diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
index e27bbce0948765fa3bf89e0fe860bffb3ab5925f..5dfdd2006e7fabf0dcd16cca369ce5d9076c6592 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
@@ -29,6 +29,13 @@ uniform sampler2DRect   depthMap;
 uniform mat4 inv_proj;
 uniform vec2 screen_res;
 
+void calcHalfVectors(vec3 h, vec3 n, vec3 v, out float nh, out float nv, out float vh)
+{
+    nh = dot(n, h);
+    nv = dot(n, v);
+    vh = dot(v, h);
+}
+
 vec2 getScreenCoordinate(vec2 screenpos)
 {
     vec2 sc = screenpos.xy * 2.0;
@@ -39,6 +46,8 @@ vec2 getScreenCoordinate(vec2 screenpos)
     return sc - vec2(1.0, 1.0);
 }
 
+// See: https://aras-p.info/texts/CompactNormalStorage.html
+//      Method #4: Spheremap Transform, Lambert Azimuthal Equal-Area projection
 vec3 getNorm(vec2 screenpos)
 {
    vec2 enc = texture2DRect(normalMap, screenpos.xy).xy;
@@ -51,6 +60,28 @@ vec3 getNorm(vec2 screenpos)
    return n;
 }
 
+vec3 getNormalFromPacked(vec4 packedNormalEnvIntensityFlags)
+{
+   vec2 enc = packedNormalEnvIntensityFlags.xy;
+   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 normalize(n); // TODO: Is this normalize redundant?
+}
+
+// return packedNormalEnvIntensityFlags since GBUFFER_FLAG_HAS_PBR needs .w
+// See: C++: addDeferredAttachments(), GLSL: softenLightF
+vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity)
+{
+    vec4 packedNormalEnvIntensityFlags = texture2DRect(normalMap, screenpos.xy);
+    n = getNormalFromPacked( packedNormalEnvIntensityFlags );
+    envIntensity = packedNormalEnvIntensityFlags.z;
+    return packedNormalEnvIntensityFlags;
+}
+
 float getDepth(vec2 pos_screen)
 {
     float depth = texture2DRect(depthMap, pos_screen).r;
@@ -77,3 +108,15 @@ vec4 getPositionWithDepth(vec2 pos_screen, float depth)
     pos.w = 1.0;
     return pos;
 }
+
+vec2 getScreenXY(vec4 clip)
+{
+    vec4 ndc = clip;
+         ndc.xyz /= clip.w;
+    vec2 screen = vec2( ndc.xy * 0.5 );
+         screen += 0.5;
+         screen *= screen_res;
+    return screen;
+}
+
+// PBR Utils
diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl
new file mode 100644
index 0000000000000000000000000000000000000000..5aec75ff3d46a2be6ba4e3a2d35164bb76994fbd
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl
@@ -0,0 +1,157 @@
+/**
+ * @file class3\deferred\multiPointLightF.glsl
+ *
+ * $LicenseInfo:firstyear=2022&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2022, 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
+ * $/LicenseInfo$
+ */
+
+#extension GL_ARB_texture_rectangle : enable
+
+/*[EXTRA_CODE_HERE]*/
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform sampler2DRect depthMap;
+uniform sampler2DRect diffuseRect;
+uniform sampler2DRect specularRect;
+uniform sampler2D     noiseMap;
+uniform sampler2D     lightFunc;
+
+uniform vec3  env_mat[3];
+uniform float sun_wash;
+uniform int   light_count;
+uniform vec4  light[LIGHT_COUNT];
+uniform vec4  light_col[LIGHT_COUNT];
+
+uniform vec2  screen_res;
+uniform float far_z;
+uniform mat4  inv_proj;
+
+VARYING vec4 vary_fragcoord;
+
+void calcHalfVectors(vec3 h, vec3 n, vec3 npos, out float nh, out float nv, out float vh);
+vec4 getPosition(vec2 pos_screen);
+vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity);
+vec2 getScreenXY(vec4 clip);
+vec3 srgb_to_linear(vec3 c);
+
+void main()
+{
+#if defined(LOCAL_LIGHT_KILL)
+    discard;  // Bail immediately
+#else
+    vec3 final_color = vec3(0, 0, 0);
+    vec2 tc          = getScreenXY(vary_fragcoord);
+    vec3 pos         = getPosition(tc).xyz;
+    if (pos.z < far_z)
+    {
+        discard;
+    }
+
+    float envIntensity; // not used for this shader
+    vec3 n;
+    vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG()
+
+    vec4 spec    = texture2DRect(specularRect, tc);
+    vec3 diffuse = texture2DRect(diffuseRect, tc).rgb;
+
