diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp
index 21b02fdb715f40222cf6bf450780c86aff14668a..98a0a93084e1762281ba02da11ec5daff2490b6e 100644
--- a/indra/llrender/llshadermgr.cpp
+++ b/indra/llrender/llshadermgr.cpp
@@ -315,7 +315,7 @@ void LLShaderMgr::dumpObjectLog(GLhandleARB ret, BOOL warns)
 		}
 		else
 		{
-			LL_DEBUGS("ShaderLoading") << log << LL_ENDL;
+			LL_INFOS("ShaderLoading") << log << LL_ENDL;
 		}
 	}
 }
diff --git a/indra/llwindow/llwindowmacosx.cpp b/indra/llwindow/llwindowmacosx.cpp
index affd7276cceca1ebb83c9aff24fa3ba32c774ec0..077d7ef1d00b0f44c0ab1a228556edb76fc41614 100644
--- a/indra/llwindow/llwindowmacosx.cpp
+++ b/indra/llwindow/llwindowmacosx.cpp
@@ -541,20 +541,20 @@ BOOL LLWindowMacOSX::createContext(int x, int y, int width, int height, int bits
 				GLint fullscreenAttrib[] =
 				{
 					AGL_RGBA,
-						AGL_FULLSCREEN,
-						//			AGL_NO_RECOVERY,	// MBW -- XXX -- Not sure if we want this attribute
-						AGL_SAMPLE_BUFFERS_ARB, mFSAASamples > 0 ? 1 : 0,
-						AGL_SAMPLES_ARB, mFSAASamples,
-						AGL_DOUBLEBUFFER,
-						AGL_CLOSEST_POLICY,
-						AGL_ACCELERATED,
-						AGL_RED_SIZE, 8,
-						AGL_GREEN_SIZE, 8,
-						AGL_BLUE_SIZE, 8,
-						AGL_ALPHA_SIZE, 8,
-						AGL_DEPTH_SIZE, 24,
-						AGL_STENCIL_SIZE, 8,
-						AGL_NONE
+					AGL_FULLSCREEN,
+					AGL_NO_RECOVERY,
+					AGL_SAMPLE_BUFFERS_ARB, mFSAASamples > 0 ? 1 : 0,
+					AGL_SAMPLES_ARB, mFSAASamples,
+					AGL_DOUBLEBUFFER,
+					AGL_CLOSEST_POLICY,
+					AGL_ACCELERATED,
+					AGL_RED_SIZE, 8,
+					AGL_GREEN_SIZE, 8,
+					AGL_BLUE_SIZE, 8,
+					AGL_ALPHA_SIZE, 8,
+					AGL_DEPTH_SIZE, 24,
+					AGL_STENCIL_SIZE, 8,
+					AGL_NONE
 				};
 
 				LL_DEBUGS("Window") << "createContext: creating fullscreen pixelformat" << LL_ENDL;
@@ -567,21 +567,28 @@ BOOL LLWindowMacOSX::createContext(int x, int y, int width, int height, int bits
 			}
 			else
 			{
+				// NOTE from Leslie:
+				//
+				// AGL_NO_RECOVERY, when combined with AGL_ACCELERATED prevents software rendering
+				// fallback which means we won't hvae shaders that compile and link but then don't
+				// work.  The drawback is that our shader compilation will be a bit more finicky though.
+
 				GLint windowedAttrib[] =
 				{
 					AGL_RGBA,
-						AGL_DOUBLEBUFFER,
-						AGL_CLOSEST_POLICY,
-						AGL_ACCELERATED,
-						AGL_SAMPLE_BUFFERS_ARB, mFSAASamples > 0 ? 1 : 0,
-						AGL_SAMPLES_ARB, mFSAASamples,
-						AGL_RED_SIZE, 8,
-						AGL_GREEN_SIZE, 8,
-						AGL_BLUE_SIZE, 8,
-						AGL_ALPHA_SIZE, 8,
-						AGL_DEPTH_SIZE, 24,
-						AGL_STENCIL_SIZE, 8,
-						AGL_NONE
+					AGL_NO_RECOVERY,
+					AGL_DOUBLEBUFFER,
+					AGL_CLOSEST_POLICY,
+					AGL_ACCELERATED,
+					AGL_SAMPLE_BUFFERS_ARB, mFSAASamples > 0 ? 1 : 0,
+					AGL_SAMPLES_ARB, mFSAASamples,
+					AGL_RED_SIZE, 8,
+					AGL_GREEN_SIZE, 8,
+					AGL_BLUE_SIZE, 8,
+					AGL_ALPHA_SIZE, 8,
+					AGL_DEPTH_SIZE, 24,
+					AGL_STENCIL_SIZE, 8,
+					AGL_NONE
 				};
 
