(c[0]+s,c[1]+s,c[2]-s); // 6 - 0110
+					v[7].set(c[0]+s,c[1]+s,c[2]+s); // 7 - 0111
+					
+					gDeferredSpotLightProgram.uniform3fv("center", 1, tc.v);
+					gDeferredSpotLightProgram.uniform1f("size", s*s);
+					gDeferredSpotLightProgram.uniform3fv("color", 1, col.mV);
+					gDeferredSpotLightProgram.uniform1f("falloff", volume->getLightFalloff()*0.5f);
 					glDrawRangeElements(GL_TRIANGLE_FAN, 0, 7, 8,
 							GL_UNSIGNED_BYTE, get_box_fan_indices_ptr(camera, center));
 				}
@@ -7496,9 +7558,16 @@ void LLPipeline::renderDeferredLighting()
 				unbindDeferredShader(gDeferredSpotLightProgram);
 			}
 
+			//reset mDeferredVB to fullscreen triangle
+			vert[0].set(-1,1,0);
+			vert[1].set(-1,-3,0);
+			vert[2].set(3,1,0);
+
 			{
 				bindDeferredShader(gDeferredMultiLightProgram);
 			
+				mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+
 				LLGLDepthTest depth(GL_FALSE);
 
 				//full screen blit
@@ -7514,7 +7583,7 @@ 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;
 
@@ -7537,7 +7606,8 @@ 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);
 					}
 				}
 				
@@ -7547,6 +7617,8 @@ void LLPipeline::renderDeferredLighting()
 
 				gDeferredMultiSpotLightProgram.enableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION);
 
+				mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+
 				for (LLDrawable::drawable_list_t::iterator iter = fullscreen_spot_lights.begin(); iter != fullscreen_spot_lights.end(); ++iter)
 				{
 					LLFastTimer ftm(FTM_PROJECTORS);
@@ -7568,9 +7640,11 @@ void LLPipeline::renderDeferredLighting()
 					LLColor3 col = volume->getLightColor();
 					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);
-					glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
+					gDeferredMultiSpotLightProgram.uniform3fv("center", 1, tc.v);
+					gDeferredMultiSpotLightProgram.uniform1f("size", s*s);
+					gDeferredMultiSpotLightProgram.uniform3fv("color", 1, col.mV);
+					gDeferredMultiSpotLightProgram.uniform1f("falloff", volume->getLightFalloff()*0.5f);
+					mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
 				}
 
 				gDeferredMultiSpotLightProgram.disableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION);
@@ -7603,11 +7677,11 @@ void LLPipeline::renderDeferredLighting()
 				bindDeferredShader(gDeferredPostProgram, 0, &mGIMapPost[0]);
 
 				gDeferredPostProgram.bind();
-
+				mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
 				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();
@@ -7615,8 +7689,8 @@ void LLPipeline::renderDeferredLighting()
 				glPushMatrix();
 				glLoadIdentity();
 
-				glDrawArrays(GL_TRIANGLES, 0, 3);
-
+				mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+				
 				glPopMatrix();
 				glMatrixMode(GL_MODELVIEW);
 				glPopMatrix();
@@ -8243,7 +8317,7 @@ 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();
 
@@ -8287,12 +8361,14 @@ 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);
+		gDeferredTreeShadowProgram.bind();
+		gDeferredTreeShadowProgram.setAlphaRange(0.6f, 1.f);
 		renderObjects(LLRenderPass::PASS_GRASS, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, TRUE);
 	}
 
 	//glCullFace(GL_BACK);
 
+	gDeferredShadowProgram.bind();
 	gGLLastMatrix = NULL;
 	glLoadMatrixd(gGLModelView);
 	doOcclusion(shadow_cam);
@@ -9669,6 +9745,11 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar)
 
 		static const F32 clip_plane = 0.99999f;
 
+		if (LLGLSLShader::sNoFixedFunction)
+		{
+			gUIProgram.bind();
+		}
+
 		gGL.color4ub(64,64,64,255);
 		gGL.begin(LLRender::QUADS);
 		gGL.vertex3f(-1, -1, clip_plane);
@@ -9678,6 +9759,11 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar)
 		gGL.end();
 		gGL.flush();
 
+		if (LLGLSLShader::sNoFixedFunction)
+		{
+			gUIProgram.unbind();
+		}
+
 		glPopMatrix();
 		glMatrixMode(GL_MODELVIEW);
 		glPopMatrix();
diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h
index 28e6526acd960dc761e6cc3644798f736e6945d0..159ec612d3746dab348d5c290d52dfa4c4e8d051 100644
--- a/indra/newview/pipeline.h
+++ b/indra/newview/pipeline.h
@@ -527,6 +527,7 @@ class LLPipeline
 	LLRenderTarget			mScreen;
 	LLRenderTarget			mUIScreen;
 	LLRenderTarget			mDeferredScreen;
+	LLRenderTarget			mFXAABuffer;
 	LLRenderTarget			mEdgeMap;
 	LLRenderTarget			mDeferredDepth;
 	LLRenderTarget			mDeferredLight[3];
@@ -536,6 +537,9 @@ 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 +585,7 @@ class LLPipeline
 
 	LLColor4				mSunDiffuse;
 	LLVector3				mSunDir;
+	LLVector3				mTransformedSunDir;
 
