diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index 1be1595a47a6cef4c00d0d25c4633b0ac3bc69b9..10a9e3a5b4e558092c3887aa8677ad4449640493 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -47,142 +47,142 @@ vec3 linear_to_srgb(vec3 cs);
 
 #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
 
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
+	#ifdef DEFINE_GL_FRAGCOLOR
+		out vec4 frag_color;
+	#else
+		#define frag_color gl_FragColor
+	#endif
 
-#ifdef HAS_SUN_SHADOW
-float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
-#endif
+	#ifdef HAS_SUN_SHADOW
+	float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
+	#endif
 
-uniform samplerCube environmentMap;
-uniform sampler2D     lightFunc;
+	uniform samplerCube environmentMap;
+	uniform sampler2D     lightFunc;
 
-// Inputs
-uniform vec4 morphFactor;
-uniform vec3 camPosLocal;
-uniform mat3 env_mat;
+	// Inputs
+	uniform vec4 morphFactor;
+	uniform vec3 camPosLocal;
+	uniform mat3 env_mat;
 
-uniform vec3 sun_dir;
-uniform vec3 moon_dir;
-VARYING vec2 vary_fragcoord;
+	uniform vec3 sun_dir;
+	uniform vec3 moon_dir;
+	VARYING vec2 vary_fragcoord;
 
-VARYING vec3 vary_position;
+	VARYING vec3 vary_position;
 
-uniform mat4 proj_mat;
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
+	uniform mat4 proj_mat;
+	uniform mat4 inv_proj;
+	uniform vec2 screen_res;
 
-uniform vec4 light_position[8];
-uniform vec3 light_direction[8];
-uniform vec4 light_attenuation[8]; 
-uniform vec3 light_diffuse[8];
+	uniform vec4 light_position[8];
+	uniform vec3 light_direction[8];
+	uniform vec4 light_attenuation[8]; 
+	uniform vec3 light_diffuse[8];
 
-float getAmbientClamp();
+	float getAmbientClamp();
 
-vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare, float ambiance)
-{
-    vec3 col = vec3(0);
+	vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare, float ambiance)
+	{
+		vec3 col = vec3(0);
 
-	//get light vector
-	vec3 lv = lp.xyz-v;
+		//get light vector
+		vec3 lv = lp.xyz-v;
 
-	//get distance
-	float dist = length(lv);
-	float da = 1.0;
+		//get distance
+		float dist = length(lv);
+		float da = 1.0;
 
-    dist /= la;
+		dist /= la;
 
-    /* clip to projector bounds
-     vec4 proj_tc = proj_mat * lp;
+		/* clip to projector bounds
+		 vec4 proj_tc = proj_mat * lp;
 
-    if (proj_tc.z < 0
-     || proj_tc.z > 1
-     || proj_tc.x < 0
-     || proj_tc.x > 1 
-     || proj_tc.y < 0
-     || proj_tc.y > 1)
-    {
-        return col;
-    }*/
+		if (proj_tc.z < 0
+		 || proj_tc.z > 1
+		 || proj_tc.x < 0
+		 || proj_tc.x > 1 
+		 || proj_tc.y < 0
+		 || proj_tc.y > 1)
+		{
+			return col;
+		}*/
 
