diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp
index 2076947a0070843fe1de6db62a23d5d9351f54be..807e41dc9710db8625e0e91c0155a8fb98db9efe 100644
--- a/indra/llrender/llshadermgr.cpp
+++ b/indra/llrender/llshadermgr.cpp
@@ -197,7 +197,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
 	}
 
     // we want this BEFORE shadows and AO because those facilities use pos/norm access
-    if (features->isDeferred || features->hasShadows || features->hasAmbientOcclusion)
+    if (features->isDeferred)
 	{
 		if (!shader->attachObject("deferred/deferredUtil.glsl"))
 		{
@@ -1351,6 +1351,7 @@ void LLShaderMgr::initAttribsAndUniforms()
     mReservedUniforms.push_back("sh_input_b");
 
     mReservedUniforms.push_back("sun_up_factor");
+    mReservedUniforms.push_back("water_edge");
 
 	llassert(mReservedUniforms.size() == END_RESERVED_UNIFORMS);
 
diff --git a/indra/llrender/llshadermgr.h b/indra/llrender/llshadermgr.h
index 0b1a97d8804252f00528a4ad8fa36ddf412104b1..86512658348fc6c1139178af84241754a1751b8e 100644
--- a/indra/llrender/llshadermgr.h
+++ b/indra/llrender/llshadermgr.h
@@ -249,6 +249,7 @@ class LLShaderMgr
         SH_INPUT_L1B,
 
         SUN_UP_FACTOR,
+        WATER_EDGE_FACTOR,
 		END_RESERVED_UNIFORMS
 	} eGLSLReservedUniforms;
 
diff --git a/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl
index 3bb59dd7f9ed32336cc02493a2de12e8ca1de3ab..23adbded5e16fe884285fa35801aebf9b2ded8c1 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl
@@ -24,13 +24,43 @@
  */
 
 uniform sampler2D       noiseMap;
+uniform sampler2DRect   normalMap;
+uniform sampler2DRect   depthMap;
 
 uniform float ssao_radius;
 uniform float ssao_max_radius;
 uniform float ssao_factor;
 uniform float ssao_factor_inv;
 
-vec4 getPosition(vec2 pos_screen);
+uniform mat4 inv_proj;
+uniform vec2 screen_res;
+
+vec2 getScreenCoordinateAo(vec2 screenpos)
+{
+    vec2 sc = screenpos.xy * 2.0;
+    if (screen_res.x > 0 && screen_res.y > 0)
+    {
+       sc /= screen_res;
+    }
+    return sc - vec2(1.0, 1.0);
+}
+
+float getDepthAo(vec2 pos_screen)
+{
+    float depth = texture2DRect(depthMap, pos_screen).r;
+    return depth;
+}
+
+vec4 getPositionAo(vec2 pos_screen)
+{
+    float depth = getDepthAo(pos_screen);
+    vec2 sc = getScreenCoordinateAo(pos_screen);
+    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;
+}
 
 vec2 getKern(int i)
 {
@@ -64,7 +94,7 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen)
     for (int i = 0; i < 8; i++)
     {
         vec2 samppos_screen = pos_screen + scale * reflect(getKern(i), noise_reflect);
-        vec3 samppos_world = getPosition(samppos_screen).xyz; 
+        vec3 samppos_world = getPositionAo(samppos_screen).xyz; 
         
         vec3 diff = pos_world - samppos_world;
         float dist2 = dot(diff, diff);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
index 24804c301135f93a6e49f58d8ae06c7a9362d2ec..2569e49743fda3f2c992ef18861b7b5c16347353 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
@@ -140,7 +140,7 @@ void main()
 		discard;
 	}
 		
-	float envIntensity = texture2DRect(normalMap. frag.xy).z;
+	float envIntensity = texture2DRect(normalMap, frag.xy).z;
 	vec3 norm = getNorm(frag.xy);
 
 	float l_dist = -dot(lv, proj_n);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
index cef9938192dbe16c7e6d451d59f4f8e3a8d70de4..843901ea6ad703968a12b5371d8cef5c69360f11 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
@@ -25,7 +25,6 @@
 
 uniform sampler2DRect   normalMap;
 uniform sampler2DRect   depthMap;
-uniform sampler2D       noiseMap;
 uniform sampler2DShadow shadowMap0;
 uniform sampler2DShadow shadowMap1;
 uniform sampler2DShadow shadowMap2;
@@ -33,11 +32,6 @@ uniform sampler2DShadow shadowMap3;
 uniform sampler2DShadow shadowMap4;
 uniform sampler2DShadow shadowMap5;
 
-uniform float ssao_radius;
-uniform float ssao_max_radius;
-uniform float ssao_factor;
-uniform float ssao_factor_inv;
-
 uniform vec3 sun_dir;
 uniform vec3 moon_dir;
 uniform vec2 shadow_res;
@@ -52,8 +46,6 @@ uniform float sun_up_factor;
 uniform mat4 inv_proj;
 uniform vec2 screen_res;
 
-vec3 decode_normal(vec2 enc);
-
 float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float bias_mul, vec2 pos_screen, vec3 light_dir)
 {
     stc.xyz /= stc.w;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
index ceadb9fb6742f9a31c80eb544f11fe35b76947b1..40d4c24d342fce104a0da7766adec2c53b8c6f67 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
@@ -55,6 +55,7 @@ uniform float fresnelOffset;
 uniform float blurMultiplier;
 uniform vec2 screen_res;
 uniform mat4 norm_mat; //region space to screen space
+uniform int water_edge;
 
 //bigWave is (refCoord.w, view.w);
 VARYING vec4 refCoord;
@@ -73,102 +74,102 @@ vec3 BlendNormal(vec3 bump1, vec3 bump2)
 
 void main() 
 {
-	vec4 color;
-	float dist = length(view.xy);
-	
-	//normalize view vector
-	vec3 viewVec = normalize(view.xyz);
-	
-	//get wave normals
-	vec3 wave1_a = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
-	vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
-	vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
-
-
-	vec3 wave1_b = texture2D(bumpMap2, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
-	vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0;
-	vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0;
+    vec4 color;
+    float dist = length(view.xy);
+    
+    //normalize view vector
+    vec3 viewVec = normalize(view.xyz);
+    
+    //get wave normals
+    vec3 wave1_a = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
+    vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
+    vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
+
+
+    vec3 wave1_b = texture2D(bumpMap2, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
+    vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0;
+    vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0;
 
     vec3 wave1 = BlendNormal(wave1_a, wave1_b);
     vec3 wave2 = BlendNormal(wave2_a, wave2_b);
     vec3 wave3 = BlendNormal(wave3_a, wave3_b);
 
