diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp
index b22ad60750c23f3ab80efd852ed57a61da347138..c4585936ee612b7cd7806bf819392cdfde55326d 100755
--- a/indra/llrender/llrender.cpp
+++ b/indra/llrender/llrender.cpp
@@ -1150,7 +1150,7 @@ void LLRender::syncLightState()
 
 			position[i] = light->mPosition;
 			direction[i] = light->mSpotDirection;
-			attenuation[i].set(light->mLinearAtten, light->mQuadraticAtten, light->mSpecular.mV[3]);
+			attenuation[i].set(1.f/light->mLinearAtten, light->mQuadraticAtten, light->mSpecular.mV[3]);
 			diffuse[i].set(light->mDiffuse.mV);
 		}
 
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index 143af0576c3560a1dbbaa3d60f4c1d4883198eb1..af3f362208d3ce086c2ceea269089b1a6ea9655a 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -61,6 +61,7 @@ VARYING vec3 vary_directional;
 VARYING vec3 vary_fragcoord;
 VARYING vec3 vary_position;
 VARYING vec3 vary_pointlight_col;
+VARYING vec3 vary_pointlight_col_linear;
 VARYING vec2 vary_texcoord0;
 VARYING vec3 vary_norm;
 
@@ -82,7 +83,7 @@ vec3 calcDirectionalLight(vec3 n, vec3 l)
 	return vec3(a,a,a);
 }
 
-vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
+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;
@@ -92,14 +93,14 @@ vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float
 	
 	float da = 0.0;
 
-	if (d > 0.0 && la > 0.0 && fa > 0.0)
+//	if (d > 0.0 && la > 0.0 && fa > 0.0)
 	{
 		//normalize light vector
-		lv = normalize(lv);
+		lv /= d;
 	
 		//distance attenuation
-		float dist = d/la;
-		da = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
+		float dist = d*la;
+		da = clamp(1.0-(dist+fa-1.0)/fa, 0.0, 1.0);
 		da *= da;
 		da *= 2.0;
 	
@@ -112,7 +113,7 @@ vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float
 		da *= max(dot(n, lv), 0.0);		
 	}
 
-	return vec3(da,da,da);	
+	return da;	
 }
 
 #if HAS_SHADOW
@@ -138,6 +139,25 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc)
 
 void main() 
 {
+#ifdef USE_INDEXED_TEX
+	vec4 diff = diffuseLookup(vary_texcoord0.xy);
+#else
+	vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
+#endif
+
+#ifdef USE_VERTEX_COLOR
+	float vertex_color_alpha = vertex_color.a;	
+#else
+	float vertex_color_alpha = 1.0;
+#endif
+
+	float alpha = vertex_color_alpha*diff.a;
+
+	vec4 gamma_diff = diff;
+
+	diff.rgb = pow(diff.rgb, vec3(2.2f, 2.2f, 2.2f));
+
+
 	vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
 	frag *= screen_res;
 	
@@ -210,21 +230,6 @@ void main()
 	}
 #endif
 
-#ifdef USE_INDEXED_TEX
-	vec4 diff = diffuseLookup(vary_texcoord0.xy);
-#else
-	vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
-#endif
-	vec4 gamma_diff = diff;
-
-	diff.rgb = pow(diff.rgb, vec3(2.2f, 2.2f, 2.2f));
-
-#ifdef USE_VERTEX_COLOR
-	float vertex_color_alpha = vertex_color.a;	
-#else
-	float vertex_color_alpha = 1.0;
-#endif
-	
 	vec3 normal = vary_norm; 
 	
 	vec3 l = light_position[0].xyz;
@@ -243,6 +248,7 @@ void main()
 
 	color.rgb = scaleSoftClip(color.rgb);
 
+	//convert to linear space
 	color.rgb = pow(color.rgb, vec3(2.2));
 	col = vec4(0,0,0,0);
 
@@ -257,8 +263,9 @@ void main()
 	LIGHT_LOOP(6)
 	LIGHT_LOOP(7)
 
-	color.rgb += diff.rgb * pow(vary_pointlight_col, vec3(2.2)) * col.rgb;
+	color.rgb += diff.rgb * vary_pointlight_col_linear * col.rgb;
 
+	//convert to gamma space
 	color.rgb = pow(color.rgb, vec3(1.0/2.2));
 