-	if (dist > 0.0 && la > 0.0)
-	{
-		//normalize light vector
-		lv = normalize(lv);
-	
-		//distance attenuation
-		float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
-		dist_atten *= dist_atten;
-        dist_atten *= 2.0f;
-
-        if (dist_atten <= 0.0)
-        {
-           return col;
-        }
-
-		// spotlight coefficient.
-		float spot = max(dot(-ln, lv), is_pointlight);
-		da *= spot*spot; // GL_SPOT_EXPONENT=2
-
-		//angular attenuation
-		da *= dot(n, lv);
-
-		float lit = 0.0f;
-
-        float amb_da = ambiance;
-        if (da >= 0)
-        {
-		    lit = max(da * dist_atten,0.0);
-            col = lit * light_col * diffuse;
-            amb_da += (da*0.5+0.5) * ambiance;
-        }
-        amb_da += (da*da*0.5 + 0.5) * ambiance;
-        amb_da *= dist_atten;
-        amb_da = min(amb_da, 1.0f - lit);
-
-        // SL-10969 need to see why these are blown out
-        //col.rgb += amb_da * light_col * diffuse;
-
-		if (spec.a > 0.0)
+		if (dist > 0.0 && la > 0.0)
 		{
-			//vec3 ref = dot(pos+lv, norm);
-			vec3 h = normalize(lv+npos);
-			float nh = dot(n, h);
-			float nv = dot(n, npos);
-			float vh = dot(npos, h);
-			float sa = nh;
-			float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
+			//normalize light vector
+			lv = normalize(lv);
+		
+			//distance attenuation
+			float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
+			dist_atten *= dist_atten;
+			dist_atten *= 2.0f;
+
+			if (dist_atten <= 0.0)
+			{
+			   return col;
+			}
 
-			float gtdenom = 2 * nh;
-			float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
-								
-			if (nh > 0.0)
+			// spotlight coefficient.
+			float spot = max(dot(-ln, lv), is_pointlight);
+			da *= spot*spot; // GL_SPOT_EXPONENT=2
+
+			//angular attenuation
+			da *= dot(n, lv);
+
+			float lit = 0.0f;
+
+			float amb_da = ambiance;
+			if (da >= 0)
 			{
-				float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
-				vec3 speccol = lit*scol*light_col.rgb*spec.rgb;
-                speccol = clamp(speccol, vec3(0), vec3(1));
-				col += speccol;
-
-				float cur_glare = max(speccol.r, speccol.g);
-				cur_glare = max(cur_glare, speccol.b);
-				glare = max(glare, speccol.r);
-				glare += max(cur_glare, 0.0);
+				lit = max(da * dist_atten,0.0);
+				col = lit * light_col * diffuse;
+				amb_da += (da*0.5+0.5) * ambiance;
+			}
+			amb_da += (da*da*0.5 + 0.5) * ambiance;
+			amb_da *= dist_atten;
+			amb_da = min(amb_da, 1.0f - lit);
+
+			// SL-10969 need to see why these are blown out
+			//col.rgb += amb_da * light_col * diffuse;
+
+			if (spec.a > 0.0)
+			{
+				//vec3 ref = dot(pos+lv, norm);
+				vec3 h = normalize(lv+npos);
+				float nh = dot(n, h);
+				float nv = dot(n, 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);
+					vec3 speccol = lit*scol*light_col.rgb*spec.rgb;
+					speccol = clamp(speccol, vec3(0), vec3(1));
+					col += speccol;
+
+					float cur_glare = max(speccol.r, speccol.g);
+					cur_glare = max(cur_glare, speccol.b);
+					glare = max(glare, speccol.r);
+					glare += max(cur_glare, 0.0);
+				}
 			}
 		}
-	}
 
-	return max(col, vec3(0.0,0.0,0.0));	
-}
+		return max(col, vec3(0.0,0.0,0.0));	
+	}
 
-#else
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_data[3];
-#else
-#define frag_data gl_FragData
-#endif
+	#else
+	#ifdef DEFINE_GL_FRAGCOLOR
+		out vec4 frag_data[3];
+	#else
+		#define frag_data gl_FragData
+	#endif
 #endif
 
 uniform sampler2D diffuseMap;
@@ -218,7 +218,7 @@ VARYING vec2 vary_texcoord0;
 
 vec2 encode_normal(vec3 n);
 
-void main() 
+void main()
 {
     vec2 pos_screen = vary_texcoord0.xy;
 
@@ -294,6 +294,9 @@ void main()
     //    At midday the brightness is very close.
     vec4 final_normal = vec4(abnormal, env_intensity, 0.0);
 
+	vec3 color = vec3(0.0);
+	float al   = 0.0;
+
 #ifdef HAS_SPECULAR_MAP
     if( emissive_brightness >= 1.0)
     {
@@ -301,8 +304,9 @@ void main()
         final_normal = vec4(abnormal, ei, 0.0);
     }
 #endif
+
     vec4 final_specular = spec;
-    
+
     final_specular.a = specular_color.a;
 
