diff --git a/indra/llrender/llgl.cpp b/indra/llrender/llgl.cpp
index a460912e70d080b98d97416f9ce308d3aebd2f61..77b34eb5462cab9f0a76e3c423f3a3e153293368 100644
--- a/indra/llrender/llgl.cpp
+++ b/indra/llrender/llgl.cpp
@@ -178,6 +178,12 @@ PFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer = NULL;
 PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC glRenderbufferStorageMultisample = NULL;
 PFNGLFRAMEBUFFERTEXTURELAYERPROC glFramebufferTextureLayer = NULL;
 
+//GL_ARB_texture_multisample
+PFNGLTEXIMAGE2DMULTISAMPLEPROC glTexImage2DMultisample;
+PFNGLTEXIMAGE3DMULTISAMPLEPROC glTexImage3DMultisample;
+PFNGLGETMULTISAMPLEFVPROC glGetMultisamplefv;
+PFNGLSAMPLEMASKIPROC glSampleMaski;
+
 // GL_EXT_blend_func_separate
 PFNGLBLENDFUNCSEPARATEEXTPROC glBlendFuncSeparateEXT = NULL;
 
@@ -321,6 +327,7 @@ LLGLManager::LLGLManager() :
 	mHasMipMapGeneration(FALSE),
 	mHasCompressedTextures(FALSE),
 	mHasFramebufferObject(FALSE),
+	mMaxSamples(0),
 	mHasBlendFuncSeparate(FALSE),
 
 	mHasVertexBufferObject(FALSE),
@@ -334,6 +341,11 @@ LLGLManager::LLGLManager() :
 	mHasPointParameters(FALSE),
 	mHasDrawBuffers(FALSE),
 	mHasTextureRectangle(FALSE),
+	mHasTextureMultisample(FALSE),
+	mMaxSampleMaskWords(0),
+	mMaxColorTextureSamples(0),
+	mMaxDepthTextureSamples(0),
+	mMaxIntegerSamples(0),
 
 	mHasAnisotropic(FALSE),
 	mHasARBEnvCombine(FALSE),
@@ -541,6 +553,19 @@ bool LLGLManager::initGL()
 		glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &num_tex_image_units);
 		mNumTextureImageUnits = num_tex_image_units;
 	}
+
+	if (mHasTextureMultisample)
+	{
+		glGetIntegerv(GL_MAX_COLOR_TEXTURE_SAMPLES, &mMaxColorTextureSamples);
+		glGetIntegerv(GL_MAX_DEPTH_TEXTURE_SAMPLES, &mMaxDepthTextureSamples);
+		glGetIntegerv(GL_MAX_INTEGER_SAMPLES, &mMaxIntegerSamples);
+		glGetIntegerv(GL_MAX_SAMPLE_MASK_WORDS, &mMaxSampleMaskWords);
+	}
+
+	if (mHasFramebufferObject)
+	{
+		glGetIntegerv(GL_MAX_SAMPLES, &mMaxSamples);
+	}
 	
 	setToDebugGPU();
 
@@ -648,6 +673,14 @@ std::string LLGLManager::getRawGLString()
 	return gl_string;
 }
 
+U32 LLGLManager::getNumFBOFSAASamples(U32 samples)
+{
+	samples = llmin(samples, (U32) mMaxColorTextureSamples);
+	samples = llmin(samples, (U32) mMaxDepthTextureSamples);
+	samples = llmin(samples, (U32) 4);
+	return samples;
+}
+
 void LLGLManager::shutdownGL()
 {
 	if (mInited)
@@ -742,6 +775,7 @@ void LLGLManager::initExtensions()
 	mHasDrawBuffers = ExtensionExists("GL_ARB_draw_buffers", gGLHExts.mSysExts);
 	mHasBlendFuncSeparate = ExtensionExists("GL_EXT_blend_func_separate", gGLHExts.mSysExts);
 	mHasTextureRectangle = ExtensionExists("GL_ARB_texture_rectangle", gGLHExts.mSysExts);
+	mHasTextureMultisample = ExtensionExists("GL_ARB_texture_multisample", gGLHExts.mSysExts);
 #if !LL_DARWIN
 	mHasPointParameters = !mIsATI && ExtensionExists("GL_ARB_point_parameters", gGLHExts.mSysExts);
 #endif
@@ -953,6 +987,13 @@ void LLGLManager::initExtensions()
 	{
 		glBlendFuncSeparateEXT = (PFNGLBLENDFUNCSEPARATEEXTPROC) GLH_EXT_GET_PROC_ADDRESS("glBlendFuncSeparateEXT");
 	}
+	if (mHasTextureMultisample)
+	{
+		glTexImage2DMultisample = (PFNGLTEXIMAGE2DMULTISAMPLEPROC) GLH_EXT_GET_PROC_ADDRESS("glTexImage2DMultisample");
+		glTexImage3DMultisample = (PFNGLTEXIMAGE3DMULTISAMPLEPROC) GLH_EXT_GET_PROC_ADDRESS("glTexImage3DMultisample");
+		glGetMultisamplefv = (PFNGLGETMULTISAMPLEFVPROC) GLH_EXT_GET_PROC_ADDRESS("glGetMultisamplefv");
+		glSampleMaski = (PFNGLSAMPLEMASKIPROC) GLH_EXT_GET_PROC_ADDRESS("glSampleMaski");
+	}	
 #if (!LL_LINUX && !LL_SOLARIS) || LL_LINUX_NV_GL_HEADERS
 	// This is expected to be a static symbol on Linux GL implementations, except if we use the nvidia headers - bah
 	glDrawRangeElements = (PFNGLDRAWRANGEELEMENTSPROC)GLH_EXT_GET_PROC_ADDRESS("glDrawRangeElements");
@@ -1384,7 +1425,8 @@ void LLGLState::checkTextureChannels(const std::string& msg)
 		"GL_TEXTURE_GEN_T",
 		"GL_TEXTURE_GEN_Q",
 		"GL_TEXTURE_GEN_R",
-		"GL_TEXTURE_RECTANGLE_ARB"
+		"GL_TEXTURE_RECTANGLE_ARB",
+		"GL_TEXTURE_2D_MULTISAMPLE"
 	};
 
 	static GLint value[] =
@@ -1397,7 +1439,8 @@ void LLGLState::checkTextureChannels(const std::string& msg)
 		GL_TEXTURE_GEN_T,
 		GL_TEXTURE_GEN_Q,
 		GL_TEXTURE_GEN_R,
-		GL_TEXTURE_RECTANGLE_ARB
+		GL_TEXTURE_RECTANGLE_ARB,
+		GL_TEXTURE_2D_MULTISAMPLE
 	};
 
 	GLint stackDepth = 0;
@@ -1439,9 +1482,17 @@ void LLGLState::checkTextureChannels(const std::string& msg)
 		}
 
 		
+		S32 num_texture_types = 8;
+		
 		for (S32 j = (i == 0 ? 1 : 0); 
-			j < (gGLManager.mHasTextureRectangle ? 9 : 8); j++)
+			j < 9; j++)
 		{
+			if (j == 8 && !gGLManager.mHasTextureRectangle ||
+				j == 9 && !gGLManager.mHasTextureMultisample)
+			{
+				continue;
+			}
+				
 			if (glIsEnabled(value[j]))
 			{
 				error = TRUE;
diff --git a/indra/llrender/llgl.h b/indra/llrender/llgl.h
index 1d7ab188fcef1991a22e8e38342cdd20041433d7..420922cf0670e1eb26933aa1cfa0263d8d6ae0d3 100644
--- a/indra/llrender/llgl.h
+++ b/indra/llrender/llgl.h
@@ -83,8 +83,9 @@ class LLGLManager
 	BOOL mHasMipMapGeneration;
 	BOOL mHasCompressedTextures;
 	BOOL mHasFramebufferObject;
+	S32 mMaxSamples;
 	BOOL mHasBlendFuncSeparate;
-	
+		
 	// ARB Extensions
 	BOOL mHasVertexBufferObject;
 	BOOL mHasPBuffer;
@@ -98,6 +99,11 @@ class LLGLManager
 	BOOL mHasDrawBuffers;
 	BOOL mHasDepthClamp;
 	BOOL mHasTextureRectangle;
+	BOOL mHasTextureMultisample;
+	S32 mMaxSampleMaskWords;
+	S32 mMaxColorTextureSamples;
+	S32 mMaxDepthTextureSamples;
+	S32 mMaxIntegerSamples;
 
 	// Other extensions.
 	BOOL mHasAnisotropic;
@@ -139,6 +145,7 @@ class LLGLManager
 	void printGLInfoString();
 	void getGLInfo(LLSD& info);
 
+	U32 getNumFBOFSAASamples(U32 desired_samples = 32);
 	// In ALL CAPS
 	std::string mGLVendor;
 	std::string mGLVendorShort;
diff --git a/indra/llrender/llglheaders.h b/indra/llrender/llglheaders.h
index d8140a124db1d5a02b3cf07518d07031ce2896ff..825d304d355fdfda2887747a222cfe4ded0f6ca1 100644
--- a/indra/llrender/llglheaders.h
+++ b/indra/llrender/llglheaders.h
@@ -474,6 +474,11 @@ extern PFNGLFRAMEBUFFERTEXTURELAYERPROC glFramebufferTextureLayer;
 //GL_ARB_draw_buffers
 extern PFNGLDRAWBUFFERSARBPROC glDrawBuffersARB;
 
+//GL_ARB_texture_multisample
+extern PFNGLTEXIMAGE2DMULTISAMPLEPROC glTexImage2DMultisample;
+extern PFNGLTEXIMAGE3DMULTISAMPLEPROC glTexImage3DMultisample;
+extern PFNGLGETMULTISAMPLEFVPROC glGetMultisamplefv;
+extern PFNGLSAMPLEMASKIPROC glSampleMaski;
 
 #elif LL_WINDOWS
 //----------------------------------------------------------------------------
@@ -673,6 +678,11 @@ extern PFNGLFRAMEBUFFERTEXTURELAYERPROC glFramebufferTextureLayer;
 //GL_ARB_draw_buffers
 extern PFNGLDRAWBUFFERSARBPROC glDrawBuffersARB;
 
+//GL_ARB_texture_multisample
+extern PFNGLTEXIMAGE2DMULTISAMPLEPROC glTexImage2DMultisample;
+extern PFNGLTEXIMAGE3DMULTISAMPLEPROC glTexImage3DMultisample;
+extern PFNGLGETMULTISAMPLEFVPROC glGetMultisamplefv;
+extern PFNGLSAMPLEMASKIPROC glSampleMaski;
 
 #elif LL_DARWIN
 //----------------------------------------------------------------------------
diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp
index 257bcd93802883dec2c2ca149a89fb7008ad110a..2e7147a3b43a04f2f456ea2876bccdde4599a2fa 100644
--- a/indra/llrender/llglslshader.cpp
+++ b/indra/llrender/llglslshader.cpp
@@ -293,7 +293,8 @@ void LLGLSLShader::mapUniform(GLint index, const vector<string> * uniforms)
 
 GLint LLGLSLShader::mapUniformTextureChannel(GLint location, GLenum type)
 {
-	if (type >= GL_SAMPLER_1D_ARB && type <= GL_SAMPLER_2D_RECT_SHADOW_ARB)
+	if (type >= GL_SAMPLER_1D_ARB && type <= GL_SAMPLER_2D_RECT_SHADOW_ARB ||
+		type == GL_SAMPLER_2D_MULTISAMPLE)
 	{	//this here is a texture
 		glUniform1iARB(location, mActiveTextureChannels);
 		LL_DEBUGS("ShaderLoading") << "Assigned to texture channel " << mActiveTextureChannels << LL_ENDL;
diff --git a/indra/llrender/llimagegl.cpp b/indra/llrender/llimagegl.cpp
index d408077c683d48f97cd042b8bb366061ebacd432..3a4139bace90b58fbd600471570d971949b0443f 100644
--- a/indra/llrender/llimagegl.cpp
+++ b/indra/llrender/llimagegl.cpp
@@ -1083,12 +1083,17 @@ void LLImageGL::generateTextures(S32 numTextures, U32 *textures)
 }
 
 // static
-void LLImageGL::deleteTextures(S32 numTextures, U32 *textures)
+void LLImageGL::deleteTextures(S32 numTextures, U32 *textures, bool immediate)
 {
 	for (S32 i = 0; i < numTextures; i++)
 	{
 		sDeadTextureList.push_back(textures[i]);
 	}
+
+	if (immediate)
+	{
+		LLImageGL::deleteDeadTextures();
+	}
 }
 
 // static
@@ -1417,7 +1422,7 @@ void LLImageGL::deleteDeadTextures()
 		{
 			if (sCurrentBoundTextures[i] == tex)
 			{
-				gGL.getTexUnit(i)->unbind(LLTexUnit::TT_TEXTURE);
+				gGL.getTexUnit(i)->unbind(gGL.getTexUnit(i)->getCurrType());
 				stop_glerror();
 			}
 		}
diff --git a/indra/llrender/llimagegl.h b/indra/llrender/llimagegl.h
index 6c980984c0a5facb3433480f363b3414d10b257f..2cfb15b0d9d4d03c30efa2e8de9f1be2fcafedf4 100644
--- a/indra/llrender/llimagegl.h
+++ b/indra/llrender/llimagegl.h
@@ -98,7 +98,7 @@ class LLImageGL : public LLRefCount
 	// These 3 functions currently wrap glGenTextures(), glDeleteTextures(), and glTexImage2D() 
 	// for tracking purposes and will be deprecated in the future
 	static void generateTextures(S32 numTextures, U32 *textures);
-	static void deleteTextures(S32 numTextures, U32 *textures);
+	static void deleteTextures(S32 numTextures, U32 *textures, bool immediate = false);
 	static void setManualImage(U32 target, S32 miplevel, S32 intformat, S32 width, S32 height, U32 pixformat, U32 pixtype, const void *pixels);
 
