diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
index 64e094e3c5b13e1e6d3e8c627a5d2b8efd451477..72f319b8e318c7ae31144e814b79787ce4b99463 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
@@ -50,18 +50,18 @@ uniform vec4 sunlight_color;
 uniform vec4 ambient;
 uniform vec4 blue_horizon;
 uniform vec4 blue_density;
-uniform vec4 haze_horizon;
-uniform vec4 haze_density;
+uniform float haze_horizon;
+uniform float haze_density;
 
-uniform vec4 cloud_shadow;
-uniform vec4 density_multiplier;
-uniform vec4 max_y;
+uniform float cloud_shadow;
+uniform float density_multiplier;
+uniform float max_y;
 
 uniform vec4 glow;
 
 uniform vec4 cloud_color;
 
-uniform vec4 cloud_scale;
+uniform float cloud_scale;
 
 void main()
 {
@@ -77,7 +77,7 @@ void main()
 	// Set altitude
 	if (P.y > 0.)
 	{
-		P *= (max_y.x / P.y);
+		P *= (max_y / P.y);
 	}
 	else
 	{
@@ -99,12 +99,12 @@ void main()
 
 	// Sunlight attenuation effect (hue and brightness) due to atmosphere
 	// this is used later for sunlight modulation at various altitudes
-	light_atten = (blue_density * 1.0 + haze_density.x * 0.25) * (density_multiplier.x * max_y.x);
+	light_atten = (blue_density * 1.0 + haze_density * 0.25) * (density_multiplier * max_y);
 
 	// Calculate relative weights
-	temp1 = blue_density + haze_density.x;
+	temp1 = blue_density + haze_density;
 	blue_weight = blue_density / temp1;
-	haze_weight = haze_density.x / temp1;
+	haze_weight = haze_density / temp1;
 
 	// Compute sunlight from P & lightnorm (for long rays like sky)
 	temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
@@ -112,7 +112,7 @@ void main()
 	sunlight *= exp( - light_atten * temp2.y);
 
 	// Distance
-	temp2.z = Plen * density_multiplier.x;
+	temp2.z = Plen * density_multiplier;
 
 	// Transparency (-> temp1)
 	// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
@@ -136,14 +136,14 @@ void main()
 
 	// Increase ambient when there are more clouds
 	vec4 tmpAmbient = ambient;
-	tmpAmbient += (1. - tmpAmbient) * cloud_shadow.x * 0.5; 
+	tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5; 
 
 	// Dim sunlight by cloud shadow percentage
-	sunlight *= (1. - cloud_shadow.x);
+	sunlight *= (1. - cloud_shadow);
 
 	// Haze color below cloud
 	vec4 additiveColorBelowCloud = (	  blue_horizon * blue_weight * (sunlight + tmpAmbient)
-				+ (haze_horizon.r * haze_weight) * (sunlight * temp2.x + tmpAmbient)
+				+ (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
 			 );	
 
 	// CLOUDS
@@ -164,13 +164,13 @@ void main()
 	vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - temp1);
 
 	// Make a nice cloud density based on the cloud_shadow value that was passed in.
-	vary_CloudDensity = 2. * (cloud_shadow.x - 0.25);
+	vary_CloudDensity = 2. * (cloud_shadow - 0.25);
 
 
 	// Texture coords
 	vary_texcoord0 = texcoord0;
 	vary_texcoord0.xy -= 0.5;
-	vary_texcoord0.xy /= cloud_scale.x;
+	vary_texcoord0.xy /= cloud_scale;
 	vary_texcoord0.xy += 0.5;
 
 	vary_texcoord1 = vary_texcoord0;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
index 721de18e0b15b05cbd1786833dee4ddb3ed44ad5..deb4f00072de7a64f4f2b4a4c79b6f7285d57c71 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
@@ -44,12 +44,12 @@ uniform vec4 sunlight_color;
 uniform vec4 ambient;
 uniform vec4 blue_horizon;
 uniform vec4 blue_density;
-uniform vec4 haze_horizon;
-uniform vec4 haze_density;
+uniform float haze_horizon;
+uniform float haze_density;
 
-uniform vec4 cloud_shadow;
-uniform vec4 density_multiplier;
-uniform vec4 max_y;
+uniform float cloud_shadow;
+uniform float density_multiplier;
+uniform float max_y;
 
 uniform vec4 glow;
 
@@ -71,7 +71,7 @@ void main()
 	// Set altitude
 	if (P.y > 0.)
 	{
-		P *= (max_y.x / P.y);
+		P *= (max_y / P.y);
 	}
 	else
 	{
@@ -93,12 +93,12 @@ void main()
 
 	// Sunlight attenuation effect (hue and brightness) due to atmosphere
 	// this is used later for sunlight modulation at various altitudes
-	light_atten = (blue_density * 1.0 + haze_density.x * 0.25) * (density_multiplier.x * max_y.x);
+	light_atten = (blue_density * 1.0 + haze_density * 0.25) * (density_multiplier * max_y);
 
 	// Calculate relative weights
-	temp1 = blue_density + haze_density.x;
+	temp1 = blue_density + haze_density;
 	blue_weight = blue_density / temp1;
-	haze_weight = haze_density.x / temp1;
+	haze_weight = haze_density / temp1;
 
 	// Compute sunlight from P & lightnorm (for long rays like sky)
 	temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
@@ -106,7 +106,7 @@ void main()
 	sunlight *= exp( - light_atten * temp2.y);
 
 	// Distance
-	temp2.z = Plen * density_multiplier.x;
+	temp2.z = Plen * density_multiplier;
 
 	// Transparency (-> temp1)
 	// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
@@ -131,20 +131,20 @@ void main()
 
 	// Haze color above cloud
 	vary_HazeColor = (	  blue_horizon * blue_weight * (sunlight + ambient)
-				+ (haze_horizon.r * haze_weight) * (sunlight * temp2.x + ambient)
+				+ (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient)
 			 );	
 