 				LL_DEBUGS("Window") << "createContext: creating windowed pixelformat" << LL_ENDL;
diff --git a/indra/newview/app_settings/high_graphics.xml b/indra/newview/app_settings/high_graphics.xml
index f1862f9d726e50180f7a62420ca1140828c2fe5e..5bc2e1b7e64f2cbed20033ab50f3d7fc6eea426a 100644
--- a/indra/newview/app_settings/high_graphics.xml
+++ b/indra/newview/app_settings/high_graphics.xml
@@ -4,15 +4,15 @@
 	<RenderAvatarCloth value="FALSE"/>
 	<!--Default for now-->
 	<RenderAvatarLODFactor value="1.0"/>
-  <!--Default for now-->
-  <RenderAvatarPhysicsLODFactor value="0.9"/>
+	<!--Default for now-->
+	<RenderAvatarPhysicsLODFactor value="0.9"/>
 	<!--NO SHADERS-->
 	<RenderAvatarVP value="TRUE"/>
 	<!--Short Range-->
 	<RenderFarClip value="128"/>
 	<!--Default for now-->
 	<RenderFlexTimeFactor value="1"/>
-	<!--256... but they don't use this-->
+	<!--256... but they do not use this-->
 	<RenderGlowResolutionPow value="9"/>
 	<!--Low number-->
 	<RenderMaxPartCount value="4096"/>
@@ -34,11 +34,10 @@
 	<VertexShaderEnable value="TRUE"/>
 	<!--NO SHADERS-->
 	<WindLightUseAtmosShaders value="TRUE"/>
-  <!--Deferred Shading-->
-  <RenderDeferred value="FALSE"/>
-  <!--SSAO Disabled-->
-  <RenderDeferredSSAO value="FALSE"/>
-  <!--Sun Shadows-->
-  <RenderShadowDetail value="0"/>
-
+	<!--Deferred Shading-->
+	<RenderDeferred value="FALSE"/>
+	<!--SSAO Disabled-->
+	<RenderDeferredSSAO value="FALSE"/>
+	<!--Sun Shadows-->
+	<RenderShadowDetail value="0"/>
 </settings>
diff --git a/indra/newview/app_settings/low_graphics.xml b/indra/newview/app_settings/low_graphics.xml
index ad0073dfac548cd8ac8b4e16f8381a7aa533585b..ca1dae0b86d4a97030806a6deebbafbc3877bd70 100644
--- a/indra/newview/app_settings/low_graphics.xml
+++ b/indra/newview/app_settings/low_graphics.xml
@@ -4,17 +4,17 @@
 	<RenderAvatarCloth value="FALSE"/>
 	<!--Default for now-->
 	<RenderAvatarLODFactor value="0.5"/>
-  <!--Default for now-->
-  <RenderAvatarPhysicsLODFactor value="0.0"/>
-  <!--Default for now-->
-  <RenderAvatarMaxVisible value="3"/>
+	<!--Default for now-->
+	<RenderAvatarPhysicsLODFactor value="0.0"/>
+	<!--Default for now-->
+	<RenderAvatarMaxVisible value="3"/>
 	<!--NO SHADERS-->
 	<RenderAvatarVP value="FALSE"/>