 #ifdef HAS_SPECULAR_MAP
@@ -310,143 +314,143 @@ void main()
     final_normal.z *= spec.a;
 #endif
 
+
 #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
-        //forward rendering, output just lit RGBA
-    vec3 pos = vary_position;
+	{
+		//forward rendering, output just lit RGBA
+		vec3 pos = vary_position;
 
-    float shadow = 1.0f;
+		float shadow = 1.0f;
 
 #ifdef HAS_SUN_SHADOW
-    shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen);
+		shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen);
 #endif
-    
-    spec = final_specular;
 
-    float envIntensity = final_normal.z;
+		spec = final_specular;
 
-    vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
+		float envIntensity = final_normal.z;
 
-    vec3 color = vec3(0.0);
+		vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
 
-    float bloom = 0.0;
-    vec3 sunlit;
-    vec3 amblit;
-    vec3 additive;
-    vec3 atten;
+		float bloom = 0.0;
+		vec3 sunlit;
+		vec3 amblit;
+		vec3 additive;
+		vec3 atten;
 
-    calcAtmosphericVars(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false);
+		calcAtmosphericVars(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false);
 
-    vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
+		vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
 
 
-    float da = dot(norm.xyz, normalize(light_dir.xyz));
-    float final_da = clamp(da, 0.0, 1.0);
+		float da = dot(norm.xyz, normalize(light_dir.xyz));
+		float final_da = clamp(da, 0.0, 1.0);
 
-    float ambient = da;
-    ambient *= 0.5;
-    ambient *= ambient;
-    ambient = (1.0 - ambient);
+		float ambient = da;
+		ambient *= 0.5;
+		ambient *= ambient;
+		ambient = (1.0 - ambient);
+
+		vec3 sun_contrib = min(final_da, shadow) * sunlit;
 
-    vec3 sun_contrib = min(final_da, shadow) * sunlit;
-   
 #if !defined(AMBIENT_KILL)
-    color.rgb = amblit;
-    color.rgb *= ambient;
+		color.rgb = amblit;
+		color.rgb *= ambient;
 #endif
 
 vec3 post_ambient = color.rgb;
 
 #if !defined(SUNLIGHT_KILL)
-    color.rgb += sun_contrib;
+		color.rgb += sun_contrib;
 #endif
 
 vec3 post_sunlight = color.rgb;
 
-    color.rgb *= diffuse_srgb.rgb;
- 
+		color.rgb *= diffuse_srgb.rgb;
+
 vec3 post_diffuse = color.rgb;
 
-    float glare = 0.0;
+		float glare = 0.0;
 
-    if (spec.a > 0.0) // specular reflection
-    {
-        vec3 npos = -normalize(pos.xyz);
-
-        //vec3 ref = dot(pos+lv, norm);
-        vec3 h = normalize(light_dir.xyz+npos);
-        float nh = dot(norm.xyz, h);
-        float nv = dot(norm.xyz, 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);
-            vec3 sp = sun_contrib*scol / 16.0f;
-            sp = clamp(sp, vec3(0), vec3(1));
-            bloom = dot(sp, sp) / 6.0;
-#if !defined(SUNLIGHT_KILL)
-            color += sp * spec.rgb;
-#endif
-        }
-    }
+		if (spec.a > 0.0) // specular reflection
+		{
+			vec3 npos = -normalize(pos.xyz);
 
-vec3 post_spec = color.rgb;
+			//vec3 ref = dot(pos+lv, norm);
+			vec3 h = normalize(light_dir.xyz+npos);
+			float nh = dot(norm.xyz, h);
+			float nv = dot(norm.xyz, npos);
+			float vh = dot(npos, h);
+			float sa = nh;
+			float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
 
-    if (envIntensity > 0.0)
-    {
-        //add environmentmap
-        vec3 env_vec = env_mat * refnormpersp;
-        
-        vec3 reflected_color = textureCube(environmentMap, env_vec).rgb;
+			float gtdenom = 2 * nh;
+			float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
 