 
 	// Increase ambient when there are more clouds
 	vec4 tmpAmbient = ambient;
-	tmpAmbient += (1. - tmpAmbient) * cloud_shadow.x * 0.5; 
+	tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5; 
 
 	// Dim sunlight by cloud shadow percentage
-	sunlight *= (1. - cloud_shadow.x);
+	sunlight *= (1. - cloud_shadow);
 
 	// Haze color below cloud
 	vec4 additiveColorBelowCloud = (	  blue_horizon * blue_weight * (sunlight + tmpAmbient)
-				+ (haze_horizon.r * haze_weight) * (sunlight * temp2.x + tmpAmbient)
+				+ (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
 			 );	
 
 	// Final atmosphere additive
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 51110ae4df7275bf79e9f1a081b6f0855863c99c..e32dab9bae559af644fb25618538c47d1762a0a9 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -51,12 +51,12 @@ uniform vec4 sunlight_color;
 uniform vec4 ambient;
 uniform vec4 blue_horizon;
 uniform vec4 blue_density;
-uniform vec4 haze_horizon;
-uniform vec4 haze_density;
-uniform vec4 cloud_shadow;
-uniform vec4 density_multiplier;
-uniform vec4 distance_multiplier;
-uniform vec4 max_y;
+uniform float haze_horizon;
+uniform float haze_density;
+uniform float cloud_shadow;
+uniform float density_multiplier;
+uniform float distance_multiplier;
+uniform float max_y;
 uniform vec4 glow;
 uniform float scene_light_strength;
 uniform mat3 env_mat;
@@ -159,13 +159,13 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
 
 	//sunlight attenuation effect (hue and brightness) due to atmosphere
 	//this is used later for sunlight modulation at various altitudes
-	light_atten = (blue_density * 1.0 + vec4(haze_density.r) * 0.25) * (density_multiplier.x * max_y.x);
+	light_atten = (blue_density * 1.0 + vec4(haze_density) * 0.25) * (density_multiplier * max_y);
 		//I had thought blue_density and haze_density should have equal weighting,
 		//but attenuation due to haze_density tends to seem too strong
 
-	temp1 = blue_density + vec4(haze_density.r);
+	temp1 = blue_density + vec4(haze_density);
 	blue_weight = blue_density / temp1;
-	haze_weight = vec4(haze_density.r) / temp1;
+	haze_weight = vec4(haze_density) / temp1;
 
 	//(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
 	temp2.y = max(0.0, tmpLightnorm.y);
@@ -173,12 +173,12 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
 	sunlight *= exp( - light_atten * temp2.y);
 
 	// main atmospheric scattering line integral
-	temp2.z = Plen * density_multiplier.x;
+	temp2.z = Plen * density_multiplier;
 
 	// Transparency (-> temp1)
-	// ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier.x in a variable because the ati
+	// ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati
 	// compiler gets confused.
-	temp1 = exp(-temp1 * temp2.z * distance_multiplier.x);
+	temp1 = exp(-temp1 * temp2.z * distance_multiplier);
 
 	//final atmosphere attenuation factor
 	setAtmosAttenuation(temp1.rgb);
@@ -199,7 +199,7 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
 	temp2.x += .25;
 	
 	//increase ambient when there are more clouds
-	vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow.x * 0.5;
+	vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5;
 	
 	/*  decrease value and saturation (that in HSV, not HSL) for occluded areas
 	 * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html
@@ -213,8 +213,8 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
 
 	//haze color
 	setAdditiveColor(
-		vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow.x) + tmpAmbient)
-	  + (haze_horizon.r * haze_weight) * (sunlight*(1.-cloud_shadow.x) * temp2.x
+		vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient)
+	  + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x
 		  + tmpAmbient)));
 
 	//brightness of surface both sunlight and ambient
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 97f3063a9e10d794c729ca6e9c93fbd79f819908..62b2e3a796838a0f7c45e90f3853f4f22e37eae5 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -51,12 +51,12 @@ uniform vec4 sunlight_color;
 uniform vec4 ambient;
 uniform vec4 blue_horizon;
 uniform vec4 blue_density;
-uniform vec4 haze_horizon;
-uniform vec4 haze_density;
-uniform vec4 cloud_shadow;
-uniform vec4 density_multiplier;
-uniform vec4 distance_multiplier;
-uniform vec4 max_y;
+uniform float haze_horizon;
+uniform float haze_density;
+uniform float cloud_shadow;
+uniform float density_multiplier;
+uniform float distance_multiplier;
+uniform float max_y;
 uniform vec4 glow;
 uniform float scene_light_strength;
 uniform mat3 env_mat;
@@ -161,13 +161,13 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
 
 	//sunlight attenuation effect (hue and brightness) due to atmosphere
 	//this is used later for sunlight modulation at various altitudes
-	light_atten = (blue_density * 1.0 + vec4(haze_density.r) * 0.25) * (density_multiplier.x * max_y.x);
+	light_atten = (blue_density * 1.0 + vec4(haze_density) * 0.25) * (density_multiplier * max_y);
 		//I had thought blue_density and haze_density should have equal weighting,
 		//but attenuation due to haze_density tends to seem too strong
 
-	temp1 = blue_density + vec4(haze_density.r);
+	temp1 = blue_density + vec4(haze_density);
 	blue_weight = blue_density / temp1;
-	haze_weight = vec4(haze_density.r) / temp1;
+	haze_weight = vec4(haze_density) / temp1;
 
 	//(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
 	temp2.y = max(0.0, tmpLightnorm.y);
@@ -175,12 +175,12 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
 	sunlight *= exp( - light_atten * temp2.y);
 
 	// main atmospheric scattering line integral
-	temp2.z = Plen * density_multiplier.x;
+	temp2.z = Plen * density_multiplier;
 
