diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl
index 50e92c191b41ff43836d494f41ed408b4dd9e1ba..7b108e4562e804d48227f89969ae01d9e2d609e6 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl
@@ -29,7 +29,7 @@ uniform mat4 modelview_projection_matrix;
 
 ATTRIBUTE vec3 position;
 ATTRIBUTE float texture_index;
-ATTRIBUTE float emissive;
+ATTRIBUTE vec4 emissive;
 ATTRIBUTE vec2 texcoord0;
 
 void calcAtmospherics(vec3 inPositionEye);
@@ -57,7 +57,7 @@ void main()
 	
 	calcAtmospherics(pos.xyz);
 	
-	vertex_color = vec4(0,0,0,emissive);
+	vertex_color = emissive;
 
 	fog_depth = pos.z;
 }
diff --git a/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl
index bf4c45f18f8047f1a696dd811d354dbd38540986..8c38d5df2a7eed313d05cb4a556faa7a363f3da8 100644
--- a/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl
@@ -28,7 +28,7 @@ uniform mat4 texture_matrix0;
 uniform mat4 modelview_matrix;
 
 ATTRIBUTE vec3 position;
-ATTRIBUTE float emissive;
+ATTRIBUTE vec4 emissive;
 ATTRIBUTE vec2 texcoord0;
 
 VARYING vec4 vertex_color;
@@ -50,7 +50,7 @@ void main()
 	
 	calcAtmospherics(pos.xyz);
 
-	vertex_color = vec4(0,0,0,emissive);
+	vertex_color = emissive;
 	
 	gl_Position = projection_matrix*vec4(pos, 1.0);
 		
diff --git a/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl
index 77b0806bfcdf8311ff7e33f147da68fb31d7f706..35feacb7b129ab3e3538c09ed57aa69c0ae9af4b 100644
--- a/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl
@@ -29,7 +29,7 @@ uniform mat4 modelview_projection_matrix;
 
 ATTRIBUTE vec3 position;
 ATTRIBUTE float texture_index;
-ATTRIBUTE float emissive;
+ATTRIBUTE vec4 emissive;
 ATTRIBUTE vec2 texcoord0;
 
 VARYING vec4 vertex_color;
@@ -50,7 +50,7 @@ void main()
 	vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0));
 	calcAtmospherics(pos.xyz);
 
-	vertex_color = vec4(0,0,0,emissive);
+	vertex_color = emissive;
 
 	fog_depth = pos.z;
 }