 	frag_color = color;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl
deleted file mode 100755
index 2ce44d599f1190064efc18ab75b78c8ae9d780d6..0000000000000000000000000000000000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl
+++ /dev/null
@@ -1,150 +0,0 @@
-/** 
- * @file alphaF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- * 
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- * 
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
- * Lesser General Public License for more details.
- * 
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
- * 
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
- * $/LicenseInfo$
- */
- 
-#extension GL_ARB_texture_rectangle : enable
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-uniform sampler2DRect depthMap;
-uniform sampler2D diffuseMap;
-
-
-uniform vec2 screen_res;
-
-vec3 atmosLighting(vec3 light);
-vec3 scaleSoftClip(vec3 light);
-
-VARYING vec3 vary_ambient;
-VARYING vec3 vary_directional;
-VARYING vec3 vary_fragcoord;
-VARYING vec3 vary_position;
-VARYING vec3 vary_pointlight_col;
-VARYING vec2 vary_texcoord0;
-VARYING vec4 vertex_color;
-VARYING vec3 vary_norm;
-
-uniform mat4 inv_proj;
-
-uniform vec4 light_position[8];
-uniform vec3 light_direction[8];
-uniform vec3 light_attenuation[8]; 
-uniform vec3 light_diffuse[8];
-
-vec3 calcDirectionalLight(vec3 n, vec3 l)
-{
-        float a = pow(max(dot(n,l),0.0), 0.7);
-        return vec3(a,a,a);
-}
-
-vec3 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 = dot(lv,lv);
-	
-	float da = 0.0;
-
-	if (d > 0.0 && la > 0.0 && fa > 0.0)
-	{
-		//normalize light vector
-		lv = normalize(lv);
-	
-		//distance attenuation
-		float dist2 = d/la;
-		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 *= max(pow(dot(n, lv), 0.7), 0.0);		
-	}
-
-	return vec3(da,da,da);	
-}
-
-vec4 getPosition(vec2 pos_screen)
-{
-	float depth = texture2DRect(depthMap, pos_screen.xy).a;
-	vec2 sc = pos_screen.xy*2.0;
-	sc /= screen_res;
-	sc -= vec2(1.0,1.0);
-	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
-	vec4 pos = inv_proj * ndc;
-	pos /= pos.w;
-	pos.w = 1.0;
-	return pos;
-}
-
-void main() 
-{
-	vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
-	frag *= screen_res;
-	
-	vec4 pos = vec4(vary_position, 1.0);
-	
-	vec4 diff= texture2D(diffuseMap,vary_texcoord0.xy);
-
-	vec3 n = vary_norm;
-	vec3 l = light_position[0].xyz;
-	vec3 dlight = calcDirectionalLight(n, l);
-	dlight = dlight * vary_directional.rgb * vary_pointlight_col;
-
-	vec4 col = vec4(vary_ambient + dlight, vertex_color.a);
-	vec4 color = diff * col;
-	
-	color.rgb = atmosLighting(color.rgb);
-
-	color.rgb = scaleSoftClip(color.rgb);
-	vec3 light_col = vec3(0,0,0);
-
-  #define LIGHT_LOOP(i) \
-	light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
-
-	LIGHT_LOOP(1)
-	LIGHT_LOOP(2)
-	LIGHT_LOOP(3)
-	LIGHT_LOOP(4)
-	LIGHT_LOOP(5)
-	LIGHT_LOOP(6)
-	LIGHT_LOOP(7)
-
-	color.rgb += diff.rgb * vary_pointlight_col * light_col;
-
-	color.rgb = pow(color.rgb, vec3(1.0/2.2));
-
-	frag_color = color;
-	//frag_color = vec4(1,0,1,1);
-	//frag_color = vec4(1,0,1,1)*shadow;
-	
-}
-
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl
deleted file mode 100755
index 1113a9845b275ca01562a597b60167b2c180f848..0000000000000000000000000000000000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl
+++ /dev/null
@@ -1,92 +0,0 @@
-/** 
- * @file alphaNonIndexedNoColorF.glsl
- *
- * $LicenseInfo:firstyear=2005&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2005, Linden Research, Inc.
- * 
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- * 
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
- * Lesser General Public License for more details.
- * 
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
- * 
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
- * $/LicenseInfo$
- */
- 
-#extension GL_ARB_texture_rectangle : enable
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-uniform float minimum_alpha;
-
-uniform sampler2DRect depthMap;
-uniform sampler2D diffuseMap;
-
-uniform vec2 screen_res;
-
-vec3 atmosLighting(vec3 light);
-vec3 scaleSoftClip(vec3 light);
-
-VARYING vec3 vary_ambient;
-VARYING vec3 vary_directional;
-VARYING vec3 vary_fragcoord;
-VARYING vec3 vary_position;
-VARYING vec3 vary_pointlight_col;
-VARYING vec2 vary_texcoord0;
-
-uniform mat4 inv_proj;
-
-vec4 getPosition(vec2 pos_screen)
-{
-	float depth = texture2DRect(depthMap, pos_screen.xy).a;
-	vec2 sc = pos_screen.xy*2.0;
-	sc /= screen_res;
-	sc -= vec2(1.0,1.0);
-	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
-	vec4 pos = inv_proj * ndc;
-	pos /= pos.w;
-	pos.w = 1.0;
-	return pos;
-}
-
-void main() 
-{
-	vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
-	frag *= screen_res;
-	
-	vec4 pos = vec4(vary_position, 1.0);
-	
-	vec4 diff= texture2D(diffuseMap,vary_texcoord0.xy);
-
-	if (diff.a < minimum_alpha)
-	{
-		discard;
-	}
-
-	vec4 col = vec4(vary_ambient + vary_directional.rgb, 1.0);
-	vec4 color = diff * col;
-	
-	
-	color.rgb = atmosLighting(color.rgb);
-
-	color.rgb = scaleSoftClip(color.rgb);
-
-	color.rgb += diff.rgb * vary_pointlight_col.rgb;
-
-	frag_color = color;
-}
-
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl
deleted file mode 100755
index 5f93986f1d240c38904756653e9d04874d243dce..0000000000000000000000000000000000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl
+++ /dev/null
@@ -1,136 +0,0 @@
-/** 
- * @file alphaSkinnedV.glsl
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- * 
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- * 
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
- * Lesser General Public License for more details.
- * 
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
- * 
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
- * $/LicenseInfo$
- */
-
-uniform mat4 projection_matrix;
-uniform mat4 modelview_matrix;
-
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec3 normal;
-ATTRIBUTE vec4 diffuse_color;
-ATTRIBUTE vec2 texcoord0;
-
-mat4 getObjectSkinnedTransform();
-void calcAtmospherics(vec3 inPositionEye);
-
-float calcDirectionalLight(vec3 n, vec3 l);
-
-vec3 atmosAmbient(vec3 light);
-vec3 atmosAffectDirectionalLight(float lightIntensity);
-
-VARYING vec3 vary_position;
-VARYING vec3 vary_ambient;
-VARYING vec3 vary_directional;
-VARYING vec3 vary_fragcoord;
-VARYING vec3 vary_pointlight_col;
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
-
-VARYING vec3 vary_norm;
-
-uniform float near_clip;
-
-uniform vec4 light_position[8];
-uniform vec3 light_direction[8];
-uniform vec3 light_attenuation[8]; 
-uniform vec3 light_diffuse[8];
-
-float calcDirectionalLight(vec3 n, vec3 l)
-{
-        float a = max(dot(n,l),0.0);
-        return a;
-}
-
-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 = dot(lv,lv);
-	
-	float da = 0.0;
-
-	if (d > 0.0 && la > 0.0 && fa > 0.0)
-	{
-		//normalize light vector
-		lv = normalize(lv);
-	
-		//distance attenuation
-		float dist2 = d/la;
-		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 *= max(dot(n, lv), 0.0);		
-	}
-
-	return da;	
-}
-
-void main()
-{
-	vary_texcoord0 = texcoord0;
-				
-	vec4 pos;
-	vec3 norm;
-	
-	mat4 trans = getObjectSkinnedTransform();
-	trans = modelview_matrix * trans;
-	
-	pos = trans * vec4(position.xyz, 1.0);
-	
-	norm = position.xyz + normal.xyz;
-	norm = normalize(( trans*vec4(norm, 1.0) ).xyz-pos.xyz);
-	vary_norm = norm;
-	vec4 frag_pos = projection_matrix * pos;
-	gl_Position = frag_pos;
-	
-	vary_position = pos.xyz;
-		
-	calcAtmospherics(pos.xyz);
-
-	//vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
-	vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a);
-	vary_pointlight_col = diffuse_color.rgb;
-	col.rgb = vec3(0,0,0);
-
-	// Add windlight lights
-	col.rgb = atmosAmbient(vec3(0.));
-	
-	vary_ambient = col.rgb*diffuse_color.rgb;
-	vary_directional.rgb = atmosAffectDirectionalLight(1);
-	
-	col.rgb = col.rgb*diffuse_color.rgb;
-	
-	vertex_color = col;
-
-	
-	
-	vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
-}
-
-
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
index 9d3ba564cdc4556f18e3ef4a3eed801b48032168..cc63baa42256ffa05663b7c1b98055657ddfe99a 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
@@ -68,6 +68,7 @@ VARYING vec3 vary_directional;
 VARYING vec3 vary_fragcoord;
 VARYING vec3 vary_position;
 VARYING vec3 vary_pointlight_col;
+VARYING vec3 vary_pointlight_col_linear;
 