-	//get base fresnel components	
-	
-	vec3 df = vec3(
-					dot(viewVec, wave1),
-					dot(viewVec, (wave2 + wave3) * 0.5),
-					dot(viewVec, wave3)
-				 ) * fresnelScale + fresnelOffset;
-	df *= df;
-		    
-	vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
-	
-	float dist2 = dist;
-	dist = max(dist, 5.0);
-	
-	float dmod = sqrt(dist);
-	
-	vec2 dmod_scale = vec2(dmod*dmod, dmod);
-	
-	//get reflected color
-	vec2 refdistort1 = wave1.xy*normScale.x;
-	vec2 refvec1 = distort+refdistort1/dmod_scale;
-	vec4 refcol1 = texture2D(refTex, refvec1);
-	
-	vec2 refdistort2 = wave2.xy*normScale.y;
-	vec2 refvec2 = distort+refdistort2/dmod_scale;
-	vec4 refcol2 = texture2D(refTex, refvec2);
-	
-	vec2 refdistort3 = wave3.xy*normScale.z;
-	vec2 refvec3 = distort+refdistort3/dmod_scale;
-	vec4 refcol3 = texture2D(refTex, refvec3);
-
-	vec4 refcol = refcol1 + refcol2 + refcol3;
-	float df1 = df.x + df.y + df.z;
-	refcol *= df1 * 0.333;
-	
-	vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
-	wavef.z *= max(-viewVec.z, 0.1);
-	wavef = normalize(wavef);
-	
-	float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset;
-	
-	vec2 refdistort4 = wavef.xy*0.125;
-	refdistort4.y -= abs(refdistort4.y);
-	vec2 refvec4 = distort+refdistort4/dmod;
-	float dweight = min(dist2*blurMultiplier, 1.0);
-	vec4 baseCol = texture2D(refTex, refvec4);
-
-	refcol = mix(baseCol*df2, refcol, dweight);
-
-	//get specular component
-	float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0);
-		
-	//harden specular
-	spec = pow(spec, 128.0);
-
-	//figure out distortion vector (ripply)   
-	vec2 distort2 = distort+wavef.xy*refScale * 0.33/max(dmod*df1, 1.0);
-		
-	vec4 fb = texture2D(screenTex, distort2);
-	
-	//mix with reflection
-	// Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug
+    //get base fresnel components   
+    
+    vec3 df = vec3(
+                    dot(viewVec, wave1),
+                    dot(viewVec, (wave2 + wave3) * 0.5),
+                    dot(viewVec, wave3)
+                 ) * fresnelScale + fresnelOffset;
+    df *= df;
+            
+    vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
+    
+    float dist2 = dist;
+    dist = max(dist, 5.0);
+    
+    float dmod = sqrt(dist);
+    
+    vec2 dmod_scale = vec2(dmod*dmod, dmod);
+    
+    //get reflected color
+    vec2 refdistort1 = wave1.xy*normScale.x;
+    vec2 refvec1 = distort+refdistort1/dmod_scale;
+    vec4 refcol1 = texture2D(refTex, refvec1);
+    
+    vec2 refdistort2 = wave2.xy*normScale.y;
+    vec2 refvec2 = distort+refdistort2/dmod_scale;
+    vec4 refcol2 = texture2D(refTex, refvec2);
+    
+    vec2 refdistort3 = wave3.xy*normScale.z;
+    vec2 refvec3 = distort+refdistort3/dmod_scale;
+    vec4 refcol3 = texture2D(refTex, refvec3);
+
+    vec4 refcol = refcol1 + refcol2 + refcol3;
+    float df1 = df.x + df.y + df.z;
+    refcol *= df1 * 0.333;
+    
+    vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
+    wavef.z *= max(-viewVec.z, 0.1);
+    wavef = normalize(wavef);
+    
+    float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset;
+    
+    vec2 refdistort4 = wavef.xy*0.125;
+    refdistort4.y -= abs(refdistort4.y);
+    vec2 refvec4 = distort+refdistort4/dmod;
+    float dweight = min(dist2*blurMultiplier, 1.0);
+    vec4 baseCol = texture2D(refTex, refvec4);
+
+    refcol = mix(baseCol*df2, refcol, dweight);
+
+    //get specular component
+    float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0);
+        
+    //harden specular
+    spec = pow(spec, 128.0);
+
+    //figure out distortion vector (ripply)   
+    vec2 distort2 = distort+wavef.xy*refScale * 0.33/max(dmod*df1, 1.0);
+        
+    vec4 fb = texture2D(screenTex, distort2);
+    
+    //mix with reflection
+    // Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug
     refcol.rgb = pow(refcol.rgb, vec3(0.45)); // boost the reflect color a little to get stars to show up SL-1475
-	color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999);
-	
-	vec4 pos = vary_position;
-	
-	color.rgb += spec * specular;
-	
-	color.rgb = atmosTransport(color.rgb);
-	color.rgb = scaleSoftClipFrag(color.rgb);
-	color.a   = spec * sunAngle2;
-
-	vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz);
-	
-	frag_data[0] = vec4(color.rgb, color); // diffuse
-	frag_data[1] = vec4(0);		// speccolor, spec
-	frag_data[2] = vec4(encode_normal(screenspacewavef.xyz*0.5+0.5), 0.05, 0);// normalxy, 0, 0
+    color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999);
+    
+    vec4 pos = vary_position;
+    
+    color.rgb += spec * specular;
+    
+    color.rgb = atmosTransport(color.rgb);
+    color.rgb = scaleSoftClipFrag(color.rgb);
+    color.a   = spec * sunAngle2;
+
+    vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz);
+
+    frag_data[0] = vec4(color.rgb, color); // diffuse
+    frag_data[1] = vec4(0);     // speccolor, spec
+    frag_data[2] = vec4(encode_normal(screenspacewavef.xyz*0.5+0.5), 0.05, 0);// normalxy, 0, 0
 }
diff --git a/indra/newview/app_settings/shaders/class1/environment/decodeNormF.glsl b/indra/newview/app_settings/shaders/class1/environment/decodeNormF.glsl
deleted file mode 100644
index becc6d89c1052b5cc3b384b796e991e95d0d7284..0000000000000000000000000000000000000000
--- a/indra/newview/app_settings/shaders/class1/environment/decodeNormF.glsl
+++ /dev/null
@@ -1,36 +0,0 @@
-/**
- * @file decodeNormF.glsl
- *
- * $LicenseInfo:firstyear=2018&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2018, Linden Research, Inc.
- * 
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- * 
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
- * Lesser General Public License for more details.
- * 
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
- * 
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
- * $/LicenseInfo$
- */
-
-vec3 decode_normal (vec2 enc)
-{
-    vec2 fenc = enc*4-2;
-    float f = dot(fenc,fenc);
-    float g = sqrt(1-f/4);
-    vec3 n;
-    n.xy = fenc*g;
-    n.z = 1-f/2;
-    return n;
-}
-
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
index 19158f45057f3d973c94ada0532dd51aeaab7afb..f228deb938776e15498ba6680027930b011c1c9f 100644
--- a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
@@ -50,7 +50,7 @@ uniform vec3 normScale;
 uniform float fresnelScale;
 uniform float fresnelOffset;
 uniform float blurMultiplier;
-
+uniform int water_edge;
 
 //bigWave is (refCoord.w, view.w);
 VARYING vec4 refCoord;
@@ -68,94 +68,98 @@ vec3 BlendNormal(vec3 bump1, vec3 bump2)
 
 void main() 
 {
-	vec4 color;
-	
-	float dist = length(view.xy);
-	
-	//normalize view vector
-	vec3 viewVec = normalize(view.xyz);
-	
-	//get wave normals
-	vec3 wave1_a = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
-	vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
-	vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
+    vec4 color;
+    
+    float dist = length(view.xy);
+    
+    //normalize view vector
+    vec3 viewVec = normalize(view.xyz);
+    
+    //get wave normals
+    vec3 wave1_a = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
+    vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
+    vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
+
+    vec3 wave1_b = texture2D(bumpMap2, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
+    vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0;
+    vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0;
 
-	vec3 wave1_b = texture2D(bumpMap2, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
-	vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0;
-	vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0;
+    vec3 wave1 = BlendNormal(wave1_a, wave1_b);
+    vec3 wave2 = BlendNormal(wave2_a, wave2_b);
+    vec3 wave3 = BlendNormal(wave3_a, wave3_b);
 
