diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp
index 4dae61e185e8ac6d4718dc7453fc6365e98bb276..528f23b3ee5bcc57cd0582610f422544bb6c4599 100644
--- a/indra/llrender/llglslshader.cpp
+++ b/indra/llrender/llglslshader.cpp
@@ -80,7 +80,6 @@ LLShaderFeatures::LLShaderFeatures()
     , hasGamma(false)
     , hasSrgb(false)
     , encodesNormal(false)
-    , decodesNormal(false)
     , isDeferred(false)
     , hasIndirect(false)
     , hasShadows(false)
diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h
index 56d322fe6ccc7bcc9e1559991714836dabb5a206..c06668eb43187a235baf3c234cbeab12dc416efc 100644
--- a/indra/llrender/llglslshader.h
+++ b/indra/llrender/llglslshader.h
@@ -52,7 +52,6 @@ class LLShaderFeatures
     bool hasAmbientOcclusion;
 	bool hasSrgb;
     bool encodesNormal;
-    bool decodesNormal;
     bool isDeferred;
     bool hasIndirect;
 	S32 mIndexedTextureChannels;
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp
index 9db8fd1f05917a66ef47099a67e940be60faef8d..2076947a0070843fe1de6db62a23d5d9351f54be 100644
--- a/indra/llrender/llshadermgr.cpp
+++ b/indra/llrender/llshadermgr.cpp
@@ -253,14 +253,6 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
 		}
 	}
 
-    if (features->decodesNormal)
-	{
-		if (!shader->attachObject("environment/decodeNormF.glsl"))
-		{
-			return FALSE;
-		}
-	}
-
 	if (features->hasAtmospherics)
 	{
 		if (!shader->attachObject("windlight/atmosphericsF.glsl"))
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index 132364882b234fc8a6a4ad09ff959580c4702de2..f1b7a1312ffd2ee0d9f145877671dea96c1f3167 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -71,7 +71,6 @@ vec4 applyWaterFogView(vec3 pos, vec4 color);
 #endif
 
 vec2 encode_normal (vec3 n);
-vec3 decode_normal (vec2 enc);
 vec3 scaleSoftClip(vec3 l);
 vec3 atmosFragAmbient(vec3 light, vec3 sunlit);
 vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten);
@@ -170,7 +169,6 @@ void main()
     calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten);
 
     vec2 abnormal   = encode_normal(norm.xyz);
-         norm.xyz   = decode_normal(abnormal.xy);
 
     float sun_da  = dot(norm.xyz, sun_dir.xyz);
     float moon_da = dot(norm.xyz, moon_dir.xyz);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
index 812f375f42deddbc90e7e77ad330963bb7ac846b..596d0274af3061d3fc4e7aebdfbb077f64788d15 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
@@ -46,7 +46,6 @@ VARYING vec2 vary_fragcoord;
 
 vec4 getPosition(vec2 pos_screen);
 vec3 getNorm(vec2 pos_screen);
-vec3 decode_normal (vec2 enc);
 
 void main() 
 {
diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
index 9d7a7f6556925bc36fb96db8cd32e546d79e3fa9..e27bbce0948765fa3bf89e0fe860bffb3ab5925f 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
@@ -29,8 +29,6 @@ uniform sampler2DRect   depthMap;
 uniform mat4 inv_proj;
 uniform vec2 screen_res;
 
-vec3 decode_normal(vec2 enc);
-
 vec2 getScreenCoordinate(vec2 screenpos)
 {
     vec2 sc = screenpos.xy * 2.0;
@@ -43,8 +41,14 @@ vec2 getScreenCoordinate(vec2 screenpos)
 
 vec3 getNorm(vec2 screenpos)
 {
-   vec2 enc_norm = texture2DRect(normalMap, screenpos.xy).xy;
-   return decode_normal(enc_norm);
+   vec2 enc = texture2DRect(normalMap, screenpos.xy).xy;
+   vec2 fenc = enc*4-2;
+   float f = dot(fenc,fenc);
+   float g = sqrt(1-f/4);
+   vec3 n;
+   n.xy = fenc*g;
+   n.z = 1-f/2;
+   return n;
 }
 
 float getDepth(vec2 pos_screen)
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index 0f7c514e9461af70ce90883cf2e2a32dd41e3e4b..09bb6c5bb884ffc9f2d33fdfd483974a89142746 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -183,7 +183,6 @@ VARYING vec4 vertex_color;
 VARYING vec2 vary_texcoord0;
 
 vec2 encode_normal(vec3 n);
-vec3 decode_normal (vec2 enc);
 
 void main() 
 {
@@ -227,7 +226,6 @@ void main()
     norm.xyz = normalize(norm.xyz);
 
     vec2 abnormal   = encode_normal(norm.xyz);
-         norm.xyz   = decode_normal(abnormal.xy);
 
     vec4 final_color = diffcol;
     
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
index e8eef9b94bc34523f0b6be65891c61d9770792d4..29298d7c073b3792c58799d755a2133a12bf4d2c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
@@ -36,7 +36,6 @@ out vec4 frag_color;
 uniform sampler2DRect depthMap;
 uniform sampler2DRect diffuseRect;
 uniform sampler2DRect specularRect;
-uniform sampler2DRect normalMap;
 uniform samplerCube environmentMap;
 uniform sampler2D noiseMap;
 uniform sampler2D lightFunc;
@@ -57,9 +56,8 @@ uniform float far_z;
 
 uniform mat4 inv_proj;
 
-vec3 decode_normal (vec2 enc);
-
 vec4 getPosition(vec2 pos_screen);
+vec3 getNorm(vec2 pos_screen);
 
 void main() 
 {
@@ -70,9 +68,8 @@ void main()
 		discard;
 	}
 	
-	vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
-	norm = decode_normal(norm.xy); // unpack norm
-	norm = normalize(norm);
+	vec3 norm = getNorm(frag.xy);
+
 	vec4 spec = texture2DRect(specularRect, frag.xy);
 	vec3 diff = texture2DRect(diffuseRect, frag.xy).rgb;
 	
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
index 7438fac8fcc24c008513e9a1a5343efdd4af8b2f..24804c301135f93a6e49f58d8ae06c7a9362d2ec 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
@@ -71,8 +71,7 @@ VARYING vec4 vary_fragcoord;
 uniform vec2 screen_res;
 
 uniform mat4 inv_proj;
-
-vec3 decode_normal (vec2 enc);
+vec3 getNorm(vec2 pos_screen);
 
 vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
 {
@@ -141,12 +140,9 @@ void main()
 		discard;
 	}
 		
-	vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
-	float envIntensity = norm.z;
+	float envIntensity = texture2DRect(normalMap. frag.xy).z;
+	vec3 norm = getNorm(frag.xy);
 
-	norm = decode_normal(norm.xy);
-	
-	norm = normalize(norm);
 	float l_dist = -dot(lv, proj_n);
 	
 	vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
index df48a66fabbe53f55a78ebbf280f0e3f06ec93e5..f8264d971c0f482e5dd8c4ca1421e03cda795619 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
@@ -56,76 +56,75 @@ uniform vec2 screen_res;
 uniform mat4 inv_proj;
 uniform vec4 viewport;
 
-vec3 decode_normal (vec2 enc);
+vec3 getNorm(vec2 pos_screen);
 vec4 getPosition(vec2 pos_screen);
 
 void main() 
 {
-	vec4 frag = vary_fragcoord;
-	frag.xyz /= frag.w;
-	frag.xyz = frag.xyz*0.5+0.5;
-	frag.xy *= screen_res;
-	
-	vec3 pos = getPosition(frag.xy).xyz;
-	vec3 lv = trans_center.xyz-pos;
-	float dist = length(lv);
-	dist /= size;
-	if (dist > 1.0)
-	{
-		discard;
-	}
-	
-	vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
-	norm = decode_normal(norm.xy); // unpack norm
-	float da = dot(norm, lv);
-	if (da < 0.0)
-	{
-		discard;
-	}
-	
-	norm = normalize(norm);
-	lv = normalize(lv);
-	da = dot(norm, lv);
-	
-	float noise = texture2D(noiseMap, frag.xy/128.0).b;
-	
-	vec3 col = texture2DRect(diffuseRect, frag.xy).rgb;
-	float fa = falloff+1.0;
-	float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
-	dist_atten *= dist_atten;
-	dist_atten *= 2.0;
-	
-	float lit = da * dist_atten * noise;
+    vec4 frag = vary_fragcoord;
+    frag.xyz /= frag.w;
+    frag.xyz = frag.xyz*0.5+0.5;
+    frag.xy *= screen_res;
+    
+    vec3 pos = getPosition(frag.xy).xyz;
+    vec3 lv = trans_center.xyz-pos;
+    float dist = length(lv);
+    dist /= size;
+    if (dist > 1.0)
+    {
+        discard;
+    }
+    
+    vec3 norm = getNorm(frag.xy);
 
-	col = color.rgb*lit*col;
+    float da = dot(norm, lv);
+    if (da < 0.0)
+    {
+        discard;
+    }
+    
+    lv = normalize(lv);
+    da = dot(norm, lv);
+    
+    float noise = texture2D(noiseMap, frag.xy/128.0).b;
+    
+    vec3 col = texture2DRect(diffuseRect, frag.xy).rgb;
+    float fa = falloff+1.0;
+    float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
+    dist_atten *= dist_atten;
+    dist_atten *= 2.0;
+    
+    float lit = da * dist_atten * noise;
 
-	vec4 spec = texture2DRect(specularRect, frag.xy);
-	if (spec.a > 0.0)
-	{
-		lit = min(da*6.0, 1.0) * dist_atten;
+    col = color.rgb*lit*col;
 
-		vec3 npos = -normalize(pos);
-		vec3 h = normalize(lv+npos);
-		float nh = dot(norm, h);
-		float nv = dot(norm, npos);
-		float vh = dot(npos, h);
-		float sa = nh;
-		float fres = pow(1 - dot(h, npos), 5) * 0.4+0.5;
-		float gtdenom = 2 * nh;
-		float gt = max(0,(min(gtdenom * nv / vh, gtdenom * da / vh)));
+    vec4 spec = texture2DRect(specularRect, frag.xy);
+    if (spec.a > 0.0)
+    {
+        lit = min(da*6.0, 1.0) * dist_atten;
 
-		if (nh > 0.0)
-		{
-			float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
-			col += lit*scol*color.rgb*spec.rgb;
-		}
-	}
-	
-	if (dot(col, col) <= 0.0)
-	{
-		discard;
-	}
-		
-	frag_color.rgb = col;	
-	frag_color.a = 0.0;
+        vec3 npos = -normalize(pos);
+        vec3 h = normalize(lv+npos);
+        float nh = dot(norm, h);
+        float nv = dot(norm, npos);
+        float vh = dot(npos, h);
+        float sa = nh;
+        float fres = pow(1 - dot(h, npos), 5) * 0.4+0.5;
+        float gtdenom = 2 * nh;
+        float gt = max(0,(min(gtdenom * nv / vh, gtdenom * da / vh)));
+
+        if (nh > 0.0)
+        {
+            float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
+            col += lit*scol*color.rgb*spec.rgb;
+        }
+    }
+    
+    if (dot(col, col) <= 0.0)
+    {
+        discard;
+    }
+        
+    frag_color.rgb = col;   
+    frag_color.a = 0.0;
 }
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
index 70568bc75f2563ee9d0c94049f02e2e5c5ef9985..cef9938192dbe16c7e6d451d59f4f8e3a8d70de4 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
@@ -48,44 +48,29 @@ uniform float shadow_bias;
 
 uniform float spot_shadow_bias;
 uniform float spot_shadow_offset;
-
+uniform float sun_up_factor;
 uniform mat4 inv_proj;
 uniform vec2 screen_res;
 
 vec3 decode_normal(vec2 enc);
 
-float pcfShadowLegacy(sampler2DShadow shadowMap, vec4 stc)
-{
-	stc.xyz /= stc.w;
-	stc.z += shadow_bias;
-		
-	stc.x = floor(stc.x*shadow_res.x + fract(stc.y*shadow_res.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;
-}
-
-float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen)
+float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float bias_mul, vec2 pos_screen, vec3 light_dir)
 {
     stc.xyz /= stc.w;
-    stc.z += shadow_bias * bias_scale;
- 
-    stc.x = floor(stc.x*pos_screen.x + fract(stc.y*pos_screen.y*0.666666666))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
+    float offset = max(0.75, light_dir.z);
+    stc.z += offset * shadow_bias * 3.33 * bias_mul;
+        
+    stc.x = floor(stc.x*shadow_res.x + fract(stc.y*pos_screen.y*3.14159))/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;
+    float shadow = cs * 4.0;
+    
     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;
+                       
+    return shadow*0.125;
 }
 
 float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen)
@@ -141,7 +126,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
             
             float w = 1.0;
             w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
-            shadow += pcfShadowLegacy(shadowMap3, lpos)*w;
+            shadow += pcfShadow(shadowMap3, lpos, 1.0, pos_screen, light_dir)*w;
             weight += w;
             shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
         }
@@ -153,7 +138,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
             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 += pcfShadowLegacy(shadowMap2, lpos)*w;
+            shadow += pcfShadow(shadowMap2, lpos, 1.0, pos_screen, light_dir)*w;
             weight += w;
         }
 
@@ -164,7 +149,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
             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 += pcfShadowLegacy(shadowMap1, lpos)*w;
+            shadow += pcfShadow(shadowMap1, lpos, 1.0, pos_screen, light_dir)*w;
             weight += w;
         }
 
@@ -175,14 +160,15 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
             float w = 1.0;
             w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
                 
-            shadow += pcfShadowLegacy(shadowMap0, lpos)*w;
+            shadow += pcfShadow(shadowMap0, lpos, 1.0, pos_screen, light_dir)*w;
             weight += w;
         }
 
         shadow /= weight;
     }
 
-    return min(dp_directional_light, shadow);
+    shadow = min(dp_directional_light, shadow);
+    return shadow;
 }
 
 float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen)
@@ -201,11 +187,19 @@ float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen)
         float weight = 0.0;
 
         {
-            lpos = shadow_matrix[4 + index]*spos;
             float w = 1.0;
             w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
-        
-            shadow += pcfSpotShadow((index == 0) ? shadowMap4 : shadowMap5, lpos, 0.8, spos.xy)*w;
+
+            if (index == 0)
+            {        
+                lpos = shadow_matrix[4]*spos;
+                shadow += pcfSpotShadow(shadowMap4, lpos, 0.8, spos.xy)*w;
+            }
+            else
+            {
+                lpos = shadow_matrix[5]*spos;
+                shadow += pcfSpotShadow(shadowMap5, lpos, 0.8, spos.xy)*w;
+            }
             weight += w;
             shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
         }
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index f0b038cc936d7d422c5ad11639d8a7b5b5c097d2..9e0079e0e9c631bdf3678b2b13c02ff56c6932fc 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -66,7 +66,7 @@ uniform vec2 screen_res;
 vec4 applyWaterFogView(vec3 pos, vec4 color);
 #endif
 
-vec3 decode_normal (vec2 enc);
+vec3 getNorm(vec2 pos_screen);
 vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
 vec3 fullbrightAtmosTransportFrag(vec3 l, vec3 additive, vec3 atten);
 void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
@@ -78,14 +78,14 @@ vec4 getPositionWithDepth(vec2 pos_screen, float depth);
 
 void main() 
 {
-	vec2 tc = vary_fragcoord.xy;
-	float depth = texture2DRect(depthMap, tc.xy).r;
-	vec4 pos = getPositionWithDepth(tc, depth);
-	vec4 norm = texture2DRect(normalMap, tc);
-	float envIntensity = norm.z;
-	norm.xyz = decode_normal(norm.xy); // unpack norm
-		
-	float da_sun  = dot(norm.xyz, normalize(sun_dir.xyz));
+    vec2 tc = vary_fragcoord.xy;
+    float depth = texture2DRect(depthMap, tc.xy).r;
+    vec4 pos = getPositionWithDepth(tc, depth);
+    vec4 norm = texture2DRect(normalMap, tc);
+    float envIntensity = norm.z;
+    norm.xyz = getNorm(tc);
+        
+    float da_sun  = dot(norm.xyz, normalize(sun_dir.xyz));
     float da_moon = dot(norm.xyz, normalize(moon_dir.xyz));
     float da = max(da_sun, da_moon);
 
diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
index 22488944cdaa005d326cee60a0d4865ef20e97e6..d09bc25334f5dd33127307e1453942221a22d75d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
@@ -70,7 +70,7 @@ uniform vec2 screen_res;
 
 uniform mat4 inv_proj;
 
-vec3 decode_normal (vec2 enc);
+vec3 getNorm(vec2 pos_screen);
 
 vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
 {
@@ -142,7 +142,7 @@ void main()
 		
 	vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
 	float envIntensity = norm.z;
-	norm = decode_normal(norm.xy);
+	norm = getNorm(frag.xy);
 	
 	norm = normalize(norm);
 	float l_dist = -dot(lv, proj_n);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
index e98ab1f2ebc8f969a8f47d38cd84b3c0e3b39c35..15f141cbe587067058b5e45b2018f0e50cdf07e6 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
@@ -40,7 +40,7 @@ uniform sampler2DRect normalMap;
 // Inputs
 VARYING vec2 vary_fragcoord;
 
-vec3 decode_normal (vec2 enc);
+vec3 getNorm(vec2 pos_screen);
 vec4 getPosition(vec2 pos_screen);
 
 //calculate decreases in ambient lighting when crowded out (SSAO)
@@ -53,7 +53,7 @@ void main()
 	//try doing an unproject here
 	
 	vec4 pos  = getPosition(pos_screen);
-	vec3 norm = decode_normal(texture2DRect(normalMap, pos_screen).xy);
+	vec3 norm = getNorm(pos_screen);
 
 	frag_color[0] = 1.0;
 	frag_color[1] = calcAmbientOcclusion(pos, norm, pos_screen);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
index 1c5d3901f5b74ab777fa46f55fd23a9c5073628b..142b03e095fb7d40006911da144583034836e744 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
@@ -71,7 +71,7 @@ uniform vec2 screen_res;
 
 uniform mat4 inv_proj;
 
-vec3 decode_normal (vec2 enc);
+vec3 getNorm(vec2 pos_screen);
 
 vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
 {
@@ -155,7 +155,7 @@ void main()
 	
 	float envIntensity = norm.z;
 
-	norm = decode_normal(norm.xy);
+	norm = getNorm(frag.xy);
 	
 	norm = normalize(norm);
 	float l_dist = -dot(lv, proj_n);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index c80e7fce1880d7a04845ed95238472bb4d6f24da..4fd3e7333624ffb0c0e35d34ad06697cfb7efad9 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -62,7 +62,7 @@ VARYING vec2 vary_fragcoord;
 uniform mat4 inv_proj;
 uniform vec2 screen_res;
 
-vec3 decode_normal (vec2 enc);
+vec3 getNorm(vec2 pos_screen);
 
 void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
 vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
@@ -82,22 +82,22 @@ vec4 applyWaterFogView(vec3 pos, vec4 color);
 
 void main() 
 {
-	vec2 tc = vary_fragcoord.xy;
-	float depth = texture2DRect(depthMap, tc.xy).r;
-	vec4 pos = getPositionWithDepth(tc, depth);
-	vec4 norm = texture2DRect(normalMap, tc);
-	float envIntensity = norm.z;
-	norm.xyz = decode_normal(norm.xy); // unpack norm
-		
-	float da_sun  = dot(norm.xyz, normalize(sun_dir.xyz));
+    vec2 tc = vary_fragcoord.xy;
+    float depth = texture2DRect(depthMap, tc.xy).r;
+    vec4 pos = getPositionWithDepth(tc, depth);
+    vec4 norm = texture2DRect(normalMap, tc);
+    float envIntensity = norm.z;
+    norm.xyz = getNorm(tc); // unpack norm
+        
+    float da_sun  = dot(norm.xyz, normalize(sun_dir.xyz));
     float da_moon = dot(norm.xyz, normalize(moon_dir.xyz));
     float da = max(da_sun, da_moon);
           da = clamp(da, 0.0, 1.0);
 
-	da = pow(da, global_gamma + 0.3);
+    da = pow(da, global_gamma + 0.3);
 
-	vec4 diffuse = texture2DRect(diffuseRect, tc);
-	
+    vec4 diffuse = texture2DRect(diffuseRect, tc);
+    
     vec3 col;
     float bloom = 0.0;
     {
diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
index 36854b0e667fdd4dc573371f846d8ee8e29cc05d..9b69d8d855c6087df8c2c366994c3fed14a08d7a 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
@@ -71,7 +71,7 @@ uniform vec2 screen_res;
 
 uniform mat4 inv_proj;
 
-vec3 decode_normal (vec2 enc);
+vec3 getNorm(vec2 pos_screen);
 
 vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
 {
@@ -153,7 +153,7 @@ void main()
 	
 	vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
 	float envIntensity = norm.z;
-	norm = decode_normal(norm.xy);
+	norm = getNorm(frag.xy);
 	
 	norm = normalize(norm);
 	float l_dist = -dot(lv, proj_n);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
index fc5756beef75a4dc2e4f1708f9b7dbe81bd53e56..8abdeae5aebf3caeffcf0de8a210b42bb029fab6 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
@@ -42,7 +42,6 @@ uniform vec3 sun_dir;
 uniform float shadow_bias;
 
 vec3 getNorm(vec2 pos_screen);
-vec3 decode_normal (vec2 enc);
 vec4 getPosition(vec2 pos_screen);
 
 float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
index 390f9fc9478b449723dd91c141afb8aa04827f6a..64d99bae2c86336d4334bd21b80cc96d904db476 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
@@ -37,7 +37,6 @@ out vec4 frag_color;
 // Inputs
 VARYING vec2 vary_fragcoord;
 
-vec3 decode_normal (vec2 enc);
 vec4 getPosition(vec2 pos_screen);
 vec3 getNorm(vec2 pos_screen);
 
diff --git a/indra/newview/app_settings/shaders/class3/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class3/deferred/deferredUtil.glsl
index cccd01e0d73a601e93f630f6c3cf1cbcc06add94..e27bbce0948765fa3bf89e0fe860bffb3ab5925f 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/deferredUtil.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/deferredUtil.glsl
@@ -1,5 +1,5 @@
 /** 
- * @file class3/deferred/deferredUtil.glsl
+ * @file class1/deferred/deferredUtil.glsl
  *
  * $LicenseInfo:firstyear=2007&license=viewerlgpl$
  * Second Life Viewer Source Code
@@ -29,8 +29,6 @@ uniform sampler2DRect   depthMap;
 uniform mat4 inv_proj;
 uniform vec2 screen_res;
 
-vec3 decode_normal(vec2 enc);
-
 vec2 getScreenCoordinate(vec2 screenpos)
 {
     vec2 sc = screenpos.xy * 2.0;
@@ -43,8 +41,14 @@ vec2 getScreenCoordinate(vec2 screenpos)
 
 vec3 getNorm(vec2 screenpos)
 {
-   vec2 enc_norm = texture2DRect(normalMap, screenpos.xy).xy;
-   return decode_normal(enc_norm);
+   vec2 enc = texture2DRect(normalMap, screenpos.xy).xy;
+   vec2 fenc = enc*4-2;
+   float f = dot(fenc,fenc);
+   float g = sqrt(1-f/4);
+   vec3 n;
+   n.xy = fenc*g;
+   n.z = 1-f/2;
+   return n;
 }
 
 float getDepth(vec2 pos_screen)
diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl
index 0848adba730fee3ba116a815d537a80ac92c0a15..72bccc56271bfc7df3c18d7f7c30379142dd2dbe 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl
@@ -73,7 +73,7 @@ uniform mat4 inv_proj;
 
 vec3 srgb_to_linear(vec3 cs);
 vec3 linear_to_srgb(vec3 cl);
-vec3 decode_normal (vec2 enc);
+vec3 getNorm(vec2 pos_screen);
 
 vec4 correctWithGamma(vec4 col)
 {
@@ -166,7 +166,7 @@ void main()
 	
 	float envIntensity = norm.z;
 
-	norm = decode_normal(norm.xy);
+	norm = getNorm(frag.xy);
 	
 	norm = normalize(norm);
 	float l_dist = -dot(lv, proj_n);
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index 9411e905d30367299ab7fecbaba0e6351a8aa397..ad721a80d64f614baf269345f04f6064c491ccde 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -76,7 +76,6 @@ vec3 GetSunAndSkyIrradiance(vec3 camPos, vec3 norm, vec3 dir, out vec3 sky_irrad
 vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 dir, out vec3 transmittance);
 vec3 GetSkyLuminanceToPoint(vec3 camPos, vec3 pos, float shadow_length, vec3 dir, out vec3 transmittance);
 
-vec3 decode_normal(vec2 xy);
 vec3 ColorFromRadiance(vec3 radiance);
 vec4 getPositionWithDepth(vec2 pos_screen, float depth);
 vec4 getPosition(vec2 pos_screen);
@@ -93,7 +92,7 @@ void main()
     vec3 pos = getPositionWithDepth(tc, depth).xyz;
     vec4 norm = texture2DRect(normalMap, tc);
     float envIntensity = norm.z;
-    norm.xyz = decode_normal(norm.xy);
+    norm.xyz = getNorm(tc);
 
     float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);
               da = pow(da, global_gamma + 0.3);
diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
index 80e2a9dd5593ed616f1fd83138e3975ac734adf2..3b2b0d5718a05413c8dc2d9d313dd7b3218e3e50 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
@@ -71,7 +71,7 @@ uniform vec2 screen_res;
 
 uniform mat4 inv_proj;
 
-vec3 decode_normal (vec2 enc);
+vec3 getNorm(vec2 pos_screen);
 vec3 srgb_to_linear(vec3 cs);
 vec3 linear_to_srgb(vec3 cl);
 
@@ -164,7 +164,7 @@ void main()
 	
 	vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
 	float envIntensity = norm.z;
-	norm = decode_normal(norm.xy);
+	norm = getNorm(frag.xy);
 	
 	norm = normalize(norm);
 	float l_dist = -dot(lv, proj_n);
diff --git a/indra/newview/app_settings/shaders/class3/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/sunLightF.glsl
index e230ebb71c8a0808a1a76bc95f6eaea6e0bd3390..112b498c9029878cbf8755dcf7bd9c4f8191c8a0 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/sunLightF.glsl
@@ -38,7 +38,6 @@ out vec4 frag_color;
 // Inputs
 VARYING vec2 vary_fragcoord;
 
-vec3 decode_normal (vec2 enc);
 vec4 getPosition(vec2 pos_screen);
 vec3 getNorm(vec2 pos_screen);
 
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index 2293007641d84de56cb1d4cccd821fced5c7a288..5c65a3630c1ded65bc127a202083fe51e62e2bd0 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -1006,7 +1006,6 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
 	index_channels.push_back(-1);	 shaders.push_back( make_pair( "windlight/transportF.glsl",				mShaderLevel[SHADER_WINDLIGHT] ) );	
 	index_channels.push_back(-1);	 shaders.push_back( make_pair( "environment/waterFogF.glsl",				mShaderLevel[SHADER_WATER] ) );
     index_channels.push_back(-1);	 shaders.push_back( make_pair( "environment/encodeNormF.glsl",				    mShaderLevel[SHADER_ENVIRONMENT] ) );
-    index_channels.push_back(-1);	 shaders.push_back( make_pair( "environment/decodeNormF.glsl",				    mShaderLevel[SHADER_ENVIRONMENT] ) );
     index_channels.push_back(-1);	 shaders.push_back( make_pair( "environment/srgbF.glsl",				    mShaderLevel[SHADER_ENVIRONMENT] ) );
     index_channels.push_back(-1);	 shaders.push_back( make_pair( "deferred/deferredUtil.glsl",				    mShaderLevel[SHADER_DEFERRED] ) );
     index_channels.push_back(-1);	 shaders.push_back( make_pair( "deferred/shadowUtil.glsl",				    mShaderLevel[SHADER_DEFERRED] ) );
@@ -1406,7 +1405,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		gDeferredSkinnedAlphaProgram.mFeatures.isAlphaLighting = true;
 		gDeferredSkinnedAlphaProgram.mFeatures.disableTextureIndex = true;
 		gDeferredSkinnedAlphaProgram.mFeatures.hasSrgb = true;
-        gDeferredSkinnedAlphaProgram.mFeatures.decodesNormal = true;
         gDeferredSkinnedAlphaProgram.mFeatures.encodesNormal = true;
         gDeferredSkinnedAlphaProgram.mFeatures.calculatesAtmospherics = true;
         gDeferredSkinnedAlphaProgram.mFeatures.hasAtmospherics = true;
@@ -1484,7 +1482,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 
 			gDeferredMaterialProgram[i].mFeatures.hasSrgb = true;
             gDeferredMaterialProgram[i].mFeatures.hasTransport = true;
-            gDeferredMaterialProgram[i].mFeatures.decodesNormal = true;
             gDeferredMaterialProgram[i].mFeatures.encodesNormal = true;
             gDeferredMaterialProgram[i].mFeatures.calculatesAtmospherics = true;
             gDeferredMaterialProgram[i].mFeatures.hasAtmospherics = true;
@@ -1524,7 +1521,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 
 			gDeferredMaterialWaterProgram[i].mFeatures.hasWaterFog = true;
 			gDeferredMaterialWaterProgram[i].mFeatures.hasSrgb = true;
-            gDeferredMaterialWaterProgram[i].mFeatures.decodesNormal = true;
             gDeferredMaterialWaterProgram[i].mFeatures.encodesNormal = true;
             gDeferredMaterialWaterProgram[i].mFeatures.calculatesAtmospherics = true;
             gDeferredMaterialWaterProgram[i].mFeatures.hasAtmospherics = true;
@@ -1594,7 +1590,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 	{
 		gDeferredImpostorProgram.mName = "Deferred Impostor Shader";
 		gDeferredImpostorProgram.mFeatures.hasSrgb = true;
-        gDeferredImpostorProgram.mFeatures.decodesNormal = true;
         gDeferredImpostorProgram.mFeatures.encodesNormal = true;
         //gDeferredImpostorProgram.mFeatures.isDeferred = true;
 		gDeferredImpostorProgram.mShaderFiles.clear();
@@ -1608,7 +1603,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 	if (success)
 	{		
 		gDeferredLightProgram.mName = "Deferred Light Shader";
-        gDeferredLightProgram.mFeatures.decodesNormal = true;
         gDeferredLightProgram.mFeatures.isDeferred = true;
         gDeferredLightProgram.mFeatures.hasShadows = true;
 
@@ -1626,7 +1620,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 	if (success)
 	{
 			gDeferredMultiLightProgram[i].mName = llformat("Deferred MultiLight Shader %d", i);
-            gDeferredMultiLightProgram[i].mFeatures.decodesNormal = true;
             gDeferredMultiLightProgram[i].mFeatures.isDeferred = true;
             gDeferredMultiLightProgram[i].mFeatures.hasShadows = true;
 
@@ -1645,7 +1638,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		gDeferredSpotLightProgram.mName = "Deferred SpotLight Shader";
 		gDeferredSpotLightProgram.mShaderFiles.clear();
 		gDeferredSpotLightProgram.mFeatures.hasSrgb = true;
-        gDeferredSpotLightProgram.mFeatures.decodesNormal = true;
         gDeferredSpotLightProgram.mFeatures.isDeferred = true;
         gDeferredSpotLightProgram.mFeatures.hasShadows = true;
 
@@ -1661,7 +1653,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 	{
 		gDeferredMultiSpotLightProgram.mName = "Deferred MultiSpotLight Shader";
 		gDeferredMultiSpotLightProgram.mFeatures.hasSrgb = true;
-        gDeferredMultiSpotLightProgram.mFeatures.decodesNormal = true;
         gDeferredMultiSpotLightProgram.mFeatures.isDeferred = true;
         gDeferredMultiSpotLightProgram.mFeatures.hasShadows = true;
 
@@ -1695,7 +1686,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		}
 
 		gDeferredSunProgram.mName = "Deferred Sun Shader";
-        gDeferredSunProgram.mFeatures.decodesNormal = true;
         gDeferredSunProgram.mFeatures.isDeferred    = true;
         gDeferredSunProgram.mFeatures.hasShadows    = true;
         gDeferredSunProgram.mFeatures.hasIndirect   = true;
@@ -1713,7 +1703,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 	if (success)
 	{
 		gDeferredBlurLightProgram.mName = "Deferred Blur Light Shader";
-        gDeferredBlurLightProgram.mFeatures.decodesNormal = true;
         gDeferredBlurLightProgram.mFeatures.isDeferred = true;
 
 		gDeferredBlurLightProgram.mShaderFiles.clear();
@@ -1734,7 +1723,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		gDeferredAlphaProgram.mFeatures.isAlphaLighting = true;
 		gDeferredAlphaProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels
         gDeferredAlphaProgram.mFeatures.hasSrgb = true;
-        gDeferredAlphaProgram.mFeatures.decodesNormal = true;
         gDeferredAlphaProgram.mFeatures.encodesNormal = true;
         gDeferredAlphaProgram.mFeatures.calculatesAtmospherics = true;
         gDeferredAlphaProgram.mFeatures.hasAtmospherics = true;
@@ -1777,7 +1765,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		gDeferredAlphaImpostorProgram.mFeatures.hasLighting = false;
 		gDeferredAlphaImpostorProgram.mFeatures.isAlphaLighting = true;
 		gDeferredAlphaImpostorProgram.mFeatures.hasSrgb = true;
-        gDeferredAlphaImpostorProgram.mFeatures.decodesNormal = true;
         gDeferredAlphaImpostorProgram.mFeatures.encodesNormal = true;
         gDeferredAlphaImpostorProgram.mFeatures.isDeferred = true;
         gDeferredAlphaImpostorProgram.mFeatures.hasShadows = true;
@@ -1820,7 +1807,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		gDeferredAlphaWaterProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels
 		gDeferredAlphaWaterProgram.mFeatures.hasWaterFog = true;
 		gDeferredAlphaWaterProgram.mFeatures.hasSrgb = true;
-        gDeferredAlphaWaterProgram.mFeatures.decodesNormal = true;
         gDeferredAlphaWaterProgram.mFeatures.encodesNormal = true;
         gDeferredAlphaWaterProgram.mFeatures.calculatesAtmospherics = true;
         gDeferredAlphaWaterProgram.mFeatures.hasAtmospherics = true;
@@ -2069,7 +2055,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		gDeferredSoftenProgram.mName = "Deferred Soften Shader";
 		gDeferredSoftenProgram.mShaderFiles.clear();
 		gDeferredSoftenProgram.mFeatures.hasSrgb = true;
-        gDeferredSoftenProgram.mFeatures.decodesNormal = true;
         gDeferredSoftenProgram.mFeatures.calculatesAtmospherics = true;
         gDeferredSoftenProgram.mFeatures.hasAtmospherics = true;
         gDeferredSoftenProgram.mFeatures.hasTransport = true;
@@ -2113,7 +2098,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		gDeferredSoftenWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
 		gDeferredSoftenWaterProgram.mFeatures.hasWaterFog = true;
 		gDeferredSoftenWaterProgram.mFeatures.hasSrgb = true;
-        gDeferredSoftenWaterProgram.mFeatures.decodesNormal = true;
         gDeferredSoftenWaterProgram.mFeatures.calculatesAtmospherics = true;
         gDeferredSoftenWaterProgram.mFeatures.hasAtmospherics = true;
         gDeferredSoftenWaterProgram.mFeatures.hasTransport = true;
@@ -2261,7 +2245,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		gDeferredAvatarAlphaProgram.mFeatures.disableTextureIndex = true;
 		gDeferredAvatarAlphaProgram.mFeatures.hasSrgb = true;
         gDeferredAvatarAlphaProgram.mFeatures.encodesNormal = true;
-        gDeferredAvatarAlphaProgram.mFeatures.decodesNormal = true;
         gDeferredAvatarAlphaProgram.mFeatures.calculatesAtmospherics = true;
         gDeferredAvatarAlphaProgram.mFeatures.hasAtmospherics = true;
         gDeferredAvatarAlphaProgram.mFeatures.hasTransport = true;
@@ -2427,8 +2410,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
     if (success && gAtmosphere && (mShaderLevel[SHADER_WINDLIGHT] > 2))
 	{
 		gDeferredGenSkyShProgram.mName = "Deferred Generate Sky Indirect SH Program";
-        gDeferredGenSkyShProgram.mFeatures.decodesNormal = true;
-
 		gDeferredGenSkyShProgram.mShaderFiles.clear();
 		gDeferredGenSkyShProgram.mShaderFiles.push_back(make_pair("deferred/genSkyShV.glsl", GL_VERTEX_SHADER_ARB));
 		gDeferredGenSkyShProgram.mShaderFiles.push_back(make_pair("deferred/genSkyShF.glsl", GL_FRAGMENT_SHADER_ARB));
diff --git a/indra/newview/llvowlsky.cpp b/indra/newview/llvowlsky.cpp
index 570273e62c4d9fa99eb24f695531652f527821cf..08bb2d2b2b498f86cfe982cca5b8de16146d5181 100644
--- a/indra/newview/llvowlsky.cpp
+++ b/indra/newview/llvowlsky.cpp
@@ -36,10 +36,8 @@
 #include "llenvironment.h"
 #include "llsettingssky.h"
 
-const F32 LLVOWLSky::DISTANCE_TO_STARS = (HORIZON_DIST - 10.f) * 0.8f;
-
-const U32 LLVOWLSky::MIN_SKY_DETAIL = 8;
-const U32 LLVOWLSky::MAX_SKY_DETAIL = 180;
+static const U32 MIN_SKY_DETAIL = 8;
+static const U32 MAX_SKY_DETAIL = 180;
 
 inline U32 LLVOWLSky::getNumStacks(void)
 {
@@ -326,6 +324,8 @@ void LLVOWLSky::drawDome(void)
 
 void LLVOWLSky::initStars()
 {
+    const F32 DISTANCE_TO_STARS = LLEnvironment::instance().getCurrentSky()->getDomeRadius();
+
 	// Initialize star map
 	mStarVertices.resize(getStarsNumVerts());
 	mStarColors.resize(getStarsNumVerts());
@@ -528,7 +528,7 @@ BOOL LLVOWLSky::updateStarGeometry(LLDrawable *drawable)
 		LLVector3 left = at%LLVector3(0,0,1);
 		LLVector3 up = at%left;
 
-		F32 sc = 0.8f + ll_frand()*2.5f;
+		F32 sc = 16.0f + (ll_frand() * 20.0f);
 		left *= sc;
 		up *= sc;
 
diff --git a/indra/newview/llvowlsky.h b/indra/newview/llvowlsky.h
index 3217d2a7e21d88df4575f9cdf2d335f5d879d99a..c52acba98b4f0c31d45158d98606b2ec4b3b1819 100644
--- a/indra/newview/llvowlsky.h
+++ b/indra/newview/llvowlsky.h
@@ -31,13 +31,6 @@
 
 class LLVOWLSky : public LLStaticViewerObject {
 private:
-	static const F32 DISTANCE_TO_STARS;
-
-	// anything less than 3 makes it impossible to create a closed dome.
-	static const U32 MIN_SKY_DETAIL;
-	// anything bigger than about 180 will cause getStripsNumVerts() to exceed 65535.
-	static const U32 MAX_SKY_DETAIL;
-
 	inline static U32 getNumStacks(void);
 	inline static U32 getNumSlices(void);
 	inline static U32 getStripsNumVerts(void);