diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index c072d44e632571325c550e4c5da72862cd2843e0..72e61095f2042f86631755ad141e881591539b22 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -47,142 +47,142 @@ vec3 linear_to_srgb(vec3 cs);
 
 #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
 
-	#ifdef DEFINE_GL_FRAGCOLOR
-		out vec4 frag_color;
-	#else
-		#define frag_color gl_FragColor
-	#endif
-
-	#ifdef HAS_SUN_SHADOW
-	float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
-	#endif
-
-	uniform samplerCube environmentMap;
-	uniform sampler2D     lightFunc;
-
-	// Inputs
-	uniform vec4 morphFactor;
-	uniform vec3 camPosLocal;
-	uniform mat3 env_mat;
-
-	uniform vec3 sun_dir;
-	uniform vec3 moon_dir;
-	VARYING vec2 vary_fragcoord;
-
-	VARYING vec3 vary_position;
-
-	uniform mat4 proj_mat;
-	uniform mat4 inv_proj;
-	uniform vec2 screen_res;
-
-	uniform vec4 light_position[8];
-	uniform vec3 light_direction[8];
-	uniform vec4 light_attenuation[8]; 
-	uniform vec3 light_diffuse[8];
-
-	float getAmbientClamp();
-
-	vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare, float ambiance)
-	{
-		vec3 col = vec3(0);
-
-		//get light vector
-		vec3 lv = lp.xyz-v;
-
-		//get distance
-		float dist = length(lv);
-		float da = 1.0;
-
-		dist /= la;
-
-		/* clip to projector bounds
-		 vec4 proj_tc = proj_mat * lp;
-
-		if (proj_tc.z < 0
-		 || proj_tc.z > 1
-		 || proj_tc.x < 0
-		 || proj_tc.x > 1 
-		 || proj_tc.y < 0
-		 || proj_tc.y > 1)
-		{
-			return col;
-		}*/
-
-		if (dist > 0.0 && la > 0.0)
-		{
-			//normalize light vector
-			lv = normalize(lv);
-		
-			//distance attenuation
-			float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
-			dist_atten *= dist_atten;
-			dist_atten *= 2.0f;
-
-			if (dist_atten <= 0.0)
-			{
-			   return col;
-			}
-
-			// spotlight coefficient.
-			float spot = max(dot(-ln, lv), is_pointlight);
-			da *= spot*spot; // GL_SPOT_EXPONENT=2
-
-			//angular attenuation
-			da *= dot(n, lv);
-
-			float lit = 0.0f;
-
-			float amb_da = ambiance;
-			if (da >= 0)
-			{
-				lit = max(da * dist_atten,0.0);
-				col = lit * light_col * diffuse;
-				amb_da += (da*0.5+0.5) * ambiance;
-			}
-			amb_da += (da*da*0.5 + 0.5) * ambiance;
-			amb_da *= dist_atten;
-			amb_da = min(amb_da, 1.0f - lit);
-
-			// SL-10969 need to see why these are blown out
-			//col.rgb += amb_da * light_col * diffuse;
-
-			if (spec.a > 0.0)
-			{
-				//vec3 ref = dot(pos+lv, norm);
-				vec3 h = normalize(lv+npos);
-				float nh = dot(n, h);
-				float nv = dot(n, npos);
-				float vh = dot(npos, h);
-				float sa = nh;
-				float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
-
-				float gtdenom = 2 * nh;
-				float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
-									
-				if (nh > 0.0)
-				{
-					float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
-					vec3 speccol = lit*scol*light_col.rgb*spec.rgb;
-					speccol = clamp(speccol, vec3(0), vec3(1));
-					col += speccol;
-
-					float cur_glare = max(speccol.r, speccol.g);
-					cur_glare = max(cur_glare, speccol.b);
-					glare = max(glare, speccol.r);
-					glare += max(cur_glare, 0.0);
-				}
-			}
-		}
-
-		return max(col, vec3(0.0,0.0,0.0));	
-	}
-
-	#else
-	#ifdef DEFINE_GL_FRAGCOLOR
-		out vec4 frag_data[3];
-	#else
-		#define frag_data gl_FragData
-	#endif
+    #ifdef DEFINE_GL_FRAGCOLOR
+        out vec4 frag_color;
+    #else
+        #define frag_color gl_FragColor
+    #endif
+
+    #ifdef HAS_SUN_SHADOW
+    float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
+    #endif
+
+    uniform samplerCube environmentMap;
