diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl
index 4261f943fb8a93c932eadf9e5193c9bd2875c8a2..5addbbb1763ade3c49fd27dfdb8984578dbfb4f6 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl
@@ -12,7 +12,6 @@ mat4 getObjectSkinnedTransform();
 void calcAtmospherics(vec3 inPositionEye);
 
 float calcDirectionalLight(vec3 n, vec3 l);
-float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);
 
 vec3 atmosAmbient(vec3 light);
 vec3 atmosAffectDirectionalLight(float lightIntensity);
@@ -23,11 +22,36 @@ varying vec3 vary_position;
 varying vec3 vary_ambient;
 varying vec3 vary_directional;
 varying vec3 vary_normal;
-varying vec3 vary_light;
 varying vec3 vary_fragcoord;
+varying vec3 vary_pointlight_col;
 
 uniform float near_clip;
 
+float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
+{
+	//get light vector
+	vec3 lv = lp.xyz-v;
+	
+	//get distance
+	float d = length(lv);
+	
+	//normalize light vector
+	lv *= 1.0/d;
+	
+	//distance attenuation
+	float dist2 = d*d/(la*la);
+	float da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
+
+	// spotlight coefficient.
+	float spot = max(dot(-ln, lv), is_pointlight);
+	da *= spot*spot; // GL_SPOT_EXPONENT=2
+
+	//angular attenuation
+	da *= calcDirectionalLight(n, lv);
+
+	return da;	
+}
+
 void main()
 {
 	gl_TexCoord[0] = gl_MultiTexCoord0;
@@ -53,20 +77,20 @@ void main()
 
 	vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
 
-	// Collect normal lights (need to be divided by two, as we later multiply by 2)
-	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
-	col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a);
-	col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a);
-	col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a);
-	col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a);
-	col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a);
-	col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
-	col.rgb = scaleDownLight(col.rgb);
+	// Collect normal lights
+	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a);
+	col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation ,gl_LightSource[3].specular.a);
+	col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].specular.a);
+	col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation, gl_LightSource[5].specular.a);
+	col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a);
+	col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a);
 	
+	vary_pointlight_col = col.rgb*gl_Color.rgb;
+
+	col.rgb = vec3(0,0,0);
+
 	// Add windlight lights
-	col.rgb += atmosAmbient(vec3(0.));
-	
-	vary_light = gl_LightSource[0].position.xyz;
+	col.rgb = atmosAmbient(vec3(0.));
 	
 	vary_ambient = col.rgb*gl_Color.rgb;
 	vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a)));
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
index 88ca60318b5fd335622260e716422b0ee48e2491..6dfc1b952c1fc52bb82e8d690228c57d65d13457 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
@@ -28,7 +28,6 @@ varying vec3 vary_ambient;
 varying vec3 vary_directional;
 varying vec3 vary_fragcoord;
 varying vec3 vary_position;
-varying vec3 vary_light;
 varying vec3 vary_pointlight_col;
 
 uniform float shadow_bias;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
index 1da3d95069a05746ee90e95588c80ce4674e3ca8..d227346163e052e600adeb27bf51434921bc82fd 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
@@ -11,7 +11,6 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
 void calcAtmospherics(vec3 inPositionEye);
 
 float calcDirectionalLight(vec3 n, vec3 l);
-float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);
 mat4 getObjectSkinnedTransform();
 vec3 atmosAmbient(vec3 light);
 vec3 atmosAffectDirectionalLight(float lightIntensity);
@@ -22,12 +21,37 @@ varying vec3 vary_ambient;
 varying vec3 vary_directional;
 varying vec3 vary_fragcoord;
 varying vec3 vary_position;
-varying vec3 vary_light;
+varying vec3 vary_pointlight_col;
 
 uniform float near_clip;
 uniform float shadow_offset;
 uniform float shadow_bias;
 
+float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
+{
+	//get light vector
+	vec3 lv = lp.xyz-v;
+	
+	//get distance
+	float d = length(lv);
+	
+	//normalize light vector
+	lv *= 1.0/d;
+	
+	//distance attenuation
+	float dist2 = d*d/(la*la);
+	float da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
+
+	// spotlight coefficient.
+	float spot = max(dot(-ln, lv), is_pointlight);
+	da *= spot*spot; // GL_SPOT_EXPONENT=2
+
+	//angular attenuation
+	da *= calcDirectionalLight(n, lv);
+
+	return da;	
+}
+
 void main()
 {
 	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
@@ -55,21 +79,21 @@ void main()
 	//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
 	vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
 
-	// Collect normal lights (need to be divided by two, as we later multiply by 2)
-	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
-	col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a);
-	col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a);
-	col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a);
-	col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a);
-	col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a);
-	col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
-	col.rgb = scaleDownLight(col.rgb);
+	// Collect normal lights
+	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a);
+	col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation ,gl_LightSource[3].specular.a);
+	col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].specular.a);
+	col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation, gl_LightSource[5].specular.a);
+	col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a);
+	col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a);
 	
+	vary_pointlight_col = col.rgb*gl_Color.rgb;
+
+	col.rgb = vec3(0,0,0);
+
 	// Add windlight lights
-	col.rgb += atmosAmbient(vec3(0.));
-	
-	vary_light = gl_LightSource[0].position.xyz;
-	
+	col.rgb = atmosAmbient(vec3(0.));
+		
 	vary_ambient = col.rgb*gl_Color.rgb;
 	vary_directional.rgb = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a)));
 	
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
index ea09d5bb095abcea0b7461fb3ddace91d2b53def..86f014df35f903b93b8eb89b37bcc63cd70f5020 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
@@ -21,7 +21,6 @@ varying vec3 vary_ambient;
 varying vec3 vary_directional;
 varying vec3 vary_fragcoord;
 varying vec3 vary_position;
-varying vec3 vary_light;
 varying vec3 vary_pointlight_col;
 
 uniform float near_clip;
@@ -86,8 +85,6 @@ void main()
 	// Add windlight lights
 	col.rgb = atmosAmbient(vec3(0.));
 	
-	vary_light = gl_LightSource[0].position.xyz;
-	
 	vary_ambient = col.rgb*gl_Color.rgb;
 	vary_directional.rgb = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a)));