+    float noise = texture2D(noiseMap, tc/128.0).b;
+    vec3  v     = -normalize(pos);
+
+    if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
+    {
+        vec3 colorDiffuse = vec3(0);
+        vec3 colorSpec    = vec3(0);
+
+        final_color = colorDiffuse + colorSpec;
+    }
+    else
+    {
+        // As of OSX 10.6.7 ATI Apple's crash when using a variable size loop
+        for (int i = 0; i < LIGHT_COUNT; ++i)
+        {
+            vec3  lv   = light[i].xyz - pos;
+            float dist = length(lv);
+            dist /= light[i].w;
+            if (dist <= 1.0)
+            {
+                float da = dot(n, lv);
+                if (da > 0.0)
+                {
+                    lv = normalize(lv);
+                    da = dot(n, lv);
+
+                    float fa         = light_col[i].a + 1.0;
+                    float dist_atten = clamp(1.0 - (dist - 1.0 * (1.0 - fa)) / fa, 0.0, 1.0);
+                    dist_atten *= dist_atten;
+
+                    // Tweak falloff slightly to match pre-EEP attenuation
+                    // NOTE: this magic number also shows up in a great many other places, search for dist_atten *= to audit
+                    dist_atten *= 2.0;
+
+                    dist_atten *= noise;
+
+                    float lit = da * dist_atten;
+
+                    vec3 col = light_col[i].rgb * lit * diffuse;
+
+                    if (spec.a > 0.0)
+                    {
+                        lit        = min(da * 6.0, 1.0) * dist_atten;
+                        vec3  h    = normalize(lv + v);
+                        float nh, nv, vh;
+                        calcHalfVectors(h, n, v, nh, nv, vh);
+                        float sa   = nh;
+                        float fres = pow(1 - dot(h, v), 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);
+                            col += lit * scol * light_col[i].rgb * spec.rgb;
+                        }
+                    }
+
+                    final_color += col;
+                }
+            }
+        }
+    }
+
+    frag_color.rgb = final_color;
+    frag_color.a   = 0.0;
+#endif // LOCAL_LIGHT_KILL
+
+#ifdef IS_AMD_CARD
+    // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage
+    // away which leads to unfun crashes and artifacts.
+    vec4 dummy1 = light[0];
+    vec4 dummy2 = light_col[0];
+    vec4 dummy3 = light[LIGHT_COUNT - 1];
+    vec4 dummy4 = light_col[LIGHT_COUNT - 1];
+#endif
+}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightV.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightV.glsl
new file mode 100644
index 0000000000000000000000000000000000000000..ad6a0fa752283916df2d207b4b17e8f613dd39db
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightV.glsl
@@ -0,0 +1,39 @@
+/** 
+ * @file class3\deferred\multiPointLightV.glsl
+ *
+ * $LicenseInfo:firstyear=2022&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2022, 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
+ * $/LicenseInfo$
+ */
+
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+
+VARYING vec4 vary_fragcoord;
+
+void main()
+{
+	//transform vertex
+	vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
+	vary_fragcoord = pos;
+
+	gl_Position = pos;
+}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl
new file mode 100644
index 0000000000000000000000000000000000000000..f1b06fe1ad8f89a76d67c12f2164d34069f11c6c
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl
@@ -0,0 +1,300 @@
+/** 
+ * @file class3\deferred\multiSpotLightF.glsl
+ *
+ * $LicenseInfo:firstyear=2022&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2022, 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
+ * $/LicenseInfo$
+ */
+ 
+#extension GL_ARB_texture_rectangle : enable
+#extension GL_ARB_shader_texture_lod : enable
+
+/*[EXTRA_CODE_HERE]*/
