diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
index 5f598f84a755da24b6dc2f7ed4e47ca32b93dabc..5c79fd73158a904d4743056ea88366e8cbd8c6cf 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
@@ -57,7 +57,7 @@ void main()
    
     outColor.a = 0.0; // yes, downstream atmospherics 
     
-    frag_data[0] = outColor;
+    frag_data[0] = max(outColor, vec4(0));
     frag_data[1] = vec4(0.0,0.0,0.0,-1.0);
     vec3 nvn = normalize(vary_normal);
     frag_data[2] = vec4(nvn.xyz, GBUFFER_FLAG_HAS_ATMOS);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl
index 8e1e4b54d5746419edaa5b1614c3722bf781d9bf..3ce2efa9730a32f563eb2beacad689f52731bdb3 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl
@@ -47,7 +47,10 @@ vec2 texgen_object(vec4 vpos, mat4 mat, vec4 tp0, vec4 tp1)
     
     tcoord.x = dot(vpos, tp0);
     tcoord.y = dot(vpos, tp1);
-    
+
+    tcoord.z = 0;
+    tcoord.w = 1;
+
     tcoord = mat * tcoord; 
     
     return tcoord.xy; 
diff --git a/indra/newview/llface.cpp b/indra/newview/llface.cpp
index 5c11816acaf453a1f3999c7e92c8eb2721920e8a..9dede3c479d89ce51b4a3d3e857437c780c6e007 100644
--- a/indra/newview/llface.cpp
+++ b/indra/newview/llface.cpp
@@ -649,13 +649,6 @@ void LLFace::renderOneWireframe(const LLColor4 &color, F32 fogCfx, bool wirefram
 
     {
         LLGLDisable depth(wireframe_selection ? 0 : GL_BLEND);
-        //LLGLEnable stencil(wireframe_selection ? 0 : GL_STENCIL_TEST);
-
-        if (!wireframe_selection)
-        { //modify wireframe into outline selection mode
-            glStencilFunc(GL_NOTEQUAL, 2, 0xffff);
-            glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
-        }
 
         LLGLEnable offset(GL_POLYGON_OFFSET_LINE);
         glPolygonOffset(3.f, 3.f);