 	<!--Short Range-->
 	<RenderFarClip value="64"/>
 	<!--Default for now-->
 	<RenderFlexTimeFactor value="0.5"/>
-	<!--256... but they don't use this-->
+	<!--256... but they do not use this-->
 	<RenderGlowResolutionPow value="8"/>
 	<!--Low number-->
 	<RenderMaxPartCount value="1024"/>
@@ -36,11 +36,10 @@
 	<VertexShaderEnable value="FALSE"/>
 	<!--NO SHADERS-->
 	<WindLightUseAtmosShaders value="FALSE"/>
-  <!--No Deferred Shading-->
-  <RenderDeferred value="FALSE"/>
-  <!--SSAO Disabled-->
-  <RenderDeferredSSAO value="FALSE"/>
-  <!--No Shadows-->
-  <RenderShadowDetail value="0"/>
-
+	<!--No Deferred Shading-->
+	<RenderDeferred value="FALSE"/>
+	<!--SSAO Disabled-->
+	<RenderDeferredSSAO value="FALSE"/>
+	<!--No Shadows-->
+	<RenderShadowDetail value="0"/>
 </settings>
diff --git a/indra/newview/app_settings/mid_graphics.xml b/indra/newview/app_settings/mid_graphics.xml
index 6c4afbd7f014d3a5197627b5ac91cf7a16dd5216..01822fe64c9828db0af9e1b2517a0471dc0337e6 100644
--- a/indra/newview/app_settings/mid_graphics.xml
+++ b/indra/newview/app_settings/mid_graphics.xml
@@ -4,15 +4,15 @@
 	<RenderAvatarCloth value="FALSE"/>
 	<!--Default for now-->
 	<RenderAvatarLODFactor value="0.5"/>
-  <!--Default for now-->
-  <RenderAvatarPhysicsLODFactor value="0.75"/>
+	<!--Default for now-->
+	<RenderAvatarPhysicsLODFactor value="0.75"/>
 	<!--NO SHADERS-->
 	<RenderAvatarVP value="TRUE"/>
 	<!--Short Range-->
 	<RenderFarClip value="96"/>
 	<!--Default for now-->
 	<RenderFlexTimeFactor value="1"/>
-	<!--256... but they don't use this-->
+	<!--256... but they do not use this-->
 	<RenderGlowResolutionPow value="8"/>
 	<!--Low number-->
 	<RenderMaxPartCount value="2048"/>
@@ -34,11 +34,10 @@
 	<VertexShaderEnable value="TRUE"/>
 	<!--NO SHADERS-->
 	<WindLightUseAtmosShaders value="FALSE"/>
-  <!--No Deferred Shading-->
-  <RenderDeferred value="FALSE"/>
-  <!--SSAO Disabled-->
-  <RenderDeferredSSAO value="FALSE"/>
-  <!--No Shadows-->
-  <RenderShadowDetail value="0"/>
-
+	<!--No Deferred Shading-->
+	<RenderDeferred value="FALSE"/>
+	<!--SSAO Disabled-->
+	<RenderDeferredSSAO value="FALSE"/>
+	<!--No Shadows-->
+	<RenderShadowDetail value="0"/>
 </settings>
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaF.glsl
deleted file mode 100644
index 7d9d6cc0b25e5720530162d7e7e3a21ad9e33092..0000000000000000000000000000000000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaF.glsl
+++ /dev/null
@@ -1,70 +0,0 @@
-/** 
- * @file avatarAlphaF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * $/LicenseInfo$
- */
-
-#version 120
-
-uniform sampler2D diffuseMap;
-uniform sampler2DShadow shadowMap0;
-uniform sampler2DShadow shadowMap1;
-uniform sampler2DShadow shadowMap2;
-uniform sampler2DShadow shadowMap3;
-uniform sampler2D noiseMap;
-
-uniform mat4 shadow_matrix[6];
-uniform vec4 shadow_clip;
-
-vec3 atmosLighting(vec3 light);
-vec3 scaleSoftClip(vec3 light);
-
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec4 vary_position;
-varying vec3 vary_normal;
-
-void main() 
-{
-	float shadow = 1.0;
-	vec4 pos = vary_position;
-	vec3 norm = normalize(vary_normal);
-	
-	vec3 nz = texture2D(noiseMap, gl_FragCoord.xy/128.0).xyz;
-
-	if (pos.z > -shadow_clip.w)
-	{	
-		
-		if (pos.z < -shadow_clip.z)
-		{
-			vec4 lpos = shadow_matrix[3]*pos;
-			shadow = shadow2DProj(shadowMap3, lpos).x;
-		}
-		else if (pos.z < -shadow_clip.y)
-		{
-			vec4 lpos = shadow_matrix[2]*pos;
-			shadow = shadow2DProj(shadowMap2, lpos).x;
-		}
-		else if (pos.z < -shadow_clip.x)
-		{
-			vec4 lpos = shadow_matrix[1]*pos;
-			shadow = shadow2DProj(shadowMap1, lpos).x;
-		}
-		else
-		{
-			vec4 lpos = shadow_matrix[0]*pos;
-			shadow = shadow2DProj(shadowMap0, lpos).x;
-		}
-	}
-	
-	
-	vec4 col = vec4(vary_ambient + vary_directional*shadow, gl_Color.a);	
-	vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * col;
-	
-	color.rgb = atmosLighting(color.rgb);
-
-	color.rgb = scaleSoftClip(color.rgb);
-
-	gl_FragColor = color;
-}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
index 5dfbb913935da494700ea67c93ed4f959bf95deb..a2a7dea20d5cf6206d564605e01401f2e29804c3 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
@@ -22,11 +22,36 @@ vec3 scaleUpLight(vec3 light);
 varying vec3 vary_position;
 varying vec3 vary_ambient;
 varying vec3 vary_directional;
-varying vec3 vary_normal;
 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;
@@ -49,7 +74,6 @@ void main()
 	gl_Position = frag_pos;
 	