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform sampler2DRect diffuseRect;
+uniform sampler2DRect specularRect;
+uniform sampler2DRect depthMap;
+uniform sampler2DRect normalMap;
+uniform samplerCube environmentMap;
+uniform sampler2DRect lightMap;
+uniform sampler2D noiseMap;
+uniform sampler2D projectionMap;
+uniform sampler2D lightFunc;
+
+uniform mat4 proj_mat; //screen space to light space
+uniform float proj_near; //near clip for projection
+uniform vec3 proj_p; //plane projection is emitting from (in screen space)
+uniform vec3 proj_n;
+uniform float proj_focus; //distance from plane to begin blurring
+uniform float proj_lod;  //(number of mips in proj map)
+uniform float proj_range; //range between near clip and far clip plane of projection
+uniform float proj_ambient_lod;
+uniform float proj_ambiance;
+uniform float near_clip;
+uniform float far_clip;
+
+uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
+uniform float sun_wash;
+uniform int proj_shadow_idx;
+uniform float shadow_fade;
+
+uniform vec3 center;
+uniform float size;
+uniform vec3 color;
+uniform float falloff;
+
+VARYING vec4 vary_fragcoord;
+uniform vec2 screen_res;
+
+uniform mat4 inv_proj;
+
+void calcHalfVectors(vec3 h, vec3 n, vec3 v, out float nh, out float nv, out float vh);
+vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity);
+vec2 getScreenXY(vec4 clip);
+vec3 srgb_to_linear(vec3 cs);
+
+vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
+{
+    vec4 ret = texture2DLod(projectionMap, tc, lod);
+    ret.rgb = srgb_to_linear(ret.rgb);
+    vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
+
+    float det = min(lod/(proj_lod*0.5), 1.0);
+
+    float d = min(dist.x, dist.y);
+
+    d *= min(1, d * (proj_lod - lod));
+
+    float edge = 0.25*det;
+
+    ret *= clamp(d/edge, 0.0, 1.0);
+
+    return ret;
+}
+
+vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
+{
+    vec4 ret = texture2DLod(projectionMap, tc, lod);
+    ret.rgb = srgb_to_linear(ret.rgb);
+
+    vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
+
+    float det = min(lod/(proj_lod*0.5), 1.0);
+
+    float d = min(dist.x, dist.y);
+
+    float edge = 0.25*det;
+
+    ret *= clamp(d/edge, 0.0, 1.0);
+
+    return ret;
+}
+
+vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
+{
+    vec4 ret = texture2DLod(projectionMap, tc, lod);
+    ret.rgb = srgb_to_linear(ret.rgb);
+
+    vec2 dist = tc-vec2(0.5);
+
+    float d = dot(dist,dist);
+
+    ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
+
+    return ret;
+}
+
+vec4 getPosition(vec2 pos_screen);
+
+void main()
+{
+#if defined(LOCAL_LIGHT_KILL)
+    discard;
+#else
+    vec3 final_color = vec3(0,0,0);
+    vec2 tc          = getScreenXY(vary_fragcoord);
+    vec3 pos         = getPosition(tc).xyz;
+
+    vec3 lv = center.xyz-pos.xyz;
+    float dist = length(lv);
+
+    if (dist >= size)
+    {
+        discard;
+    }
+    dist /= size;
+
+    float shadow = 1.0;
+    
+    if (proj_shadow_idx >= 0)
+    {
+        vec4 shd = texture2DRect(lightMap, tc);
+        shadow = (proj_shadow_idx==0)?shd.b:shd.a;
+        shadow += shadow_fade;
+        shadow = clamp(shadow, 0.0, 1.0);        
+    }
+
+    float envIntensity;
+    vec3 n;
+    vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity);
+
+    float l_dist = -dot(lv, proj_n);
+
+    vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
+    if (proj_tc.z < 0.0)
+    {
+        discard;
+    }
+
+    proj_tc.xyz /= proj_tc.w;
+
+    float fa = falloff+1.0;
+    float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0);
+    dist_atten *= dist_atten;
+    dist_atten *= 2.0;
+    if (dist_atten <= 0.0)
+    {
+        discard;
+    }
+
+    lv = proj_origin-pos.xyz;
+    lv = normalize(lv);
+    float da = dot(n, lv);
+
+    vec3 diffuse = texture2DRect(diffuseRect, tc).rgb;
+    vec4 spec    = texture2DRect(specularRect, tc);