 	// Transparency (-> temp1)
-	// ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier.x in a variable because the ati
+	// ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati
 	// compiler gets confused.
-	temp1 = exp(-temp1 * temp2.z * distance_multiplier.x);
+	temp1 = exp(-temp1 * temp2.z * distance_multiplier);
 
 	//final atmosphere attenuation factor
 	setAtmosAttenuation(temp1.rgb);
@@ -201,7 +201,7 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
 	temp2.x += .25;
 	
 	//increase ambient when there are more clouds
-	vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow.x * 0.5;
+	vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5;
 	
 	/*  decrease value and saturation (that in HSV, not HSL) for occluded areas
 	 * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html
@@ -215,8 +215,8 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
 
 	//haze color
 	setAdditiveColor(
-		vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow.x) + tmpAmbient)
-	  + (haze_horizon.r * haze_weight) * (sunlight*(1.-cloud_shadow.x) * temp2.x
+		vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient)
+	  + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x
 		  + tmpAmbient)));
 
 	//brightness of surface both sunlight and ambient
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
index 6a83be1426d8337aa6469e8bc57c17ad7e35141b..bf5d1a1b4db657eebff7886091c349bfc1079b01 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
@@ -47,12 +47,12 @@ uniform vec4 sunlight_color;
 uniform vec4 ambient;
 uniform vec4 blue_horizon;
 uniform vec4 blue_density;
-uniform vec4 haze_horizon;
-uniform vec4 haze_density;
-uniform vec4 cloud_shadow;
-uniform vec4 density_multiplier;
-uniform vec4 distance_multiplier;
-uniform vec4 max_y;
+uniform float haze_horizon;
+uniform float haze_density;
+uniform float cloud_shadow;
+uniform float density_multiplier;
+uniform float distance_multiplier;
+uniform float max_y;
 uniform vec4 glow;
 
 void calcAtmospherics(vec3 inPositionEye) {
@@ -61,8 +61,8 @@ void calcAtmospherics(vec3 inPositionEye) {
 	setPositionEye(P);
 	
 	//(TERRAIN) limit altitude
-	if (P.y > max_y.x) P *= (max_y.x / P.y);
-	if (P.y < -max_y.x) P *= (-max_y.x / P.y);
+	if (P.y > max_y) P *= (max_y / P.y);
+	if (P.y < -max_y) P *= (-max_y / P.y);
 
 	vec3 tmpLightnorm = lightnorm.xyz;
 
@@ -78,13 +78,13 @@ void calcAtmospherics(vec3 inPositionEye) {
 
 	//sunlight attenuation effect (hue and brightness) due to atmosphere
 	//this is used later for sunlight modulation at various altitudes
-	light_atten = (blue_density * 1.0 + vec4(haze_density.r) * 0.25) * (density_multiplier.x * max_y.x);
+	light_atten = (blue_density * 1.0 + vec4(haze_density) * 0.25) * (density_multiplier * max_y);
 		//I had thought blue_density and haze_density should have equal weighting,
 		//but attenuation due to haze_density tends to seem too strong
 
-	temp1 = blue_density + vec4(haze_density.r);
+	temp1 = blue_density + vec4(haze_density);
 	blue_weight = blue_density / temp1;
-	haze_weight = vec4(haze_density.r) / temp1;
+	haze_weight = vec4(haze_density) / temp1;
 
 	//(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
 	temp2.y = max(0.0, tmpLightnorm.y);
@@ -92,12 +92,12 @@ void calcAtmospherics(vec3 inPositionEye) {
 	sunlight *= exp( - light_atten * temp2.y);
 
 	// main atmospheric scattering line integral
-	temp2.z = Plen * density_multiplier.x;
+	temp2.z = Plen * density_multiplier;
 
 	// Transparency (-> temp1)
-	// ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier.x in a variable because the ati
+	// ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati
 	// compiler gets confused.
-	temp1 = exp(-temp1 * temp2.z * distance_multiplier.x);
+	temp1 = exp(-temp1 * temp2.z * distance_multiplier);
 
 	//final atmosphere attenuation factor
 	setAtmosAttenuation(temp1.rgb);
@@ -122,12 +122,12 @@ void calcAtmospherics(vec3 inPositionEye) {
 
 
 	//increase ambient when there are more clouds
-	vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow.x * 0.5;
+	vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5;
 
 	//haze color
 	setAdditiveColor(
-		vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow.x) + tmpAmbient)
-	  + (haze_horizon.r * haze_weight) * (sunlight*(1.-cloud_shadow.x) * temp2.x
+		vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient)
+	  + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x
 		  + tmpAmbient)));
 
 	//brightness of surface both sunlight and ambient
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
index c5bb52169cc7110e04ba90e9ccd4ffbb2d7abe71..549d04a7773aa370ee0011530fb59f14f1eee185 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
@@ -49,12 +49,12 @@ uniform vec4 sunlight_color;
 uniform vec4 ambient;
 uniform vec4 blue_horizon;
 uniform vec4 blue_density;
-uniform vec4 haze_horizon;
-uniform vec4 haze_density;
+uniform float haze_horizon;
+uniform float haze_density;
 
-uniform vec4 cloud_shadow;
-uniform vec4 density_multiplier;
-uniform vec4 max_y;
+uniform float cloud_shadow;
+uniform float density_multiplier;
+uniform float max_y;
 
 uniform vec4 glow;
 
@@ -76,7 +76,7 @@ void main()
 	// Set altitude
 	if (P.y > 0.)
 	{
-		P *= (max_y.x / P.y);
+		P *= (max_y / P.y);
 	}
 	else
 	{
@@ -98,12 +98,12 @@ void main()
 
 	// Sunlight attenuation effect (hue and brightness) due to atmosphere
 	// this is used later for sunlight modulation at various altitudes
-	light_atten = (blue_density * 1.0 + haze_density.x * 0.25) * (density_multiplier.x * max_y.x);
+	light_atten = (blue_density * 1.0 + haze_density * 0.25) * (density_multiplier * max_y);
 
 	// Calculate relative weights
-	temp1 = blue_density + haze_density.x;
+	temp1 = blue_density + haze_density;
 	blue_weight = blue_density / temp1;
-	haze_weight = haze_density.x / temp1;
+	haze_weight = haze_density / temp1;
 
 	// Compute sunlight from P & lightnorm (for long rays like sky)
 	temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
@@ -111,7 +111,7 @@ void main()
 	sunlight *= exp( - light_atten * temp2.y);
 
 	// Distance
-	temp2.z = Plen * density_multiplier.x;
+	temp2.z = Plen * density_multiplier;
 
 	// Transparency (-> temp1)
 	// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
@@ -135,14 +135,14 @@ void main()
 
 	// Increase ambient when there are more clouds
 	vec4 tmpAmbient = ambient;
-	tmpAmbient += (1. - tmpAmbient) * cloud_shadow.x * 0.5; 
+	tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5; 
 
 	// Dim sunlight by cloud shadow percentage
-	sunlight *= (1. - cloud_shadow.x);
+	sunlight *= (1. - cloud_shadow);
 
 	// Haze color below cloud
 	vec4 additiveColorBelowCloud = (	  blue_horizon * blue_weight * (sunlight + tmpAmbient)
-				+ (haze_horizon.r * haze_weight) * (sunlight * temp2.x + tmpAmbient)
+				+ (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
 			 );	
 
 	// CLOUDS
@@ -163,7 +163,7 @@ void main()
 	vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - temp1);
 
 	// Make a nice cloud density based on the cloud_shadow value that was passed in.
-	vary_CloudDensity = 2. * (cloud_shadow.x - 0.25);
+	vary_CloudDensity = 2. * (cloud_shadow - 0.25);
 
 
 	// Texture coords
diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
index 46773cf89f69830002f4ba4364ce11472debf5fd..7406b0253b509b9d3e91c96251e4d69821bf4022 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
@@ -42,12 +42,12 @@ uniform vec4 sunlight_color;
 uniform vec4 ambient;
 uniform vec4 blue_horizon;
 uniform vec4 blue_density;
-uniform vec4 haze_horizon;
-uniform vec4 haze_density;
+uniform float haze_horizon;
+uniform float haze_density;
 
-uniform vec4 cloud_shadow;
-uniform vec4 density_multiplier;
-uniform vec4 max_y;
+uniform float cloud_shadow;
+uniform float density_multiplier;
+uniform float max_y;
 
 uniform vec4 glow;
 
@@ -68,7 +68,7 @@ void main()
 	// Set altitude
 	if (P.y > 0.)
 	{
-		P *= (max_y.x / P.y);
+		P *= (max_y / P.y);
 	}
 	else
 	{
@@ -90,12 +90,12 @@ void main()
 
 	// Sunlight attenuation effect (hue and brightness) due to atmosphere
 	// this is used later for sunlight modulation at various altitudes
-	light_atten = (blue_density * 1.0 + haze_density.x * 0.25) * (density_multiplier.x * max_y.x);
+	light_atten = (blue_density * 1.0 + haze_density * 0.25) * (density_multiplier * max_y);
 
 	// Calculate relative weights
-	temp1 = blue_density + haze_density.x;
+	temp1 = blue_density + haze_density;
 	blue_weight = blue_density / temp1;
-	haze_weight = haze_density.x / temp1;
+	haze_weight = haze_density / temp1;
 
 	// Compute sunlight from P & lightnorm (for long rays like sky)
 	temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
@@ -103,7 +103,7 @@ void main()
 	sunlight *= exp( - light_atten * temp2.y);
 
 	// Distance
-	temp2.z = Plen * density_multiplier.x;
+	temp2.z = Plen * density_multiplier;
 
 	// Transparency (-> temp1)
 	// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
@@ -128,20 +128,20 @@ void main()
 
 	// Haze color above cloud
 	vary_HazeColor = (	  blue_horizon * blue_weight * (sunlight + ambient)
-				+ (haze_horizon.r * haze_weight) * (sunlight * temp2.x + ambient)
+				+ (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient)
 			 );	
 
 
 	// Increase ambient when there are more clouds
 	vec4 tmpAmbient = ambient;
-	tmpAmbient += (1. - tmpAmbient) * cloud_shadow.x * 0.5; 
+	tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5; 
 
 	// Dim sunlight by cloud shadow percentage
-	sunlight *= (1. - cloud_shadow.x);
+	sunlight *= (1. - cloud_shadow);
 
 	// Haze color below cloud
 	vec4 additiveColorBelowCloud = (	  blue_horizon * blue_weight * (sunlight + tmpAmbient)
-				+ (haze_horizon.r * haze_weight) * (sunlight * temp2.x + tmpAmbient)
+				+ (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
 			 );	
 
 	// Final atmosphere additive
diff --git a/indra/newview/llfloatereditsky.cpp b/indra/newview/llfloatereditsky.cpp
index abee7b5dc9e07f6db392603f3c44336464957f86..352361ce9e8af319722a51ed5cb8493ffc1b602d 100644
--- a/indra/newview/llfloatereditsky.cpp
+++ b/indra/newview/llfloatereditsky.cpp
@@ -151,8 +151,8 @@ void LLFloaterEditSky::initCallbacks(void)
 	getChild<LLUICtrl>("WLBlueHorizon")->setCommitCallback(boost::bind(&LLFloaterEditSky::onColorControlMoved, this, _1, &param_mgr.mBlueHorizon));
 
 	// haze density, horizon, mult, and altitude
-	getChild<LLUICtrl>("WLHazeDensity")->setCommitCallback(boost::bind(&LLFloaterEditSky::onColorControlRMoved, this, _1, &param_mgr.mHazeDensity));
-	getChild<LLUICtrl>("WLHazeHorizon")->setCommitCallback(boost::bind(&LLFloaterEditSky::onColorControlRMoved, this, _1, &param_mgr.mHazeHorizon));
+	getChild<LLUICtrl>("WLHazeDensity")->setCommitCallback(boost::bind(&LLFloaterEditSky::onFloatControlMoved, this, _1, &param_mgr.mHazeDensity));
+	getChild<LLUICtrl>("WLHazeHorizon")->setCommitCallback(boost::bind(&LLFloaterEditSky::onFloatControlMoved, this, _1, &param_mgr.mHazeHorizon));
 	getChild<LLUICtrl>("WLDensityMult")->setCommitCallback(boost::bind(&LLFloaterEditSky::onFloatControlMoved, this, _1, &param_mgr.mDensityMult));
 	getChild<LLUICtrl>("WLMaxAltitude")->setCommitCallback(boost::bind(&LLFloaterEditSky::onFloatControlMoved, this, _1, &param_mgr.mMaxAlt));
 
@@ -220,15 +220,14 @@ void LLFloaterEditSky::syncControls()
 	setColorSwatch("WLBlueHorizon", param_mgr->mBlueHorizon, WL_BLUE_HORIZON_DENSITY_SCALE);
 
 	// haze density, horizon, mult, and altitude
-	param_mgr->mHazeDensity = cur_params.getVector(param_mgr->mHazeDensity.mName, err);
-	childSetValue("WLHazeDensity", param_mgr->mHazeDensity.r);
-	param_mgr->mHazeHorizon = cur_params.getVector(param_mgr->mHazeHorizon.mName, err);
-	childSetValue("WLHazeHorizon", param_mgr->mHazeHorizon.r);
-	param_mgr->mDensityMult = cur_params.getVector(param_mgr->mDensityMult.mName, err);
-	childSetValue("WLDensityMult", param_mgr->mDensityMult.x *
-		param_mgr->mDensityMult.mult);
-	param_mgr->mMaxAlt = cur_params.getVector(param_mgr->mMaxAlt.mName, err);
-	childSetValue("WLMaxAltitude", param_mgr->mMaxAlt.x);
+	param_mgr->mHazeDensity = cur_params.getFloat(param_mgr->mHazeDensity.mName, err);
+	childSetValue("WLHazeDensity", (F32) param_mgr->mHazeDensity);
+	param_mgr->mHazeHorizon = cur_params.getFloat(param_mgr->mHazeHorizon.mName, err);
+	childSetValue("WLHazeHorizon", (F32) param_mgr->mHazeHorizon);
+	param_mgr->mDensityMult = cur_params.getFloat(param_mgr->mDensityMult.mName, err);
+	childSetValue("WLDensityMult", ((F32) param_mgr->mDensityMult) * param_mgr->mDensityMult.mult);
+	param_mgr->mMaxAlt = cur_params.getFloat(param_mgr->mMaxAlt.mName, err);
+	childSetValue("WLMaxAltitude", (F32) param_mgr->mMaxAlt);
 
 	// blue density
 	param_mgr->mBlueDensity = cur_params.getVector(param_mgr->mBlueDensity.mName, err);
@@ -273,10 +272,10 @@ void LLFloaterEditSky::syncControls()
 	childSetValue("WLCloudDetailDensity", param_mgr->mCloudDetail.b);
 
 	// Cloud extras
-	param_mgr->mCloudCoverage = cur_params.getVector(param_mgr->mCloudCoverage.mName, err);
-	param_mgr->mCloudScale = cur_params.getVector(param_mgr->mCloudScale.mName, err);
-	childSetValue("WLCloudCoverage", param_mgr->mCloudCoverage.x);
-	childSetValue("WLCloudScale", param_mgr->mCloudScale.x);
+	param_mgr->mCloudCoverage = cur_params.getFloat(param_mgr->mCloudCoverage.mName, err);
+	param_mgr->mCloudScale = cur_params.getFloat(param_mgr->mCloudScale.mName, err);
+	childSetValue("WLCloudCoverage", (F32) param_mgr->mCloudCoverage);
+	childSetValue("WLCloudScale", (F32) param_mgr->mCloudScale);
 
 	// cloud scrolling
 	bool lockX = !param_mgr->mCurParams.getEnableCloudScrollX();
@@ -306,13 +305,13 @@ void LLFloaterEditSky::syncControls()
 	childSetValue("WLCloudScrollX", param_mgr->mCurParams.getCloudScrollX() - 10.0f);
 	childSetValue("WLCloudScrollY", param_mgr->mCurParams.getCloudScrollY() - 10.0f);
 
-	param_mgr->mDistanceMult = cur_params.getVector(param_mgr->mDistanceMult.mName, err);
-	childSetValue("WLDistanceMult", param_mgr->mDistanceMult.x);
+	param_mgr->mDistanceMult = cur_params.getFloat(param_mgr->mDistanceMult.mName, err);
+	childSetValue("WLDistanceMult", (F32) param_mgr->mDistanceMult);
 
 	// Tweak extras
 
-	param_mgr->mWLGamma = cur_params.getVector(param_mgr->mWLGamma.mName, err);
-	childSetValue("WLGamma", param_mgr->mWLGamma.x);
+	param_mgr->mWLGamma = cur_params.getFloat(param_mgr->mWLGamma.mName, err);
+	childSetValue("WLGamma", (F32) param_mgr->mWLGamma);
 
 	childSetValue("WLStarAlpha", param_mgr->mCurParams.getStarBrightness());
 }
diff --git a/indra/newview/llvosky.cpp b/indra/newview/llvosky.cpp
index e9db37821b1895ee29c0cccb0877da2be45f33b9..312034022ea33a4fbed264e9ca4b64a48f8e5d4c 100644
--- a/indra/newview/llvosky.cpp
+++ b/indra/newview/llvosky.cpp
@@ -342,7 +342,7 @@ LLVOSky::LLVOSky(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp)
 	blue_density = LLColor3();
 	blue_horizon = LLColor3();
 	haze_density = 0.f;
-	haze_horizon = LLColor3();
+	haze_horizon = 1.f;
 	density_multiplier = 0.f;
 	max_y = 0.f;
 	glow = LLColor3();
@@ -651,17 +651,17 @@ void LLVOSky::initAtmospherics(void)
 	sunlight_color = LLColor3(LLWLParamManager::getInstance()->mCurParams.getVector("sunlight_color", error));
 	ambient = LLColor3(LLWLParamManager::getInstance()->mCurParams.getVector("ambient", error));
 	//lightnorm = LLWLParamManager::getInstance()->mCurParams.getVector("lightnorm", error);
-	gamma = LLWLParamManager::getInstance()->mCurParams.getVector("gamma", error)[0];
+	gamma = LLWLParamManager::getInstance()->mCurParams.getFloat("gamma", error);
 	blue_density = LLColor3(LLWLParamManager::getInstance()->mCurParams.getVector("blue_density", error));
 	blue_horizon = LLColor3(LLWLParamManager::getInstance()->mCurParams.getVector("blue_horizon", error));
-	haze_density = LLWLParamManager::getInstance()->mCurParams.getVector("haze_density", error)[0];
-	haze_horizon = LLColor3(LLWLParamManager::getInstance()->mCurParams.getVector("haze_horizon", error));
-	density_multiplier = LLWLParamManager::getInstance()->mCurParams.getVector("density_multiplier", error)[0];
-	max_y = LLWLParamManager::getInstance()->mCurParams.getVector("max_y", error)[0];
+	haze_density = LLWLParamManager::getInstance()->mCurParams.getFloat("haze_density", error);
+	haze_horizon = LLWLParamManager::getInstance()->mCurParams.getFloat("haze_horizon", error);
+	density_multiplier = LLWLParamManager::getInstance()->mCurParams.getFloat("density_multiplier", error);
+	max_y = LLWLParamManager::getInstance()->mCurParams.getFloat("max_y", error);
 	glow = LLColor3(LLWLParamManager::getInstance()->mCurParams.getVector("glow", error));
-	cloud_shadow = LLWLParamManager::getInstance()->mCurParams.getVector("cloud_shadow", error)[0];
+	cloud_shadow = LLWLParamManager::getInstance()->mCurParams.getFloat("cloud_shadow", error);
 	cloud_color = LLColor3(LLWLParamManager::getInstance()->mCurParams.getVector("cloud_color", error));
-	cloud_scale = LLWLParamManager::getInstance()->mCurParams.getVector("cloud_scale", error)[0];
+	cloud_scale = LLWLParamManager::getInstance()->mCurParams.getFloat("cloud_scale", error);
 	cloud_pos_density1 = LLColor3(LLWLParamManager::getInstance()->mCurParams.getVector("cloud_pos_density1", error));
 	cloud_pos_density2 = LLColor3(LLWLParamManager::getInstance()->mCurParams.getVector("cloud_pos_density2", error));
 
@@ -825,7 +825,7 @@ void LLVOSky::calcSkyColorWLVert(LLVector3 & Pn, LLColor3 & vary_HazeColor, LLCo
 
 	// Haze color above cloud
 	vary_HazeColor = (blue_horizon * blue_weight * (sunlight + ambient)
-				+ componentMult(haze_horizon.mV[0] * haze_weight, sunlight * temp2.mV[0] + ambient)
+				+ componentMult(haze_horizon * haze_weight, sunlight * temp2.mV[0] + ambient)
 			 );	
 
 	// Increase ambient when there are more clouds
@@ -836,7 +836,7 @@ void LLVOSky::calcSkyColorWLVert(LLVector3 & Pn, LLColor3 & vary_HazeColor, LLCo
 
 	// Haze color below cloud
 	LLColor3 additiveColorBelowCloud = (blue_horizon * blue_weight * (sunlight + tmpAmbient)
-				+ componentMult(haze_horizon.mV[0] * haze_weight, sunlight * temp2.mV[0] + tmpAmbient)
+				+ componentMult(haze_horizon * haze_weight, sunlight * temp2.mV[0] + tmpAmbient)
 			 );	
 
 	// Final atmosphere additive
@@ -1002,7 +1002,7 @@ void LLVOSky::calcAtmospherics(void)
 		//haze color
 		vary_HazeColor =
 			(blue_horizon * blue_weight * (sunlight*(1.f - cloud_shadow) + tmpAmbient)	
-			+ componentMult(haze_horizon.mV[0] * haze_weight, sunlight*(1.f - cloud_shadow) * temp2.mV[0] + tmpAmbient)
+			+ componentMult(haze_horizon * haze_weight, sunlight*(1.f - cloud_shadow) * temp2.mV[0] + tmpAmbient)
 				 );	
 
 		//brightness of surface both sunlight and ambient
diff --git a/indra/newview/llvosky.h b/indra/newview/llvosky.h
index d3a42583eaa41e4923bc23982f064ad111524602..6e6898d80a1a3807fca8989bd3d35d4cc22dbbd8 100644
--- a/indra/newview/llvosky.h
+++ b/indra/newview/llvosky.h
@@ -410,7 +410,7 @@ class LLVOSky : public LLStaticViewerObject
 	LLColor3 blue_density;
 	LLColor3 blue_horizon;
 	F32 haze_density;
-	LLColor3 haze_horizon;
+	F32 haze_horizon;
 	F32 density_multiplier;
 	F32 max_y;
 	LLColor3 glow;
diff --git a/indra/newview/llwlparammanager.cpp b/indra/newview/llwlparammanager.cpp
index 55608a059f96e3fd39e205cbcef99f296b27d25b..49d9d44d74995b46d8c26b1cfc873ede63d9fbba 100644
--- a/indra/newview/llwlparammanager.cpp
+++ b/indra/newview/llwlparammanager.cpp
@@ -64,7 +64,6 @@
 LLWLParamManager::LLWLParamManager() :
 
 	//set the defaults for the controls
-	// index is from sWLUniforms in pipeline.cpp line 979
 
 	/// Sun Delta Terrain tweak variables.
 	mSunDeltaYaw(180.0f),
@@ -72,10 +71,10 @@ LLWLParamManager::LLWLParamManager() :
 	mWLGamma(1.0f, "gamma"),
 
 	mBlueHorizon(0.25f, 0.25f, 1.0f, 1.0f, "blue_horizon", "WLBlueHorizon"),
-	mHazeDensity(1.0f, 1.0f, 1.0f, 0.5f, "haze_density"),
+	mHazeDensity(1.0f, "haze_density"),
 	mBlueDensity(0.25f, 0.25f, 0.25f, 1.0f, "blue_density", "WLBlueDensity"),
 	mDensityMult(1.0f, "density_multiplier", 1000),
-	mHazeHorizon(1.0f, 1.0f, 1.0f, 0.5f, "haze_horizon"),
+	mHazeHorizon(1.0f, "haze_horizon"),
 	mMaxAlt(4000.0f, "max_y"),
 
 	// Lighting
diff --git a/indra/newview/llwlparammanager.h b/indra/newview/llwlparammanager.h
index bc984b9126a0bb524af12851b0ef37d31764283f..72422500fcc8ebd48df45051a2c8d41b5998d2cc 100644
--- a/indra/newview/llwlparammanager.h
+++ b/indra/newview/llwlparammanager.h
@@ -102,9 +102,8 @@ struct WLFloatControl {
 	{
 	}
 
-	inline WLFloatControl & operator = (LLVector4 const & val) {
-		x = val.mV[0];
-
+	inline WLFloatControl & operator = (F32 val) {
+		x = val;
 		return *this;
 	}
 
@@ -340,10 +339,10 @@ class LLWLParamManager : public LLSingleton<LLWLParamManager>
 	
 	/// Atmospherics
 	WLColorControl mBlueHorizon;
-	WLColorControl mHazeDensity;
+	WLFloatControl mHazeDensity;
 	WLColorControl mBlueDensity;
 	WLFloatControl mDensityMult;
-	WLColorControl mHazeHorizon;
+	WLFloatControl mHazeHorizon;
 	WLFloatControl mMaxAlt;
 
 	/// Lighting
diff --git a/indra/newview/llwlparamset.cpp b/indra/newview/llwlparamset.cpp
index 5bb702503102ecf40259348dc364617dacab301d..1e95b3ea4a72ab4fc97971479b58b4dd0bc64f93 100644
--- a/indra/newview/llwlparamset.cpp
+++ b/indra/newview/llwlparamset.cpp
@@ -41,33 +41,7 @@
 LLWLParamSet::LLWLParamSet(void) :
 	mName("Unnamed Preset"),
 	mCloudScrollXOffset(0.f), mCloudScrollYOffset(0.f)	
-{
-/* REMOVE or init the LLSD
-	const std::map<std::string, LLVector4>::value_type hardcodedPreset[] = {
-		std::make_pair("lightnorm",				LLVector4(0.f, 0.707f, -0.707f, 0.f)),
-		std::make_pair("sunlight_color",		LLVector4(0.6f, 0.6f, 2.83f, 2.27f)),
-		std::make_pair("ambient",				LLVector4(0.27f, 0.33f, 0.44f, 1.19f)),
-		std::make_pair("blue_horizon",			LLVector4(0.3f, 0.4f, 0.9f, 1.f)),
-		std::make_pair("blue_density",			LLVector4(0.3f, 0.4f, 0.8f, 1.f)),
-		std::make_pair("haze_horizon",			LLVector4(0.6f, 0.6f, 0.6f, 1.f)),
-		std::make_pair("haze_density",			LLVector4(0.3f, 0.3f, 0.3f, 1.f)),
-		std::make_pair("cloud_shadow",			LLVector4(0.f, 0.f, 0.f, 0.f)),
-		std::make_pair("density_multiplier",	LLVector4(0.001f, 0.001f, 0.001f, 0.001f)),
-		std::make_pair("distance_multiplier",	LLVector4(1.f, 1.f, 1.f, 1.f)),
-		std::make_pair("max_y",					LLVector4(600.f, 600.f, 600.f, 0.f)),
-		std::make_pair("glow",					LLVector4(15.f, 0.001f, -0.03125f, 0.f)),
-		std::make_pair("cloud_color",			LLVector4(0.0f, 0.0f, 0.0f, 0.0f)),
-		std::make_pair("cloud_pos_density1",	LLVector4(0.f, 0.f, 0.f, 1.f)),
-		std::make_pair("cloud_pos_density2",	LLVector4(0.f, 0.f, 0.f, 1.f)),
-		std::make_pair("cloud_scale",			LLVector4(0.42f, 0.f, 0.f, 1.f)),
-		std::make_pair("gamma",					LLVector4(2.0f, 2.0f, 2.0f, 0.0f)),
-	};
-	std::map<std::string, LLVector4>::value_type const * endHardcodedPreset = 
-		hardcodedPreset + LL_ARRAY_SIZE(hardcodedPreset);
-
-	mParamValues.insert(hardcodedPreset, endHardcodedPreset);
-*/
-}
+{}
 
 static LLFastTimer::DeclareTimer FTM_WL_PARAM_UPDATE("WL Param Update");
 
@@ -79,55 +53,78 @@ void LLWLParamSet::update(LLGLSLShader * shader) const
 		i != mParamValues.endMap();
 		++i)
 	{
-		
-
 		const std::string& param = i->first;
 		
-		if(	param == "star_brightness" || param == "preset_num" || param == "sun_angle" ||
+		if (param == "star_brightness" || param == "preset_num" || param == "sun_angle" ||
 			param == "east_angle" || param == "enable_cloud_scroll" ||
 			param == "cloud_scroll_rate" || param == "lightnorm" ) 
 		{
 			continue;
 		}
 		
-		if(param == "cloud_pos_density1") 
+		if (param == "cloud_pos_density1")
 		{
 			LLVector4 val;
 			val.mV[0] = F32(i->second[0].asReal()) + mCloudScrollXOffset;
 			val.mV[1] = F32(i->second[1].asReal()) + mCloudScrollYOffset;
 			val.mV[2] = (F32) i->second[2].asReal();
 			val.mV[3] = (F32) i->second[3].asReal();
+
 			stop_glerror();
 			shader->uniform4fv(param, 1, val.mV);
 			stop_glerror();
-		} 
+		}
+		else if (param == "cloud_scale" || param == "cloud_shadow" ||
+				 param == "density_multiplier" ||
+				 param == "haze_density" || param == "haze_horizon" ||
+				 param == "max_y")
+		{
+			F32 val = (F32) i->second[0].asReal();
+
+			stop_glerror();
+			shader->uniform1f(param, val);
+			stop_glerror();
+		}
 		else // param is the uniform name
 		{
-			LLVector4 val;
-			
 			// handle all the different cases
-			if(i->second.isArray() && i->second.size() == 4) 
+			if (i->second.isArray() && i->second.size() == 4)
 			{
+				LLVector4 val;
+
 				val.mV[0] = (F32) i->second[0].asReal();
 				val.mV[1] = (F32) i->second[1].asReal();
 				val.mV[2] = (F32) i->second[2].asReal();
 				val.mV[3] = (F32) i->second[3].asReal();															
+
+				stop_glerror();
+				shader->uniform4fv(param, 1, val.mV);
+				stop_glerror();
 			} 
-			else if(i->second.isReal()) 
+			else if (i->second.isReal())
 			{
-				val.mV[0] = (F32) i->second.asReal();
+				F32 val = (F32) i->second.asReal();
+
+				stop_glerror();
+				shader->uniform1f(param, val);
+				stop_glerror();
 			} 
-			else if(i->second.isInteger()) 
+			else if (i->second.isInteger())
 			{
-				val.mV[0] = (F32) i->second.asReal();
+				S32 val = (S32) i->second.asInteger();
+
+				stop_glerror();
+				shader->uniform1i(param, val);
+				stop_glerror();
 			} 
-			else if(i->second.isBoolean())
+			else if (i->second.isBoolean())
 			{
-				val.mV[0] = i->second.asBoolean();
+				S32 val = (i->second.asBoolean() ? 1 : 0);
+
+				stop_glerror();
+				shader->uniform1i(param, val);
+				stop_glerror();
 			}
-			stop_glerror();
-			shader->uniform4fv(param, 1, val.mV);
-			stop_glerror();
 		}
 	}
 }
@@ -148,7 +145,8 @@ void LLWLParamSet::set(const std::string& paramName, float x)
 	}
 }
 
-void LLWLParamSet::set(const std::string& paramName, float x, float y) {
+void LLWLParamSet::set(const std::string& paramName, float x, float y)
+{
 	mParamValues[paramName][0] = x;
 	mParamValues[paramName][1] = y;
 }
@@ -194,7 +192,6 @@ void LLWLParamSet::set(const std::string& paramName, const LLColor4 & val)
 
 LLVector4 LLWLParamSet::getVector(const std::string& paramName, bool& error) 
 {
-	
 	// test to see if right type
 	LLSD cur_val = mParamValues.get(paramName);
 	if (!cur_val.isArray()) 
@@ -215,7 +212,6 @@ LLVector4 LLWLParamSet::getVector(const std::string& paramName, bool& error)
 
 F32 LLWLParamSet::getFloat(const std::string& paramName, bool& error) 
 {
-	
 	// test to see if right type
 	LLSD cur_val = mParamValues.get(paramName);
 	if (cur_val.isArray() && cur_val.size() != 0) 
@@ -234,8 +230,6 @@ F32 LLWLParamSet::getFloat(const std::string& paramName, bool& error)
 	return 0;
 }
 
-
-
 void LLWLParamSet::setSunAngle(float val) 
 {
 	// keep range 0 - 2pi
@@ -263,7 +257,6 @@ void LLWLParamSet::setEastAngle(float val)
 	mParamValues["east_angle"] = val;
 }
 
-
 void LLWLParamSet::mix(LLWLParamSet& src, LLWLParamSet& dest, F32 weight)
 {
 	// set up the iterators
@@ -282,7 +275,6 @@ void LLWLParamSet::mix(LLWLParamSet& src, LLWLParamSet& dest, F32 weight)
 	// Iterate through values
 	for(LLSD::map_iterator iter = mParamValues.beginMap(); iter != mParamValues.endMap(); ++iter)
 	{
-
 		// If param exists in both src and dest, set the holder variables, otherwise skip
 		if(src.mParamValues.has(iter->first) && dest.mParamValues.has(iter->first))
 		{
diff --git a/indra/newview/llwlparamset.h b/indra/newview/llwlparamset.h
index 3c44ed3bb8dbb564b29d02be071e56c59c9df196..b087119dd503371151d2713908cc18b1385d46c5 100644
--- a/indra/newview/llwlparamset.h
+++ b/indra/newview/llwlparamset.h
@@ -110,7 +110,7 @@ class LLWLParamSet {
 	/// \param error		A flag to set if it's not the proper return type
 	LLVector4 getVector(const std::string& paramName, bool& error);
 
-	/// Get an integer parameter
+	/// Get a float parameter
 	/// \param paramName	The name of the parameter to set.
 	/// \param error		A flag to set if it's not the proper return type	
 	F32 getFloat(const std::string& paramName, bool& error);