+    uniform sampler2D     lightFunc;
+
+    // Inputs
+    uniform vec4 morphFactor;
+    uniform vec3 camPosLocal;
+    uniform mat3 env_mat;
+
+    uniform vec3 sun_dir;
+    uniform vec3 moon_dir;
+    VARYING vec2 vary_fragcoord;
+
+    VARYING vec3 vary_position;
+
+    uniform mat4 proj_mat;
+    uniform mat4 inv_proj;
+    uniform vec2 screen_res;
+
+    uniform vec4 light_position[8];
+    uniform vec3 light_direction[8];
+    uniform vec4 light_attenuation[8]; 
+    uniform vec3 light_diffuse[8];
+
+    float getAmbientClamp();
+
+    vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare, float ambiance)
+    {
+        vec3 col = vec3(0);
+
+        //get light vector
+        vec3 lv = lp.xyz-v;
+
+        //get distance
+        float dist = length(lv);
+        float da = 1.0;
+
+        dist /= la;
+
+        /* clip to projector bounds
+         vec4 proj_tc = proj_mat * lp;
+
+        if (proj_tc.z < 0
+         || proj_tc.z > 1
+         || proj_tc.x < 0
+         || proj_tc.x > 1 
+         || proj_tc.y < 0
+         || proj_tc.y > 1)
+        {
+            return col;
+        }*/
+
+        if (dist > 0.0 && la > 0.0)
+        {
+            //normalize light vector
+            lv = normalize(lv);
+        
+            //distance attenuation
+            float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
+            dist_atten *= dist_atten;
+            dist_atten *= 2.0f;
+
+            if (dist_atten <= 0.0)
+            {
+               return col;
+            }
+
+            // spotlight coefficient.
+            float spot = max(dot(-ln, lv), is_pointlight);
+            da *= spot*spot; // GL_SPOT_EXPONENT=2
+
+            //angular attenuation
+            da *= dot(n, lv);
+
+            float lit = 0.0f;
+
+            float amb_da = ambiance;
+            if (da >= 0)
+            {
+                lit = max(da * dist_atten,0.0);
+                col = lit * light_col * diffuse;
+                amb_da += (da*0.5+0.5) * ambiance;
+            }
+            amb_da += (da*da*0.5 + 0.5) * ambiance;
+            amb_da *= dist_atten;
+            amb_da = min(amb_da, 1.0f - lit);
+
+            // SL-10969 need to see why these are blown out
+            //col.rgb += amb_da * light_col * diffuse;
+
+            if (spec.a > 0.0)
+            {
+                //vec3 ref = dot(pos+lv, norm);
+                vec3 h = normalize(lv+npos);
+                float nh = dot(n, h);
+                float nv = dot(n, npos);
+                float vh = dot(npos, h);
+                float sa = nh;
+                float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
+
+                float gtdenom = 2 * nh;
+                float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
+                                    
+                if (nh > 0.0)
+                {
+                    float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
+                    vec3 speccol = lit*scol*light_col.rgb*spec.rgb;
+                    speccol = clamp(speccol, vec3(0), vec3(1));
+                    col += speccol;
+
+                    float cur_glare = max(speccol.r, speccol.g);
+                    cur_glare = max(cur_glare, speccol.b);
+                    glare = max(glare, speccol.r);
+                    glare += max(cur_glare, 0.0);
+                }
+            }
+        }
+
+        return max(col, vec3(0.0,0.0,0.0));
+    }
+
+    #else
+    #ifdef DEFINE_GL_FRAGCOLOR
+        out vec4 frag_data[3];
+    #else
+        #define frag_data gl_FragData
+    #endif
 #endif
 