+    vec3 dlit    = vec3(0, 0, 0);
+
+    if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
+    {
+        vec3 colorDiffuse = vec3(0);
+        vec3 colorSpec    = vec3(0);
+
+        final_color = colorDiffuse + colorSpec;
+    }
+    else
+    {
+        float noise = texture2D(noiseMap, tc/128.0).b;
+        if (proj_tc.z > 0.0 &&
+            proj_tc.x < 1.0 &&
+            proj_tc.y < 1.0 &&
+            proj_tc.x > 0.0 &&
+            proj_tc.y > 0.0)
+        {
+            float amb_da = proj_ambiance;
+            float lit = 0.0;
+
+            if (da > 0.0)
+            {
+                lit = da * dist_atten * noise;
+
+                float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
+                float lod = diff * proj_lod;
+            
+                vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
+        
+                dlit = color.rgb * plcol.rgb * plcol.a;
+            
+                final_color = dlit*lit*diffuse*shadow;
+
+                // unshadowed for consistency between forward and deferred?
+                amb_da += (da*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance;
+            }
+        
+            //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
+            vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
+
+            // use unshadowed for consistency between forward and deferred?
+            amb_da += (da*da*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance;
+            amb_da *= dist_atten * noise;
+            amb_da = min(amb_da, 1.0-lit);
+
+            final_color += amb_da*color.rgb*diffuse.rgb*amb_plcol.rgb*amb_plcol.a;
+        }
+    
+
+        if (spec.a > 0.0)
+        {
+            vec3 v = -normalize(pos);
+            dlit *= min(da*6.0, 1.0) * dist_atten;
+
+            //vec3 ref = dot(pos+lv, n);
+            vec3 h = normalize(lv + v);
+            float nh, nv, vh;
+            calcHalfVectors(h, n, v, nh, nv, vh);
+            float sa = nh;
+            float fres = pow(1 - dot(h, v), 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 = dlit*scol*spec.rgb*shadow;
+                speccol = clamp(speccol, vec3(0), vec3(1));
+                final_color += speccol;
+            }
+        }   
+
+        if (envIntensity > 0.0)
+        {
+            vec3 ref = reflect(normalize(pos), n);
+        
+            //project from point pos in direction ref to plane proj_p, proj_n
+            vec3 pdelta = proj_p-pos;
+            float ds = dot(ref, proj_n);
+        
+            if (ds < 0.0)
+            {
+                vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
+            
+                vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
+
+                if (stc.z > 0.0)
+                {
+                    stc /= stc.w;
+                                
+                    if (stc.x < 1.0 &&
+                        stc.y < 1.0 &&
+                        stc.x > 0.0 &&
+                        stc.y > 0.0)
+                    {
+                        final_color += color.rgb * texture2DLodSpecular(projectionMap, stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * shadow * envIntensity;
+                    }
+                }
+            }
+        }
+    }
+
+    //not sure why, but this line prevents MATBUG-194
+    final_color = max(final_color, vec3(0.0));
+
+    //output linear
+    frag_color.rgb = final_color;
+    frag_color.a = 0.0;
+#endif // LOCAL_LIGHT_KILL
+}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
new file mode 100644
index 0000000000000000000000000000000000000000..10d8c5e87fc3e5e08615600f7aa8619f4ee6eefe
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
@@ -0,0 +1,145 @@
+/** 
+ * @file class3\deferred\pointLightF.glsl
+ *