 #ifdef USE_VERTEX_COLOR
 VARYING vec4 vertex_color;
@@ -79,43 +80,8 @@ VARYING vec3 vary_norm;
 
 uniform float near_clip;
 
-uniform vec4 light_position[8];
-uniform vec3 light_direction[8];
-uniform vec3 light_attenuation[8]; 
-uniform vec3 light_diffuse[8];
-
 uniform vec3 sun_dir;
 
-vec3 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 = dot(lv,lv);
-	
-	float da = 0.0;
-
-	if (d > 0.0 && la > 0.0 && fa > 0.0)
-	{
-		//normalize light vector
-		lv = normalize(lv);
-	
-		//distance attenuation
-		float dist2 = d/la;
-		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 *= max(dot(n, lv), 0.0);		
-	}
-
-	return vec3(da,da,da);	
-}
-
 void main()
 {
 	vec4 pos;
@@ -181,6 +147,7 @@ void main()
 	
 
 	vary_pointlight_col = diff;
+	vary_pointlight_col_linear = pow(diff, vec3(2.2));
 
 	
 	col.rgb = vec3(0,0,0);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl
index c8ddefac266f1679d90ed5c7a4c156b0cad1bc4e..145cf524d4823e039221613c582b9c7d52ad187c 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl
@@ -71,18 +71,18 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
 	vec3 lv = lp.xyz-v;
 	
 	//get distance
-	float d = dot(lv,lv);
+	float d = length(lv);
 	
 	float da = 0.0;
 
-	if (d > 0.0 && la > 0.0 && fa > 0.0)
+	//if (d > 0.0 && la > 0.0 && fa > 0.0)
 	{
 		//normalize light vector
-		lv = normalize(lv);
+		lv /= d;
 	
 		//distance attenuation
-		float dist2 = d/la;
-		da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
+		float dist = d*la;
+		da = clamp(1.0-(dist-1.0+fa)/fa, 0.0, 1.0);
 
 		// spotlight coefficient.
 		float spot = max(dot(-ln, lv), is_pointlight);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
deleted file mode 100755
index d6149fcc32ac9b02785ff3b47e9489141edf0e02..0000000000000000000000000000000000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
+++ /dev/null
@@ -1,153 +0,0 @@
-/** 
- * @file avatarAlphaV.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- * 
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- * 
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
- * Lesser General Public License for more details.
- * 
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
- * 
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
- * $/LicenseInfo$
- */
-
-uniform mat4 projection_matrix;
-
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec3 normal;
-ATTRIBUTE vec2 texcoord0;
-
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
-mat4 getSkinnedTransform();
-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);
-vec3 scaleDownLight(vec3 light);
-vec3 scaleUpLight(vec3 light);
-
-VARYING vec3 vary_position;
-VARYING vec3 vary_ambient;
-VARYING vec3 vary_directional;
-VARYING vec3 vary_fragcoord;
-VARYING vec3 vary_pointlight_col;
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
-
-
-uniform float near_clip;
-
-uniform vec4 color;
-
-uniform vec4 light_position[8];
-uniform vec3 light_direction[8];
-uniform vec3 light_attenuation[8]; 
-uniform vec3 light_diffuse[8];
-
-float calcDirectionalLight(vec3 n, vec3 l)
-{
-        float a = max(dot(n,l),0.0);
-        return a;
-}
-
-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 = dot(lv,lv);
-	
-	float da = 0.0;
-
-	if (d > 0.0 && la > 0.0 && fa > 0.0)
-	{
-		//normalize light vector
-		lv = normalize(lv);
-	
-		//distance attenuation
-		float dist2 = d/la;
-		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 *= max(dot(n, lv), 0.0);		
-	}
-
-	return da;	
-}
-
-void main()
-{
-	vary_texcoord0 = texcoord0;
-				
-	vec4 pos;
-	vec3 norm;
-	
-	mat4 trans = getSkinnedTransform();
-	vec4 pos_in = vec4(position.xyz, 1.0);
-	pos.x = dot(trans[0], pos_in);
-	pos.y = dot(trans[1], pos_in);
-	pos.z = dot(trans[2], pos_in);
-	pos.w = 1.0;
-	
-	norm.x = dot(trans[0].xyz, normal);
-	norm.y = dot(trans[1].xyz, normal);
-	norm.z = dot(trans[2].xyz, normal);
-	norm = normalize(norm);
-		
-	vec4 frag_pos = projection_matrix * pos;
-	gl_Position = frag_pos;
-	
-	vary_position = pos.xyz;
-	
-	calcAtmospherics(pos.xyz);
-
-	vec4 col = vec4(0.0, 0.0, 0.0, 1.0);
-
-	// Collect normal lights
-	col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z);
-	col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z);
-	col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z);
-	col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z);
-	col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z);
-	col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z);
-	
-	vary_pointlight_col = col.rgb*color.rgb;
-
-	col.rgb = vec3(0,0,0);
-
-	// Add windlight lights
-	col.rgb = atmosAmbient(vec3(0.));
-	
-	vary_ambient = col.rgb*color.rgb;
-	vary_directional = color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), 0.0));
-	
-	col.rgb = col.rgb * color.rgb;
-	
-	vertex_color = col;
-
-	
-	
-	vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
-}
-
-
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index 53ade8ea64835db42287ae7ca762f78586997d6f..27bb43110b1ebaae4e93ea188ed904c6e423b8df 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -133,14 +133,14 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
 
 	vec3 col = vec3(0,0,0);
 
-	if (d > 0.0 && la > 0.0 && fa > 0.0)
+	//if (d > 0.0 && la > 0.0 && fa > 0.0)
 	{
 		//normalize light vector
-		lv = normalize(lv);
+		lv /= d;
 	
 		//distance attenuation
-		float dist = d/la;
-		float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
+		float dist = d*la;
+		float dist_atten = clamp(1.0-(dist-1.0+fa)/fa, 0.0, 1.0);
 		dist_atten *= dist_atten;
 		dist_atten *= 2.0;
 
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
index a9288b3df68dd9d5480ec67bef28166be8a75c5b..dc0b989e34be944018b2cedb47fcfcb388b37c45 100755
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
@@ -45,7 +45,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
 	lv *= 1.0/d;
 	
 	//distance attenuation
-	float da = clamp(1.0/(la * d), 0.0, 1.0);
+	float da = clamp(1.0/(1.f/la * d), 0.0, 1.0);
 	
 	// spotlight coefficient.
 	float spot = max(dot(-ln, lv), is_pointlight);
diff --git a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl
index 7f3f84398b102ab07dd68c2106a67fc2a9509408..c325a236d76cd71b2192a6508ce0b728a8a51ebe 100755
--- a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl
@@ -91,8 +91,8 @@ void main()
 
 	// Collect normal lights (need to be divided by two, as we later multiply by 2)
 	col.rgb += light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz);
-	col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].z);
-	col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].z);
+	col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], 1.f/light_attenuation[2].x, light_attenuation[2].z);
+	col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], 1.f/light_attenuation[3].x, light_attenuation[3].z);
 		
 	vertex_color = col*color;
 }
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl
deleted file mode 100755
index 9670d593996286f1cfa749b88943a68663adadb7..0000000000000000000000000000000000000000
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl
+++ /dev/null
@@ -1,235 +0,0 @@
-/** 
- * @file alphaF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- * 
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- * 
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
- * Lesser General Public License for more details.
- * 
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
- * 
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
- * $/LicenseInfo$
- */
- 
-#extension GL_ARB_texture_rectangle : enable
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-uniform sampler2DShadow shadowMap0;
-uniform sampler2DShadow shadowMap1;
-uniform sampler2DShadow shadowMap2;
-uniform sampler2DShadow shadowMap3;
-uniform sampler2DRect depthMap;
-uniform sampler2D diffuseMap;
-
-uniform mat4 shadow_matrix[6];
-uniform vec4 shadow_clip;
-uniform vec2 screen_res;
-
-vec3 atmosLighting(vec3 light);
-vec3 scaleSoftClip(vec3 light);
-
-VARYING vec3 vary_ambient;
-VARYING vec3 vary_directional;
-VARYING vec3 vary_fragcoord;
-VARYING vec3 vary_position;
-VARYING vec3 vary_pointlight_col;
-VARYING vec2 vary_texcoord0;
-VARYING vec4 vertex_color;
-VARYING vec3 vary_norm;
-
-uniform vec2 shadow_res;
-uniform float shadow_bias;
-
-uniform mat4 inv_proj;
-
-uniform vec4 light_position[8];
-uniform vec3 light_direction[8];
-uniform vec3 light_attenuation[8]; 
-uniform vec3 light_diffuse[8];
-
-vec3 calcDirectionalLight(vec3 n, vec3 l)
-{
-        float a = pow(max(dot(n,l),0.0), 0.7);
-        return vec3(a,a,a);
-}
-
-vec3 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 = dot(lv,lv);
-	
-	float da = 0.0;
-
-	if (d > 0.0 && la > 0.0 && fa > 0.0)
-	{
-		//normalize light vector
-		lv = normalize(lv);
-	
-		//distance attenuation
-		float dist2 = d/la;
-		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 *= max(pow(dot(n, lv), 0.7), 0.0);		
-	}
-
-	return vec3(da,da,da);	
-}
-
-vec4 getPosition(vec2 pos_screen)
-{
-	float depth = texture2DRect(depthMap, pos_screen.xy).a;
-	vec2 sc = pos_screen.xy*2.0;
-	sc /= screen_res;
-	sc -= vec2(1.0,1.0);
-	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
-	vec4 pos = inv_proj * ndc;
-	pos.xyz /= pos.w;
-	pos.w = 1.0;
-	return pos;
-}
-
-float pcfShadow(sampler2DShadow shadowMap, vec4 stc)
-{
-	stc.xyz /= stc.w;
-	stc.z += shadow_bias;
-
-	stc.x = floor(stc.x*shadow_res.x + fract(stc.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
-	
-	float cs = shadow2D(shadowMap, stc.xyz).x;
-	float shadow = cs;
-	
-    shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
-    shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
-    shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
-    shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
-                        
-    return shadow*0.2;
-}
-
-
-void main() 
-{
-	vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
-	frag *= screen_res;
-	
-	float shadow = 0.0;
-	vec4 pos = vec4(vary_position, 1.0);
-	
-	vec4 spos = pos;
-		
-	if (spos.z > -shadow_clip.w)
-	{	
-		vec4 lpos;
-		
-		vec4 near_split = shadow_clip*-0.75;
-		vec4 far_split = shadow_clip*-1.25;
-		vec4 transition_domain = near_split-far_split;
-		float weight = 0.0;
-
-		if (spos.z < near_split.z)
-		{
-			lpos = shadow_matrix[3]*spos;
-			
-			float w = 1.0;
-			w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
-			shadow += pcfShadow(shadowMap3, lpos)*w;
-			weight += w;
-			shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
-		}
-
-		if (spos.z < near_split.y && spos.z > far_split.z)
-		{
-			lpos = shadow_matrix[2]*spos;
-			
-			float w = 1.0;
-			w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
-			w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
-			shadow += pcfShadow(shadowMap2, lpos)*w;
-			weight += w;
-		}
-
-		if (spos.z < near_split.x && spos.z > far_split.y)
-		{
-			lpos = shadow_matrix[1]*spos;
-			
-			float w = 1.0;
-			w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
-			w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
-			shadow += pcfShadow(shadowMap1, lpos)*w;
-			weight += w;
-		}
-
-		if (spos.z > far_split.x)
-		{
-			lpos = shadow_matrix[0]*spos;
-							
-			float w = 1.0;
-			w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
-				
-			shadow += pcfShadow(shadowMap0, lpos)*w;
-			weight += w;
-		}
-		
-
-		shadow /= weight;
-
-	}
-	else
-	{
-		shadow = 1.0;
-	}
-	vec3 n = vary_norm;
-	vec3 l = light_position[0].xyz;
-	vec3 dlight = calcDirectionalLight(n, l);
-	dlight = dlight * vary_directional.rgb * vary_pointlight_col;
-	vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
-
-	vec4 col = vec4(vary_ambient + dlight*shadow, vertex_color.a);
-	vec4 color = diff * col;
-	
-	color.rgb = atmosLighting(color.rgb);
-
-	color.rgb = scaleSoftClip(color.rgb);
-	vec3 light_col = vec3(0,0,0);
-
-  #define LIGHT_LOOP(i) \
-		light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
-
-	LIGHT_LOOP(1)
-	LIGHT_LOOP(2)
-	LIGHT_LOOP(3)
-	LIGHT_LOOP(4)
-	LIGHT_LOOP(5)
-	LIGHT_LOOP(6)
-	LIGHT_LOOP(7)
-
-	color.rgb += diff.rgb * vary_pointlight_col * light_col;
-
-	frag_color = color;	
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl
deleted file mode 100755
index fae279fba059578e1cd6b2e0bc2c07852fb94212..0000000000000000000000000000000000000000
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl
+++ /dev/null
@@ -1,242 +0,0 @@
-/** 
- * @file alphaNonIndexedNoColorF.glsl
- *
- * $LicenseInfo:firstyear=2005&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2005, Linden Research, Inc.
- * 
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- * 
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
- * Lesser General Public License for more details.
- * 
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
- * 
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
- * $/LicenseInfo$
- */
- 
-#extension GL_ARB_texture_rectangle : enable
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-uniform float minimum_alpha;
-
-uniform sampler2DShadow shadowMap0;
-uniform sampler2DShadow shadowMap1;
-uniform sampler2DShadow shadowMap2;
-uniform sampler2DShadow shadowMap3;
-uniform sampler2DRect depthMap;
-uniform sampler2D diffuseMap;
-
-uniform mat4 shadow_matrix[6];
-uniform vec4 shadow_clip;
-uniform vec2 screen_res;
-
-vec3 atmosLighting(vec3 light);
-vec3 scaleSoftClip(vec3 light);
-
-VARYING vec3 vary_ambient;
-VARYING vec3 vary_directional;
-VARYING vec3 vary_fragcoord;
-VARYING vec3 vary_position;
-VARYING vec3 vary_pointlight_col;
-VARYING vec2 vary_texcoord0;
-VARYING vec3 vary_norm;
-
-uniform vec2 shadow_res;
-
-uniform float shadow_bias;
-
-uniform mat4 inv_proj;
-
-uniform vec4 light_position[8];
-uniform vec3 light_direction[8];
-uniform vec3 light_attenuation[8]; 
-uniform vec3 light_diffuse[8];
-
-vec3 calcDirectionalLight(vec3 n, vec3 l)
-{
-        float a = pow(max(dot(n,l),0.0), 0.7);
-        return vec3(a, a, a);
-}
-
-vec3 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 = dot(lv,lv);
-	
-	float da = 0.0;
-
-	if (d > 0.0 && la > 0.0 && fa > 0.0)
-	{
-		//normalize light vector
-		lv = normalize(lv);
-	
-		//distance attenuation
-		float dist2 = d/la;
-		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 *= max(pow(dot(n, lv), 0.7), 0.0);		
-	}
-
-	return vec3(da,da,da);	
-}
-
-vec4 getPosition(vec2 pos_screen)
-{
-	float depth = texture2DRect(depthMap, pos_screen.xy).a;
-	vec2 sc = pos_screen.xy*2.0;
-	sc /= screen_res;
-	sc -= vec2(1.0,1.0);
-	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
-	vec4 pos = inv_proj * ndc;
-	pos.xyz /= pos.w;
-	pos.w = 1.0;
-	return pos;
-}
-
-float pcfShadow(sampler2DShadow shadowMap, vec4 stc)
-{
-	stc.xyz /= stc.w;
-	stc.z += shadow_bias;
-
-	stc.x = floor(stc.x*shadow_res.x + fract(stc.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
-	float cs = shadow2D(shadowMap, stc.xyz).x;
-	
-	float shadow = cs;
-
-        shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
-        shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
-        shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
-        shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
-                        
-        return shadow*0.2;
-}
-
-
-void main() 
-{
-	vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
-	frag *= screen_res;
-	
-	float shadow = 0.0;
-	vec4 pos = vec4(vary_position, 1.0);
-	
-	vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
-
-	if (diff.a < minimum_alpha)
-	{
-		discard;
-	}
-	
-	vec4 spos = pos;
-		
-	if (spos.z > -shadow_clip.w)
-	{	
-		vec4 lpos;
-		
-		vec4 near_split = shadow_clip*-0.75;
-		vec4 far_split = shadow_clip*-1.25;
-		vec4 transition_domain = near_split-far_split;
-		float weight = 0.0;
-
-		if (spos.z < near_split.z)
-		{
-			lpos = shadow_matrix[3]*spos;
-			
-			float w = 1.0;
-			w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
-			shadow += pcfShadow(shadowMap3, lpos)*w;
-			weight += w;
-			shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
-		}
-
-		if (spos.z < near_split.y && spos.z > far_split.z)
-		{
-			lpos = shadow_matrix[2]*spos;
-			
-			float w = 1.0;
-			w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
-			w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
-			shadow += pcfShadow(shadowMap2, lpos)*w;
-			weight += w;
-		}
-
-		if (spos.z < near_split.x && spos.z > far_split.y)
-		{
-			lpos = shadow_matrix[1]*spos;
-			
-			float w = 1.0;
-			w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
-			w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
-			shadow += pcfShadow(shadowMap1, lpos)*w;
-			weight += w;
-		}
-
-		if (spos.z > far_split.x)
-		{
-			lpos = shadow_matrix[0]*spos;
-							
-			float w = 1.0;
-			w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
-				
-			shadow += pcfShadow(shadowMap0, lpos)*w;
-			weight += w;
-		}
-		
-
-		shadow /= weight;
-	}
-	else
-	{
-		shadow = 1.0;
-	}
-	vec3 n = vary_norm;
-	vec3 l = light_position[0].xyz;
-	vec3 dlight = calcDirectionalLight(n, l);
-	dlight = dlight * vary_directional.rgb * vary_pointlight_col;
-	
-	vec4 col = vec4(vary_ambient + dlight*shadow, 1.0);
-	vec4 color = diff * col;
-	
-	color.rgb = atmosLighting(color.rgb);
-
-	color.rgb = scaleSoftClip(color.rgb);
-	vec3 light_col = vec3(0,0,0);
-
-  #define LIGHT_LOOP(i) \
-		light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
-
-	LIGHT_LOOP(1)
-	LIGHT_LOOP(2)
-	LIGHT_LOOP(3)
-	LIGHT_LOOP(4)
-	LIGHT_LOOP(5)
-	LIGHT_LOOP(6)
-	LIGHT_LOOP(7)
-
-	color.rgb += diff.rgb * vary_pointlight_col * light_col;
-
-	frag_color = color;
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
deleted file mode 100755
index 7f4d82ecc6a302dc3d2b9b57dc770b8705b9649d..0000000000000000000000000000000000000000
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
+++ /dev/null
@@ -1,156 +0,0 @@
-/** 
- * @file alphaSkinnedV.glsl
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- * 
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- * 
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
- * Lesser General Public License for more details.
- * 
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
- * 
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
- * $/LicenseInfo$
- */
-
-uniform mat4 projection_matrix;
-uniform mat4 texture_matrix0;
-uniform mat4 modelview_matrix;
-uniform mat4 modelview_projection_matrix;
- 
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec3 normal;
-ATTRIBUTE vec4 diffuse_color;
-ATTRIBUTE vec2 texcoord0;
-
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
-void calcAtmospherics(vec3 inPositionEye);
-
-float calcDirectionalLight(vec3 n, vec3 l);
-mat4 getObjectSkinnedTransform();
-vec3 atmosAmbient(vec3 light);
-vec3 atmosAffectDirectionalLight(float lightIntensity);
-vec3 scaleDownLight(vec3 light);
-vec3 scaleUpLight(vec3 light);
-
-VARYING vec3 vary_ambient;
-VARYING vec3 vary_directional;
-VARYING vec3 vary_fragcoord;
-VARYING vec3 vary_position;
-VARYING vec3 vary_pointlight_col;
-
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
-VARYING vec3 vary_norm;
-
-uniform float near_clip;
-uniform float shadow_offset;
-uniform float shadow_bias;
-
-uniform vec4 light_position[8];
-uniform vec3 light_direction[8];
-uniform vec3 light_attenuation[8]; 
-uniform vec3 light_diffuse[8];
-
-float calcDirectionalLight(vec3 n, vec3 l)
-{
-        float a = max(dot(n,l),0.0);
-        return a;
-}
-
-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 = dot(lv,lv);
-	
-	float da = 0.0;
-
-	if (d > 0.0 && la > 0.0 && fa > 0.0)
-	{
-		//normalize light vector
-		lv = normalize(lv);
-	
-		//distance attenuation
-		float dist2 = d/la;
-		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 *= max(dot(n, lv), 0.0);		
-	}
-
-	return da;	
-}
-
-void main()
-{
-	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
-	
-	mat4 mat = getObjectSkinnedTransform();
-	
-	mat = modelview_matrix * mat;
-	
-	vec3 pos = (mat*vec4(position, 1.0)).xyz;
-	
-	gl_Position = projection_matrix * vec4(pos, 1.0);
-	
-	vec4 n = vec4(position, 1.0);
-	n.xyz += normal.xyz;
-	n.xyz = (mat*n).xyz;
-	n.xyz = normalize(n.xyz-pos.xyz);
-	
-	vec3 norm = n.xyz;
-	vary_norm = norm;
-
-	float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz));
-	vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset;
-			
-	calcAtmospherics(pos.xyz);
-
-	//vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
-	vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a);
-
-	// Collect normal lights
-	col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z);
-	col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z);
-	col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z);
-	col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z);
-	col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z);
-	col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z);
-	
-	vary_pointlight_col = col.rgb*diffuse_color.rgb;
-
-	col.rgb = vec3(0,0,0);
-
-	// Add windlight lights
-	col.rgb = atmosAmbient(vec3(0.));
-		
-	vary_ambient = col.rgb*diffuse_color.rgb;
-	vary_directional.rgb = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a)));
-	
-	col.rgb = min(col.rgb*diffuse_color.rgb, 1.0);
-	
-	vertex_color = col;
-
-	
-	
-	pos.xyz = (modelview_projection_matrix * vec4(position.xyz, 1.0)).xyz;
-	vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
-	
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
deleted file mode 100755
index 13c6ffc607c323c78ca08f6651e71c8ff026a3cf..0000000000000000000000000000000000000000
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
+++ /dev/null
@@ -1,224 +0,0 @@
-/** 
- * @file alphaV.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- * 
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- * 
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
- * Lesser General Public License for more details.
- * 
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
- * 
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
- * $/LicenseInfo$
- */
-
-uniform mat3 normal_matrix;
-uniform mat4 texture_matrix0;
-uniform mat4 projection_matrix;
-uniform mat4 modelview_matrix;
-uniform mat4 modelview_projection_matrix;
-
-ATTRIBUTE vec3 position;
-
-#ifdef USE_INDEXED_TEX
-void passTextureIndex();
-#endif
-
-ATTRIBUTE vec3 normal;
-
-#ifdef USE_VERTEX_COLOR
-ATTRIBUTE vec4 diffuse_color;
-#endif
-
-ATTRIBUTE vec2 texcoord0;
-
-#ifdef HAS_SKIN
-mat4 getObjectSkinnedTransform();
-#else
-#ifdef IS_AVATAR_SKIN
-mat4 getSkinnedTransform();
-#endif
-#endif
-
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
-void calcAtmospherics(vec3 inPositionEye);
-
-vec3 calcDirectionalLight(vec3 n, vec3 l);
-
-vec3 atmosAmbient(vec3 light);
-vec3 atmosAffectDirectionalLight(float lightIntensity);
-vec3 scaleDownLight(vec3 light);
-vec3 scaleUpLight(vec3 light);
-
-VARYING vec3 vary_ambient;
-VARYING vec3 vary_directional;
-VARYING vec3 vary_fragcoord;
-VARYING vec3 vary_position;
-VARYING vec3 vary_pointlight_col;
-
-#ifdef USE_VERTEX_COLOR
-VARYING vec4 vertex_color;
-#endif
-
-VARYING vec2 vary_texcoord0;
-VARYING vec3 vary_norm;
-
-uniform float near_clip;
-uniform float shadow_offset;
-uniform float shadow_bias;
-
-uniform vec4 light_position[8];
-uniform vec3 light_direction[8];
-uniform vec3 light_attenuation[8]; 
-uniform vec3 light_diffuse[8];
-
-uniform vec3 sun_dir;
-
-vec3 calcDirectionalLight(vec3 n, vec3 l)
-{
-        float a = max(dot(n,l),0.0);
-        return vec3(a,a,a);
-}
-
-vec3 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 = dot(lv,lv);
-	
-	float da = 0.0;
-
-	if (d > 0.0 && la > 0.0 && fa > 0.0)
-	{
-		//normalize light vector
-		lv = normalize(lv);
-	
-		//distance attenuation
-		float dist2 = d/la;
-		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 *= max(dot(n, lv), 0.0);		
-	}
-
-	return vec3(da,da,da);	
-}
-
-void main()
-{
-	vec4 pos;
-	vec3 norm;
-	
-	//transform vertex
-#ifdef HAS_SKIN
-	mat4 trans = getObjectSkinnedTransform();
-	trans = modelview_matrix * trans;
-	
-	pos = trans * vec4(position.xyz, 1.0);
-	
-	norm = position.xyz + normal.xyz;
-	norm = normalize((trans * vec4(norm, 1.0)).xyz - pos.xyz);
-	vec4 frag_pos = projection_matrix * pos;
-	gl_Position = frag_pos;
-#else
-
-#ifdef IS_AVATAR_SKIN
-	mat4 trans = getSkinnedTransform();
-	vec4 pos_in = vec4(position.xyz, 1.0);
-	pos.x = dot(trans[0], pos_in);
-	pos.y = dot(trans[1], pos_in);
-	pos.z = dot(trans[2], pos_in);
-	pos.w = 1.0;
-	
-	norm.x = dot(trans[0].xyz, normal);
-	norm.y = dot(trans[1].xyz, normal);
-	norm.z = dot(trans[2].xyz, normal);
-	norm = normalize(norm);
-	
-	vec4 frag_pos = projection_matrix * pos;
-	gl_Position = frag_pos;
-#else
-	norm = normalize(normal_matrix * normal);
-	vec4 vert = vec4(position.xyz, 1.0);
-	pos = (modelview_matrix * vert);
-	gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
-#endif
-	
-#endif
-
-#ifdef USE_INDEXED_TEX
-	passTextureIndex();
-	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
-#else
-	vary_texcoord0 = texcoord0;
-#endif
-	
-	vary_norm = norm;
-	float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz));
-	vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset;
-	
-	calcAtmospherics(pos.xyz);
-
-#ifndef USE_VERTEX_COLOR
-	vec4 diffuse_color = vec4(1,1,1,1);
-#endif
-
-	//vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
-	vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a);
-
-	vec3 dff = pow(diffuse_color.rgb, vec3(2.2f,2.2f,2.2f));
-
-	vary_pointlight_col = dff;
-
-	col.rgb = vec3(0,0,0);
-
-	// Add windlight lights
-	col.rgb = atmosAmbient(col.rgb);
-	
-	float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
-	ambient *= 0.5;
-	ambient *= ambient;
-	ambient = (1.0-ambient);
-
-	col.rgb *= ambient;
-
-	vary_directional.rgb = atmosAffectDirectionalLight(1.0f);
-	vary_ambient = col.rgb*dff;
-	
-	col.rgb = col.rgb*dff;
-	
-#ifdef USE_VERTEX_COLOR
-	vertex_color = col;
-#endif
-	
-#ifdef HAS_SKIN
-	vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
-#else
-
-#ifdef IS_AVATAR_SKIN
-	vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
-#else
-	pos = modelview_projection_matrix * vert;
-	vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
-#endif
-
-#endif
-
-}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
deleted file mode 100755
index 44aaa98b977e49c6688f7b1ac4cf05db35162463..0000000000000000000000000000000000000000
--- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
+++ /dev/null
@@ -1,153 +0,0 @@
-/** 
- * @file avatarAlphaV.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- * 
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- * 
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
- * Lesser General Public License for more details.
- * 
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
- * 
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
- * $/LicenseInfo$
- */
- 
-uniform mat4 projection_matrix;
-
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec3 normal;
-ATTRIBUTE vec2 texcoord0;
-
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
-mat4 getSkinnedTransform();
-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);
-vec3 scaleDownLight(vec3 light);
-vec3 scaleUpLight(vec3 light);
-
-VARYING vec3 vary_position;
-VARYING vec3 vary_ambient;
-VARYING vec3 vary_directional;
-VARYING vec3 vary_fragcoord;
-VARYING vec3 vary_pointlight_col;
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
-
-uniform vec4 color;
-
-uniform float near_clip;
-uniform float shadow_offset;
-uniform float shadow_bias;
-
-uniform vec4 light_position[8];
-uniform vec3 light_direction[8];
-uniform vec3 light_attenuation[8]; 
-uniform vec3 light_diffuse[8];
-
-float calcDirectionalLight(vec3 n, vec3 l)
-{
-        float a = max(dot(n,l),0.0);
-        return a;
-}
-
-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 = dot(lv,lv);
-	
-	float da = 0.0;
-
-	if (d > 0.0 && la > 0.0 && fa > 0.0)
-	{
-		//normalize light vector
-		lv = normalize(lv);
-	
-		//distance attenuation
-		float dist2 = d/la;
-		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 *= max(dot(n, lv), 0.0);		
-	}
-
-	return da;	
-}
-
-void main()
-{
-	vary_texcoord0 = texcoord0;
-				
-	vec4 pos;
-	vec3 norm;
-	
-	mat4 trans = getSkinnedTransform();
-	vec4 pos_in = vec4(position.xyz, 1.0);
-	pos.x = dot(trans[0], pos_in);
-	pos.y = dot(trans[1], pos_in);
-	pos.z = dot(trans[2], pos_in);
-	pos.w = 1.0;
-	
-	norm.x = dot(trans[0].xyz, normal);
-	norm.y = dot(trans[1].xyz, normal);
-	norm.z = dot(trans[2].xyz, normal);
-	norm = normalize(norm);
-		
-	gl_Position = projection_matrix * pos;
-	
-	float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz));
-	vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset;
-	
-	calcAtmospherics(pos.xyz);
-
-	vec4 col = vec4(0.0, 0.0, 0.0, 1.0);
-
-	// Collect normal lights
-	col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z);
-	col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z);
-	col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z);
-	col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z);
-	col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z);
-	col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z);
-	
-	vary_pointlight_col = col.rgb*color.rgb;
-
-	col.rgb = vec3(0,0,0);
-
-	// Add windlight lights
-	col.rgb = atmosAmbient(vec3(0.));
-	
-	vary_ambient = col.rgb*color.rgb;
-	vary_directional = atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), 0.0));
-	
-	col.rgb = col.rgb*color.rgb;
-	
-	vertex_color = col;
-
-	
-	vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
-}
-
-
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 231508e253f11569ec66366d7068145f6274ac0e..7072c95c3e6195a6a6cda9fe112efe8c75833f34 100755
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -2710,14 +2710,14 @@ void LLPipeline::downsampleDepthBuffer(LLRenderTarget& source, LLRenderTarget& d
 	{
 		shader = &gDownsampleDepthRectProgram;
 		shader->bind();
-		shader->uniform2f("delta", 1.f, 1.f);
+		shader->uniform2f(sDelta, 1.f, 1.f);
 		shader->uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, source.getWidth(), source.getHeight());
 	}
 	else
 	{
 		shader = &gDownsampleDepthProgram;
 		shader->bind();
-		shader->uniform2f("delta", 1.f/source.getWidth(), 1.f/source.getHeight());
+		shader->uniform2f(sDelta, 1.f/source.getWidth(), 1.f/source.getHeight());
 		shader->uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, 1.f, 1.f);
 	}