-	vec3 wave1 = BlendNormal(wave1_a, wave1_b);
-	vec3 wave2 = BlendNormal(wave2_a, wave2_b);
-	vec3 wave3 = BlendNormal(wave3_a, wave3_b);
+    //get base fresnel components   
+    
+    vec3 df = vec3(
+                    dot(viewVec, wave1),
+                    dot(viewVec, (wave2 + wave3) * 0.5),
+                    dot(viewVec, wave3)
+                 ) * fresnelScale + fresnelOffset;
+    df *= df;
+            
+    vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
+    
+    float dist2 = dist;
+    dist = max(dist, 5.0);
+    
+    float dmod = sqrt(dist);
+    
+    vec2 dmod_scale = vec2(dmod*dmod, dmod);
+    
+    //get reflected color
+    vec2 refdistort1 = wave1.xy*normScale.x;
+    vec2 refvec1 = distort+refdistort1/dmod_scale;
+    vec4 refcol1 = texture2D(refTex, refvec1);
+    
+    vec2 refdistort2 = wave2.xy*normScale.y;
+    vec2 refvec2 = distort+refdistort2/dmod_scale;
+    vec4 refcol2 = texture2D(refTex, refvec2);
+    
+    vec2 refdistort3 = wave3.xy*normScale.z;
+    vec2 refvec3 = distort+refdistort3/dmod_scale;
+    vec4 refcol3 = texture2D(refTex, refvec3);
 
-	//get base fresnel components	
-	
-	vec3 df = vec3(
-					dot(viewVec, wave1),
-					dot(viewVec, (wave2 + wave3) * 0.5),
-					dot(viewVec, wave3)
-				 ) * fresnelScale + fresnelOffset;
-	df *= df;
-		    
-	vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
-	
-	float dist2 = dist;
-	dist = max(dist, 5.0);
-	
-	float dmod = sqrt(dist);
-	
-	vec2 dmod_scale = vec2(dmod*dmod, dmod);
-	
-	//get reflected color
-	vec2 refdistort1 = wave1.xy*normScale.x;
-	vec2 refvec1 = distort+refdistort1/dmod_scale;
-	vec4 refcol1 = texture2D(refTex, refvec1);
-	
-	vec2 refdistort2 = wave2.xy*normScale.y;
-	vec2 refvec2 = distort+refdistort2/dmod_scale;
-	vec4 refcol2 = texture2D(refTex, refvec2);
-	
-	vec2 refdistort3 = wave3.xy*normScale.z;
-	vec2 refvec3 = distort+refdistort3/dmod_scale;
-	vec4 refcol3 = texture2D(refTex, refvec3);
+    vec4 refcol = refcol1 + refcol2 + refcol3;
+    float df1 = df.x + df.y + df.z;
+    refcol *= df1 * 0.333;
+    
+    vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
+    
+    wavef.z *= max(-viewVec.z, 0.1);
+    wavef = normalize(wavef);
+    
+    float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset;
+    
+    vec2 refdistort4 = wavef.xy*0.125;
+    refdistort4.y -= abs(refdistort4.y);
+    vec2 refvec4 = distort+refdistort4/dmod;
+    float dweight = min(dist2*blurMultiplier, 1.0);
+    vec4 baseCol = texture2D(refTex, refvec4);
+    refcol = mix(baseCol*df2, refcol, dweight);
 
-	vec4 refcol = refcol1 + refcol2 + refcol3;
-	float df1 = df.x + df.y + df.z;
-	refcol *= df1 * 0.333;
-	
-	vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
-	
-	wavef.z *= max(-viewVec.z, 0.1);
-	wavef = normalize(wavef);
-	
-	float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset;
-	
-	vec2 refdistort4 = wavef.xy*0.125;
-	refdistort4.y -= abs(refdistort4.y);
-	vec2 refvec4 = distort+refdistort4/dmod;
-	float dweight = min(dist2*blurMultiplier, 1.0);
-	vec4 baseCol = texture2D(refTex, refvec4);
-	refcol = mix(baseCol*df2, refcol, dweight);
+    //get specular component
+    float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0);
+        
+    //harden specular
+    spec = pow(spec, 128.0);
 
-	//get specular component
-	float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0);
-		
-	//harden specular
-	spec = pow(spec, 128.0);
+    //figure out distortion vector (ripply)   
+    vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0);
+        
+    vec4 fb = texture2D(screenTex, distort2);
+    
+    //mix with reflection
+    // Note we actually want to use just df1, but multiplying by 0.999999 gets around and nvidia compiler bug
+    color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999);
+    color.rgb += spec * specular;
+    
+    color.rgb = atmosTransport(color.rgb);
+    color.rgb = scaleSoftClip(color.rgb);
+    color.a = spec * sunAngle2;
 
-	//figure out distortion vector (ripply)   
-	vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0);
-		
-	vec4 fb = texture2D(screenTex, distort2);
-	
-	//mix with reflection
-	// Note we actually want to use just df1, but multiplying by 0.999999 gets around and nvidia compiler bug
-	color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999);
-	color.rgb += spec * specular;
-	
-	color.rgb = atmosTransport(color.rgb);
-	color.rgb = scaleSoftClip(color.rgb);
-	color.a = spec * sunAngle2;
+#if WATER_EDGE
+    gl_FragDepth = 0.9999847f;
+#endif
 
-	frag_color = color;
+    frag_color = color;
 }
diff --git a/indra/newview/lldrawpoolwater.cpp b/indra/newview/lldrawpoolwater.cpp
index 9820720fb968113bb83e25396f7be5991b22e8f0..c674d9a57672d86df2029c74cf100ec3c65153bd 100644
--- a/indra/newview/lldrawpoolwater.cpp
+++ b/indra/newview/lldrawpoolwater.cpp
@@ -477,85 +477,14 @@ void LLDrawPoolWater::renderReflection(LLFace* face)
 	face->renderIndexed();
 }
 
-void LLDrawPoolWater::shade()
+void LLDrawPoolWater::shade2(bool edge, LLGLSLShader* shader, const LLColor3& light_diffuse, const LLVector3& light_dir, F32 light_exp)
 {
-	if (!deferred_render)
-	{
-		gGL.setColorMask(true, true);
-	}
-
-	LLVOSky *voskyp = gSky.mVOSkyp;
-
-	if(voskyp == NULL) 
-	{
-		return;
-	}
-
-	LLGLDisable blend(GL_BLEND);
-
-	LLColor3 light_diffuse(0,0,0);
-	F32 light_exp = 0.0f;
-	LLVector3 light_dir;
+    F32 eyedepth = LLViewerCamera::getInstance()->getOrigin().mV[2] - LLEnvironment::instance().getWaterHeight();
 
     LLEnvironment& environment = LLEnvironment::instance();
     LLSettingsWater::ptr_t pwater = environment.getCurrentWater();
     LLSettingsSky::ptr_t   psky   = environment.getCurrentSky();
 
-    light_dir = environment.getLightDirection();
-    light_dir.normalize();
-
-    bool sun_up  = environment.getIsSunUp();
-    bool moon_up = environment.getIsMoonUp();
-
-    if (sun_up)
-    {
-        light_diffuse += voskyp->getSun().getColorCached();
-    }
-    // moonlight is several orders of magnitude less bright than sunlight,
-    // so only use this color when the moon alone is showing
-    else if (moon_up)
-    {        
-        light_diffuse += psky->getMoonDiffuse(); 
-    }
-
-    light_exp = light_dir * LLVector3(light_dir.mV[0], light_dir.mV[1], 0.f);
-
-    light_diffuse.normalize();
-    light_diffuse *= (light_exp + 0.25f);
-
-	light_exp *= light_exp;
-	light_exp *= light_exp;
-	light_exp *= light_exp;
-	light_exp *= light_exp;
-	light_exp *= 256.f;
-	light_exp = light_exp > 32.f ? light_exp : 32.f;
-
-    light_diffuse *= 6.f;
-
-	LLGLSLShader* shader;
-
-	F32 eyedepth = LLViewerCamera::getInstance()->getOrigin().mV[2] - LLEnvironment::instance().getWaterHeight();
-	
-	if (eyedepth < 0.f && LLPipeline::sWaterReflections)
-	{
-	    if (deferred_render)
-	    {
-            shader = &gDeferredUnderWaterProgram;
-	    }
-		else
-        {
-	        shader = &gUnderWaterProgram;
-        }
-	}
-	else if (deferred_render)
-	{
-		shader = &gDeferredWaterProgram;
-	}
-	else
-	{
-		shader = &gWaterProgram;
-	}
-
     shader->bind();
 
 	if (deferred_render)
@@ -605,30 +534,6 @@ void LLDrawPoolWater::shade()
         gGL.getTexUnit(bumpTex2)->bind(tex_b);
     }
 