+ * $LicenseInfo:firstyear=2022&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2022, 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
+ * $/LicenseInfo$
+ */
+ 
+#extension GL_ARB_texture_rectangle : enable
+
+/*[EXTRA_CODE_HERE]*/
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform sampler2DRect diffuseRect;
+uniform sampler2DRect specularRect;
+uniform sampler2DRect normalMap;
+uniform sampler2D noiseMap;
+uniform sampler2D lightFunc;
+uniform sampler2DRect depthMap;
+
+uniform vec3 env_mat[3];
+uniform float sun_wash;
+
+// light params
+uniform vec3 color;
+uniform float falloff;
+uniform float size;
+
+VARYING vec4 vary_fragcoord;
+VARYING vec3 trans_center;
+
+uniform vec2 screen_res;
+
+uniform mat4 inv_proj;
+uniform vec4 viewport;
+
+void calcHalfVectors(vec3 h, vec3 n, vec3 v, out float nh, out float nv, out float vh);
+vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity);
+vec4 getPosition(vec2 pos_screen);
+vec2 getScreenXY(vec4 clip);
+vec3 srgb_to_linear(vec3 c);
+
+void main()
+{
+    vec3 final_color = vec3(0);
+    vec2 tc          = getScreenXY(vary_fragcoord);
+    vec3 pos         = getPosition(tc).xyz;
+
+    vec3 lv = trans_center.xyz-pos;
+    float dist = length(lv);
+    if (dist >= size)
+    {
+        discard;
+    }
+    dist /= size;
+
+    float envIntensity;
+    vec3 n;
+    vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG()
+
+    float da = dot(n, lv);
+    if (da < 0.0)
+    {
+        discard;
+    }
+
+    lv = normalize(lv);
+    da = dot(n, lv);
+
+    float noise = texture2D(noiseMap, tc/128.0).b;
+
+    vec3 diffuse = texture2DRect(diffuseRect, tc).rgb;
+    vec4 spec    = texture2DRect(specularRect, tc);
+
+    // Common half vectors calcs
+    vec3  v = -normalize(pos);
+    vec3  h = normalize(lv + v);
+    float nh, nv, vh;
+    calcHalfVectors(h, n, v, nh, nv, vh);
+
+    if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
+    {
+        vec3 colorDiffuse = vec3(0);
+        vec3 colorSpec    = vec3(0);
+
+        final_color = colorDiffuse + colorSpec;
+    }
+    else
+    {
+        float fa = falloff+1.0;
+        float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
+        dist_atten *= dist_atten;
+        dist_atten *= 2.0;
+    
+        float lit = da * dist_atten * noise;
+
+        final_color = color.rgb*lit*diffuse;
+
+        if (spec.a > 0.0)
+        {
+            lit = min(da*6.0, 1.0) * dist_atten;
+
+            float sa = nh;
+            float fres = pow(1 - dot(h, v), 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);
+                final_color += lit*scol*color.rgb*spec.rgb;
+            }
+        }
+    
+        if (dot(final_color, final_color) <= 0.0)
+        {
+            discard;
+        }
+    }
+
+    frag_color.rgb = final_color;
+    frag_color.a = 0.0;
+}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightV.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightV.glsl
new file mode 100644
index 0000000000000000000000000000000000000000..d42c8f6cf673dca5ca68feb60a48eb47c88f8e10
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightV.glsl
@@ -0,0 +1,45 @@
+/** 
+ * @file class3\deferred\pointLightV.glsl
+ *
+ * $LicenseInfo:firstyear=2022&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2022, 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
+ * $/LicenseInfo$
+ */
+
+uniform mat4 modelview_projection_matrix;
+uniform mat4 modelview_matrix;
+
+ATTRIBUTE vec3 position;
+
+uniform vec3 center;
+uniform float size;
+
+VARYING vec4 vary_fragcoord;
+VARYING vec3 trans_center;
+
+void main()
+{
+	//transform vertex
+	vec3 p = position*size+center;
+	vec4 pos = modelview_projection_matrix * vec4(p.xyz, 1.0);
+	vary_fragcoord = pos;
+	trans_center = (modelview_matrix*vec4(center.xyz, 1.0)).xyz;
+	gl_Position = pos;
+}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
new file mode 100644