 	vary_position = pos.xyz;
-	vary_normal = norm;	
 	
 	calcAtmospherics(pos.xyz);
 
@@ -57,18 +81,20 @@ 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.));
+	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/class1/deferred/multiPointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl
new file mode 100644
index 0000000000000000000000000000000000000000..2e3e84dd156fd62563fbd241cd02d38f9236fb50
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl
@@ -0,0 +1,20 @@
+/** 
+ * @file multiPointLightV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+#version 120
+
+varying vec4 vary_fragcoord;
+
+void main()
+{
+	//transform vertex
+	vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
+	vary_fragcoord = pos;
+
+	gl_Position = pos;
+	gl_FrontColor = gl_Color;
+}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaF.glsl
deleted file mode 100644
index 4671a54078d5f42f5205f290feaec88d4ceaeb2c..0000000000000000000000000000000000000000
--- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaF.glsl
+++ /dev/null
@@ -1,100 +0,0 @@
-/** 
- * @file avatarAlphaF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * $/LicenseInfo$
- */
- 
-#version 120
-
-#extension GL_ARB_texture_rectangle : enable
-
-uniform sampler2D diffuseMap;
-uniform sampler2DRectShadow shadowMap0;
-uniform sampler2DRectShadow shadowMap1;
-uniform sampler2DRectShadow shadowMap2;
-uniform sampler2DRectShadow shadowMap3;
-uniform sampler2D noiseMap;
-
-uniform mat4 shadow_matrix[6];
-uniform vec4 shadow_clip;
-uniform vec2 screen_res;
-uniform vec2 shadow_res;
-
-vec3 atmosLighting(vec3 light);
-vec3 scaleSoftClip(vec3 light);
-
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec3 vary_position;
-varying vec3 vary_normal;
-
-uniform float shadow_bias;
-
-float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
-{
-	stc.xyz /= stc.w;
-	stc.z += shadow_bias;
-	
-	float cs = shadow2DRect(shadowMap, stc.xyz).x;
-	float shadow = cs;
-
-	shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, scl, 0.0)).x, cs);
-	shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, -scl, 0.0)).x, cs);
-	shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, scl, 0.0)).x, cs);
-	shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, -scl, 0.0)).x, cs);
-			
-	return shadow/5.0;
-}
-
-void main() 
-{
-	float shadow = 1.0;
-	vec4 pos = vec4(vary_position, 1.0);
-	vec3 norm = normalize(vary_normal);
-	
-	//vec3 nz = texture2D(noiseMap, gl_FragCoord.xy/128.0).xyz;
-
-	vec4 spos = pos;
-	
-	if (spos.z > -shadow_clip.w)
-	{	
-		vec4 lpos;
-		
-		if (spos.z < -shadow_clip.z)
-		{
-			lpos = shadow_matrix[3]*spos;
-			lpos.xy *= shadow_res;
-			shadow = pcfShadow(shadowMap3, lpos, 1.5);
-			shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
-		}
-		else if (spos.z < -shadow_clip.y)
-		{
-			lpos = shadow_matrix[2]*spos;
-			lpos.xy *= shadow_res;
-			shadow = pcfShadow(shadowMap2, lpos, 1.5);
-		}
-		else if (spos.z < -shadow_clip.x)
-		{
-			lpos = shadow_matrix[1]*spos;
-			lpos.xy *= shadow_res;
-			shadow = pcfShadow(shadowMap1, lpos, 1.5);
-		}
-		else
-		{
-			lpos = shadow_matrix[0]*spos;
-			lpos.xy *= shadow_res;
-			shadow = pcfShadow(shadowMap0, lpos, 1.5);
-		}
-	}
-	
-	
-	vec4 col = vec4(vary_ambient + vary_directional*shadow, gl_Color.a);	
-	vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * col;
-	
-	color.rgb = atmosLighting(color.rgb);
-
-	color.rgb = scaleSoftClip(color.rgb);
-
-	gl_FragColor = color;
-}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
index 30954a86777c78ab833e64a1119e98fac8a8532d..495e86c8db084f43eace6d130f07536a127fde9a 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
@@ -22,13 +22,38 @@ vec3 scaleUpLight(vec3 light);
 varying vec3 vary_position;
 varying vec3 vary_ambient;
 varying vec3 vary_directional;
-varying vec3 vary_normal;
 varying vec3 vary_fragcoord;
+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_MultiTexCoord0;
@@ -51,7 +76,6 @@ void main()
 	
 	float dp_directional_light = max(0.0, dot(norm, gl_LightSource[0].position.xyz));
 	vary_position = pos.xyz + gl_LightSource[0].position.xyz * (1.0-dp_directional_light)*shadow_offset;
-	vary_normal = norm;	
 	
 	calcAtmospherics(pos.xyz);
 
@@ -59,18 +83,20 @@ 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.));
+	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/ultra_graphics.xml b/indra/newview/app_settings/ultra_graphics.xml
index 3d588cf57d0d01cfd94994614bb6949a771831ca..71459e5470a6dddecbcaba616db74b87aebd2340 100644
--- a/indra/newview/app_settings/ultra_graphics.xml
+++ b/indra/newview/app_settings/ultra_graphics.xml
@@ -4,15 +4,15 @@
 	<RenderAvatarCloth value="TRUE"/>
 	<!--Default for now-->
 	<RenderAvatarLODFactor value="1.0"/>
-  <!--Default for now-->
-  <RenderAvatarPhysicsLODFactor value="1.0"/>
+	<!--Default for now-->
+	<RenderAvatarPhysicsLODFactor value="1.0"/>
 	<!--NO SHADERS-->
 	<RenderAvatarVP value="TRUE"/>
 	<!--Short Range-->
 	<RenderFarClip value="256"/>
 	<!--Default for now-->
 	<RenderFlexTimeFactor value="1"/>
-	<!--256... but they don't use this-->
+	<!--256... but they do not use this-->
 	<RenderGlowResolutionPow value="9"/>
 	<!--Low number-->
 	<RenderMaxPartCount value="4096"/>
@@ -34,11 +34,10 @@
 	<VertexShaderEnable value="TRUE"/>
 	<!--NO SHADERS-->
 	<WindLightUseAtmosShaders value="TRUE"/>
-  <!--Deferred Shading-->
-  <RenderDeferred value="TRUE"/>
-  <!--SSAO Enabled-->
-  <RenderDeferredSSAO value="TRUE"/>
-  <!--Full Shadows-->
-  <RenderShadowDetail value="2"/>
-
+	<!--Deferred Shading-->
+	<RenderDeferred value="TRUE"/>
+	<!--SSAO Enabled-->
+	<RenderDeferredSSAO value="TRUE"/>
+	<!--Full Shadows-->
+	<RenderShadowDetail value="2"/>
 </settings>
diff --git a/indra/newview/featuretable_mac.txt b/indra/newview/featuretable_mac.txt
index 6bdb1e178724df8fdeb5b7d2628706f962ce4e06..c9ab003112ca18f842bdb10cd71793cfa14ee692 100644
--- a/indra/newview/featuretable_mac.txt
+++ b/indra/newview/featuretable_mac.txt
@@ -24,11 +24,11 @@ version 22
 //
 list all
 RenderAnisotropic				1	0
-RenderAvatarCloth				0	0
+RenderAvatarCloth				1	1
 RenderAvatarLODFactor			1	1.0
 RenderAvatarPhysicsLODFactor 1	1.0
 RenderAvatarMaxVisible          1   12
-RenderAvatarVP					1	0
+RenderAvatarVP					1	1
 RenderCubeMap					1	1
 RenderDelayVBUpdate				1	0
 RenderFarClip					1	256
@@ -41,7 +41,7 @@ RenderLocalLights				1	1
 RenderMaxPartCount				1	8192
 RenderNightBrightness			1	1.0
 RenderObjectBump				1	1
-RenderReflectionDetail			1	3
+RenderReflectionDetail			1	4
 RenderTerrainDetail				1	1
 RenderTerrainLODFactor			1	2.0
 RenderTransparentWater			1	1
@@ -49,23 +49,21 @@ RenderTreeLODFactor				1	1.0
 RenderUseImpostors				1	1
 RenderVBOEnable					1	1
 RenderVolumeLODFactor			1	2.0
-RenderWaterReflections			1	1
+UseStartScreen				1	1
 UseOcclusion					1	1
 VertexShaderEnable				1	1
 WindLightUseAtmosShaders		1	1
 WLSkyDetail						1	128
-RenderUseCleverUI				1	1
 Disregard128DefaultDrawDistance	1	1
 Disregard96DefaultDrawDistance	1	1
 RenderTextureMemoryMultiple		1	0.5
-Disregard128DefaultDrawDistance	1	1
-Disregard96DefaultDrawDistance	1	1
+RenderShaderLightingMaxLevel	1	3
 SkyUseClassicClouds			1	1
-WatchdogDisabled				1	1
 RenderDeferred				1	1
 RenderDeferredSSAO			1	1
 RenderShadowDetail			1	2
-
+WatchdogDisabled				1	1
+RenderUseStreamVBO			1	1
 
 //
 // Low Graphics Settings
@@ -90,15 +88,13 @@ RenderTransparentWater		1	0
 RenderTreeLODFactor			1	0
 RenderUseImpostors			1	1
 RenderVolumeLODFactor		1	0.5
-RenderWaterReflections		1	0
 VertexShaderEnable			1	0
 WindLightUseAtmosShaders	1	0
 WLSkyDetail					1	48
 SkyUseClassicClouds			1	0
 RenderDeferred				1	0
 RenderDeferredSSAO			1	0
-RenderShadowDetail			1	2
-
+RenderShadowDetail			1	0
 