 	BOOL					mInitialized;
 	BOOL					mVertexShadersEnabled;
diff --git a/indra/newview/skins/default/xui/en/floater_about.xml b/indra/newview/skins/default/xui/en/floater_about.xml
index 3dd394bac1103960fe394e4210efa8d0bf9234a2..87f1fcf0a13b9e8ddb697bac59aeee50da299966 100644
--- a/indra/newview/skins/default/xui/en/floater_about.xml
+++ b/indra/newview/skins/default/xui/en/floater_about.xml
@@ -191,34 +191,36 @@ Dummy Name replaced at run time
        top="5"
        width="435"
        word_wrap="true">
-3Dconnexion SDK Copyright (C) 1992-2007 3Dconnexion
-APR Copyright (C) 2000-2004 The Apache Software Foundation
-Collada DOM Copyright 2005 Sony Computer Entertainment Inc.
-cURL Copyright (C) 1996-2002, Daniel Stenberg, (daniel@haxx.se)
-DBus/dbus-glib Copyright (C) 2002, 2003  CodeFactory AB / Copyright (C) 2003, 2004 Red Hat, Inc.
-expat Copyright (C) 1998, 1999, 2000 Thai Open Source Software Center Ltd.
-FreeType Copyright (C) 1996-2002, The FreeType Project (www.freetype.org).
-GL Copyright (C) 1999-2004 Brian Paul.
-GLOD Copyright (C) 2003-04 Jonathan Cohen, Nat Duca, Chris Niski, Johns Hopkins University and David Luebke, Brenden Schubert, University of Virginia.
-google-perftools Copyright (c) 2005, Google Inc.
-Havok.com(TM) Copyright (C) 1999-2001, Telekinesys Research Limited.
-jpeg2000 Copyright (C) 2001, David Taubman, The University of New South Wales (UNSW)
-jpeglib Copyright (C) 1991-1998, Thomas G. Lane.
-ogg/vorbis Copyright (C) 2001, Xiphophorus
-OpenSSL Copyright (C) 1998-2002 The OpenSSL Project.
-PCRE Copyright (c) 1997-2008 University of Cambridge
-SDL Copyright (C) 1997, 1998, 1999, 2000, 2001, 2002 Sam Lantinga
-SSLeay Copyright (C) 1995-1998 Eric Young (eay@cryptsoft.com)
-xmlrpc-epi Copyright (C) 2000 Epinions, Inc.
-zlib Copyright (C) 1995-2002 Jean-loup Gailly and Mark Adler.
-google-perftools Copyright (c) 2005, Google Inc.
+        3Dconnexion SDK Copyright (C) 1992-2007 3Dconnexion
+        APR Copyright (C) 2000-2004 The Apache Software Foundation
+        Collada DOM Copyright 2005 Sony Computer Entertainment Inc.
+        cURL Copyright (C) 1996-2002, Daniel Stenberg, (daniel@haxx.se)
+        DBus/dbus-glib Copyright (C) 2002, 2003  CodeFactory AB / Copyright (C) 2003, 2004 Red Hat, Inc.
+        expat Copyright (C) 1998, 1999, 2000 Thai Open Source Software Center Ltd.
+        FreeType Copyright (C) 1996-2002, The FreeType Project (www.freetype.org).
+        GL Copyright (C) 1999-2004 Brian Paul.
+        GLOD Copyright (C) 2003-04 Jonathan Cohen, Nat Duca, Chris Niski, Johns Hopkins University and David Luebke, Brenden Schubert, University of Virginia.
+        google-perftools Copyright (c) 2005, Google Inc.
+        Havok.com(TM) Copyright (C) 1999-2001, Telekinesys Research Limited.
+        jpeg2000 Copyright (C) 2001, David Taubman, The University of New South Wales (UNSW)
+        jpeglib Copyright (C) 1991-1998, Thomas G. Lane.
+        ogg/vorbis Copyright (C) 2001, Xiphophorus
+        OpenSSL Copyright (C) 1998-2002 The OpenSSL Project.
+        PCRE Copyright (c) 1997-2008 University of Cambridge
+        SDL Copyright (C) 1997, 1998, 1999, 2000, 2001, 2002 Sam Lantinga
+        SSLeay Copyright (C) 1995-1998 Eric Young (eay@cryptsoft.com)
+        xmlrpc-epi Copyright (C) 2000 Epinions, Inc.
+        zlib Copyright (C) 1995-2002 Jean-loup Gailly and Mark Adler.
+        google-perftools Copyright (c) 2005, Google Inc.
 
-Second Life Viewer uses Havok (TM) Physics. (c)Copyright 1999-2010 Havok.com Inc. (and its Licensors). All Rights Reserved. See www.havok.com for details.
+        Second Life Viewer uses Havok (TM) Physics. (c)Copyright 1999-2010 Havok.com Inc. (and its Licensors). All Rights Reserved. See www.havok.com for details.
 
-All rights reserved.  See licenses.txt for details.
+        This software contains source code provided by NVIDIA Corporation.
 
-Voice chat Audio coding: Polycom(R) Siren14(TM) (ITU-T Rec. G.722.1 Annex C)
-        </text_editor>
+        All rights reserved.  See licenses.txt for details.
+
+        Voice chat Audio coding: Polycom(R) Siren14(TM) (ITU-T Rec. G.722.1 Annex C)
+      </text_editor>
       </panel>
     </tab_container>
 </floater>