-    if (mWaterNormp[0])
-    {
-	    if (gSavedSettings.getBOOL("RenderWaterMipNormal"))
-	    {
-		    mWaterNormp[0]->setFilteringOption(LLTexUnit::TFO_ANISOTROPIC);
-	    }
-	    else 
-	    {
-		    mWaterNormp[0]->setFilteringOption(LLTexUnit::TFO_POINT);
-	    }
-	}
-
-    if (mWaterNormp[1])
-    {
-	    if (gSavedSettings.getBOOL("RenderWaterMipNormal"))
-	    {
-            mWaterNormp[1]->setFilteringOption(LLTexUnit::TFO_ANISOTROPIC);
-	    }
-	    else 
-	    {
-            mWaterNormp[1]->setFilteringOption(LLTexUnit::TFO_POINT);
-	    }
-	}
-
     shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor);
 
     shader->uniform3fv(LLShaderMgr::WATER_FOGCOLOR, 1, pwater->getWaterFogColor().mV);
@@ -713,14 +618,44 @@ void LLDrawPoolWater::shade()
         sNeedsReflectionUpdate = TRUE;			
         sNeedsDistortionUpdate = TRUE;
 
-        for (std::vector<LLFace*>::iterator iter = mDrawFace.begin(); iter != mDrawFace.end(); iter++)
-		{
-			LLFace *face = *iter;
-			gGL.getTexUnit(diffTex)->bind(face->getTexture());
-            face->renderIndexed();
-		}
+        if (edge)
+        {
+            for (std::vector<LLFace*>::iterator iter = mDrawFace.begin(); iter != mDrawFace.end(); iter++)
+		    {
+			    LLFace *face = *iter;
+                if (face)
+                {
+                    LLVOWater* water = (LLVOWater*) face->getViewerObject();
+			        gGL.getTexUnit(diffTex)->bind(face->getTexture());
+
+                    bool edge_patch = water && water->getIsEdgePatch();
+                    if (edge_patch)
+                    {
+                        face->renderIndexed();
+                    }
+                }
+		    }
+        }
+        else
+        {
+            for (std::vector<LLFace*>::iterator iter = mDrawFace.begin(); iter != mDrawFace.end(); iter++)
+		    {
+			    LLFace *face = *iter;
+                if (face)
+                {
+                    LLVOWater* water = (LLVOWater*) face->getViewerObject();
+			        gGL.getTexUnit(diffTex)->bind(face->getTexture());
+
+                    bool edge_patch = water && water->getIsEdgePatch();
+                    if (!edge_patch)
+                    {
+                        face->renderIndexed();
+                    }
+                }
+		    }
+        }
     }
-	
+
 	shader->disableTexture(LLShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP);
 	shader->disableTexture(LLShaderMgr::WATER_SCREENTEX);	
 	shader->disableTexture(LLShaderMgr::BUMP_MAP);
@@ -729,6 +664,116 @@ void LLDrawPoolWater::shade()
 	shader->disableTexture(LLShaderMgr::WATER_SCREENDEPTH);
 
 	shader->unbind();
+}
+
+void LLDrawPoolWater::shade()
+{
+	if (!deferred_render)
+	{
+		gGL.setColorMask(true, true);
+	}
+
+	LLVOSky *voskyp = gSky.mVOSkyp;
+
+	if(voskyp == NULL) 
+	{
+		return;
+	}
+
+	LLGLDisable blend(GL_BLEND);
+
+	LLColor3 light_diffuse(0,0,0);
+	F32 light_exp = 0.0f;
+	LLVector3 light_dir;
+
+    LLEnvironment& environment = LLEnvironment::instance();
+    LLSettingsWater::ptr_t pwater = environment.getCurrentWater();
+    LLSettingsSky::ptr_t   psky   = environment.getCurrentSky();
+
+    light_dir = environment.getLightDirection();
+    light_dir.normalize();
+
+    bool sun_up  = environment.getIsSunUp();
+    bool moon_up = environment.getIsMoonUp();
+
+    if (sun_up)
+    {
+        light_diffuse += voskyp->getSun().getColorCached();
+    }
+    // moonlight is several orders of magnitude less bright than sunlight,
+    // so only use this color when the moon alone is showing
+    else if (moon_up)
+    {        
+        light_diffuse += psky->getMoonDiffuse(); 
+    }
+
+    light_exp = light_dir * LLVector3(light_dir.mV[0], light_dir.mV[1], 0.f);
+
+    light_diffuse.normalize();
+    light_diffuse *= (light_exp + 0.25f);
+
+	light_exp *= light_exp;
+	light_exp *= light_exp;
+	light_exp *= light_exp;
+	light_exp *= light_exp;
+	light_exp *= 256.f;
+	light_exp = light_exp > 32.f ? light_exp : 32.f;
+
+    light_diffuse *= 6.f;
+
+	LLGLSLShader* shader = nullptr;
+    LLGLSLShader* edge_shader = nullptr;
+
+	F32 eyedepth = LLViewerCamera::getInstance()->getOrigin().mV[2] - LLEnvironment::instance().getWaterHeight();
+	
+	if (eyedepth < 0.f && LLPipeline::sWaterReflections)
+	{
+	    if (deferred_render)
+	    {
+            shader = &gDeferredUnderWaterProgram;
+	    }
+		else
+        {
+	        shader = &gUnderWaterProgram;
+        }
+	}
+	else if (deferred_render)
+	{
+		shader = &gDeferredWaterProgram;
+        edge_shader = nullptr;
+	}
+	else
+	{
+		shader = &gWaterProgram;
+        edge_shader = &gWaterEdgeProgram;
+	}
+
+    if (mWaterNormp[0])
+    {
+	    if (gSavedSettings.getBOOL("RenderWaterMipNormal"))
+	    {
+		    mWaterNormp[0]->setFilteringOption(LLTexUnit::TFO_ANISOTROPIC);
+	    }
+	    else 
+	    {
+		    mWaterNormp[0]->setFilteringOption(LLTexUnit::TFO_POINT);
+	    }
+	}
+
+    if (mWaterNormp[1])
+    {
+	    if (gSavedSettings.getBOOL("RenderWaterMipNormal"))
+	    {
+            mWaterNormp[1]->setFilteringOption(LLTexUnit::TFO_ANISOTROPIC);
+	    }
+	    else 
+	    {
+            mWaterNormp[1]->setFilteringOption(LLTexUnit::TFO_POINT);
+	    }
+	}
+
+    shade2(false, shader, light_diffuse, light_dir, light_exp);
+    shade2(true, edge_shader ? edge_shader : shader, light_diffuse, light_dir, light_exp);
 
 	gGL.getTexUnit(0)->activate();
 	gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
diff --git a/indra/newview/lldrawpoolwater.h b/indra/newview/lldrawpoolwater.h
index f14ac1f6d24f7e906291662e5d260d5902afd889..f94baefc415c42bed615d52773a58718b9a6cdf4 100644
--- a/indra/newview/lldrawpoolwater.h
+++ b/indra/newview/lldrawpoolwater.h
@@ -33,6 +33,7 @@
 class LLFace;
 class LLHeavenBody;
 class LLWaterSurface;
+class LLGLSLShader;
 
 class LLDrawPoolWater: public LLFacePool
 {
@@ -81,6 +82,7 @@ class LLDrawPoolWater: public LLFacePool
 
 	void renderReflection(LLFace* face);
 	void shade();
+    void shade2(bool edge, LLGLSLShader* shader, const LLColor3& light_diffuse, const LLVector3& light_dir, F32 light_exp);
 
     void setTransparentTextures(const LLUUID& transparentTextureId, const LLUUID& nextTransparentTextureId);
     void setOpaqueTexture(const LLUUID& opaqueTextureId);
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index 5c65a3630c1ded65bc127a202083fe51e62e2bd0..54c1a602d9b0d6f50552cf8c6f85297efecfd799 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -153,6 +153,7 @@ LLGLSLShader		gSkinnedObjectShinySimpleWaterProgram;
 LLGLSLShader		gTerrainProgram;
 LLGLSLShader		gTerrainWaterProgram;
 LLGLSLShader		gWaterProgram;
+LLGLSLShader		gWaterEdgeProgram;
 LLGLSLShader		gUnderWaterProgram;
 