 	BOOL createGLTexture() ;
diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp
index c37139ac4c41a32da4ea4aaf364ac7a3bb40edfa..049dd4346b2feb7dd297c1a72163a41ab88fe77f 100644
--- a/indra/llrender/llrender.cpp
+++ b/indra/llrender/llrender.cpp
@@ -53,7 +53,8 @@ static GLenum sGLTextureType[] =
 {
 	GL_TEXTURE_2D,
 	GL_TEXTURE_RECTANGLE_ARB,
-	GL_TEXTURE_CUBE_MAP_ARB
+	GL_TEXTURE_CUBE_MAP_ARB,
+	GL_TEXTURE_2D_MULTISAMPLE
 };
 
 static GLint sGLAddressMode[] =
@@ -124,7 +125,7 @@ void LLTexUnit::refreshState(void)
 	// Per apple spec, don't call glEnable/glDisable when index exceeds max texture units
 	// http://www.mailinglistarchive.com/html/mac-opengl@lists.apple.com/2008-07/msg00653.html
 	//
-	bool enableDisable = (mIndex < gGLManager.mNumTextureUnits);
+	bool enableDisable = (mIndex < gGLManager.mNumTextureUnits) && mCurrTexType != LLTexUnit::TT_MULTISAMPLE_TEXTURE;
 		
 	if (mCurrTexType != TT_NONE)
 	{
@@ -182,8 +183,8 @@ void LLTexUnit::enable(eTextureType type)
 		mCurrTexType = type;
 
 		gGL.flush();
-		
-		if (mIndex < gGLManager.mNumTextureUnits)
+		if (type != LLTexUnit::TT_MULTISAMPLE_TEXTURE &&
+			mIndex < gGLManager.mNumTextureUnits)
 		{
 			glEnable(sGLTextureType[type]);
 		}
@@ -199,8 +200,8 @@ void LLTexUnit::disable(void)
 		activate();
 		unbind(mCurrTexType);
 		gGL.flush();
-		
-		if (mIndex < gGLManager.mNumTextureUnits)
+		if (mCurrTexType != LLTexUnit::TT_MULTISAMPLE_TEXTURE &&
+			mIndex < gGLManager.mNumTextureUnits)
 		{
 			glDisable(sGLTextureType[mCurrTexType]);
 		}
@@ -423,7 +424,7 @@ void LLTexUnit::setTextureAddressMode(eTextureAddressMode mode)
 
 void LLTexUnit::setTextureFilteringOption(LLTexUnit::eTextureFilterOptions option)
 {
-	if (mIndex < 0 || mCurrTexture == 0) return;
+	if (mIndex < 0 || mCurrTexture == 0 || mCurrTexType == LLTexUnit::TT_MULTISAMPLE_TEXTURE) return;
 
 	gGL.flush();
 
diff --git a/indra/llrender/llrender.h b/indra/llrender/llrender.h
index 7ba14f7b405376f77060bfb331ca18b0bb31b27a..41e7b35341d17f27b77ccd761d44bca95463e399 100644
--- a/indra/llrender/llrender.h
+++ b/indra/llrender/llrender.h
@@ -57,6 +57,7 @@ class LLTexUnit
 		TT_TEXTURE = 0,			// Standard 2D Texture
 		TT_RECT_TEXTURE,	// Non power of 2 texture
 		TT_CUBE_MAP,		// 6-sided cube map texture
+		TT_MULTISAMPLE_TEXTURE, // see GL_ARB_texture_multisample
 		TT_NONE 		// No texture type is currently enabled
 	} eTextureType;
 
diff --git a/indra/llrender/llrendertarget.cpp b/indra/llrender/llrendertarget.cpp
index da1e94df64e5e0546a1f9fec67b8272bc67a1c5f..715f46631480cda357949690ca538dc5f8b4e625 100644
--- a/indra/llrender/llrendertarget.cpp
+++ b/indra/llrender/llrendertarget.cpp
@@ -63,8 +63,7 @@ LLRenderTarget::LLRenderTarget() :
 	mUseDepth(false),
 	mRenderDepth(false),
 	mUsage(LLTexUnit::TT_TEXTURE),
-	mSamples(0),
-	mSampleBuffer(NULL)
+	mSamples(0)
 {
 }
 
@@ -73,13 +72,7 @@ LLRenderTarget::~LLRenderTarget()
 	release();
 }
 
-
-void LLRenderTarget::setSampleBuffer(LLMultisampleBuffer* buffer)
-{
-	mSampleBuffer = buffer;
-}
-
-void LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage, bool use_fbo)
+void LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage, bool use_fbo, S32 samples)
 {
 	stop_glerror();
 	mResX = resx;
@@ -88,6 +81,20 @@ void LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, boo
 	mStencil = stencil;
 	mUsage = usage;
 	mUseDepth = depth;
+	mSamples = samples;
+
+	mSamples = gGLManager.getNumFBOFSAASamples(mSamples);
+	
+	if (mSamples > 1 && gGLManager.mHasTextureMultisample)
+	{
+		mUsage = LLTexUnit::TT_MULTISAMPLE_TEXTURE;
+		//no support for multisampled stencil targets yet
+		mStencil = false;
+	}
+	else
+	{
+		mSamples = 0;
+	}
 
 	release();
 
@@ -146,29 +153,47 @@ void LLRenderTarget::addColorAttachment(U32 color_fmt)
 
 	stop_glerror();
 
-	LLImageGL::setManualImage(LLTexUnit::getInternalType(mUsage), 0, color_fmt, mResX, mResY, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
 
-	stop_glerror();
-
-	if (offset == 0)
+	if (mSamples > 1)
 	{
-		gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
+		glTexImage2DMultisample(LLTexUnit::getInternalType(mUsage), mSamples, color_fmt, mResX, mResY, GL_TRUE);
 	}
 	else
-	{ //don't filter data attachments
-		gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
-	}
-	if (mUsage != LLTexUnit::TT_RECT_TEXTURE)
 	{
-		gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_MIRROR);
+		LLImageGL::setManualImage(LLTexUnit::getInternalType(mUsage), 0, color_fmt, mResX, mResY, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
 	}
-	else
-	{
-		// ATI doesn't support mirrored repeat for rectangular textures.
-		gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
+	
+	stop_glerror();
+
+	if (mSamples == 0)
+	{ 
+		if (offset == 0)
+		{ //use bilinear filtering on single texture render targets that aren't multisampled
+			gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
+			stop_glerror();
+		}
+		else
+		{ //don't filter data attachments
+			gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+			stop_glerror();
+		}
+
+		if (mUsage != LLTexUnit::TT_RECT_TEXTURE)
+		{
+			gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_MIRROR);
+			stop_glerror();
+		}
+		else
+		{
+			// ATI doesn't support mirrored repeat for rectangular textures.
+			gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
+			stop_glerror();
+		}
 	}
+		
 	if (mFBO)
 	{
+		stop_glerror();
 		glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
 		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+offset,
 			LLTexUnit::getInternalType(mUsage), tex, 0);
@@ -181,6 +206,12 @@ void LLRenderTarget::addColorAttachment(U32 color_fmt)
 
 	mTex.push_back(tex);
 
+	if (gDebugGL)
+	{ //bind and unbind to validate target
+		bindTarget();
+		flush();
+	}
+
 }
 
 void LLRenderTarget::allocateDepth()
@@ -197,9 +228,16 @@ void LLRenderTarget::allocateDepth()
 	{
 		LLImageGL::generateTextures(1, &mDepth);
 		gGL.getTexUnit(0)->bindManual(mUsage, mDepth);
-		U32 internal_type = LLTexUnit::getInternalType(mUsage);
-		gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
-		LLImageGL::setManualImage(internal_type, 0, GL_DEPTH_COMPONENT32, mResX, mResY, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
+		if (mSamples == 0)
+		{
+			U32 internal_type = LLTexUnit::getInternalType(mUsage);
+			gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+			LLImageGL::setManualImage(internal_type, 0, GL_DEPTH_COMPONENT32, mResX, mResY, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
+		}
+		else
+		{
+			glTexImage2DMultisample(LLTexUnit::getInternalType(mUsage), mSamples, GL_DEPTH_COMPONENT32, mResX, mResY, GL_TRUE);
+		}
 	}
 }
 
@@ -239,6 +277,9 @@ void LLRenderTarget::shareDepthBuffer(LLRenderTarget& target)
 			glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, LLTexUnit::getInternalType(mUsage), mDepth, 0);
 			stop_glerror();
 		}
+
+		check_framebuffer_status();
+
 		glBindFramebuffer(GL_FRAMEBUFFER, 0);
 
 		target.mUseDepth = true;
@@ -256,7 +297,7 @@ void LLRenderTarget::release()
 		}
 		else
 		{
-			LLImageGL::deleteTextures(1, &mDepth);
+			LLImageGL::deleteTextures(1, &mDepth, true);
 			stop_glerror();
 		}
 		mDepth = 0;
@@ -285,11 +326,10 @@ void LLRenderTarget::release()
 
 	if (mTex.size() > 0)
 	{
-		LLImageGL::deleteTextures(mTex.size(), &mTex[0]);
+		LLImageGL::deleteTextures(mTex.size(), &mTex[0], true);
 		mTex.clear();
 	}
 
-	mSampleBuffer = NULL;
 	sBoundTarget = NULL;
 }
 
@@ -298,34 +338,27 @@ void LLRenderTarget::bindTarget()
 	if (mFBO)
 	{
 		stop_glerror();
-		if (mSampleBuffer)
-		{
-			mSampleBuffer->bindTarget(this);
-			stop_glerror();
+		
+		glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
+		stop_glerror();
+		if (gGLManager.mHasDrawBuffers)
+		{ //setup multiple render targets
+			GLenum drawbuffers[] = {GL_COLOR_ATTACHMENT0,
+									GL_COLOR_ATTACHMENT1,
+									GL_COLOR_ATTACHMENT2,
+									GL_COLOR_ATTACHMENT3};
+			glDrawBuffersARB(mTex.size(), drawbuffers);
 		}
-		else
-		{
-			glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
-			stop_glerror();
-			if (gGLManager.mHasDrawBuffers)
-			{ //setup multiple render targets
-				GLenum drawbuffers[] = {GL_COLOR_ATTACHMENT0,
-										GL_COLOR_ATTACHMENT1,
-										GL_COLOR_ATTACHMENT2,
-										GL_COLOR_ATTACHMENT3};
-				glDrawBuffersARB(mTex.size(), drawbuffers);
-			}
 			
-			if (mTex.empty())
-			{ //no color buffer to draw to
-				glDrawBuffer(GL_NONE);
-				glReadBuffer(GL_NONE);
-			}
+		if (mTex.empty())
+		{ //no color buffer to draw to
+			glDrawBuffer(GL_NONE);
+			glReadBuffer(GL_NONE);
+		}
 
-			check_framebuffer_status();
+		check_framebuffer_status();
 
-			stop_glerror();
-		}
+		stop_glerror();
 	}
 
 	glViewport(0, 0, mResX, mResY);
@@ -407,50 +440,8 @@ void LLRenderTarget::flush(bool fetch_depth)
 	else
 	{
 		stop_glerror();
-
 		glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
 		stop_glerror();
-	
-		if (mSampleBuffer)
-		{
-			LLGLEnable multisample(GL_MULTISAMPLE);
-			stop_glerror();
-			glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
-			stop_glerror();
-			check_framebuffer_status();
-			glBindFramebuffer(GL_READ_FRAMEBUFFER, mSampleBuffer->mFBO);
-			check_framebuffer_status();
-			
-			stop_glerror();
-			glBlitFramebuffer(0, 0, mResX, mResY, 0, 0, mResX, mResY, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
-			stop_glerror();		
-
-			if (mTex.size() > 1)
-			{		
-				for (U32 i = 1; i < mTex.size(); ++i)
-				{
-					glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
-										LLTexUnit::getInternalType(mUsage), mTex[i], 0);
-					stop_glerror();
-					glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, mSampleBuffer->mTex[i]);
-					stop_glerror();
-					glBlitFramebuffer(0, 0, mResX, mResY, 0, 0, mResX, mResY, GL_COLOR_BUFFER_BIT, GL_NEAREST);		
-					stop_glerror();
-				}
-
-				for (U32 i = 0; i < mTex.size(); ++i)
-				{
-					glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+i,
-										LLTexUnit::getInternalType(mUsage), mTex[i], 0);
-					stop_glerror();
-					glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+i, GL_RENDERBUFFER, mSampleBuffer->mTex[i]);
-					stop_glerror();
-				}
-			}
-		}
-
-		glBindFramebuffer(GL_FRAMEBUFFER, 0);
 	}
 }
 
@@ -467,37 +458,36 @@ void LLRenderTarget::copyContents(LLRenderTarget& source, S32 srcX0, S32 srcY0,
 		llerrs << "Cannot copy framebuffer contents for non FBO render targets." << llendl;
 	}
 