 uniform sampler2D diffuseMap;
@@ -295,8 +295,8 @@ void main()
     //    At midday the brightness is very close.
     vec4 final_normal = vec4(abnormal, env_intensity, 0.0);
 
-	vec3 color = vec3(0.0);
-	float al   = 0.0;
+    vec3 color = vec3(0.0);
+    float al   = 0.0;
 
     if (emissive_brightness >= 1.0)
     {
@@ -305,8 +305,8 @@ void main()
         final_normal = vec4(abnormal, ei, 0.0);
 
 #endif
-		color.rgb = final_color.rgb;
-		al        = vertex_color.a;
+        color.rgb = final_color.rgb;
+        al        = vertex_color.a;
     }
 
     vec4 final_specular = spec;
@@ -320,143 +320,143 @@ void main()
 
 
 #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
-	if (emissive_brightness < 1.0)
-	{
-		//forward rendering, output just lit RGBA
-		vec3 pos = vary_position;
+    if (emissive_brightness < 1.0)
+    {
+        //forward rendering, output just lit RGBA
+        vec3 pos = vary_position;
 
-		float shadow = 1.0f;
+        float shadow = 1.0f;
 
 #ifdef HAS_SUN_SHADOW
-		shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen);
+        shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen);
 #endif
 
-		spec = final_specular;
+        spec = final_specular;
 
-		float envIntensity = final_normal.z;
+        float envIntensity = final_normal.z;
 
-		vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
+        vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
 
-		float bloom = 0.0;
-		vec3 sunlit;
-		vec3 amblit;
-		vec3 additive;
-		vec3 atten;
+        float bloom = 0.0;
+        vec3 sunlit;
+        vec3 amblit;
+        vec3 additive;
+        vec3 atten;
 
-		calcAtmosphericVars(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false);
+        calcAtmosphericVars(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false);
 
-		vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
+        vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
 
 
-		float da = dot(norm.xyz, normalize(light_dir.xyz));
-		float final_da = clamp(da, 0.0, 1.0);
+        float da = dot(norm.xyz, normalize(light_dir.xyz));
+        float final_da = clamp(da, 0.0, 1.0);
 
-		float ambient = da;
-		ambient *= 0.5;
-		ambient *= ambient;
-		ambient = (1.0 - ambient);
+        float ambient = da;
+        ambient *= 0.5;
+        ambient *= ambient;
+        ambient = (1.0 - ambient);
 
-		vec3 sun_contrib = min(final_da, shadow) * sunlit;
+        vec3 sun_contrib = min(final_da, shadow) * sunlit;
 
 #if !defined(AMBIENT_KILL)
-		color.rgb = amblit;
-		color.rgb *= ambient;
+        color.rgb = amblit;
+        color.rgb *= ambient;
 #endif
 
 vec3 post_ambient = color.rgb;
 
 #if !defined(SUNLIGHT_KILL)
-		color.rgb += sun_contrib;
+        color.rgb += sun_contrib;
 #endif
 
 vec3 post_sunlight = color.rgb;
 
-		//color.rgb *= diffuse_srgb.rgb;
-		color.rgb *= diffuse_linear.rgb; // SL-12006
+        //color.rgb *= diffuse_srgb.rgb;
+        color.rgb *= diffuse_linear.rgb; // SL-12006
 
 vec3 post_diffuse = color.rgb;
 
-		float glare = 0.0;
-
-		if (spec.a > 0.0) // specular reflection
-		{
-			vec3 npos = -normalize(pos.xyz);
-
-			//vec3 ref = dot(pos+lv, norm);
-			vec3 h = normalize(light_dir.xyz+npos);
-			float nh = dot(norm.xyz, h);
-			float nv = dot(norm.xyz, npos);
-			float vh = dot(npos, h);
-			float sa = nh;
-			float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
-
-			float gtdenom = 2 * nh;
-			float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
-
-			if (nh > 0.0)
-			{
-				float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
-				vec3 sp = sun_contrib*scol / 16.0f;
-				sp = clamp(sp, vec3(0), vec3(1));
-				bloom = dot(sp, sp) / 6.0;
-	#if !defined(SUNLIGHT_KILL)
-				color += sp * spec.rgb;
-	#endif
-			}
-		}
-
-	vec3 post_spec = color.rgb;
-
-		if (envIntensity > 0.0)
-		{
-			//add environmentmap
-			vec3 env_vec = env_mat * refnormpersp;
-			
-			vec3 reflected_color = textureCube(environmentMap, env_vec).rgb;
-
-	#if !defined(SUNLIGHT_KILL)
-			color = mix(color.rgb, reflected_color, envIntensity);
-	#endif
-			float cur_glare = max(reflected_color.r, reflected_color.g);
-			cur_glare = max(cur_glare, reflected_color.b);
-			cur_glare *= envIntensity*4.0;
-			glare += cur_glare;
-		}
+        float glare = 0.0;
+
+        if (spec.a > 0.0) // specular reflection
+        {
+            vec3 npos = -normalize(pos.xyz);
+
+            //vec3 ref = dot(pos+lv, norm);
+            vec3 h = normalize(light_dir.xyz+npos);
+            float nh = dot(norm.xyz, h);
+            float nv = dot(norm.xyz, npos);
+            float vh = dot(npos, h);
+            float sa = nh;
+            float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
+
+            float gtdenom = 2 * nh;
+            float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
+
+            if (nh > 0.0)
+            {
+                float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
+                vec3 sp = sun_contrib*scol / 16.0f;
+                sp = clamp(sp, vec3(0), vec3(1));
+                bloom = dot(sp, sp) / 6.0;
+    #if !defined(SUNLIGHT_KILL)
+                color += sp * spec.rgb;
+    #endif
+            }
+        }
+
+    vec3 post_spec = color.rgb;
+
+        if (envIntensity > 0.0)
+        {
+            //add environmentmap
+            vec3 env_vec = env_mat * refnormpersp;
+            
+            vec3 reflected_color = textureCube(environmentMap, env_vec).rgb;
+
+    #if !defined(SUNLIGHT_KILL)
+            color = mix(color.rgb, reflected_color, envIntensity);
+    #endif
+            float cur_glare = max(reflected_color.r, reflected_color.g);
+            cur_glare = max(cur_glare, reflected_color.b);
+            cur_glare *= envIntensity*4.0;
+            glare += cur_glare;
+        }
 
 vec3 post_env = color.rgb;
 
-		color = atmosFragLighting(color, additive, atten);
+        color = atmosFragLighting(color, additive, atten);
 
-		//convert to linear space before adding local lights
-		color = srgb_to_linear(color);
+        //convert to linear space before adding local lights
+        color = srgb_to_linear(color);
 
 vec3 post_atmo = color.rgb;
 
-		vec3 npos = normalize(-pos.xyz);
+        vec3 npos = normalize(-pos.xyz);
 
-		vec3 light = vec3(0,0,0);
+        vec3 light = vec3(0,0,0);
 
 #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse_linear.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w );
 
-			LIGHT_LOOP(1)
-			LIGHT_LOOP(2)
-			LIGHT_LOOP(3)
-			LIGHT_LOOP(4)
-			LIGHT_LOOP(5)
-			LIGHT_LOOP(6)
-			LIGHT_LOOP(7)
+            LIGHT_LOOP(1)
+            LIGHT_LOOP(2)
+            LIGHT_LOOP(3)
+            LIGHT_LOOP(4)
+            LIGHT_LOOP(5)
+            LIGHT_LOOP(6)
+            LIGHT_LOOP(7)
 
-		glare = min(glare, 1.0);
-		al = max(diffuse_linear.a,glare)*vertex_color.a;
+        glare = min(glare, 1.0);
+        al = max(diffuse_linear.a,glare)*vertex_color.a;
 
 #if !defined(LOCAL_LIGHT_KILL)
-		color.rgb += light.rgb;
+        color.rgb += light.rgb;
 #endif
 
-		color = scaleSoftClipFrag(color);
+        color = scaleSoftClipFrag(color);
 
-		// (only) post-deferred needs inline gamma correction
-		color.rgb = linear_to_srgb(color.rgb);
+        // (only) post-deferred needs inline gamma correction
+        color.rgb = linear_to_srgb(color.rgb);
 
 //color.rgb = amblit;
 //color.rgb = vec3(ambient);
@@ -472,11 +472,11 @@ vec3 post_atmo = color.rgb;
 //color.rgb = post_atmo;
 
 #ifdef WATER_FOG
-		vec4 temp = applyWaterFogView(pos, vec4(color.rgb, al));
-		color.rgb = temp.rgb;
-		al = temp.a;
+        vec4 temp = applyWaterFogView(pos, vec4(color.rgb, al));
+        color.rgb = temp.rgb;
+        al = temp.a;
 #endif
-	} // !fullbright
+    } // !fullbright
 
     frag_color.rgb = color.rgb;
     frag_color.a   = al;