 //
 // Mid Graphics Settings
@@ -122,14 +118,12 @@ RenderTransparentWater		1	1
 RenderTreeLODFactor			1	0.5
 RenderUseImpostors			1	1
 RenderVolumeLODFactor		1	1.125
-RenderWaterReflections		1	0
 VertexShaderEnable			1	1
 WindLightUseAtmosShaders	1	0
 WLSkyDetail					1	48
 RenderDeferred				1	0
 RenderDeferredSSAO			1	0
-RenderShadowDetail			1	2
-
+RenderShadowDetail			1	0
 
 //
 // High Graphics Settings (purty)
@@ -153,7 +147,6 @@ RenderTransparentWater		1	1
 RenderTreeLODFactor			1	0.5
 RenderUseImpostors			1	1
 RenderVolumeLODFactor		1	1.125
-RenderWaterReflections		1	0
 VertexShaderEnable			1	1
 WindLightUseAtmosShaders	1	1
 WLSkyDetail					1	48
@@ -161,7 +154,6 @@ RenderDeferred				1	0
 RenderDeferredSSAO			1	0
 RenderShadowDetail			1	2
 
-
 //
 // Ultra graphics (REALLY PURTY!)
 //
@@ -177,14 +169,13 @@ RenderGlowResolutionPow		1	9
 RenderLocalLights			1	1
 RenderMaxPartCount			1	8192
 RenderObjectBump			1	1
-RenderReflectionDetail		1	3
+RenderReflectionDetail		1	4
 RenderTerrainDetail			1	1
 RenderTerrainLODFactor		1	2.0
 RenderTransparentWater		1	1
 RenderTreeLODFactor			1	1.0
 RenderUseImpostors			1	1
 RenderVolumeLODFactor		1	2.0
-RenderWaterReflections		1	1
 VertexShaderEnable			1	1
 WindLightUseAtmosShaders	1	1
 WLSkyDetail					1	128
@@ -192,7 +183,6 @@ RenderDeferred				1	0
 RenderDeferredSSAO			1	0
 RenderShadowDetail			1	2
 
-
 //
 // Class Unknown Hardware (unknown)
 //
@@ -229,9 +219,12 @@ RenderVBOEnable				1	1
 list NoPixelShaders
 RenderAvatarVP				0	0
 RenderAvatarCloth			0	0
-RenderWaterReflections		0	0
+RenderReflectionDetail		0	0
 VertexShaderEnable			0	0
 WindLightUseAtmosShaders	0	0
+RenderDeferred				0	0
+RenderDeferredSSAO			0	0
+RenderShadowDetail			0	0
 
 //
 // No Vertex Shaders available
@@ -239,10 +232,14 @@ WindLightUseAtmosShaders	0	0
 list NoVertexShaders
 RenderAvatarVP				0	0
 RenderAvatarCloth			0	0
-RenderWaterReflections		0	0
+RenderReflectionDetail		0	0
 VertexShaderEnable			0	0
 WindLightUseAtmosShaders	0	0
+RenderDeferred				0	0
+RenderDeferredSSAO			0	0
+RenderShadowDetail			0	0
 
+//
 // "Default" setups for safe, low, medium, high
 //
 list safe
@@ -255,8 +252,11 @@ RenderMaxPartCount			1	1024
 RenderTerrainDetail 		1	0
 RenderUseImpostors			0	0
 RenderVBOEnable				1	0
-RenderWaterReflections		0	0
+RenderReflectionDetail		0	0
 WindLightUseAtmosShaders	0	0
+RenderDeferred				0	0
+RenderDeferredSSAO			0	0
+RenderShadowDetail			0	0
 
 //
 // CPU based feature masks
diff --git a/indra/newview/featuretable_xp.txt b/indra/newview/featuretable_xp.txt
index 08fb67a0c87e0c048ca1bb888a1d335cfdf322e4..3339172a1a3d49ead0f4562b06c10af0974e05b6 100644
--- a/indra/newview/featuretable_xp.txt
+++ b/indra/newview/featuretable_xp.txt
@@ -152,7 +152,7 @@ WindLightUseAtmosShaders	1	1
 WLSkyDetail					1	48
 RenderDeferred				1	0
 RenderDeferredSSAO			1	0
-RenderShadowDetail			1	0
+RenderShadowDetail			1	2
 
 //
 // Ultra graphics (REALLY PURTY!)
@@ -181,7 +181,7 @@ WindLightUseAtmosShaders	1	1
 WLSkyDetail					1	128
 RenderDeferred				1	0
 RenderDeferredSSAO			1	0
-RenderShadowDetail			1	0
+RenderShadowDetail			1	2
 
 //
 // Class Unknown Hardware (unknown)
diff --git a/indra/newview/llfloaterpreference.cpp b/indra/newview/llfloaterpreference.cpp
index 18b7a48d7bdde443c33932cacd34cf8cde78d756..4b15695cbf6eca93c8a0ff42f127e8732804273a 100644
--- a/indra/newview/llfloaterpreference.cpp
+++ b/indra/newview/llfloaterpreference.cpp
@@ -987,9 +987,15 @@ void LLFloaterPreference::refreshEnabledState()
 	LLCheckBoxCtrl* ctrl_avatar_vp = getChild<LLCheckBoxCtrl>("AvatarVertexProgram");
 	// Avatar Render Mode
 	LLCheckBoxCtrl* ctrl_avatar_cloth = getChild<LLCheckBoxCtrl>("AvatarCloth");
+	
+	bool avatar_vp_enabled = LLFeatureManager::getInstance()->isFeatureAvailable("RenderAvatarVP");
+	if (LLViewerShaderMgr::sInitialized)
+	{
+		S32 max_avatar_shader = LLViewerShaderMgr::instance()->mMaxAvatarShaderLevel;
+		avatar_vp_enabled = (max_avatar_shader > 0) ? TRUE : FALSE;
+	}
 
-	S32 max_avatar_shader = LLViewerShaderMgr::instance()->mMaxAvatarShaderLevel;
-	ctrl_avatar_vp->setEnabled((max_avatar_shader > 0) ? TRUE : FALSE);
+	ctrl_avatar_vp->setEnabled(avatar_vp_enabled);
 	
 	if (gSavedSettings.getBOOL("VertexShaderEnable") == FALSE || 
 		gSavedSettings.getBOOL("RenderAvatarVP") == FALSE)
@@ -1006,7 +1012,7 @@ void LLFloaterPreference::refreshEnabledState()
 	LLCheckBoxCtrl* ctrl_shader_enable   = getChild<LLCheckBoxCtrl>("BasicShaders");
 	// radio set for terrain detail mode
 	LLRadioGroup*   mRadioTerrainDetail = getChild<LLRadioGroup>("TerrainDetailRadio");   // can be linked with control var
-
+	
 	ctrl_shader_enable->setEnabled(LLFeatureManager::getInstance()->isFeatureAvailable("VertexShaderEnable"));
 	
 	BOOL shaders = ctrl_shader_enable->get();
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index e81ee72c05d95eb3d83f64563e4e96909f48220a..3e85802ba6c630780e6e4cab4676e482e9caa27d 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -1051,7 +1051,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 	{
 		gDeferredMultiLightProgram.mName = "Deferred MultiLight Shader";
 		gDeferredMultiLightProgram.mShaderFiles.clear();
-		gDeferredMultiLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB));
+		gDeferredMultiLightProgram.mShaderFiles.push_back(make_pair("deferred/multiPointLightV.glsl", GL_VERTEX_SHADER_ARB));
 		gDeferredMultiLightProgram.mShaderFiles.push_back(make_pair("deferred/multiPointLightF.glsl", GL_FRAGMENT_SHADER_ARB));
 		gDeferredMultiLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
 		success = gDeferredMultiLightProgram.createShader(NULL, NULL);