 //interface shaders
@@ -263,6 +264,7 @@ LLViewerShaderMgr::LLViewerShaderMgr() :
 	mShaderList.push_back(&gObjectShinyProgram);
 	mShaderList.push_back(&gObjectShinyNonIndexedProgram);
 	mShaderList.push_back(&gWaterProgram);
+    mShaderList.push_back(&gWaterEdgeProgram);
 	mShaderList.push_back(&gAvatarEyeballProgram); 
 	mShaderList.push_back(&gObjectSimpleProgram);
 	mShaderList.push_back(&gObjectSimpleImpostorProgram);
@@ -865,6 +867,7 @@ void LLViewerShaderMgr::unloadShaders()
 	
 
 	gWaterProgram.unload();
+    gWaterEdgeProgram.unload();
 	gUnderWaterProgram.unload();
 	gTerrainProgram.unload();
 	gTerrainWaterProgram.unload();
@@ -1098,6 +1101,7 @@ BOOL LLViewerShaderMgr::loadShadersWater()
 	if (mShaderLevel[SHADER_WATER] == 0)
 	{
 		gWaterProgram.unload();
+        gWaterEdgeProgram.unload();
 		gUnderWaterProgram.unload();
 		gTerrainWaterProgram.unload();
 		return TRUE;
@@ -1119,6 +1123,23 @@ BOOL LLViewerShaderMgr::loadShadersWater()
         llassert(success);
 	}
 
+    if (success)
+	{
+		// load water shader
+		gWaterEdgeProgram.mName = "Water Edge Shader";
+		gWaterEdgeProgram.mFeatures.calculatesAtmospherics = true;
+		gWaterEdgeProgram.mFeatures.hasGamma = true;
+		gWaterEdgeProgram.mFeatures.hasTransport = true;
+		gWaterEdgeProgram.mShaderFiles.clear();
+		gWaterEdgeProgram.mShaderFiles.push_back(make_pair("environment/waterV.glsl", GL_VERTEX_SHADER_ARB));
+		gWaterEdgeProgram.mShaderFiles.push_back(make_pair("environment/waterF.glsl", GL_FRAGMENT_SHADER_ARB));
+        gWaterEdgeProgram.addPermutation("WATER_EDGE", "1");
+        gWaterEdgeProgram.mShaderGroup = LLGLSLShader::SG_WATER;
+		gWaterEdgeProgram.mShaderLevel = mShaderLevel[SHADER_WATER];
+		success = gWaterEdgeProgram.createShader(NULL, NULL);
+        llassert(success);
+	}
+
 	if (success)
 	{
 		//load under water vertex shader
@@ -1305,8 +1326,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 	{
 		gDeferredDiffuseProgram.mName = "Deferred Diffuse Shader";
         gDeferredDiffuseProgram.mFeatures.encodesNormal = true;
-        gDeferredDiffuseProgram.mFeatures.isDeferred = true;
-		gDeferredDiffuseProgram.mShaderFiles.clear();
+        gDeferredDiffuseProgram.mShaderFiles.clear();
 		gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB));
 		gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseIndexedF.glsl", GL_FRAGMENT_SHADER_ARB));
 		gDeferredDiffuseProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
@@ -1319,8 +1339,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 	{
 		gDeferredDiffuseAlphaMaskProgram.mName = "Deferred Diffuse Alpha Mask Shader";
         gDeferredDiffuseAlphaMaskProgram.mFeatures.encodesNormal = true;
-        gDeferredDiffuseAlphaMaskProgram.mFeatures.isDeferred = true;
-		gDeferredDiffuseAlphaMaskProgram.mShaderFiles.clear();
+        gDeferredDiffuseAlphaMaskProgram.mShaderFiles.clear();
 		gDeferredDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB));
 		gDeferredDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskIndexedF.glsl", GL_FRAGMENT_SHADER_ARB));
 		gDeferredDiffuseAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
@@ -1333,8 +1352,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 	{
 		gDeferredNonIndexedDiffuseAlphaMaskProgram.mName = "Deferred Diffuse Non-Indexed Alpha Mask Shader";
         gDeferredNonIndexedDiffuseAlphaMaskProgram.mFeatures.encodesNormal = true;
-        gDeferredNonIndexedDiffuseAlphaMaskProgram.mFeatures.isDeferred = true;
-		gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderFiles.clear();
+        gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderFiles.clear();
 		gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB));
 		gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskF.glsl", GL_FRAGMENT_SHADER_ARB));
 		gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
@@ -1346,8 +1364,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 	{
 		gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mName = "Deferred Diffuse Non-Indexed Alpha Mask Shader";
         gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mFeatures.encodesNormal = true;
-        gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mFeatures.isDeferred = true;
-		gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.clear();
+        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 = mShaderLevel[SHADER_DEFERRED];
@@ -1359,8 +1376,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 	{
 		gDeferredNonIndexedDiffuseProgram.mName = "Non Indexed Deferred Diffuse Shader";
         gDeferredNonIndexedDiffuseProgram.mFeatures.encodesNormal = true;
-        gDeferredNonIndexedDiffuseProgram.mFeatures.isDeferred = true;
-		gDeferredNonIndexedDiffuseProgram.mShaderFiles.clear();
+        gDeferredNonIndexedDiffuseProgram.mShaderFiles.clear();
 		gDeferredNonIndexedDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB));
 		gDeferredNonIndexedDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseF.glsl", GL_FRAGMENT_SHADER_ARB));
 		gDeferredNonIndexedDiffuseProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
@@ -1373,8 +1389,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		gDeferredSkinnedDiffuseProgram.mName = "Deferred Skinned Diffuse Shader";
 		gDeferredSkinnedDiffuseProgram.mFeatures.hasObjectSkinning = true;
         gDeferredSkinnedDiffuseProgram.mFeatures.encodesNormal = true;
-        gDeferredSkinnedDiffuseProgram.mFeatures.isDeferred = true;
-		gDeferredSkinnedDiffuseProgram.mShaderFiles.clear();
+        gDeferredSkinnedDiffuseProgram.mShaderFiles.clear();
 		gDeferredSkinnedDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
 		gDeferredSkinnedDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseF.glsl", GL_FRAGMENT_SHADER_ARB));
 		gDeferredSkinnedDiffuseProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
@@ -1387,8 +1402,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		gDeferredSkinnedBumpProgram.mName = "Deferred Skinned Bump Shader";
 		gDeferredSkinnedBumpProgram.mFeatures.hasObjectSkinning = true;
         gDeferredSkinnedBumpProgram.mFeatures.encodesNormal = true;
-        gDeferredSkinnedBumpProgram.mFeatures.isDeferred = true;
-		gDeferredSkinnedBumpProgram.mShaderFiles.clear();
+        gDeferredSkinnedBumpProgram.mShaderFiles.clear();
 		gDeferredSkinnedBumpProgram.mShaderFiles.push_back(make_pair("deferred/bumpSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
 		gDeferredSkinnedBumpProgram.mShaderFiles.push_back(make_pair("deferred/bumpF.glsl", GL_FRAGMENT_SHADER_ARB));
 		gDeferredSkinnedBumpProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
@@ -1411,9 +1425,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
         gDeferredSkinnedAlphaProgram.mFeatures.hasTransport = true;
         gDeferredSkinnedAlphaProgram.mFeatures.hasGamma = true;
         gDeferredSkinnedAlphaProgram.mFeatures.hasShadows = true;
-        gDeferredSkinnedAlphaProgram.mFeatures.hasIndirect = true;
-        gDeferredSkinnedAlphaProgram.mFeatures.isDeferred = true;
-
+        
 		gDeferredSkinnedAlphaProgram.mShaderFiles.clear();
 		gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB));
 		gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -1434,8 +1446,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 	{
 		gDeferredBumpProgram.mName = "Deferred Bump Shader";
         gDeferredBumpProgram.mFeatures.encodesNormal = true;
-        gDeferredBumpProgram.mFeatures.isDeferred = true;
-		gDeferredBumpProgram.mShaderFiles.clear();
+        gDeferredBumpProgram.mShaderFiles.clear();
 		gDeferredBumpProgram.mShaderFiles.push_back(make_pair("deferred/bumpV.glsl", GL_VERTEX_SHADER_ARB));
 		gDeferredBumpProgram.mShaderFiles.push_back(make_pair("deferred/bumpF.glsl", GL_FRAGMENT_SHADER_ARB));
 		gDeferredBumpProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
@@ -1487,9 +1498,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
             gDeferredMaterialProgram[i].mFeatures.hasAtmospherics = true;
             gDeferredMaterialProgram[i].mFeatures.hasGamma = true;
             gDeferredMaterialProgram[i].mFeatures.hasShadows = true;
-            gDeferredMaterialProgram[i].mFeatures.hasIndirect = true;
-            gDeferredMaterialProgram[i].mFeatures.isDeferred = true;
-
+            
 			if (has_skin)
 			{
 				gDeferredMaterialProgram[i].mFeatures.hasObjectSkinning = true;
@@ -1528,9 +1537,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 
             gDeferredMaterialWaterProgram[i].mFeatures.hasTransport = true;
             gDeferredMaterialWaterProgram[i].mFeatures.hasShadows = true;
-            gDeferredMaterialWaterProgram[i].mFeatures.hasIndirect = true;
-            gDeferredMaterialWaterProgram[i].mFeatures.isDeferred = true;
-
+            
 			if (has_skin)
 			{
 				gDeferredMaterialWaterProgram[i].mFeatures.hasObjectSkinning = true;
@@ -1565,8 +1572,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		gDeferredTreeProgram.mName = "Deferred Tree Shader";
 		gDeferredTreeProgram.mShaderFiles.clear();
         gDeferredTreeProgram.mFeatures.encodesNormal = true;
-        gDeferredTreeProgram.mFeatures.isDeferred = true;
-		gDeferredTreeProgram.mShaderFiles.push_back(make_pair("deferred/treeV.glsl", GL_VERTEX_SHADER_ARB));
+        gDeferredTreeProgram.mShaderFiles.push_back(make_pair("deferred/treeV.glsl", GL_VERTEX_SHADER_ARB));
 		gDeferredTreeProgram.mShaderFiles.push_back(make_pair("deferred/treeF.glsl", GL_FRAGMENT_SHADER_ARB));
 		gDeferredTreeProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
 		success = gDeferredTreeProgram.createShader(NULL, NULL);
@@ -1688,7 +1694,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		gDeferredSunProgram.mName = "Deferred Sun Shader";
         gDeferredSunProgram.mFeatures.isDeferred    = true;
         gDeferredSunProgram.mFeatures.hasShadows    = true;
-        gDeferredSunProgram.mFeatures.hasIndirect   = true;
         gDeferredSunProgram.mFeatures.hasAmbientOcclusion = use_ao;
 
 		gDeferredSunProgram.mShaderFiles.clear();
@@ -1728,9 +1733,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
         gDeferredAlphaProgram.mFeatures.hasAtmospherics = true;
         gDeferredAlphaProgram.mFeatures.hasGamma = true;
         gDeferredAlphaProgram.mFeatures.hasTransport = true;
-        gDeferredAlphaProgram.mFeatures.isDeferred = true;
         gDeferredAlphaProgram.mFeatures.hasShadows = true;
-        gDeferredAlphaProgram.mFeatures.hasIndirect = true;
 
 		if (mShaderLevel[SHADER_DEFERRED] < 1)
 		{
@@ -1766,9 +1769,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		gDeferredAlphaImpostorProgram.mFeatures.isAlphaLighting = true;
 		gDeferredAlphaImpostorProgram.mFeatures.hasSrgb = true;
         gDeferredAlphaImpostorProgram.mFeatures.encodesNormal = true;
-        gDeferredAlphaImpostorProgram.mFeatures.isDeferred = true;
         gDeferredAlphaImpostorProgram.mFeatures.hasShadows = true;
-        gDeferredAlphaImpostorProgram.mFeatures.hasIndirect = true;
 
 		gDeferredAlphaImpostorProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels
 		if (mShaderLevel[SHADER_DEFERRED] < 1)
@@ -1812,9 +1813,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
         gDeferredAlphaWaterProgram.mFeatures.hasAtmospherics = true;
         gDeferredAlphaWaterProgram.mFeatures.hasGamma = true;
         gDeferredAlphaWaterProgram.mFeatures.hasTransport = true;
-        gDeferredAlphaWaterProgram.mFeatures.isDeferred = true;
         gDeferredAlphaWaterProgram.mFeatures.hasShadows = true;
-        gDeferredAlphaWaterProgram.mFeatures.hasIndirect = true;
 
 		if (mShaderLevel[SHADER_DEFERRED] < 1)
 		{
@@ -1851,7 +1850,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		gDeferredAvatarEyesProgram.mFeatures.disableTextureIndex = true;
         gDeferredAvatarEyesProgram.mFeatures.hasSrgb = true;
         gDeferredAvatarEyesProgram.mFeatures.encodesNormal = true;
-        gDeferredAvatarEyesProgram.mFeatures.isDeferred = true;
         gDeferredAvatarEyesProgram.mFeatures.hasShadows = true;
 
 		gDeferredAvatarEyesProgram.mShaderFiles.clear();
@@ -1869,8 +1867,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		gDeferredFullbrightProgram.mFeatures.hasGamma = true;
 		gDeferredFullbrightProgram.mFeatures.hasTransport = true;
 		gDeferredFullbrightProgram.mFeatures.hasSrgb = true;
-        gDeferredFullbrightProgram.mFeatures.isDeferred = true;
-
+        
 		gDeferredFullbrightProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
 		gDeferredFullbrightProgram.mShaderFiles.clear();
 		gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
@@ -1887,8 +1884,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		gDeferredFullbrightAlphaMaskProgram.mFeatures.hasGamma = true;
 		gDeferredFullbrightAlphaMaskProgram.mFeatures.hasTransport = true;
 		gDeferredFullbrightAlphaMaskProgram.mFeatures.hasSrgb = true;
-        gDeferredFullbrightAlphaMaskProgram.mFeatures.isDeferred = true;
-
+        
 		gDeferredFullbrightAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
 		gDeferredFullbrightAlphaMaskProgram.mShaderFiles.clear();
 		gDeferredFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
@@ -1907,8 +1903,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		gDeferredFullbrightWaterProgram.mFeatures.hasTransport = true;
 		gDeferredFullbrightWaterProgram.mFeatures.hasWaterFog = true;
 		gDeferredFullbrightWaterProgram.mFeatures.hasSrgb = true;
-        gDeferredFullbrightWaterProgram.mFeatures.isDeferred = true;
-		gDeferredFullbrightWaterProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
+        gDeferredFullbrightWaterProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
 		gDeferredFullbrightWaterProgram.mShaderFiles.clear();
 		gDeferredFullbrightWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
 		gDeferredFullbrightWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -1927,8 +1922,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasTransport = true;
 		gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasWaterFog = true;
 		gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasSrgb = true;
-        gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.isDeferred = true;
-		gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
+        gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
 		gDeferredFullbrightAlphaMaskWaterProgram.mShaderFiles.clear();
 		gDeferredFullbrightAlphaMaskWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
 		gDeferredFullbrightAlphaMaskWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -1946,8 +1940,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		gDeferredFullbrightShinyProgram.mFeatures.calculatesAtmospherics = true;
 		gDeferredFullbrightShinyProgram.mFeatures.hasGamma = true;
 		gDeferredFullbrightShinyProgram.mFeatures.hasTransport = true;
-        gDeferredFullbrightShinyProgram.mFeatures.isDeferred = true;
-		gDeferredFullbrightShinyProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels-1;
+        gDeferredFullbrightShinyProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels-1;
 		gDeferredFullbrightShinyProgram.mShaderFiles.clear();
 		gDeferredFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyV.glsl", GL_VERTEX_SHADER_ARB));
 		gDeferredFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -1965,8 +1958,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		gDeferredSkinnedFullbrightProgram.mFeatures.hasObjectSkinning = true;
 		gDeferredSkinnedFullbrightProgram.mFeatures.disableTextureIndex = true;
 		gDeferredSkinnedFullbrightProgram.mFeatures.hasSrgb = true;
-        gDeferredSkinnedFullbrightProgram.mFeatures.isDeferred = true;
-		gDeferredSkinnedFullbrightProgram.mShaderFiles.clear();
+        gDeferredSkinnedFullbrightProgram.mShaderFiles.clear();
 		gDeferredSkinnedFullbrightProgram.mShaderFiles.push_back(make_pair("objects/fullbrightSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
 		gDeferredSkinnedFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
 		gDeferredSkinnedFullbrightProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
@@ -1982,8 +1974,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		gDeferredSkinnedFullbrightShinyProgram.mFeatures.hasTransport = true;
 		gDeferredSkinnedFullbrightShinyProgram.mFeatures.hasObjectSkinning = true;
 		gDeferredSkinnedFullbrightShinyProgram.mFeatures.disableTextureIndex = true;
-        gDeferredSkinnedFullbrightShinyProgram.mFeatures.isDeferred = true;
-		gDeferredSkinnedFullbrightShinyProgram.mShaderFiles.clear();
+        gDeferredSkinnedFullbrightShinyProgram.mShaderFiles.clear();
 		gDeferredSkinnedFullbrightShinyProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinySkinnedV.glsl", GL_VERTEX_SHADER_ARB));
 		gDeferredSkinnedFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER_ARB));
 		gDeferredSkinnedFullbrightShinyProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
@@ -1997,8 +1988,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		gDeferredEmissiveProgram.mFeatures.calculatesAtmospherics = true;
 		gDeferredEmissiveProgram.mFeatures.hasGamma = true;
 		gDeferredEmissiveProgram.mFeatures.hasTransport = true;
-        gDeferredEmissiveProgram.mFeatures.isDeferred = true;
-		gDeferredEmissiveProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
+        gDeferredEmissiveProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
 		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));
@@ -2015,9 +2005,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		gDeferredWaterProgram.mFeatures.hasGamma = true;
 		gDeferredWaterProgram.mFeatures.hasTransport = true;
         gDeferredWaterProgram.mFeatures.encodesNormal = true;
-        gDeferredWaterProgram.mFeatures.isDeferred = true;
         gDeferredWaterProgram.mFeatures.hasShadows = true;
-        gDeferredWaterProgram.mFeatures.hasIndirect = true;
 
 		gDeferredWaterProgram.mShaderFiles.clear();
 		gDeferredWaterProgram.mShaderFiles.push_back(make_pair("deferred/waterV.glsl", GL_VERTEX_SHADER_ARB));
@@ -2038,9 +2026,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		gDeferredUnderWaterProgram.mFeatures.hasTransport = true;
 		gDeferredUnderWaterProgram.mFeatures.hasSrgb = true;
         gDeferredUnderWaterProgram.mFeatures.encodesNormal = true;
-        gDeferredUnderWaterProgram.mFeatures.isDeferred = true;
         gDeferredUnderWaterProgram.mFeatures.hasShadows = true;
-        gDeferredUnderWaterProgram.mFeatures.hasIndirect = true;
 
 		gDeferredUnderWaterProgram.mShaderFiles.clear();
 		gDeferredUnderWaterProgram.mShaderFiles.push_back(make_pair("deferred/waterV.glsl", GL_VERTEX_SHADER_ARB));
@@ -2061,7 +2047,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
         gDeferredSoftenProgram.mFeatures.hasGamma = true;
         gDeferredSoftenProgram.mFeatures.isDeferred = true;
         gDeferredSoftenProgram.mFeatures.hasShadows = true;
-        gDeferredSoftenProgram.mFeatures.hasIndirect = true;
 
 		gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER_ARB));
 		gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -2104,7 +2089,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
         gDeferredSoftenWaterProgram.mFeatures.hasGamma = true;
         gDeferredSoftenWaterProgram.mFeatures.isDeferred = true;
         gDeferredSoftenWaterProgram.mFeatures.hasShadows = true;
-        gDeferredSoftenWaterProgram.mFeatures.hasIndirect = true;
 
         if (gAtmosphere && gDeferredSoftenWaterProgram.mShaderLevel > 2)
         {
@@ -2158,8 +2142,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 	{
 		gDeferredShadowAlphaMaskProgram.mName = "Deferred Shadow Alpha Mask Shader";
 		gDeferredShadowAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
-        gDeferredShadowAlphaMaskProgram.mFeatures.isDeferred = true;
-        gDeferredShadowAlphaMaskProgram.mFeatures.hasShadows = true;
+
 		gDeferredShadowAlphaMaskProgram.mShaderFiles.clear();
 		gDeferredShadowAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskV.glsl", GL_VERTEX_SHADER_ARB));
 		gDeferredShadowAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -2176,8 +2159,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 	{
 		gDeferredAvatarShadowProgram.mName = "Deferred Avatar Shadow Shader";
 		gDeferredAvatarShadowProgram.mFeatures.hasSkinning = true;
-        gDeferredAvatarShadowProgram.mFeatures.isDeferred = true;
-        gDeferredAvatarShadowProgram.mFeatures.hasShadows = true;
+
 		gDeferredAvatarShadowProgram.mShaderFiles.clear();
 		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));
@@ -2194,8 +2176,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 	{
 		gDeferredAttachmentShadowProgram.mName = "Deferred Attachment Shadow Shader";
 		gDeferredAttachmentShadowProgram.mFeatures.hasObjectSkinning = true;
-        gDeferredAttachmentShadowProgram.mFeatures.isDeferred = true;
-        gDeferredAttachmentShadowProgram.mFeatures.hasShadows = true;
+
 		gDeferredAttachmentShadowProgram.mShaderFiles.clear();
 		gDeferredAttachmentShadowProgram.mShaderFiles.push_back(make_pair("deferred/attachmentShadowV.glsl", GL_VERTEX_SHADER_ARB));
 		gDeferredAttachmentShadowProgram.mShaderFiles.push_back(make_pair("deferred/attachmentShadowF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -2212,8 +2193,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 	{
 		gTerrainProgram.mName = "Deferred Terrain Shader";
         gDeferredTerrainProgram.mFeatures.encodesNormal = true;
-        gDeferredTerrainProgram.mFeatures.isDeferred = true;
-		gDeferredTerrainProgram.mShaderFiles.clear();
+        gDeferredTerrainProgram.mShaderFiles.clear();
 		gDeferredTerrainProgram.mShaderFiles.push_back(make_pair("deferred/terrainV.glsl", GL_VERTEX_SHADER_ARB));
 		gDeferredTerrainProgram.mShaderFiles.push_back(make_pair("deferred/terrainF.glsl", GL_FRAGMENT_SHADER_ARB));
 		gDeferredTerrainProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
@@ -2226,8 +2206,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		gDeferredAvatarProgram.mName = "Avatar Shader";
 		gDeferredAvatarProgram.mFeatures.hasSkinning = true;
         gDeferredAvatarProgram.mFeatures.encodesNormal = true;
-        gDeferredAvatarProgram.mFeatures.isDeferred = true;
-		gDeferredAvatarProgram.mShaderFiles.clear();
+        gDeferredAvatarProgram.mShaderFiles.clear();
 		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 = mShaderLevel[SHADER_DEFERRED];
@@ -2251,7 +2230,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
         gDeferredAvatarAlphaProgram.mFeatures.hasGamma = true;
         gDeferredAvatarAlphaProgram.mFeatures.isDeferred = true;
         gDeferredAvatarAlphaProgram.mFeatures.hasShadows = true;
-        gDeferredAvatarAlphaProgram.mFeatures.hasIndirect = true;
 