index 0000000000000000000000000000000000000000..87685006829bfba2f744f09930ca424dbe7576db
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
@@ -0,0 +1,287 @@
+/** 
+ * @file class3\deferred\spotLightF.glsl
+ *
+ * $LicenseInfo:firstyear=2022&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2022, 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
+ * $/LicenseInfo$
+ */
+ 
+#extension GL_ARB_texture_rectangle : enable
+#extension GL_ARB_shader_texture_lod : enable
+
+/*[EXTRA_CODE_HERE]*/
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform sampler2DRect diffuseRect;
+uniform sampler2DRect specularRect;
+uniform sampler2DRect depthMap;
+uniform sampler2DRect normalMap;
+uniform samplerCube environmentMap;
+uniform sampler2DRect lightMap;
+uniform sampler2D noiseMap;
+uniform sampler2D projectionMap;
+uniform sampler2D lightFunc;
+
+uniform mat4 proj_mat; //screen space to light space
+uniform float proj_near; //near clip for projection
+uniform vec3 proj_p; //plane projection is emitting from (in screen space)
+uniform vec3 proj_n;
+uniform float proj_focus; //distance from plane to begin blurring
+uniform float proj_lod;  //(number of mips in proj map)
+uniform float proj_range; //range between near clip and far clip plane of projection
+uniform float proj_ambient_lod;
+uniform float proj_ambiance;
+uniform float near_clip;
+uniform float far_clip;
+
+uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
+uniform float sun_wash;
+uniform int proj_shadow_idx;
+uniform float shadow_fade;
+
+uniform float size;
+uniform vec3 color;
+uniform float falloff;
+
+VARYING vec3 trans_center;
+VARYING vec4 vary_fragcoord;
+uniform vec2 screen_res;
+
+uniform mat4 inv_proj;
+
+void calcHalfVectors(vec3 h, vec3 n, vec3 v, out float nh, out float nv, out float vh);
+vec2 getScreenXY(vec4 clip_point);
+vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity);
+vec3 srgb_to_linear(vec3 c);
+
+vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
+{
+    vec4 ret = texture2DLod(projectionMap, tc, lod);
+    ret.rgb = srgb_to_linear(ret.rgb);
+
+    vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
+    float det = min(lod/(proj_lod*0.5), 1.0);
+    float d = min(dist.x, dist.y);
+    d *= min(1, d * (proj_lod - lod));
+    float edge = 0.25*det;
+    ret *= clamp(d/edge, 0.0, 1.0);
+
+    return ret;
+}
+
+vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
+{
+    vec4 ret = texture2DLod(projectionMap, tc, lod);
+    ret.rgb = srgb_to_linear(ret.rgb);
+
+    vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
+    float det = min(lod/(proj_lod*0.5), 1.0);
+    float d = min(dist.x, dist.y);
+    float edge = 0.25*det;
+    ret *= clamp(d/edge, 0.0, 1.0);
+
+    return ret;
+}
+
+vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
+{
+    vec4 ret = texture2DLod(projectionMap, tc, lod);
+    ret.rgb = srgb_to_linear(ret.rgb);
+
+    vec2 dist = tc-vec2(0.5);
+    float d = dot(dist,dist);
+    ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
+
+    return ret;
+}
+
+vec4 getPosition(vec2 pos_screen);
+
+void main()
+{
+#if defined(LOCAL_LIGHT_KILL)
+    discard;
+#else
+    vec3 final_color = vec3(0,0,0);
+    vec2 tc          = getScreenXY(vary_fragcoord);
+    vec3 pos         = getPosition(tc).xyz;
+
+    vec3 lv = trans_center.xyz-pos.xyz;
+    float dist = length(lv);
+    if (dist >= size)
+    {
+        discard;
+    }
+    dist /= size;
+
+    float shadow = 1.0;
+
+    if (proj_shadow_idx >= 0)
+    {
+        vec4 shd = texture2DRect(lightMap, tc);
+        shadow = (proj_shadow_idx == 0) ? shd.b : shd.a;
+        shadow += shadow_fade;
+        shadow = clamp(shadow, 0.0, 1.0);        
+    }
+
+    float envIntensity;
+    vec3 n;
+    vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG()
+
+    float l_dist = -dot(lv, proj_n);
+
+    vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
+    if (proj_tc.z < 0.0)
+    {
+        discard;
+    }
+
+    proj_tc.xyz /= proj_tc.w;
+
+    float fa = falloff+1.0;
+    float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0);
+    dist_atten *= dist_atten;
+    dist_atten *= 2.0;
+
+    if (dist_atten <= 0.0)
+    {
+        discard;
+    }
+
+    lv = proj_origin-pos.xyz;
+    lv = normalize(lv);
+    float da = dot(n, lv);
+
+    vec3 diffuse = texture2DRect(diffuseRect, tc).rgb;
+    vec4 spec    = texture2DRect(specularRect, tc);
+    vec3 dlit    = vec3(0, 0, 0);
+
+    if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
+    {
+        vec3 colorDiffuse = vec3(0);
+        vec3 colorSpec    = vec3(0);
+
+        final_color = colorDiffuse + colorSpec;
+    }
+    else
+    {
+        float noise = texture2D(noiseMap, tc/128.0).b;
+        if (proj_tc.z > 0.0 &&
+            proj_tc.x < 1.0 &&
+            proj_tc.y < 1.0 &&
+            proj_tc.x > 0.0 &&
+            proj_tc.y > 0.0)
+        {
+            float amb_da = proj_ambiance;
+            float lit = 0.0;
+
+            if (da > 0.0)
+            {
+                lit = da * dist_atten * noise;
+
+                float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
+                float lod = diff * proj_lod;
+
+                vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
+
+                dlit = color.rgb * plcol.rgb * plcol.a;
+
+                final_color = dlit*lit*diffuse*shadow;
+
+                amb_da += (da*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance;
+            }
+
+            //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
+            vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
+
+            amb_da += (da*da*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance;
+            amb_da *= dist_atten * noise;
+            amb_da = min(amb_da, 1.0-lit);
+
+            final_color += amb_da*color.rgb*diffuse.rgb*amb_plcol.rgb*amb_plcol.a;
+        }
+
+        if (spec.a > 0.0)
+        {
+            dlit *= min(da*6.0, 1.0) * dist_atten;
+            vec3 v = -normalize(pos);
+
+            //vec3 ref = dot(pos+lv, n);
+            vec3 h = normalize(lv + v);
+            float nh, nv, vh;
+            calcHalfVectors(h, n, v, nh, nv, vh);
+            float sa = nh;
+            float fres = pow(1 - dot(h, v), 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 = dlit*scol*spec.rgb*shadow;
+                speccol = clamp(speccol, vec3(0), vec3(1));
+                final_color += speccol;
+            }
+        }
+
+        if (envIntensity > 0.0)
+        {
+            vec3 ref = reflect(normalize(pos), n);
+
+            //project from point pos in direction ref to plane proj_p, proj_n
+            vec3 pdelta = proj_p-pos;
+            float ds = dot(ref, proj_n);
+
+            if (ds < 0.0)
+            {
+                vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
+
+                vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
+
+                if (stc.z > 0.0)
+                {
+                    stc /= stc.w;
+
+                    if (stc.x < 1.0 &&
+                        stc.y < 1.0 &&
+                        stc.x > 0.0 &&
+                        stc.y > 0.0)
+                    {
+                        final_color += color.rgb * texture2DLodSpecular(projectionMap, stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * shadow * envIntensity;
+                    }
+                }
+            }
+        }
+    }
+
+    //not sure why, but this line prevents MATBUG-194
+    final_color = max(final_color, vec3(0.0));
+
+    //output linear colors as gamma correction happens down stream
+    frag_color.rgb = final_color;
+    frag_color.a = 0.0;
+#endif // LOCAL_LIGHT_KILL
+}