diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 267c9bdaa5d2caee6d5cf6e3e995a886919c7c1f..51110ae4df7275bf79e9f1a081b6f0855863c99c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -308,7 +308,8 @@ void main()
 
 			//add environmentmap
 			vec3 env_vec = env_mat * refnormpersp;
-			col += textureCube(environmentMap, env_vec).rgb * max(spec.a-diffuse.a-0.2, 0.0); 
+			col = mix(col.rgb, textureCube(environmentMap, env_vec).rgb, 
+				max(spec.a-diffuse.a*2.0, 0.0)); 
 		}
 	
 		col = atmosLighting(col);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
index e014e53d25921ee201c581ef49be9bde90fc884e..5522e6c41d041008c8cae3aab8a6dfbe86473281 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
@@ -52,7 +52,7 @@ void main()
 	vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
 	
 	gl_FragData[0] = vec4(outColor.rgb, 0.0);
-	gl_FragData[1] = vec4(outColor.rgb*0.2, 0.2);
+	gl_FragData[1] = vec4(0,0,0,0);
 	vec3 nvn = normalize(vary_normal);
 	gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
 }
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index d905e76df81119fc82e37916521ce502e7376401..97f3063a9e10d794c729ca6e9c93fbd79f819908 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -316,7 +316,8 @@ void main()
 
 			//add environmentmap
 			vec3 env_vec = env_mat * refnormpersp;
-			col += textureCube(environmentMap, env_vec).rgb * max(spec.a-diffuse.a-0.2, 0.0); 
+			col = mix(col.rgb, textureCube(environmentMap, env_vec).rgb, 
+				max(spec.a-diffuse.a*2.0, 0.0)); 
 		}
 			
 		col = atmosLighting(col);