 		gDeferredAvatarAlphaProgram.mShaderFiles.clear();
 		gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB));
@@ -2347,14 +2325,12 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 	if (success)
 	{
 		gDeferredWLSkyProgram.mName = "Deferred Windlight Sky Shader";
-		//gWLSkyProgram.mFeatures.hasGamma = true;
-        gDeferredWLSkyProgram.mShaderFiles.clear();
+		gDeferredWLSkyProgram.mShaderFiles.clear();
         gDeferredWLSkyProgram.mFeatures.calculatesAtmospherics = true;
 		gDeferredWLSkyProgram.mFeatures.hasTransport = true;
         gDeferredWLSkyProgram.mFeatures.hasGamma = true;
         gDeferredWLSkyProgram.mFeatures.hasSrgb = true;
-        gDeferredWLSkyProgram.mFeatures.isDeferred = true;
-
+        
 		gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyV.glsl", GL_VERTEX_SHADER_ARB));
 		gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyF.glsl", GL_FRAGMENT_SHADER_ARB));
         gDeferredWLSkyProgram.mShaderLevel = mShaderLevel[SHADER_WINDLIGHT];
@@ -2375,8 +2351,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		gDeferredWLCloudProgram.mFeatures.hasTransport = true;
         gDeferredWLCloudProgram.mFeatures.hasGamma = true;
         gDeferredWLCloudProgram.mFeatures.hasSrgb = true;
-        gDeferredWLCloudProgram.mFeatures.isDeferred = true;
-
+        
 		gDeferredWLCloudProgram.mShaderFiles.push_back(make_pair("deferred/cloudsV.glsl", GL_VERTEX_SHADER_ARB));
 		gDeferredWLCloudProgram.mShaderFiles.push_back(make_pair("deferred/cloudsF.glsl", GL_FRAGMENT_SHADER_ARB));
 		gDeferredWLCloudProgram.mShaderLevel = mShaderLevel[SHADER_WINDLIGHT];
@@ -2450,8 +2425,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		gDeferredWLSunProgram.mFeatures.hasAtmospherics = true;
         gDeferredWLSunProgram.mFeatures.isFullbright = true;
 		gDeferredWLSunProgram.mFeatures.disableTextureIndex = true;
-        gDeferredWLSunProgram.mFeatures.isDeferred = true;
-		gDeferredWLSunProgram.mShaderFiles.clear();
+        gDeferredWLSunProgram.mShaderFiles.clear();
 		gDeferredWLSunProgram.mShaderFiles.push_back(make_pair("deferred/sunDiscV.glsl", GL_VERTEX_SHADER_ARB));
 		gDeferredWLSunProgram.mShaderFiles.push_back(make_pair("deferred/sunDiscF.glsl", GL_FRAGMENT_SHADER_ARB));
 		gDeferredWLSunProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
@@ -2469,8 +2443,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		gDeferredWLMoonProgram.mFeatures.hasAtmospherics = true;
         gDeferredWLMoonProgram.mFeatures.isFullbright = true;
 		gDeferredWLMoonProgram.mFeatures.disableTextureIndex = true;
-        gDeferredWLMoonProgram.mFeatures.isDeferred = true;
-
+        
 		gDeferredWLMoonProgram.mShaderFiles.clear();
 		gDeferredWLMoonProgram.mShaderFiles.push_back(make_pair("deferred/moonV.glsl", GL_VERTEX_SHADER_ARB));
 		gDeferredWLMoonProgram.mShaderFiles.push_back(make_pair("deferred/moonF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -2483,8 +2456,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 	if (success)
 	{
 		gDeferredStarProgram.mName = "Deferred Star Program";
-        gDeferredStarProgram.mFeatures.isDeferred = true;
-		gDeferredStarProgram.mShaderFiles.clear();
+        gDeferredStarProgram.mShaderFiles.clear();
 		gDeferredStarProgram.mShaderFiles.push_back(make_pair("deferred/starsV.glsl", GL_VERTEX_SHADER_ARB));
 		gDeferredStarProgram.mShaderFiles.push_back(make_pair("deferred/starsF.glsl", GL_FRAGMENT_SHADER_ARB));
 		gDeferredStarProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h
index 18d81bf865051fc71ef2108cf8676f8c5da521df..411949f9f3cd8ff80ba02743bafd11dbc453e1df 100644
--- a/indra/newview/llviewershadermgr.h
+++ b/indra/newview/llviewershadermgr.h
@@ -239,6 +239,7 @@ extern LLGLSLShader			gSkinnedObjectShinySimpleWaterProgram;
 extern LLGLSLShader			gTerrainProgram;
 extern LLGLSLShader			gTerrainWaterProgram;
 extern LLGLSLShader			gWaterProgram;
+extern LLGLSLShader			gWaterEdgeProgram;
 extern LLGLSLShader			gUnderWaterProgram;
 extern LLGLSLShader			gGlowProgram;
 extern LLGLSLShader			gGlowExtractProgram;
diff --git a/indra/newview/llviewerwindow.cpp b/indra/newview/llviewerwindow.cpp
index 9be2e905a2aa6f66371ccbb53852cafe77b07263..09b681ce7413870ce878ae9a7389b7d134634950 100644
--- a/indra/newview/llviewerwindow.cpp
+++ b/indra/newview/llviewerwindow.cpp
@@ -1836,11 +1836,6 @@ LLViewerWindow::LLViewerWindow(const Params& p)
 		LLFeatureManager::getInstance()->applyRecommendedSettings();
 		gSavedSettings.setBOOL("ProbeHardwareOnStartup", FALSE);
 	}
-
-	if (!gGLManager.mHasDepthClamp)
-	{
-		LL_INFOS("RenderInit") << "Missing feature GL_ARB_depth_clamp. Void water might disappear in rare cases." << LL_ENDL;
-	}
 	
 	// If we crashed while initializng GL stuff last time, disable certain features
 	if (gSavedSettings.getBOOL("RenderInitError"))
diff --git a/indra/newview/llvosky.cpp b/indra/newview/llvosky.cpp
index 7b5a922bbd536cbd5ac769346443a61ff68b2d8c..678f1fe7488cbd3cb1d0d422a64e9cbd517ba649 100644
--- a/indra/newview/llvosky.cpp
+++ b/indra/newview/llvosky.cpp
@@ -1213,9 +1213,9 @@ bool LLVOSky::updateHeavenlyBodyGeometry(LLDrawable *drawable, F32 scale, const
 	LLFace *facep;
 
     LLQuaternion rot    = hb.getRotation();
-	LLVector3 to_dir    = LLVector3::x_axis * rot;
-    LLVector3 hb_right  = LLVector3::y_axis * rot;
-	LLVector3 hb_up     = LLVector3::z_axis * rot;
+	LLVector3 to_dir    = LLVector3::x_axis     * rot;
+    LLVector3 hb_right  = LLVector3::y_axis_neg * rot;
+	LLVector3 hb_up     = LLVector3::z_axis     * rot;
 
 	LLVector3 draw_pos = to_dir * HEAVENLY_BODY_DIST;