-#if !defined(SUNLIGHT_KILL)
-        color = mix(color.rgb, reflected_color, envIntensity); 
-#endif
-        float cur_glare = max(reflected_color.r, reflected_color.g);
-        cur_glare = max(cur_glare, reflected_color.b);
-        cur_glare *= envIntensity*4.0;
-        glare += cur_glare;
-    }
+			if (nh > 0.0)
+			{
+				float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
+				vec3 sp = sun_contrib*scol / 16.0f;
+				sp = clamp(sp, vec3(0), vec3(1));
+				bloom = dot(sp, sp) / 6.0;
+	#if !defined(SUNLIGHT_KILL)
+				color += sp * spec.rgb;
+	#endif
+			}
+		}
+
+	vec3 post_spec = color.rgb;
+
+		if (envIntensity > 0.0)
+		{
+			//add environmentmap
+			vec3 env_vec = env_mat * refnormpersp;
+			
+			vec3 reflected_color = textureCube(environmentMap, env_vec).rgb;
+
+	#if !defined(SUNLIGHT_KILL)
+			color = mix(color.rgb, reflected_color, envIntensity);
+	#endif
+			float cur_glare = max(reflected_color.r, reflected_color.g);
+			cur_glare = max(cur_glare, reflected_color.b);
+			cur_glare *= envIntensity*4.0;
+			glare += cur_glare;
+		}
 
 vec3 post_env = color.rgb;
 
-    color = atmosFragLighting(color, additive, atten);
+		color = atmosFragLighting(color, additive, atten);
 
-    //convert to linear space before adding local lights
-	color = srgb_to_linear(color);
+		//convert to linear space before adding local lights
+		color = srgb_to_linear(color);
 
 vec3 post_atmo = color.rgb;
 
-    vec3 npos = normalize(-pos.xyz);
-            
-    vec3 light = vec3(0,0,0);
+		vec3 npos = normalize(-pos.xyz);
 
- #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse_linear.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w );
+		vec3 light = vec3(0,0,0);
 
-        LIGHT_LOOP(1)
-        LIGHT_LOOP(2)
-        LIGHT_LOOP(3)
-        LIGHT_LOOP(4)
-        LIGHT_LOOP(5)
-        LIGHT_LOOP(6)
-        LIGHT_LOOP(7)
+#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse_linear.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w );
 
-    glare = min(glare, 1.0);
-    float al = max(diffuse_linear.a,glare)*vertex_color.a;
+			LIGHT_LOOP(1)
+			LIGHT_LOOP(2)
+			LIGHT_LOOP(3)
+			LIGHT_LOOP(4)
+			LIGHT_LOOP(5)
+			LIGHT_LOOP(6)
+			LIGHT_LOOP(7)
+
+		glare = min(glare, 1.0);
+		al = max(diffuse_linear.a,glare)*vertex_color.a;
 
 #if !defined(LOCAL_LIGHT_KILL)
-    color.rgb += light.rgb;
+		color.rgb += light.rgb;
 #endif
 
-    color = scaleSoftClipFrag(color);
+		color = scaleSoftClipFrag(color);
 
-    // (only) post-deferred needs inline gamma correction
-    color.rgb = linear_to_srgb(color.rgb);
+		// (only) post-deferred needs inline gamma correction
+		color.rgb = linear_to_srgb(color.rgb);
 
 //color.rgb = amblit;
 //color.rgb = vec3(ambient);
@@ -462,15 +466,17 @@ vec3 post_atmo = color.rgb;
 //color.rgb = post_atmo;
 
 #ifdef WATER_FOG
-    vec4 temp = applyWaterFogView(pos, vec4(color.rgb, al));
-    color.rgb = temp.rgb;
-    al = temp.a;
+		vec4 temp = applyWaterFogView(pos, vec4(color.rgb, al));
+		color.rgb = temp.rgb;
+		al = temp.a;
 #endif
+	}
 
     frag_color.rgb = color.rgb;
     frag_color.a   = al;
 
-#else
+#else // if DIFFUSE_ALPHA_MODE_BLEND ...
+
     // deferred path
     frag_data[0] = final_color;
     frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent.