diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp
index ff79efcc5b9bf70eda3f673c97f9f7fff64dcee2..639033f143d965a215bd88ac741bfff436e17279 100644
--- a/indra/llrender/llglslshader.cpp
+++ b/indra/llrender/llglslshader.cpp
@@ -799,12 +799,6 @@ BOOL LLGLSLShader::mapUniforms(const vector<LLStaticHashedString> * uniforms)
 				continue;
 			}
 
-			if (-1 == specularMap && std::string(name) == "specularMap")
-			{
-				specularMap = i;
-				continue;
-			}
-
 			if (-1 == bumpMap && std::string(name) == "bumpMap")
 			{
 				bumpMap = i;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
index 2bfc4f3d2ff0ace084f3c39f28162555069aaf7a..e86bca3ddd94ed782c4a8b80ad6d67bffc648f19 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
@@ -49,7 +49,7 @@ void main()
 {
 	vec4 moonA = texture2D(diffuseMap, vary_texcoord0.xy);
 	vec4 moonB = texture2D(altDiffuseMap, vary_texcoord0.xy);
-    vec4 c     = mix(moonB, moonA, blend_factor);
+    vec4 c     = mix(moonA, moonB, blend_factor);
 
 	c.rgb = pow(c.rgb, vec3(0.7f));
 	c.rgb = fullbrightAtmosTransport(c.rgb);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl
index bbc5049f1c52e966a76102f08d7d7aa826519af2..3557c0766e9babcabb640370a962236dfde93aa4 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl
@@ -45,7 +45,7 @@ void main()
 {
 	vec4 sunDiscA = texture2D(diffuseMap, vary_texcoord0.xy);
 	vec4 sunDiscB = texture2D(altDiffuseMap, vary_texcoord0.xy);
-    vec4 c     = mix(sunDiscB, sunDiscA, blend_factor);
+    vec4 c     = mix(sunDiscA, sunDiscB, blend_factor);
     c.rgb = clamp(c.rgb, vec3(0), vec3(1));
 	c.rgb = pow(c.rgb, vec3(0.7f));
 	c.rgb = fullbrightAtmosTransport(c.rgb);
diff --git a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl
index 480a0e1dc43b75c205add283b851a9bc90dc0d52..933625986c508e96f5e1fa57baf788630ef11a7e 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl
@@ -49,7 +49,7 @@ void main()
 {
 	vec4 moonA = texture2D(diffuseMap, vary_texcoord0.xy);
 	vec4 moonB = texture2D(altDiffuseMap, vary_texcoord0.xy);
-    vec4 c     = mix(moonB, moonA, blend_factor);
+    vec4 c     = mix(moonA, moonB, blend_factor);
 
     c.rgb = pow(c.rgb, vec3(0.45f));
 	c.rgb = fullbrightAtmosTransport(c.rgb);
diff --git a/indra/newview/app_settings/shaders/class1/windlight/sunDiscF.glsl b/indra/newview/app_settings/shaders/class1/windlight/sunDiscF.glsl
index 05251e7e96d32dd35da4410b4cfa0cb6938ec353..3f2375ee4da5dde08718a15222575002758e9d51 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/sunDiscF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/sunDiscF.glsl
@@ -45,7 +45,7 @@ void main()
 {
 	vec4 sunA = texture2D(diffuseMap, vary_texcoord0.xy);
 	vec4 sunB = texture2D(altDiffuseMap, vary_texcoord0.xy);
-    vec4 c     = mix(sunB, sunA, blend_factor);
+    vec4 c     = mix(sunA, sunB, blend_factor);
     c.rgb = pow(c.rgb, vec3(0.7f));
 	c.rgb = fullbrightAtmosTransport(c.rgb);
     c.rgb = fullbrightScaleSoftClip(c.rgb);
diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp
index 6b32c196dc2d6ce082bac9524a180400fb73a186..4bf47f4fd69a8a91441b182e6481e032fa957850 100644
--- a/indra/newview/lldrawpoolwlsky.cpp
+++ b/indra/newview/lldrawpoolwlsky.cpp
@@ -379,6 +379,9 @@ void LLDrawPoolWLSky::renderHeavenlyBodies()
 		LLViewerTexture* tex_a = face->getTexture(LLRender::DIFFUSE_MAP);
         LLViewerTexture* tex_b = face->getTexture(LLRender::ALTERNATE_DIFFUSE_MAP);
 
+        gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+        gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
+
         // if we even have sun disc textures to work with...
         if (tex_a || tex_b)
         {
@@ -391,20 +394,18 @@ void LLDrawPoolWLSky::renderHeavenlyBodies()
             if (tex_a && (!tex_b || (tex_a == tex_b)))
             {
                 // Bind current and next sun textures
-		        gGL.getTexUnit(0)->bind(tex_a);
-                gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
+                sun_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_a, LLTexUnit::TT_TEXTURE);
                 blend_factor = 0;
             }
             else if (tex_b && !tex_a)
             {
-                gGL.getTexUnit(0)->bind(tex_b);
-                gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
+                sun_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_b, LLTexUnit::TT_TEXTURE);
                 blend_factor = 0;
             }
             else if (tex_b != tex_a)
             {
-                gGL.getTexUnit(0)->bind(tex_a);
-                gGL.getTexUnit(1)->bind(tex_b);
+                sun_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_a, LLTexUnit::TT_TEXTURE);
+                sun_shader->bindTexture(LLShaderMgr::ALTERNATE_DIFFUSE_MAP, tex_b, LLTexUnit::TT_TEXTURE);
             }
 
 		    LLColor4 color(gSky.mVOSkyp->getSun().getInterpColor());
@@ -445,20 +446,18 @@ void LLDrawPoolWLSky::renderHeavenlyBodies()
         if (tex_a && (!tex_b || (tex_a == tex_b)))
         {
             // Bind current and next sun textures
-		    gGL.getTexUnit(0)->bind(tex_a);
-            gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
+            moon_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_a, LLTexUnit::TT_TEXTURE);
             blend_factor = 0;
         }
         else if (tex_b && !tex_a)
         {
-            gGL.getTexUnit(0)->bind(tex_b);
-            gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
+            moon_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_b, LLTexUnit::TT_TEXTURE);
             blend_factor = 0;
         }
         else if (tex_b != tex_a)
         {
-            gGL.getTexUnit(0)->bind(tex_a);
-            gGL.getTexUnit(1)->bind(tex_b);
+            moon_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_a, LLTexUnit::TT_TEXTURE);
+            moon_shader->bindTexture(LLShaderMgr::ALTERNATE_DIFFUSE_MAP, tex_b, LLTexUnit::TT_TEXTURE);
         }
 
         if (can_use_vertex_shaders)