diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
index 5329ae9dd7217710b876608257960a69bbdedad6..3bd433c283700f41b4cc2dd2b5e06968c8e12d1a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
@@ -127,9 +127,9 @@ void main()
 			
 			dist_atten *= noise;
 
-			float lit = da * dist_atten;
+			float lit = pow(da, 0.7) * dist_atten;
 
-			lit = pow(lit,0.7);
+			
 						
 			vec3 col = light_col[i].rgb*lit*diff;
 			
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
index 9746218ea6cd5a541d5d6addecd84bfba58923a0..959a85330ea6a555c284f09b97cdb1f07652fe8a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
@@ -201,9 +201,7 @@ void main()
 		
 			vec3 lcol = color.rgb * plcol.rgb * plcol.a;
 			
-			lit = da * dist_atten * noise;
-
-			lit = pow(lit, 0.7);
+			lit = pow(da, 0.7) * dist_atten * noise;
 			
 			col = lcol*lit*diff_tex;
 			amb_da += (da*0.5)*proj_ambiance;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
index 27863b00952368278636cc7e0a596198e063ea58..6976fc7bd9d219bc236de8b01d8ef443dcea21cf 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
@@ -111,10 +111,8 @@ void main()
 	vec3 col = texture2DRect(diffuseRect, frag.xy).rgb;
 	float fa = falloff+1.0;
 	float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
-	float lit = da * dist_atten * noise;
+	float lit = pow(da, 0.7) * dist_atten * noise;
 	
-	lit = pow(lit, 0.7);
-
 	col = color.rgb*lit*col;
 
 	vec4 spec = texture2DRect(specularRect, frag.xy);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
index d7f0ab6d8e9742a895c24339985446ff1852e262..918cdce040c6f07c9f93107485abc0d407a836d9 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
@@ -204,9 +204,7 @@ void main()
 		
 			vec3 lcol = color.rgb * plcol.rgb * plcol.a;
 			
-			lit = da * dist_atten * noise;
-			
-			lit = pow(lit, 0.7);
+			lit = pow(da, 0.7) * dist_atten * noise;
 
 			col = lcol*lit*diff_tex;
 			amb_da += (da*0.5)*proj_ambiance;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
index b3ab8fd5109eda911c20f219051ed416554eece1..90b6856c5c89f1662a563f622b5568d5bfda2270 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
@@ -213,9 +213,7 @@ void main()
 		
 			vec3 lcol = color.rgb * plcol.rgb * plcol.a;
 			
-			lit = da * dist_atten * noise;
-			
-			lit = pow(lit, 0.7);
+			lit = pow(da,0.7) * dist_atten * noise;
 
 			col = lcol*lit*diff_tex*shadow;
 			amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
index 43fc5dbc5ec2c58d0f7c0691961411df4f8c9911..5fd6f0afb70b3273aca7f0d047a8318451a47709 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
@@ -214,9 +214,7 @@ void main()
 		
 			vec3 lcol = color.rgb * plcol.rgb * plcol.a;
 			
-			lit = da * dist_atten * noise;
-			
-			lit = pow(lit, 0.7);
+			lit = pow(da, 0.7) * dist_atten * noise;
 
 			col = lcol*lit*diff_tex*shadow;
 			amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance;