diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightAlphaMaskF.glsl
new file mode 100644
index 0000000000000000000000000000000000000000..eb7a95513c3ef505e01e1d4b3f9d24bb9a84ccdf
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightAlphaMaskF.glsl
@@ -0,0 +1,149 @@
+/** 
+ * @file fullbrightF.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
+
+#if !HAS_DIFFUSE_LOOKUP
+uniform sampler2D diffuseMap;
+#endif
+
+VARYING vec3 vary_position;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+vec3 fullbrightAtmosTransport(vec3 light);
+vec3 fullbrightScaleSoftClip(vec3 light);
+
+uniform float minimum_alpha;
+
+#ifdef WATER_FOG
+uniform vec4 waterPlane;
+uniform vec4 waterFogColor;
+uniform float waterFogDensity;
+uniform float waterFogKS;
+
+vec4 applyWaterFogDeferred(vec3 pos, vec4 color)
+{
+	//normalize view vector
+	vec3 view = normalize(pos);
+	float es = -(dot(view, waterPlane.xyz));
+
+	//find intersection point with water plane and eye vector
+	
+	//get eye depth
+	float e0 = max(-waterPlane.w, 0.0);
+	
+	vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0);
+	
+	//get object depth
+	float depth = length(pos - int_v);
+		
+	//get "thickness" of water
+	float l = max(depth, 0.1);
+
+	float kd = waterFogDensity;
+	float ks = waterFogKS;
+	vec4 kc = waterFogColor;
+	
+	float F = 0.98;
+	
+	float t1 = -kd * pow(F, ks * e0);
+	float t2 = kd + ks * es;
+	float t3 = pow(F, t2*l) - 1.0;
+	
+	float L = min(t1/t2*t3, 1.0);
+	
+	float D = pow(0.98, l*kd);
+	
+	color.rgb = color.rgb * D + kc.rgb * L;
+	color.a = kc.a + color.a;
+	
+	return color;
+}
+#endif
+
+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() 
+{
+#if HAS_DIFFUSE_LOOKUP
+	vec4 color = diffuseLookup(vary_texcoord0.xy);
+#else
+	vec4 color = texture2D(diffuseMap, vary_texcoord0.xy);
+#endif
+
+	float final_alpha = color.a * vertex_color.a;
+
+	if (color.a < minimum_alpha)
+	{
+		discard;
+	}
+
+	color.rgb *= vertex_color.rgb;
+	color.rgb = srgb_to_linear(color.rgb);
+	
+
+	color.rgb = fullbrightAtmosTransport(color.rgb);
+	color.rgb = fullbrightScaleSoftClip(color.rgb);
+	
+	color.rgb = linear_to_srgb(color.rgb);
+
+#ifdef WATER_FOG
+	vec3 pos = vary_position;
+	vec4 fogged = applyWaterFogDeferred(pos, vec4(color.rgb, final_alpha));
+	color.rgb = fogged.rgb;
+	color.a   = fogged.a;
+#else
+	color.a   = final_alpha;
+#endif
+
+	frag_color.rgb = color.rgb;
+	frag_color.a   = color.a;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
index a532b67cd918f958d347b89b1a5600d9a9f15f29..21349e8c63b5b01a67f7f93d1a0a20a7d709b393 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
@@ -122,17 +122,8 @@ void main()
 
 	float final_alpha = color.a * vertex_color.a;
 
-#ifdef HAS_ALPHA_MASK
-	if (color.a < minimum_alpha)
-	{
-		discard;
-	}
-#endif
-
 	color.rgb *= vertex_color.rgb;
 	color.rgb = srgb_to_linear(color.rgb);
-	
-
 	color.rgb = fullbrightAtmosTransport(color.rgb);
 	color.rgb = fullbrightScaleSoftClip(color.rgb);
 	
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index 8411fd250b0e62387ca736d77e69cb0c0f2aa081..07953c38fbb70c2fa561ee289753010992b11834 100755
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -1611,9 +1611,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		gDeferredFullbrightAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
 		gDeferredFullbrightAlphaMaskProgram.mShaderFiles.clear();
 		gDeferredFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
-		gDeferredFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
+		gDeferredFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightAlphaMaskF.glsl", GL_FRAGMENT_SHADER_ARB));
 		gDeferredFullbrightAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
-		gDeferredFullbrightAlphaMaskProgram.addPermutation("HAS_ALPHA_MASK","1");
 		success = gDeferredFullbrightAlphaMaskProgram.createShader(NULL, NULL);
 	}
 
@@ -1642,10 +1641,9 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
 		gDeferredFullbrightAlphaMaskWaterProgram.mShaderFiles.clear();
 		gDeferredFullbrightAlphaMaskWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
-		gDeferredFullbrightAlphaMaskWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
+		gDeferredFullbrightAlphaMaskWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightAlphaMaskF.glsl", GL_FRAGMENT_SHADER_ARB));
 		gDeferredFullbrightAlphaMaskWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
 		gDeferredFullbrightAlphaMaskWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
-		gDeferredFullbrightAlphaMaskWaterProgram.addPermutation("HAS_ALPHA_MASK","1");
 		gDeferredFullbrightAlphaMaskWaterProgram.addPermutation("WATER_FOG","1");
 		success = gDeferredFullbrightAlphaMaskWaterProgram.createShader(NULL, NULL);
 	}