diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index c8c23c6ce421aecee62d22696619c86e66de8c8d..b9287613587f753ce71a049d2a1ba6b52e201135 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -189,6 +189,11 @@ vec3 srgb_to_linear(vec3 cs)
     cl = {
         {  ((cs + 0.055)/1.055)^2.4,   cs >  0.04045*/
 
+	vec3 low_range = cs / vec3(12.92);
+
+	if (((cs.r + cs.g + cs.b) / 3) <= 0.04045)
+		return low_range;
+
 	return pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4));
 }
 
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
index 10b899c91d5c295ad564469e2a4cde44135b4fb5..6fe34b887adede33ba6f586c31bc122991403ebc 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
@@ -39,34 +39,15 @@ vec2 encode_normal(vec3 n)
 	return n.xy / f + 0.5;
 }
 
-vec3 srgb_to_linear(vec3 cs)
-{
-	
-/*        {  cs / 12.92,                 cs <= 0.04045
-    cl = {
-        {  ((cs + 0.055)/1.055)^2.4,   cs >  0.04045*/
-
-	return pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4));
-}
-
-vec3 linear_to_srgb(vec3 cl)
-{
-	    /*{  0.0,                          0         <= cl
-            {  12.92 * c,                    0         <  cl < 0.0031308
-    cs = {  1.055 * cl^0.41666 - 0.055,   0.0031308 <= cl < 1
-            {  1.0,                                       cl >= 1*/
-
-	return 1.055 * pow(cl, vec3(0.41666)) - 0.055;
-}
-
 void main() 
 {
-	vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb;
+	vec4 diff = diffuseLookup(vary_texcoord0.xy);
+	vec3 col  = vertex_color.rgb * diff.rgb;
 	
 	vec3 spec;
 	spec.rgb = vec3(vertex_color.a);
 
-	frag_data[0] = vec4(col, 0.0);
+	frag_data[0] = vec4(col, 0);
 	frag_data[1] = vec4(spec, vertex_color.a); // spec
 	vec3 nvn = normalize(vary_normal);
 	frag_data[2] = vec4(encode_normal(nvn.xyz), vertex_color.a, 0.0);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index 52842c27ccf8c87231665e3fc75b73269550f790..e028eef900f516d9c7c986ed0321d276dd735615 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -38,6 +38,11 @@ vec3 srgb_to_linear(vec3 cs)
     cl = {
         {  ((cs + 0.055)/1.055)^2.4,   cs >  0.04045*/
 
+	vec3 low_range = cs / vec3(12.92);
+
+	if (((cs.r + cs.g + cs.b) / 3) <= 0.04045)
+		return low_range;
+
 	return pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4));
 }
 
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 1f5cab6cd5aa350bed22a6b3b5276705adb84c47..6f11e8427c2cbf2fce26c13edd7ac838c630d7a8 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -86,6 +86,11 @@ vec3 srgb_to_linear(vec3 cs)
     cl = {
         {  ((cs + 0.055)/1.055)^2.4,   cs >  0.04045*/
 
+	vec3 low_range = cs / vec3(12.92);
+
+	if (((cs.r + cs.g + cs.b) / 3) <= 0.04045)
+		return low_range;
+
 	return pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4));
 }
 
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 233985631b09bde3068b63e461b0e8be10d72368..dbb32c40f4ac559aa9dc94d1163a111d0d422538 100755
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -85,6 +85,11 @@ vec3 srgb_to_linear(vec3 cs)
     cl = {
         {  ((cs + 0.055)/1.055)^2.4,   cs >  0.04045*/
 
+	vec3 low_range = cs / vec3(12.92);
+
+	if (((cs.r + cs.g + cs.b) / 3) <= 0.04045)
+		return low_range;
+
 	return pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4));
 }
 
@@ -420,6 +425,7 @@ void main()
 	
 		col *= diffuse.rgb;
 	
+
 		vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
 
 		if (spec.a > 0.0) // specular reflection
@@ -445,11 +451,10 @@ void main()
 			
 			vec3 refcol = textureCube(environmentMap, env_vec).rgb;
 
-			col = mix(col.rgb, refcol, 
-				envIntensity);  
+			col = mix(col.rgb, refcol, envIntensity);  
 
 		}
-						
+	
 		if (norm.w < 0.5)
 		{
 			col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a);
@@ -462,6 +467,8 @@ void main()
 			bloom = fogged.a;
 		#endif
 
+
+
 		col = srgb_to_linear(col);
 
 		//col = vec3(1,0,1);