-	if (mSampleBuffer)
+	
+	if (mask == GL_DEPTH_BUFFER_BIT && source.mStencil != mStencil)
 	{
-		mSampleBuffer->copyContents(source, srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
+		stop_glerror();
+		
+		glBindFramebuffer(GL_FRAMEBUFFER, source.mFBO);
+		check_framebuffer_status();
+		gGL.getTexUnit(0)->bind(this, true);
+		stop_glerror();
+		glCopyTexSubImage2D(LLTexUnit::getInternalType(mUsage), 0, srcX0, srcY0, dstX0, dstY0, dstX1, dstY1);
+		stop_glerror();
+		glBindFramebuffer(GL_FRAMEBUFFER, 0);
+		stop_glerror();
 	}
 	else
 	{
-		if (mask == GL_DEPTH_BUFFER_BIT && source.mStencil != mStencil)
-		{
-			stop_glerror();
-		
-			glBindFramebuffer(GL_FRAMEBUFFER, source.mFBO);
-			gGL.getTexUnit(0)->bind(this, true);
-			stop_glerror();
-			glCopyTexSubImage2D(LLTexUnit::getInternalType(mUsage), 0, srcX0, srcY0, dstX0, dstY0, dstX1, dstY1);
-			stop_glerror();
-			glBindFramebuffer(GL_FRAMEBUFFER, 0);
-			stop_glerror();
-		}
-		else
-		{
-			glBindFramebuffer(GL_READ_FRAMEBUFFER, source.mFBO);
-			stop_glerror();
-			glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFBO);
-			stop_glerror();
-			check_framebuffer_status();
-			stop_glerror();
-			glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
-			stop_glerror();
-			glBindFramebuffer(GL_FRAMEBUFFER, 0);
-			stop_glerror();
-		}
+		glBindFramebuffer(GL_READ_FRAMEBUFFER, source.mFBO);
+		stop_glerror();
+		glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFBO);
+		stop_glerror();
+		check_framebuffer_status();
+		stop_glerror();
+		glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
+		stop_glerror();
+		glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
+		stop_glerror();
+		glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+		stop_glerror();
+		glBindFramebuffer(GL_FRAMEBUFFER, 0);
+		stop_glerror();
 	}
 }
 
@@ -540,179 +530,3 @@ void LLRenderTarget::getViewport(S32* viewport)
 	viewport[3] = mResY;
 }
 
-//==================================================
-// LLMultisampleBuffer implementation
-//==================================================
-LLMultisampleBuffer::LLMultisampleBuffer()
-{
-
-}
-
-LLMultisampleBuffer::~LLMultisampleBuffer()
-{
-	release();
-}
-
-void LLMultisampleBuffer::release()
-{
-	if (mFBO)
-	{
-		glDeleteFramebuffers(1, (GLuint *) &mFBO);
-		mFBO = 0;
-	}
-
-	if (mTex.size() > 0)
-	{
-		glDeleteRenderbuffers(mTex.size(), (GLuint *) &mTex[0]);
-		mTex.clear();
-	}
-
-	if (mDepth)
-	{
-		glDeleteRenderbuffers(1, (GLuint *) &mDepth);
-		mDepth = 0;
-	}
-}
-
-void LLMultisampleBuffer::bindTarget()
-{
-	bindTarget(this);
-}
-
-void LLMultisampleBuffer::bindTarget(LLRenderTarget* ref)
-{
-	if (!ref)
-	{
-		ref = this;
-	}
-
-	glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
-	if (gGLManager.mHasDrawBuffers)
-	{ //setup multiple render targets
-		GLenum drawbuffers[] = {GL_COLOR_ATTACHMENT0,
-								GL_COLOR_ATTACHMENT1,
-								GL_COLOR_ATTACHMENT2,
-								GL_COLOR_ATTACHMENT3};
-		glDrawBuffersARB(ref->mTex.size(), drawbuffers);
-	}
-
-	check_framebuffer_status();
-
-	glViewport(0, 0, mResX, mResY);
-
-	sBoundTarget = this;
-}
-
-void LLMultisampleBuffer::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil,  LLTexUnit::eTextureType usage, bool use_fbo )
-{
-	allocate(resx,resy,color_fmt,depth,stencil,usage,use_fbo,2);
-}
-
-void LLMultisampleBuffer::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil,  LLTexUnit::eTextureType usage, bool use_fbo, U32 samples )
-{
-	stop_glerror();
-	mResX = resx;
-	mResY = resy;
-
-	mUsage = usage;
-	mUseDepth = depth;
-	mStencil = stencil;
-
-	release();
-
-	mSamples = samples;
-	
-	if (mSamples <= 1)
-	{
-		llerrs << "Cannot create a multisample buffer with less than 2 samples." << llendl;
-	}
-
-	stop_glerror();
-
-	if ((sUseFBO || use_fbo) && gGLManager.mHasFramebufferObject)
-	{
-
-		if (depth)
-		{
-			stop_glerror();
-			allocateDepth();
-			stop_glerror();
-		}
-
-		glGenFramebuffers(1, (GLuint *) &mFBO);
-
-		glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
-
-		if (mDepth)
-		{
-			glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mDepth);
-			if (mStencil)
-			{
-				glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, mDepth);			
-			}
-		}
-	
-		stop_glerror();
-		glBindFramebuffer(GL_FRAMEBUFFER, 0);
-		stop_glerror();
-	}
-
-	addColorAttachment(color_fmt);
-}
-
-void LLMultisampleBuffer::addColorAttachment(U32 color_fmt)
-{
-	if (color_fmt == 0)
-	{
-		return;
-	}
-
-	U32 offset = mTex.size();
-	if (offset >= 4 ||
-		(offset > 0 && (mFBO == 0 || !gGLManager.mHasDrawBuffers)))
-	{
-		llerrs << "Too many color attachments!" << llendl;
-	}
-
-	U32 tex;
-	glGenRenderbuffers(1, &tex);
-	
-	glBindRenderbuffer(GL_RENDERBUFFER, tex);
-	glRenderbufferStorageMultisample(GL_RENDERBUFFER, mSamples, color_fmt, mResX, mResY);
-	stop_glerror();
-
-	if (mFBO)
-	{
-		glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
-		glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+offset, GL_RENDERBUFFER, tex);
-		stop_glerror();
-		GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
-		switch (status)
-		{
-		case GL_FRAMEBUFFER_COMPLETE:
-			break;
-		default:
-			llerrs << "WTF? " << std::hex << status << llendl;
-			break;
-		}
-
-		glBindFramebuffer(GL_FRAMEBUFFER, 0);
-	}
-
-	mTex.push_back(tex);
-}
-
-void LLMultisampleBuffer::allocateDepth()
-{
-	glGenRenderbuffers(1, (GLuint* ) &mDepth);
-	glBindRenderbuffer(GL_RENDERBUFFER, mDepth);
-	if (mStencil)
-	{
-		glRenderbufferStorageMultisample(GL_RENDERBUFFER, mSamples, GL_DEPTH24_STENCIL8, mResX, mResY);	
-	}
-	else
-	{
-		glRenderbufferStorageMultisample(GL_RENDERBUFFER, mSamples, GL_DEPTH_COMPONENT16, mResX, mResY);	
-	}
-}
-
diff --git a/indra/llrender/llrendertarget.h b/indra/llrender/llrendertarget.h
index 12dd1c8b90f85a734e9a108226a4e85552588798..094b58b562cabcab805cbfc7415c7805714d9940 100644
--- a/indra/llrender/llrendertarget.h
+++ b/indra/llrender/llrendertarget.h
@@ -71,10 +71,7 @@ class LLRenderTarget
 	//allocate resources for rendering
 	//must be called before use
 	//multiple calls will release previously allocated resources
-	void allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage = LLTexUnit::TT_TEXTURE, bool use_fbo = FALSE);
-
-	//provide this render target with a multisample resource.
-	void setSampleBuffer(LLMultisampleBuffer* buffer);
+	void allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage = LLTexUnit::TT_TEXTURE, bool use_fbo = false, S32 samples = 0);
 
 	//add color buffer attachment
 	//limit of 4 color attachments per render target
@@ -141,7 +138,6 @@ class LLRenderTarget
 	static LLRenderTarget* getCurrentBoundTarget() { return sBoundTarget; }
 
 protected:
-	friend class LLMultisampleBuffer;
 	U32 mResX;
 	U32 mResY;
 	std::vector<U32> mTex;
@@ -152,26 +148,8 @@ class LLRenderTarget
 	bool mRenderDepth;
 	LLTexUnit::eTextureType mUsage;
 	U32 mSamples;
-	LLMultisampleBuffer* mSampleBuffer;
-
-	static LLRenderTarget* sBoundTarget;
 	
-};
-
-class LLMultisampleBuffer : public LLRenderTarget
-{
-public:
-	LLMultisampleBuffer();
-	virtual ~LLMultisampleBuffer();
-
-	virtual void release();
-
-	virtual void bindTarget();
-	void bindTarget(LLRenderTarget* ref);
-	virtual void allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage, bool use_fbo);
-	void allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage, bool use_fbo, U32 samples);
-	virtual void addColorAttachment(U32 color_fmt);
-	virtual void allocateDepth();
+	static LLRenderTarget* sBoundTarget;
 };
 
 #endif //!LL_MESA_HEADLESS
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp
index 98a0a93084e1762281ba02da11ec5daff2490b6e..b8f9c60ca90116a2a2ec167e8bd8d52736c7cae0 100644
--- a/indra/llrender/llshadermgr.cpp
+++ b/indra/llrender/llshadermgr.cpp
@@ -374,6 +374,12 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
 	GLcharARB* text[1024];
 	GLuint count = 0;
 
+	//copy preprocessor definitions into buffer
+	for (std::map<std::string,std::string>::iterator iter = mDefinitions.begin(); iter != mDefinitions.end(); ++iter)
+	{
+		std::string define = "#define " + iter->first + " " + iter->second + "\n";
+		text[count++] = (GLcharARB *) strdup(define.c_str());
+	}
 
 	//copy file into memory
 	while( fgets((char *)buff, 1024, file) != NULL && count < LL_ARRAY_SIZE(buff) ) 
diff --git a/indra/llrender/llshadermgr.h b/indra/llrender/llshadermgr.h
index c54c4608d7f043a9822b35272291d294569ffe15..9ee11b98c8fe20df3e1e1badbb34933412e9a0ff 100644
--- a/indra/llrender/llshadermgr.h
+++ b/indra/llrender/llshadermgr.h
@@ -60,6 +60,9 @@ class LLShaderMgr
 
 	std::vector<std::string> mReservedUniforms;
 
+	//preprocessor definitions (name/value)
+	std::map<std::string, std::string> mDefinitions;
+
 protected:
 
 	// our parameter manager singleton instance
diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
index d9f021b114f4919327c70f62c967750f98887d22..98d034c2b5f0d181a45d6cd54c10a374e808e376 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
@@ -26,7 +26,7 @@ uniform vec2 screen_res;
 
 vec4 getPosition(vec2 pos_screen)
 {
-	float depth = texture2DRect(depthMap, pos_screen.xy).a;
+	float depth = texture2DRect(depthMap, pos_screen.xy).r;
 	vec2 sc = pos_screen.xy*2.0;
 	sc /= screen_res;
 	sc -= vec2(1.0,1.0);
@@ -39,7 +39,7 @@ vec4 getPosition(vec2 pos_screen)
 
 void main() 
 {
-        vec2 tc = vary_fragcoord.xy;
+    vec2 tc = vary_fragcoord.xy;
 	vec3 norm = texture2DRect(normalMap, tc).xyz;
 	norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
 	vec3 pos = getPosition(tc).xyz;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl
new file mode 100644
index 0000000000000000000000000000000000000000..edec83ea072ce2ed17d958f3cf9251c2b853c735
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl
@@ -0,0 +1,113 @@
+/** 
+ * @file blurLightF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+ 
+#version 120
+
+#extension GL_ARB_texture_rectangle : enable
+#extension GL_ARB_texture_multisample : enable
+
+uniform sampler2DMS depthMap;
+uniform sampler2DMS normalMap;
+uniform sampler2DRect lightMap;
+
+uniform float dist_factor;
+uniform float blur_size;
+uniform vec2 delta;
+uniform vec3 kern[4];
+uniform float kern_scale;
+
+varying vec2 vary_fragcoord;
+
+uniform mat4 inv_proj;
+uniform vec2 screen_res;
+
+vec3 texture2DMS3(sampler2DMS tex, ivec2 tc)
+{
+	vec3 ret = vec3(0,0,0);
+	for (int i = 0; i < samples; i++)
+	{
+		ret += texelFetch(tex, tc, i).rgb;
+	}
+
+	return ret/samples;
+}
+
+float texture2DMS1(sampler2DMS tex, ivec2 tc)
+{
+	float ret = 0;
+	for (int i = 0; i < samples; i++)
+	{
+		ret += texelFetch(tex, tc, i).r;
+	}
+
+	return ret/samples;
+}
+
+vec4 getPosition(ivec2 pos_screen)
+{
+	float depth = texture2DMS1(depthMap, pos_screen.xy);
+	vec2 sc = pos_screen.xy*2.0;
+	sc /= screen_res;
+	sc -= vec2(1.0,1.0);
+	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+	vec4 pos = inv_proj * ndc;
+	pos /= pos.w;
+	pos.w = 1.0;
+	return pos;
+}
+
+void main() 
+{
+    vec2 tc = vary_fragcoord.xy;
+	ivec2 itc = ivec2(tc);
+
+	vec3 norm = texture2DMS3(normalMap, itc).xyz;
+	norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
+	vec3 pos = getPosition(itc).xyz;
+	vec4 ccol = texture2DRect(lightMap, tc).rgba;
+	
+	vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy);
+	dlt /= max(-pos.z*dist_factor, 1.0);
+	
+	vec2 defined_weight = kern[0].xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free'
+	vec4 col = defined_weight.xyxx * ccol;
+
+	// relax tolerance according to distance to avoid speckling artifacts, as angles and distances are a lot more abrupt within a small screen area at larger distances
+	float pointplanedist_tolerance_pow2 = pos.z*pos.z*0.00005;
+
+	// perturb sampling origin slightly in screen-space to hide edge-ghosting artifacts where smoothing radius is quite large
+	tc += ( (mod(tc.x+tc.y,2) - 0.5) * kern[1].z * dlt * 0.5 );
+
+	for (int i = 1; i < 4; i++)
+	{
+		vec2 samptc = tc + kern[i].z*dlt;
+		vec3 samppos = getPosition(ivec2(samptc)).xyz; 
+		float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
+		if (d*d <= pointplanedist_tolerance_pow2)
+		{
+			col += texture2DRect(lightMap, samptc)*kern[i].xyxx;
+			defined_weight += kern[i].xy;
+		}
+	}
+	for (int i = 1; i < 4; i++)
+	{
+		vec2 samptc = vec2(tc - kern[i].z*dlt);
+		vec3 samppos = getPosition(ivec2(samptc)).xyz; 
+		float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
+		if (d*d <= pointplanedist_tolerance_pow2)
+		{
+			col += texture2DRect(lightMap, samptc)*kern[i].xyxx;
+			defined_weight += kern[i].xy;
+		}
+	}
+
+	col /= defined_weight.xyxx;
+	col.y *= col.y;
+
+	gl_FragColor = col;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
new file mode 100644
index 0000000000000000000000000000000000000000..9e551fa97697b8a6c03e9c986fff0d18195e0dcb
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
@@ -0,0 +1,79 @@
+/** 
+ * @file WLCloudsF.glsl
+ *
+ * $LicenseInfo:firstyear=2005&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+ 
+#version 120
+
+/////////////////////////////////////////////////////////////////////////
+// The fragment shader for the sky
+/////////////////////////////////////////////////////////////////////////
+
+varying vec4 vary_CloudColorSun;
+varying vec4 vary_CloudColorAmbient;
+varying float vary_CloudDensity;
+
+uniform sampler2D cloud_noise_texture;
+uniform vec4 cloud_pos_density1;
+uniform vec4 cloud_pos_density2;
+uniform vec4 gamma;
+
+/// Soft clips the light with a gamma correction
+vec3 scaleSoftClip(vec3 light) {
+	//soft clip effect:
+	light = 1. - clamp(light, vec3(0.), vec3(1.));
+	light = 1. - pow(light, gamma.xxx);
+
+	return light;
+}
+
+void main()
+{
+	// Set variables
+	vec2 uv1 = gl_TexCoord[0].xy;
+	vec2 uv2 = gl_TexCoord[1].xy;
+
+	vec4 cloudColorSun = vary_CloudColorSun;
+	vec4 cloudColorAmbient = vary_CloudColorAmbient;
+	float cloudDensity = vary_CloudDensity;
+	vec2 uv3 = gl_TexCoord[2].xy;
+	vec2 uv4 = gl_TexCoord[3].xy;
+
+	// Offset texture coords
+	uv1 += cloud_pos_density1.xy;	//large texture, visible density
+	uv2 += cloud_pos_density1.xy;	//large texture, self shadow
+	uv3 += cloud_pos_density2.xy;	//small texture, visible density
+	uv4 += cloud_pos_density2.xy;	//small texture, self shadow
+
+
+	// Compute alpha1, the main cloud opacity
+	float alpha1 = (texture2D(cloud_noise_texture, uv1).x - 0.5) + (texture2D(cloud_noise_texture, uv3).x - 0.5) * cloud_pos_density2.z;
+	alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10. * cloud_pos_density1.z, 1.);
+
+	// And smooth
+	alpha1 = 1. - alpha1 * alpha1;
+	alpha1 = 1. - alpha1 * alpha1;	
+
+
+	// Compute alpha2, for self shadowing effect
+	// (1 - alpha2) will later be used as percentage of incoming sunlight
+	float alpha2 = (texture2D(cloud_noise_texture, uv2).x - 0.5);
+	alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.);
+
+	// And smooth
+	alpha2 = 1. - alpha2;
+	alpha2 = 1. - alpha2 * alpha2;	
+
+	// Combine
+	vec4 color;
+	color = (cloudColorSun*(1.-alpha2) + cloudColorAmbient);
+	color *= 2.;
+
+	/// Gamma correct for WL (soft clip effect).
+	gl_FragData[0] = vec4(scaleSoftClip(color.rgb), alpha1);
+	gl_FragData[1] = vec4(0.0,0.0,0.0,0.0);
+	gl_FragData[2] = vec4(0,0,1,0);
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
new file mode 100644
index 0000000000000000000000000000000000000000..267ef36d4db63e6666d8cbf17a561546497d3eec
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
@@ -0,0 +1,165 @@
+/** 
+ * @file WLCloudsV.glsl
+ *
+ * $LicenseInfo:firstyear=2005&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+ 
+#version 120
+
+//////////////////////////////////////////////////////////////////////////
+// The vertex shader for creating the atmospheric sky
+///////////////////////////////////////////////////////////////////////////////
+
+// Output parameters
+varying vec4 vary_CloudColorSun;
+varying vec4 vary_CloudColorAmbient;
+varying float vary_CloudDensity;
+
+// Inputs
+uniform vec3 camPosLocal;
+
+uniform vec4 lightnorm;
+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 max_y;
+
+uniform vec4 glow;
+
+uniform vec4 cloud_color;
+
+uniform vec4 cloud_scale;
+
+void main()
+{
+
+	// World / view / projection
+	gl_Position = ftransform();
+
+	gl_TexCoord[0] = gl_MultiTexCoord0;
+
+	// Get relative position
+	vec3 P = gl_Vertex.xyz - camPosLocal.xyz + vec3(0,50,0);
+
+	// Set altitude
+	if (P.y > 0.)
+	{
+		P *= (max_y.x / P.y);
+	}
+	else
+	{
+		P *= (-32000. / P.y);
+	}
+
+	// Can normalize then
+	vec3 Pn = normalize(P);
+	float  Plen = length(P);
+
+	// Initialize temp variables
+	vec4 temp1 = vec4(0.);
+	vec4 temp2 = vec4(0.);
+	vec4 blue_weight;
+	vec4 haze_weight;
+	vec4 sunlight = sunlight_color;
+	vec4 light_atten;
+
+
+	// 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);
+
+	// Calculate relative weights
+	temp1 = blue_density + haze_density.x;
+	blue_weight = blue_density / temp1;
+	haze_weight = haze_density.x / temp1;
+
+	// Compute sunlight from P & lightnorm (for long rays like sky)
+	temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
+	temp2.y = 1. / temp2.y;
+	sunlight *= exp( - light_atten * temp2.y);
+
+	// Distance
+	temp2.z = Plen * density_multiplier.x;
+
+	// Transparency (-> temp1)
+	// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
+	// compiler gets confused.
+	temp1 = exp(-temp1 * temp2.z);
+
+
+	// Compute haze glow
+	temp2.x = dot(Pn, lightnorm.xyz);
+	temp2.x = 1. - temp2.x;
+		// temp2.x is 0 at the sun and increases away from sun
+	temp2.x = max(temp2.x, .001);	
+		// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
+	temp2.x *= glow.x;
+		// Higher glow.x gives dimmer glow (because next step is 1 / "angle")
+	temp2.x = pow(temp2.x, glow.z);
+		// glow.z should be negative, so we're doing a sort of (1 / "angle") function
+
+	// Add "minimum anti-solar illumination"
+	temp2.x += .25;
+
+	// Increase ambient when there are more clouds
+	vec4 tmpAmbient = ambient;
+	tmpAmbient += (1. - tmpAmbient) * cloud_shadow.x * 0.5; 
+
+	// Dim sunlight by cloud shadow percentage
+	sunlight *= (1. - cloud_shadow.x);
+
+	// Haze color below cloud
+	vec4 additiveColorBelowCloud = (	  blue_horizon * blue_weight * (sunlight + tmpAmbient)
+				+ (haze_horizon.r * haze_weight) * (sunlight * temp2.x + tmpAmbient)
+			 );	
+
+	// CLOUDS
+
+	sunlight = sunlight_color;
+	temp2.y = max(0., lightnorm.y * 2.);
+	temp2.y = 1. / temp2.y;
+	sunlight *= exp( - light_atten * temp2.y);
+
+	// Cloud color out
+	vary_CloudColorSun = (sunlight * temp2.x) * cloud_color;
+	vary_CloudColorAmbient = tmpAmbient * cloud_color;
+	
+	// Attenuate cloud color by atmosphere
+	temp1 = sqrt(temp1);	//less atmos opacity (more transparency) below clouds
+	vary_CloudColorSun *= temp1;
+	vary_CloudColorAmbient *= temp1;
+	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);
+
+
+	// Texture coords
+	gl_TexCoord[0] = gl_MultiTexCoord0;
+	gl_TexCoord[0].xy -= 0.5;
+	gl_TexCoord[0].xy /= cloud_scale.x;
+	gl_TexCoord[0].xy += 0.5;
+
+	gl_TexCoord[1] = gl_TexCoord[0];
+	gl_TexCoord[1].x += lightnorm.x * 0.0125;
+	gl_TexCoord[1].y += lightnorm.z * 0.0125;
+
+	gl_TexCoord[2] = gl_TexCoord[0] * 16.;
+	gl_TexCoord[3] = gl_TexCoord[1] * 16.;
+
+	// Combine these to minimize register use
+	vary_CloudColorAmbient += oHazeColorBelowCloud;
+
+	// needs this to compile on mac
+	//vary_AtmosAttenuation = vec3(0.0,0.0,0.0);
+
+	// END CLOUDS
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
index 609fc4f14ffa68aa634e0356d88891d022131ed7..e10fb105e80607f5be58721497bb92c65e83563b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
@@ -36,7 +36,7 @@ uniform mat4 inv_proj;
 
 vec4 getPosition(vec2 pos_screen)
 {
-	float depth = texture2DRect(depthMap, pos_screen.xy).a;
+	float depth = texture2DRect(depthMap, pos_screen.xy).r;
 	vec2 sc = pos_screen.xy*2.0;
 	sc /= screen_res;
 	sc -= vec2(1.0,1.0);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightMSF.glsl
new file mode 100644
index 0000000000000000000000000000000000000000..66c7a5cb4ac7b93fb3302439866438de89d52565
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightMSF.glsl
@@ -0,0 +1,137 @@
+/** 
+ * @file multiPointLightF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+#version 120
+
+#extension GL_ARB_texture_rectangle : enable
+#extension GL_ARB_texture_multisample : enable
+
+uniform sampler2DMS depthMap;
+uniform sampler2DMS diffuseRect;
+uniform sampler2DMS specularRect;
+uniform sampler2DMS normalMap;
+uniform sampler2D noiseMap;
+uniform sampler2D lightFunc;
+
+
+uniform vec3 env_mat[3];
+uniform float sun_wash;
+
+uniform int light_count;
+
+#define MAX_LIGHT_COUNT		16
+uniform vec4 light[MAX_LIGHT_COUNT];
+uniform vec4 light_col[MAX_LIGHT_COUNT];
+
+varying vec4 vary_fragcoord;
+uniform vec2 screen_res;
+
+uniform float far_z;
+
+uniform mat4 inv_proj;
+
+vec4 getPosition(ivec2 pos_screen, int sample)
+{
+	float depth = texelFetch(depthMap, pos_screen, sample).r;
+	vec2 sc = vec2(pos_screen.xy)*2.0;
+	sc /= screen_res;
+	sc -= vec2(1.0,1.0);
+	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+	vec4 pos = inv_proj * ndc;
+	pos /= pos.w;
+	pos.w = 1.0;
+	return pos;
+}
+
+void main() 
+{
+	vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res;
+	ivec2 itc = ivec2(frag);
+
+	int wght = 0;
+	vec3 fcol = vec3(0,0,0);
+
+	for (int s = 0; s < samples; ++s)
+	{
+		vec3 pos = getPosition(itc, s).xyz;
+		if (pos.z >= far_z)
+		{
+			vec3 norm = texelFetch(normalMap, itc, s).xyz;
+			norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
+			norm = normalize(norm);
+			vec4 spec = texelFetch(specularRect, itc, s);
+			vec3 diff = texelFetch(diffuseRect, itc, s).rgb;
+			float noise = texture2D(noiseMap, frag.xy/128.0).b;
+			vec3 out_col = vec3(0,0,0);
+			vec3 npos = normalize(-pos);
+
+			// As of OSX 10.6.7 ATI Apple's crash when using a variable size loop
+			for (int i = 0; i < MAX_LIGHT_COUNT; ++i)
+			{
+				bool light_contrib = (i < light_count);
+		
+				vec3 lv = light[i].xyz-pos;
+				float dist2 = dot(lv,lv);
+				dist2 /= light[i].w;
+				if (dist2 > 1.0)
+				{
+					light_contrib = false;
+				}
+		
+				float da = dot(norm, lv);
+				if (da < 0.0)
+				{
+					light_contrib = false;
+				}
+		
+				if (light_contrib)
+				{
+					lv = normalize(lv);
+					da = dot(norm, lv);
+					
+					float fa = light_col[i].a+1.0;
+					float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
+					dist_atten *= noise;
+
+					float lit = da * dist_atten;
+			
+					vec3 col = light_col[i].rgb*lit*diff;
+					//vec3 col = vec3(dist2, light_col[i].a, lit);
+			
+					if (spec.a > 0.0)
+					{
+						//vec3 ref = dot(pos+lv, norm);
+				
+						float sa = dot(normalize(lv+npos),norm);
+				
+						if (sa > 0.0)
+						{
+							sa = texture2D(lightFunc,vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0);
+							sa *= noise;
+							col += da*sa*light_col[i].rgb*spec.rgb;
+						}
+					}
+			
+					out_col += col;
+				}
+			}
+	
+			fcol += out_col;
+			++wght;
+		}
+	}
+
+	if (wght <= 0)
+	{
+		discard;
+	}
+
+	gl_FragColor.rgb = fcol/samples;
+	gl_FragColor.a = 0.0;
+
+	
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightMSF.glsl
new file mode 100644
index 0000000000000000000000000000000000000000..b450ff1ca2a1b4cec0c4e0cb706a1d38f69a79ab
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightMSF.glsl
@@ -0,0 +1,232 @@
+/** 
+ * @file multiSpotLightF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+#version 120
+
+//class 1 -- no shadows
+
+#extension GL_ARB_texture_rectangle : enable
+#extension GL_ARB_texture_multisample : enable
+
+uniform sampler2DMS diffuseRect;
+uniform sampler2DMS specularRect;
+uniform sampler2DMS depthMap;
+uniform sampler2DMS normalMap;
+uniform sampler2D noiseMap;
+uniform sampler2D lightFunc;
+uniform sampler2D projectionMap;
+
+uniform mat4 proj_mat; //screen space to light space
+uniform float proj_near; //near clip for projection
+uniform vec3 proj_p; //plane projection is emitting from (in screen space)
+uniform vec3 proj_n;
+uniform float proj_focus; //distance from plane to begin blurring
+uniform float proj_lod;  //(number of mips in proj map)
+uniform float proj_range; //range between near clip and far clip plane of projection
+uniform float proj_ambient_lod;
+uniform float proj_ambiance;
+uniform float near_clip;
+uniform float far_clip;
+
+uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
+uniform float sun_wash;
+uniform float shadow_fade;
+
+varying vec4 vary_light;
+
+varying vec4 vary_fragcoord;
+uniform vec2 screen_res;
+
+uniform mat4 inv_proj;
+
+vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
+{
+	vec4 ret = texture2DLod(projectionMap, tc, lod);
+	
+	vec2 dist = tc-vec2(0.5);
+	
+	float det = max(1.0-lod/(proj_lod*0.5), 0.0);
+	
+	float d = dot(dist,dist);
+		
+	ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0);
+	
+	return ret;
+}
+
+vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
+{
+	vec4 ret = texture2DLod(projectionMap, tc, lod);
+	
+	vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
+	
+	float det = min(lod/(proj_lod*0.5), 1.0);
+	
+	float d = min(dist.x, dist.y);
+	
+	float edge = 0.25*det;
+		
+	ret *= clamp(d/edge, 0.0, 1.0);
+	
+	return ret;
+}
+
+vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
+{
+	vec4 ret = texture2DLod(projectionMap, tc, lod);
+	
+	vec2 dist = tc-vec2(0.5);
+	
+	float d = dot(dist,dist);
+		
+	ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
+	
+	return ret;
+}
+
+
+vec4 getPosition(ivec2 pos_screen, int sample)
+{
+	float depth = texelFetch(depthMap, pos_screen, sample).r;
+	vec2 sc = vec2(pos_screen.xy)*2.0;
+	sc /= screen_res;
+	sc -= vec2(1.0,1.0);
+	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+	vec4 pos = inv_proj * ndc;
+	pos /= pos.w;
+	pos.w = 1.0;
+	return pos;
+}
+
+void main() 
+{
+	int wght = 0;
+
+	vec3 fcol = vec3(0,0,0);
+
+	vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res;
+	
+	ivec2 itc = ivec2(frag.xy);
+
+	for (int i = 0; i < samples; ++i)
+	{
+		vec3 pos = getPosition(itc, i).xyz;
+		vec3 lv = vary_light.xyz-pos.xyz;
+		float dist2 = dot(lv,lv);
+		dist2 /= vary_light.w;
+		if (dist2 <= 1.0)
+		{
+			vec3 norm = texelFetch(normalMap, itc, i).xyz*2.0-1.0;
+	
+			norm = normalize(norm);
+			float l_dist = -dot(lv, proj_n);
+	
+			vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
+			if (proj_tc.z >= 0.0)
+			{
+				proj_tc.xyz /= proj_tc.w;
+	
+				float fa = gl_Color.a+1.0;
+				float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
+				if (dist_atten > 0.0)
+				{
+					lv = proj_origin-pos.xyz;
+					lv = normalize(lv);
+					float da = dot(norm, lv);
+		
+					vec3 col = vec3(0,0,0);
+		
+					vec3 diff_tex = texelFetch(diffuseRect, itc, i).rgb;
+		
+					float noise = texture2D(noiseMap, frag.xy/128.0).b;
+					if (proj_tc.z > 0.0 &&
+						proj_tc.x < 1.0 &&
+						proj_tc.y < 1.0 &&
+						proj_tc.x > 0.0 &&
+						proj_tc.y > 0.0)
+					{
+						float lit = 0.0;
+						float amb_da = proj_ambiance;
+		
+						if (da > 0.0)
+						{
+							float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
+							float lod = diff * proj_lod;
+			
+							vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
+		
+							vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;
+			
+							lit = da * dist_atten * noise;
+			
+							col = lcol*lit*diff_tex;
+							amb_da += (da*0.5)*proj_ambiance;
+						}
+		
+						//float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
+						vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
+							
+						amb_da += (da*da*0.5+0.5)*proj_ambiance;
+				
+						amb_da *= dist_atten * noise;
+			
+						amb_da = min(amb_da, 1.0-lit);
+			
+						col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
+					}
+	
+	
+					vec4 spec = texelFetch(specularRect, itc, i);
+					if (spec.a > 0.0)
+					{
+						vec3 ref = reflect(normalize(pos), norm);
+		
+						//project from point pos in direction ref to plane proj_p, proj_n
+						vec3 pdelta = proj_p-pos;
+						float ds = dot(ref, proj_n);
+		
+						if (ds < 0.0)
+						{
+							vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
+			
+							vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
+
+							if (stc.z > 0.0)
+							{
+								stc.xy /= stc.w;
+
+								float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0);
+				
+								stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
+								
+								if (stc.x < 1.0 &&
+									stc.y < 1.0 &&
+									stc.x > 0.0 &&
+									stc.y > 0.0)
+								{
+									vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
+									col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb;
+								}
+							}
+						}
+					}
+	
+					fcol += col;
+					++wght;
+				}
+			}
+		}
+	}
+
+	if (wght <= 0)
+	{
+		discard;
+	}
+
+	gl_FragColor.rgb = fcol/samples;	
+	gl_FragColor.a = 0.0;
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
index 22ed9dcd40ec25f456f91c5dc0e92333e41dfb27..0d771109fb23a9d0e43c76f290781f31e74a9418 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
@@ -30,7 +30,7 @@ uniform vec4 viewport;
 
 vec4 getPosition(vec2 pos_screen)
 {
-	float depth = texture2DRect(depthMap, pos_screen.xy).a;
+	float depth = texture2DRect(depthMap, pos_screen.xy).r;
 	vec2 sc = (pos_screen.xy-viewport.xy)*2.0;
 	sc /= viewport.zw;
 	sc -= vec2(1.0,1.0);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightMSF.glsl
new file mode 100644
index 0000000000000000000000000000000000000000..7521c3310c3e635aef8e96081ca9cdee85170204
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightMSF.glsl
@@ -0,0 +1,108 @@
+/** 
+ * @file pointLightF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+ 
+ #version 120
+
+#extension GL_ARB_texture_rectangle : enable
+#extension GL_ARB_texture_multisample : enable
+
+uniform sampler2DMS depthMap;
+uniform sampler2DMS diffuseRect;
+uniform sampler2DMS specularRect;
+uniform sampler2DMS normalMap;
+uniform sampler2D noiseMap;
+uniform sampler2D lightFunc;
+
+
+uniform vec3 env_mat[3];
+uniform float sun_wash;
+
+varying vec4 vary_light;
+
+varying vec4 vary_fragcoord;
+uniform vec2 screen_res;
+
+uniform mat4 inv_proj;
+uniform vec4 viewport;
+
+vec4 getPosition(ivec2 pos_screen, int sample)
+{
+	float depth = texelFetch(depthMap, pos_screen, sample).r;
+	vec2 sc = (vec2(pos_screen.xy)-viewport.xy)*2.0;
+	sc /= viewport.zw;
+	sc -= vec2(1.0,1.0);
+	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+	vec4 pos = inv_proj * ndc;
+	pos /= pos.w;
+	pos.w = 1.0;
+	return pos;
+}
+
+void main() 
+{
+	vec4 frag = vary_fragcoord;
+	frag.xyz /= frag.w;
+	frag.xyz = frag.xyz*0.5+0.5;
+	frag.xy *= screen_res;
+	
+	ivec2 itc = ivec2(frag.xy);
+
+	int wght = 0;
+	vec3 fcol = vec3(0,0,0);
+
+	for (int s = 0; s < samples; ++s)
+	{
+		vec3 pos = getPosition(itc, s).xyz;
+		vec3 lv = vary_light.xyz-pos;
+		float dist2 = dot(lv,lv);
+		dist2 /= vary_light.w;
+		if (dist2 <= 1.0)
+		{
+			vec3 norm = texelFetch(normalMap, itc, s).xyz;
+			norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
+			float da = dot(norm, lv);
+			if (da >= 0.0)
+			{
+				norm = normalize(norm);
+				lv = normalize(lv);
+				da = dot(norm, lv);
+	
+				float noise = texture2D(noiseMap, frag.xy/128.0).b;
+	
+				vec3 col = texelFetch(diffuseRect, itc, s).rgb;
+				float fa = gl_Color.a+1.0;
+				float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
+				float lit = da * dist_atten * noise;
+	
+				col = gl_Color.rgb*lit*col;
+
+				vec4 spec = texelFetch(specularRect, itc, s);
+				if (spec.a > 0.0)
+				{
+					float sa = dot(normalize(lv-normalize(pos)),norm);
+					if (sa > 0.0)
+					{
+						sa = texture2D(lightFunc, vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0);
+						sa *= noise;
+						col += da*sa*gl_Color.rgb*spec.rgb;
+					}
+				}
+
+				fcol += col;
+				++wght;
+			}
+		}
+	}
+	
+	if (wght <= 0)
+	{
+		discard;
+	}
+		
+	gl_FragColor.rgb = fcol/samples;	
+	gl_FragColor.a = 0.0;
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl
index 8e74feb61565cac9f6d4736bc04c72909a293867..2377947e7f224014dfb0d171409f3ef16c79809c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl
@@ -10,14 +10,9 @@
 varying vec4 vary_light;
 varying vec4 vary_fragcoord;
 
-uniform vec2 screen_res;
-uniform float near_clip;
-
 void main()
 {
 	//transform vertex
-	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; 
-
 	vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
 	vary_fragcoord = pos;
 		
@@ -25,6 +20,8 @@ void main()
 	tex.w = 1.0;
 	
 	vary_light = gl_MultiTexCoord0;
+	
+	gl_Position = pos;
 		
 	gl_FrontColor = gl_Color;
 }
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
index 77f1b2224c20f04f66b79b948fc5be3a3844f6ea..d389add03bc81921d90464bf75c99a0a6b49e492 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
@@ -29,7 +29,7 @@ varying vec2 vary_fragcoord;
 
 float getDepth(vec2 pos_screen)
 {
-	float z = texture2DRect(depthMap, pos_screen.xy).a;
+	float z = texture2DRect(depthMap, pos_screen.xy).r;
 	z = z*2.0-1.0;
 	vec4 ndc = vec4(0.0, 0.0, z, 1.0);
 	vec4 p = inv_proj*ndc;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredMSF.glsl
new file mode 100644
index 0000000000000000000000000000000000000000..711c6dc96dfc091a6698f3cb61a0602b04499b0d
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredMSF.glsl
@@ -0,0 +1,133 @@
+/** 
+ * @file postDeferredF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+ 
+#version 120
+
+#extension GL_ARB_texture_rectangle : enable
+#extension GL_ARB_texture_multisample : enable
+
+uniform sampler2DMS diffuseRect;
+uniform sampler2DMS edgeMap;
+uniform sampler2DMS depthMap;
+uniform sampler2DMS normalMap;
+uniform sampler2D bloomMap;
+
+uniform float depth_cutoff;
+uniform float norm_cutoff;
+uniform float focal_distance;
+uniform float blur_constant;
+uniform float tan_pixel_angle;
+uniform float magnification;
+
+uniform mat4 inv_proj;
+uniform vec2 screen_res;
+
+varying vec2 vary_fragcoord;
+
+vec4 texture2DMS(sampler2DMS tex, ivec2 tc)
+{
+	vec4 ret = vec4(0,0,0,0);
+	for (int i = 0; i < samples; ++i)
+	{
+		ret += texelFetch(tex, tc, i);
+	}
+
+	return ret/samples;
+}
+
+float getDepth(ivec2 pos_screen)
+{
+	float z = texture2DMS(depthMap, pos_screen.xy).r;
+	z = z*2.0-1.0;
+	vec4 ndc = vec4(0.0, 0.0, z, 1.0);
+	vec4 p = inv_proj*ndc;
+	return p.z/p.w;
+}
+
+float calc_cof(float depth)
+{
+	float sc = abs(depth-focal_distance)/-depth*blur_constant;
+		
+	sc /= magnification;
+	
+	// tan_pixel_angle = pixel_length/-depth;
+	float pixel_length =  tan_pixel_angle*-focal_distance;
+	
+	sc = sc/pixel_length;
+	sc *= 1.414;
+	
+	return sc;
+}
+
+void dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, ivec2 tc)
+{
+	float d = getDepth(tc);
+	
+	float sc = calc_cof(d);
+	
+	if (sc > min_sc //sampled pixel is more "out of focus" than current sample radius
+	   || d < cur_depth) //sampled pixel is further away than current pixel
+	{
+		float wg = 0.25;
+		
+		vec4 s = texture2DMS(diffuseRect, tc);
+		// de-weight dull areas to make highlights 'pop'
+		wg += s.r+s.g+s.b;
+	
+		diff += wg*s;
+		
+		w += wg;
+	}
+}
+
+
+void main() 
+{
+	ivec2 itc = ivec2(vary_fragcoord.xy);
+
+	vec3 norm = texture2DMS(normalMap, itc).xyz;
+	norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
+		
+	float depth = getDepth(itc);
+	
+	vec4 diff = texture2DMS(diffuseRect, itc);
+	
+	{ 
+		float w = 1.0;
+		
+		float sc = calc_cof(depth);
+		sc = min(abs(sc), 10.0);
+		
+		float fd = depth*0.5f;
+		
+		float PI = 3.14159265358979323846264;
+
+		int isc = int(sc);
+		
+		// sample quite uniformly spaced points within a circle, for a circular 'bokeh'		
+		//if (depth < focal_distance)
+		{
+			for (int x = -isc; x <= isc; x+=2)
+			{
+				for (int y = -isc; y <= isc; y+=2)
+				{
+					ivec2 cur_samp = ivec2(x,y);
+					float cur_sc = length(vec2(cur_samp));
+					if (cur_sc < sc)
+					{
+						dofSample(diff, w, cur_sc, depth, itc+cur_samp);
+					}
+				}
+			}
+		}
+		
+		diff /= w;
+	}
+		
+	vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
+	gl_FragColor = diff + bloom;
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFMSF.glsl
new file mode 100644
index 0000000000000000000000000000000000000000..359b26b7d46f17aa551fc4627ae6c2d9a9b4be38
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFMSF.glsl
@@ -0,0 +1,37 @@
+/** 
+ * @file postDeferredF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+ 
+#version 120
+
+#extension GL_ARB_texture_rectangle : enable
+#extension GL_ARB_texture_multisample : enable
+
+uniform sampler2DMS diffuseRect;
+uniform sampler2D bloomMap;
+
+uniform vec2 screen_res;
+varying vec2 vary_fragcoord;
+
+vec4 texture2DMS(sampler2DMS tex, ivec2 tc)
+{
+	vec4 ret = vec4(0,0,0,0);
+
+	for (int i = 0; i < samples; ++i)
+	{
+		 ret += texelFetch(tex,tc,i);
+	}
+
+	return ret/samples;
+}
+
+void main() 
+{
+	vec4 diff = texture2DMS(diffuseRect, ivec2(vary_fragcoord.xy));
+
+	vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
+	gl_FragColor = diff + bloom;
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
new file mode 100644
index 0000000000000000000000000000000000000000..91143943b68c30280196c250bc31ff0027703025
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
@@ -0,0 +1,44 @@
+/** 
+ * @file WLSkyF.glsl
+ *
+ * $LicenseInfo:firstyear=2005&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+ 
+#version 120
+
+/////////////////////////////////////////////////////////////////////////
+// The fragment shader for the sky
+/////////////////////////////////////////////////////////////////////////
+
+varying vec4 vary_HazeColor;
+
+uniform sampler2D cloud_noise_texture;
+uniform vec4 gamma;
+
+/// Soft clips the light with a gamma correction
+vec3 scaleSoftClip(vec3 light) {
+	//soft clip effect:
+	light = 1. - clamp(light, vec3(0.), vec3(1.));
+	light = 1. - pow(light, gamma.xxx);
+
+	return light;
+}
+
+void main()
+{
+	// Potential Fill-rate optimization.  Add cloud calculation 
+	// back in and output alpha of 0 (so that alpha culling kills 
+	// the fragment) if the sky wouldn't show up because the clouds 
+	// are fully opaque.
+
+	vec4 color;
+	color = vary_HazeColor;
+	color *= 2.;
+
+	/// Gamma correct for WL (soft clip effect).
+	gl_FragData[0] = vec4(scaleSoftClip(color.rgb), 1.0);
+	gl_FragData[1] = vec4(0.0,0.0,0.0,0.0);
+	gl_FragData[2] = vec4(0,0,1,0);
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
new file mode 100644
index 0000000000000000000000000000000000000000..03bca8f27e2e2ec9c45cbb4386be0ee70fefc416
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
@@ -0,0 +1,140 @@
+/** 
+ * @file WLSkyV.glsl
+ *
+ * $LicenseInfo:firstyear=2005&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+ 
+#version 120
+
+// SKY ////////////////////////////////////////////////////////////////////////
+// The vertex shader for creating the atmospheric sky
+///////////////////////////////////////////////////////////////////////////////
+
+// Output parameters
+varying vec4 vary_HazeColor;
+
+// Inputs
+uniform vec3 camPosLocal;
+
+uniform vec4 lightnorm;
+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 max_y;
+
+uniform vec4 glow;
+
+uniform vec4 cloud_color;
+
+uniform vec4 cloud_scale;
+
+void main()
+{
+
+	// World / view / projection
+	gl_Position = ftransform();
+	gl_TexCoord[0] = gl_MultiTexCoord0;
+
+	// Get relative position
+	vec3 P = gl_Vertex.xyz - camPosLocal.xyz + vec3(0,50,0);
+	//vec3 P = gl_Vertex.xyz + vec3(0,50,0);
+
+	// Set altitude
+	if (P.y > 0.)
+	{
+		P *= (max_y.x / P.y);
+	}
+	else
+	{
+		P *= (-32000. / P.y);
+	}
+
+	// Can normalize then
+	vec3 Pn = normalize(P);
+	float  Plen = length(P);
+
+	// Initialize temp variables
+	vec4 temp1 = vec4(0.);
+	vec4 temp2 = vec4(0.);
+	vec4 blue_weight;
+	vec4 haze_weight;
+	vec4 sunlight = sunlight_color;
+	vec4 light_atten;
+
+
+	// 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);
+
+	// Calculate relative weights
+	temp1 = blue_density + haze_density.x;
+	blue_weight = blue_density / temp1;
+	haze_weight = haze_density.x / temp1;
+
+	// Compute sunlight from P & lightnorm (for long rays like sky)
+	temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
+	temp2.y = 1. / temp2.y;
+	sunlight *= exp( - light_atten * temp2.y);
+
+	// Distance
+	temp2.z = Plen * density_multiplier.x;
+
+	// Transparency (-> temp1)
+	// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
+	// compiler gets confused.
+	temp1 = exp(-temp1 * temp2.z);
+
+
+	// Compute haze glow
+	temp2.x = dot(Pn, lightnorm.xyz);
+	temp2.x = 1. - temp2.x;
+		// temp2.x is 0 at the sun and increases away from sun
+	temp2.x = max(temp2.x, .001);	
+		// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
+	temp2.x *= glow.x;
+		// Higher glow.x gives dimmer glow (because next step is 1 / "angle")
+	temp2.x = pow(temp2.x, glow.z);
+		// glow.z should be negative, so we're doing a sort of (1 / "angle") function
+
+	// Add "minimum anti-solar illumination"
+	temp2.x += .25;
+
+
+	// Haze color above cloud
+	vary_HazeColor = (	  blue_horizon * blue_weight * (sunlight + ambient)
+				+ (haze_horizon.r * haze_weight) * (sunlight * temp2.x + ambient)
+			 );	
+
+
+	// Increase ambient when there are more clouds
+	vec4 tmpAmbient = ambient;
+	tmpAmbient += (1. - tmpAmbient) * cloud_shadow.x * 0.5; 
+
+	// Dim sunlight by cloud shadow percentage
+	sunlight *= (1. - cloud_shadow.x);
+
+	// Haze color below cloud
+	vec4 additiveColorBelowCloud = (	  blue_horizon * blue_weight * (sunlight + tmpAmbient)
+				+ (haze_horizon.r * haze_weight) * (sunlight * temp2.x + tmpAmbient)
+			 );	
+
+	// Final atmosphere additive
+	vary_HazeColor *= (1. - temp1);
+	
+	// Attenuate cloud color by atmosphere
+	temp1 = sqrt(temp1);	//less atmos opacity (more transparency) below clouds
+
+	// At horizon, blend high altitude sky color towards the darker color below the clouds
+	vary_HazeColor += (additiveColorBelowCloud - vary_HazeColor) * (1. - sqrt(temp1));
+	
+	// won't compile on mac without this being set
+	//vary_AtmosAttenuation = vec3(0.0,0.0,0.0);
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 29340c7e9f01bc8d44ad910fe56c4d0e243a6a4d..c1147feff66107224f9982040a5e1d4a12df4bf4 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -259,7 +259,7 @@ vec3 scaleSoftClip(vec3 light)
 void main() 
 {
 	vec2 tc = vary_fragcoord.xy;
-	float depth = texture2DRect(depthMap, tc.xy).a;
+	float depth = texture2DRect(depthMap, tc.xy).r;
 	vec3 pos = getPosition_d(tc, depth).xyz;
 	vec3 norm = texture2DRect(normalMap, tc).xyz;
 	norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl
new file mode 100644
index 0000000000000000000000000000000000000000..fcba4f57e6f855993e14459bd60022775cd4d3d6
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl
@@ -0,0 +1,318 @@
+/** 
+ * @file softenLightF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+ 
+#version 120
+
+#extension GL_ARB_texture_rectangle : enable
+#extension GL_ARB_texture_multisample : enable
+
+uniform sampler2DMS diffuseRect;
+uniform sampler2DMS specularRect;
+uniform sampler2DMS normalMap;
+uniform sampler2DMS depthMap;
+uniform sampler2D	  noiseMap;
+uniform samplerCube environmentMap;
+uniform sampler2D	  lightFunc;
+
+uniform float blur_size;
+uniform float blur_fidelity;
+
+// Inputs
+uniform vec4 morphFactor;
+uniform vec3 camPosLocal;
+//uniform vec4 camPosWorld;
+uniform vec4 gamma;
+uniform vec4 lightnorm;
+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 vec4 glow;
+uniform float scene_light_strength;
+uniform vec3 env_mat[3];
+//uniform mat4 shadow_matrix[3];
+//uniform vec4 shadow_clip;
+uniform mat3 ssao_effect_mat;
+
+varying vec4 vary_light;
+varying vec2 vary_fragcoord;
+
+vec3 vary_PositionEye;
+
+vec3 vary_SunlitColor;
+vec3 vary_AmblitColor;
+vec3 vary_AdditiveColor;
+vec3 vary_AtmosAttenuation;
+
+uniform mat4 inv_proj;
+uniform vec2 screen_res;
+
+vec4 getPosition_d(vec2 pos_screen, float depth)
+{
+	vec2 sc = pos_screen.xy*2.0;
+	sc /= screen_res;
+	sc -= vec2(1.0,1.0);
+	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+	vec4 pos = inv_proj * ndc;
+	pos /= pos.w;
+	pos.w = 1.0;
+	return pos;
+}
+
+vec3 getPositionEye()
+{
+	return vary_PositionEye;
+}
+vec3 getSunlitColor()
+{
+	return vary_SunlitColor;
+}
+vec3 getAmblitColor()
+{
+	return vary_AmblitColor;
+}
+vec3 getAdditiveColor()
+{
+	return vary_AdditiveColor;
+}
+vec3 getAtmosAttenuation()
+{
+	return vary_AtmosAttenuation;
+}
+
+
+void setPositionEye(vec3 v)
+{
+	vary_PositionEye = v;
+}
+
+void setSunlitColor(vec3 v)
+{
+	vary_SunlitColor = v;
+}
+
+void setAmblitColor(vec3 v)
+{
+	vary_AmblitColor = v;
+}
+
+void setAdditiveColor(vec3 v)
+{
+	vary_AdditiveColor = v;
+}
+
+void setAtmosAttenuation(vec3 v)
+{
+	vary_AtmosAttenuation = v;
+}
+
+void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
+
+	vec3 P = 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);
+
+	vec3 tmpLightnorm = lightnorm.xyz;
+
+	vec3 Pn = normalize(P);
+	float Plen = length(P);
+
+	vec4 temp1 = vec4(0);
+	vec3 temp2 = vec3(0);
+	vec4 blue_weight;
+	vec4 haze_weight;
+	vec4 sunlight = sunlight_color;
+	vec4 light_atten;
+
+	//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);
+		//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);
+	blue_weight = blue_density / temp1;
+	haze_weight = vec4(haze_density.r) / temp1;
+
+	//(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
+	temp2.y = max(0.0, tmpLightnorm.y);
+	temp2.y = 1. / temp2.y;
+	sunlight *= exp( - light_atten * temp2.y);
+
+	// main atmospheric scattering line integral
+	temp2.z = Plen * density_multiplier.x;
+
+	// Transparency (-> temp1)
+	// ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier.x in a variable because the ati
+	// compiler gets confused.
+	temp1 = exp(-temp1 * temp2.z * distance_multiplier.x);
+
+	//final atmosphere attenuation factor
+	setAtmosAttenuation(temp1.rgb);
+	
+	//compute haze glow
+	//(can use temp2.x as temp because we haven't used it yet)
+	temp2.x = dot(Pn, tmpLightnorm.xyz);
+	temp2.x = 1. - temp2.x;
+		//temp2.x is 0 at the sun and increases away from sun
+	temp2.x = max(temp2.x, .03);	//was glow.y
+		//set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
+	temp2.x *= glow.x;
+		//higher glow.x gives dimmer glow (because next step is 1 / "angle")
+	temp2.x = pow(temp2.x, glow.z);
+		//glow.z should be negative, so we're doing a sort of (1 / "angle") function
+
+	//add "minimum anti-solar illumination"
+	temp2.x += .25;
+	
+	//increase ambient when there are more clouds
+	vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow.x * 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
+	 * // The following line of code performs the equivalent of:
+	 * float ambAlpha = tmpAmbient.a;
+	 * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis
+	 * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue);
+	 * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha);
+	 */
+	tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a);
+
+	//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
+		  + tmpAmbient)));
+
+	//brightness of surface both sunlight and ambient
+	setSunlitColor(vec3(sunlight * .5));
+	setAmblitColor(vec3(tmpAmbient * .25));
+	setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1));
+}
+
+vec3 atmosLighting(vec3 light)
+{
+	light *= getAtmosAttenuation().r;
+	light += getAdditiveColor();
+	return (2.0 * light);
+}
+
+vec3 atmosTransport(vec3 light) {
+	light *= getAtmosAttenuation().r;
+	light += getAdditiveColor() * 2.0;
+	return light;
+}
+vec3 atmosGetDiffuseSunlightColor()
+{
+	return getSunlitColor();
+}
+
+vec3 scaleDownLight(vec3 light)
+{
+	return (light / scene_light_strength );
+}
+
+vec3 scaleUpLight(vec3 light)
+{
+	return (light * scene_light_strength);
+}
+
+vec3 atmosAmbient(vec3 light)
+{
+	return getAmblitColor() + light / 2.0;
+}
+
+vec3 atmosAffectDirectionalLight(float lightIntensity)
+{
+	return getSunlitColor() * lightIntensity;
+}
+
+vec3 scaleSoftClip(vec3 light)
+{
+	//soft clip effect:
+	light = 1. - clamp(light, vec3(0.), vec3(1.));
+	light = 1. - pow(light, gamma.xxx);
+
+	return light;
+}
+
+vec4 texture2DMS(sampler2DMS tex, ivec2 tc)
+{
+	vec4 ret = vec4(0,0,0,0);
+
+	for (int i = 0; i < samples; ++i)
+	{
+		 ret += texelFetch(tex,tc,i);
+	}
+
+	return ret/samples;
+}
+
+void main() 
+{
+	vec2 tc = vary_fragcoord.xy;
+	ivec2 itc = ivec2(tc);
+
+	vec3 fcol = vec3(0,0,0);
+
+	for (int i = 0; i < samples; ++i)
+	{
+		float depth = texelFetch(depthMap, itc, i).r;
+		vec3 pos = getPosition_d(tc, depth).xyz;
+		vec3 norm = texelFetch(normalMap, itc, i).xyz;
+
+		norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
+		//vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz;
+	
+		float da = max(dot(norm.xyz, vary_light.xyz), 0.0);
+	
+		vec4 diffuse = texelFetch(diffuseRect, itc, i);
+		if (diffuse.a >= 1.0)
+		{
+			fcol += diffuse.rgb;
+		}
+		else
+		{
+			vec4 spec = texelFetch(specularRect, itc, i);
+	
+			calcAtmospherics(pos.xyz, 1.0);
+	
+			vec3 col = atmosAmbient(vec3(0));
+			col += atmosAffectDirectionalLight(max(min(da, 1.0), diffuse.a));
+	
+			col *= diffuse.rgb;
+	
+			if (spec.a > 0.0) // specular reflection
+			{
+				// the old infinite-sky shiny reflection
+				//
+				vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
+				float sa = dot(refnormpersp, vary_light.xyz);
+				vec3 dumbshiny = vary_SunlitColor*texture2D(lightFunc, vec2(sa, spec.a)).a;
+
+				// add the two types of shiny together
+				col += dumbshiny * spec.rgb;
+			}
+
+			col = atmosLighting(col);
+			col = scaleSoftClip(col);
+			fcol += col;
+		}
+	}
+				
+	gl_FragColor.rgb = fcol.rgb/samples;
+	gl_FragColor.a = 0.0;
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightMSF.glsl
new file mode 100644
index 0000000000000000000000000000000000000000..6702bd5014290a2e977b0e20d0302fd1f2c2f546
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightMSF.glsl
@@ -0,0 +1,234 @@
+/** 
+ * @file multiSpotLightF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+#version 120
+
+//class 1 -- no shadows
+
+#extension GL_ARB_texture_rectangle : enable
+#extension GL_ARB_texture_multisample : enable
+
+uniform sampler2DMS diffuseRect;
+uniform sampler2DMS specularRect;
+uniform sampler2DMS depthMap;
+uniform sampler2DMS normalMap;
+uniform sampler2D noiseMap;
+uniform sampler2D lightFunc;
+uniform sampler2D projectionMap;
+
+uniform mat4 proj_mat; //screen space to light space
+uniform float proj_near; //near clip for projection
+uniform vec3 proj_p; //plane projection is emitting from (in screen space)
+uniform vec3 proj_n;
+uniform float proj_focus; //distance from plane to begin blurring
+uniform float proj_lod;  //(number of mips in proj map)
+uniform float proj_range; //range between near clip and far clip plane of projection
+uniform float proj_ambient_lod;
+uniform float proj_ambiance;
+uniform float near_clip;
+uniform float far_clip;
+
+uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
+uniform float sun_wash;
+uniform int proj_shadow_idx;
+uniform float shadow_fade;
+
+varying vec4 vary_light;
+
+varying vec4 vary_fragcoord;
+uniform vec2 screen_res;
+
+uniform mat4 inv_proj;
+
+vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
+{
+	vec4 ret = texture2DLod(projectionMap, tc, lod);
+	
+	vec2 dist = tc-vec2(0.5);
+	
+	float det = max(1.0-lod/(proj_lod*0.5), 0.0);
+	
+	float d = dot(dist,dist);
+		
+	ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0);
+	
+	return ret;
+}
+
+vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
+{
+	vec4 ret = texture2DLod(projectionMap, tc, lod);
+	
+	vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
+	
+	float det = min(lod/(proj_lod*0.5), 1.0);
+	
+	float d = min(dist.x, dist.y);
+	
+	float edge = 0.25*det;
+		
+	ret *= clamp(d/edge, 0.0, 1.0);
+	
+	return ret;
+}
+
+vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
+{
+	vec4 ret = texture2DLod(projectionMap, tc, lod);
+	
+	vec2 dist = tc-vec2(0.5);
+	
+	float d = dot(dist,dist);
+		
+	ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
+	
+	return ret;
+}
+
+
+vec4 getPosition(ivec2 pos_screen, int sample)
+{
+	float depth = texelFetch(depthMap, pos_screen, sample).r;
+	vec2 sc = vec2(pos_screen.xy)*2.0;
+	sc /= screen_res;
+	sc -= vec2(1.0,1.0);
+	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+	vec4 pos = inv_proj * ndc;
+	pos /= pos.w;
+	pos.w = 1.0;
+	return pos;
+}
+
+void main() 
+{
+	vec4 frag = vary_fragcoord;
+	frag.xyz /= frag.w;
+	frag.xyz = frag.xyz*0.5+0.5;
+	frag.xy *= screen_res;
+	ivec2 itc = ivec2(frag.xy);
+
+	vec3 fcol = vec3(0,0,0);
+	int wght = 0;
+	
+	for (int i = 0; i < samples; ++i)
+	{
+		vec3 pos = getPosition(itc, i).xyz;
+		vec3 lv = vary_light.xyz-pos.xyz;
+		float dist2 = dot(lv,lv);
+		dist2 /= vary_light.w;
+		if (dist2 <= 1.0)
+		{
+			vec3 norm = texelFetch(normalMap, itc, i).xyz*2.0-1.0;
+	
+			norm = normalize(norm);
+			float l_dist = -dot(lv, proj_n);
+	
+			vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
+			if (proj_tc.z >= 0.0)
+			{
+				proj_tc.xyz /= proj_tc.w;
+	
+				float fa = gl_Color.a+1.0;
+				float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
+				if (dist_atten > 0.0)
+				{
+					lv = proj_origin-pos.xyz;
+					lv = normalize(lv);
+					float da = dot(norm, lv);
+		
+					vec3 col = vec3(0,0,0);
+		
+					vec3 diff_tex = texelFetch(diffuseRect, itc, i).rgb;
+		
+					float noise = texture2D(noiseMap, frag.xy/128.0).b;
+					if (proj_tc.z > 0.0 &&
+						proj_tc.x < 1.0 &&
+						proj_tc.y < 1.0 &&
+						proj_tc.x > 0.0 &&
+						proj_tc.y > 0.0)
+					{
+						float lit = 0.0;
+						float amb_da = proj_ambiance;
+		
+						if (da > 0.0)
+						{
+							float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
+							float lod = diff * proj_lod;
+			
+							vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
+		
+							vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;
+			
+							lit = da * dist_atten * noise;
+			
+							col = lcol*lit*diff_tex;
+							amb_da += (da*0.5)*proj_ambiance;
+						}
+		
+						//float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
+						vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
+							
+						amb_da += (da*da*0.5+0.5)*proj_ambiance;
+				
+						amb_da *= dist_atten * noise;
+			
+						amb_da = min(amb_da, 1.0-lit);
+			
+						col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
+					}
+	
+	
+					vec4 spec = texelFetch(specularRect, itc, i);
+					if (spec.a > 0.0)
+					{
+						vec3 ref = reflect(normalize(pos), norm);
+		
+						//project from point pos in direction ref to plane proj_p, proj_n
+						vec3 pdelta = proj_p-pos;
+						float ds = dot(ref, proj_n);
+		
+						if (ds < 0.0)
+						{
+							vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
+			
+							vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
+
+							if (stc.z > 0.0)
+							{
+								stc.xy /= stc.w;
+
+								float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0);
+				
+								stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
+								
+								if (stc.x < 1.0 &&
+									stc.y < 1.0 &&
+									stc.x > 0.0 &&
+									stc.y > 0.0)
+								{
+									vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
+									col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb;
+								}
+							}
+						}
+					}
+	
+					fcol += col;
+					++wght;
+				}
+			}
+		}
+	}
+
+	if (wght <= 0)
+	{
+		discard;
+	}
+
+	gl_FragColor.rgb = fcol/samples;	
+	gl_FragColor.a = 0.0;
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl
new file mode 100644
index 0000000000000000000000000000000000000000..b1c25b7fd340475b7e5ca58ea77235b1ba4a862b
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl
@@ -0,0 +1,19 @@
+/** 
+ * @file starsF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+ 
+#version 120
+
+uniform sampler2D diffuseMap;
+
+void main() 
+{
+	vec4 col = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy);
+	
+	gl_FragData[0] = col;
+	gl_FragData[1] = vec4(0,0,0,0);
+	gl_FragData[2] = vec4(0,0,1,0);	
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl
new file mode 100644
index 0000000000000000000000000000000000000000..1f0376ce6b5bea38e253e0b26e59384ec5835637
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl
@@ -0,0 +1,17 @@
+/** 
+ * @file starsV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+ 
+#version 120
+
+
+void main()
+{
+	//transform vertex
+	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; 
+	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+	gl_FrontColor = gl_Color;
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightMSF.glsl
new file mode 100644
index 0000000000000000000000000000000000000000..00093836a25472d9a1fa6ee545d04451d37c6e73
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightMSF.glsl
@@ -0,0 +1,17 @@
+/** 
+ * @file sunLightF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+ 
+#version 120
+
+//class 1, no shadow, no SSAO, should never be called
+
+#extension GL_ARB_texture_rectangle : enable
+
+void main() 
+{
+	gl_FragColor = vec4(0,0,0,0);
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
index cd91351ad411e91b425f478e65f6123f583ea01b..d1e83597429533bc6f9f96a493e9478c54b64c18 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
@@ -35,7 +35,7 @@ uniform float shadow_offset;
 
 vec4 getPosition(vec2 pos_screen)
 {
-	float depth = texture2DRect(depthMap, pos_screen.xy).a;
+	float depth = texture2DRect(depthMap, pos_screen.xy).r;
 	vec2 sc = pos_screen.xy*2.0;
 	sc /= screen_res;
 	sc -= vec2(1.0,1.0);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOMSF.glsl
new file mode 100644
index 0000000000000000000000000000000000000000..ce0ebc54f8b84a35ca53f6b243c7fcbea36b3fc0
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOMSF.glsl
@@ -0,0 +1,123 @@
+/** 
+ * @file sunLightSSAOF.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+ 
+#version 120
+
+#extension GL_ARB_texture_rectangle : enable
+#extension GL_ARB_texture_multisample : enable
+
+//class 1 -- no shadow, SSAO only
+
+uniform sampler2DMS depthMap;
+uniform sampler2DMS normalMap;
+uniform sampler2D noiseMap;
+
+
+// Inputs
+uniform mat4 shadow_matrix[6];
+uniform vec4 shadow_clip;
+uniform float ssao_radius;
+uniform float ssao_max_radius;
+uniform float ssao_factor;
+uniform float ssao_factor_inv;
+
+varying vec2 vary_fragcoord;
+varying vec4 vary_light;
+
+uniform mat4 inv_proj;
+uniform vec2 screen_res;
+
+uniform float shadow_bias;
+uniform float shadow_offset;
+
+vec4 getPosition(ivec2 pos_screen, int sample)
+{
+	float depth = texelFetch(depthMap, pos_screen, sample).r;
+	vec2 sc = pos_screen.xy*2.0;
+	sc /= screen_res;
+	sc -= vec2(1.0,1.0);
+	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+	vec4 pos = inv_proj * ndc;
+	pos /= pos.w;
+	pos.w = 1.0;
+	return pos;
+}
+
+//calculate decreases in ambient lighting when crowded out (SSAO)
+float calcAmbientOcclusion(vec4 pos, vec3 norm, int sample)
+{
+	float ret = 1.0;
+	
+	vec2 kern[8];
+	// exponentially (^2) distant occlusion samples spread around origin
+	kern[0] = vec2(-1.0, 0.0) * 0.125*0.125;
+	kern[1] = vec2(1.0, 0.0) * 0.250*0.250;
+	kern[2] = vec2(0.0, 1.0) * 0.375*0.375;
+	kern[3] = vec2(0.0, -1.0) * 0.500*0.500;
+	kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625;
+	kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
+	kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
+	kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
+
+	vec2 pos_screen = vary_fragcoord.xy;
+	vec3 pos_world = pos.xyz;
+	vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy;
+		
+	float angle_hidden = 0.0;
+	int points = 0;
+		
+	float scale = min(ssao_radius / -pos_world.z, ssao_max_radius);
+		
+	// it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations unrolling?)
+	for (int i = 0; i < 8; i++)
+	{
+		ivec2 samppos_screen = ivec2(pos_screen + scale * reflect(kern[i], noise_reflect));
+		vec3 samppos_world = getPosition(samppos_screen, sample).xyz; 
+			
+		vec3 diff = pos_world - samppos_world;
+		float dist2 = dot(diff, diff);
+			
+		// assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area
+		// --> solid angle shrinking by the square of distance
+		//radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2
+		//(k should vary inversely with # of samples, but this is taken care of later)
+			
+		angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv);
+			
+		// 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion" 
+		points = points + int(diff.z > -1.0);
+	}
+		
+	angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0);
+		
+	ret = (1.0 - (float(points != 0) * angle_hidden));
+	
+	return min(ret, 1.0);
+}
+
+void main() 
+{
+	vec2 pos_screen = vary_fragcoord.xy;
+	ivec2 itc = ivec2(pos_screen);
+		
+	float col = 0;
+
+	for (int i = 0; i < samples; i++)
+	{
+		vec4 pos = getPosition(itc, i);
+		vec3 norm = texelFetch(normalMap, itc, i).xyz;
+		norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
+		col += calcAmbientOcclusion(pos,norm,i);
+	}
+
+	col /= samples;
+
+	gl_FragColor[0] = 1.0;
+	gl_FragColor[1] = col;
+	gl_FragColor[2] = 1.0; 
+	gl_FragColor[3] = 1.0;
+}
diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractMSF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractMSF.glsl
new file mode 100644
index 0000000000000000000000000000000000000000..c03a0c61bdc5b0507065c276c36ae897cbe98f6a
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractMSF.glsl
@@ -0,0 +1,38 @@
+/** 
+ * @file glowExtractF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+ 
+#version 120
+
+#extension GL_ARB_texture_rectangle : enable
+#extension GL_ARB_texture_multisample : enable
+
+uniform sampler2DMS diffuseMap;
+uniform float minLuminance;
+uniform float maxExtractAlpha;
+uniform vec3 lumWeights;
+uniform vec3 warmthWeights;
+uniform float warmthAmount;
+
+void main()
+{
+	ivec2 itc = ivec2(gl_TexCoord[0].xy);
+	vec4 fcol = vec4(0,0,0,0);
+
+	for (int i = 0; i < samples; i++)
+	{
+		vec4 col = texelFetch(diffuseMap, itc, i);	
+
+		/// CALCULATING LUMINANCE (Using NTSC lum weights)
+		/// http://en.wikipedia.org/wiki/Luma_%28video%29
+		float lum = smoothstep(minLuminance, minLuminance+1.0, dot(col.rgb, lumWeights ) );
+		float warmth = smoothstep(minLuminance, minLuminance+1.0, max(col.r * warmthWeights.r, max(col.g * warmthWeights.g, col.b * warmthWeights.b)) ); 
+	
+		fcol += vec4(col.rgb, max(col.a, mix(lum, warmth, warmthAmount) * maxExtractAlpha));
+	}
+
+	gl_FragColor = fcol/samples;
+}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl b/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl
index 3155f3f9295a3602e8eaa1915910fd58226a48d8..30e1702e9fe12496ec1335148d0ce9efef6f46b9 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl
@@ -22,7 +22,7 @@ uniform vec2 screen_res;
 
 float getDepth(vec2 pos_screen)
 {
-	float z = texture2DRect(depthMap, pos_screen.xy).a;
+	float z = texture2DRect(depthMap, pos_screen.xy).r;
 	z = z*2.0-1.0;
 	vec4 ndc = vec4(0.0, 0.0, z, 1.0);
 	vec4 p = inv_proj*ndc;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl
new file mode 100644
index 0000000000000000000000000000000000000000..38100d15235d48a33fcb26677807f03043fdea99
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl
@@ -0,0 +1,74 @@
+/** 
+ * @file edgeF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+ 
+#version 120
+
+#extension GL_ARB_texture_rectangle : enable
+#extension GL_ARB_texture_multisample : enable
+
+uniform sampler2DMS depthMap;
+uniform sampler2DMS normalMap;
+
+varying vec2 vary_fragcoord;
+
+uniform float depth_cutoff;
+uniform float norm_cutoff;
+
+uniform mat4 inv_proj;
+uniform vec2 screen_res;
+
+float getDepth(ivec2 pos_screen, int sample)
+{
+	float z = texelFetch(depthMap, pos_screen, sample).r;
+	z = z*2.0-1.0;
+	vec4 ndc = vec4(0.0, 0.0, z, 1.0);
+	vec4 p = inv_proj*ndc;
+	return p.z/p.w;
+}
+
+void main() 
+{
+	float e = 0;
+	
+	ivec2 itc = ivec2(vary_fragcoord.xy);
+
+	for (int i = 0; i < samples; i++)
+	{	
+		vec3 norm = texelFetch(normalMap, itc, i).xyz;
+		norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
+		float depth = getDepth(itc, i);
+	
+		vec2 tc = vary_fragcoord.xy;
+	
+		int sc = 1;
+	
+		vec2 de;
+		de.x = (depth-getDepth(itc+ivec2(sc, sc),i)) + (depth-getDepth(itc+ivec2(-sc, -sc), i));
+		de.y = (depth-getDepth(itc+ivec2(-sc, sc),i)) + (depth-getDepth(itc+ivec2(sc, -sc), i));
+		de /= depth;
+		de *= de;
+		de = step(depth_cutoff, de);
+	
+		vec2 ne;
+		vec3 nexnorm = texelFetch(normalMap, itc+ivec2(-sc,-sc), i).rgb;
+		nexnorm = vec3((nexnorm.xy-0.5)*2.0,nexnorm.z); // unpack norm
+		ne.x = dot(nexnorm, norm);
+		vec3 neynorm = texelFetch(normalMap, itc+ivec2(sc,sc), i).rgb;
+		neynorm = vec3((neynorm.xy-0.5)*2.0,neynorm.z); // unpack norm
+		ne.y = dot(neynorm, norm);
+	
+		ne = 1.0-ne;
+	
+		ne = step(norm_cutoff, ne);
+
+		e += dot(de,de)+dot(ne,ne);
+	}
+
+	e /= samples;
+	
+	gl_FragColor.a = e;
+}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
index d6cd984ebe1bfa037c4a20740c21a4087fc87cf9..de987b1233802a3760ae88c016fc1c2b38a8733d 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
@@ -91,7 +91,7 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
 
 vec4 getPosition(vec2 pos_screen)
 {
-	float depth = texture2DRect(depthMap, pos_screen.xy).a;
+	float depth = texture2DRect(depthMap, pos_screen.xy).r;
 	vec2 sc = pos_screen.xy*2.0;
 	sc /= screen_res;
 	sc -= vec2(1.0,1.0);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl
new file mode 100644
index 0000000000000000000000000000000000000000..d0f910177472993ac8b0ce51ba2d9aa81ae51f22
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl
@@ -0,0 +1,244 @@
+/** 
+ * @file multiSpotLightF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+#version 120
+
+#extension GL_ARB_texture_rectangle : enable
+#extension GL_ARB_texture_multisample : enable
+
+uniform sampler2DMS diffuseRect;
+uniform sampler2DMS specularRect;
+uniform sampler2DMS depthMap;
+uniform sampler2DMS normalMap;
+uniform sampler2DRect lightMap;
+uniform sampler2D noiseMap;
+uniform sampler2D lightFunc;
+uniform sampler2D projectionMap;
+
+uniform mat4 proj_mat; //screen space to light space
+uniform float proj_near; //near clip for projection
+uniform vec3 proj_p; //plane projection is emitting from (in screen space)
+uniform vec3 proj_n;
+uniform float proj_focus; //distance from plane to begin blurring
+uniform float proj_lod;  //(number of mips in proj map)
+uniform float proj_range; //range between near clip and far clip plane of projection
+uniform float proj_ambient_lod;
+uniform float proj_ambiance;
+uniform float near_clip;
+uniform float far_clip;
+
+uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
+uniform float sun_wash;
+uniform int proj_shadow_idx;
+uniform float shadow_fade;
+
+varying vec4 vary_light;
+
+varying vec4 vary_fragcoord;
+uniform vec2 screen_res;
+
+uniform mat4 inv_proj;
+
+vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
+{
+	vec4 ret = texture2DLod(projectionMap, tc, lod);
+	
+	vec2 dist = tc-vec2(0.5);
+	
+	float det = max(1.0-lod/(proj_lod*0.5), 0.0);
+	
+	float d = dot(dist,dist);
+		
+	ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0);
+	
+	return ret;
+}
+
+vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
+{
+	vec4 ret = texture2DLod(projectionMap, tc, lod);
+	
+	vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
+	
+	float det = min(lod/(proj_lod*0.5), 1.0);
+	
+	float d = min(dist.x, dist.y);
+	
+	float edge = 0.25*det;
+		
+	ret *= clamp(d/edge, 0.0, 1.0);
+	
+	return ret;
+}
+
+vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
+{
+	vec4 ret = texture2DLod(projectionMap, tc, lod);
+	
+	vec2 dist = tc-vec2(0.5);
+	
+	float d = dot(dist,dist);
+		
+	ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
+	
+	return ret;
+}
+
+
+vec4 getPosition(ivec2 pos_screen, int sample)
+{
+	float depth = texelFetch(depthMap, pos_screen, sample).r;
+	vec2 sc = vec2(pos_screen.xy)*2.0;
+	sc /= screen_res;
+	sc -= vec2(1.0,1.0);
+	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+	vec4 pos = inv_proj * ndc;
+	pos /= pos.w;
+	pos.w = 1.0;
+	return pos;
+}
+
+void main() 
+{
+	int wght = 0;
+
+	vec3 fcol = vec3(0,0,0);
+
+	vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res;
+	
+	ivec2 itc = ivec2(frag.xy);
+
+	float shadow = 1.0;
+
+	if (proj_shadow_idx >= 0)
+	{
+		vec4 shd = texture2DRect(lightMap, frag);
+		float sh[2];
+		sh[0] = shd.b;
+		sh[1] = shd.a;
+		shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0);
+	}
+		
+	for (int i = 0; i < samples; i++)
+	{
+		vec3 pos = getPosition(itc, i).xyz;
+		vec3 lv = vary_light.xyz-pos.xyz;
+		float dist2 = dot(lv,lv);
+		dist2 /= vary_light.w;
+		if (dist2 <= 1.0)
+		{
+			vec3 norm = texelFetch(normalMap, itc, i).xyz;
+			norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
+	
+			norm = normalize(norm);
+			float l_dist = -dot(lv, proj_n);
+	
+			vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
+			if (proj_tc.z >= 0.0)
+			{
+				proj_tc.xyz /= proj_tc.w;
+	
+				float fa = gl_Color.a+1.0;
+				float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
+				if (dist_atten > 0.0)
+				{
+					lv = proj_origin-pos.xyz;
+					lv = normalize(lv);
+					float da = dot(norm, lv);
+		
+					vec3 col = vec3(0,0,0);
+		
+					vec3 diff_tex = texelFetch(diffuseRect, itc, i).rgb;
+		
+					float noise = texture2D(noiseMap, frag.xy/128.0).b;
+					if (proj_tc.z > 0.0 &&
+						proj_tc.x < 1.0 &&
+						proj_tc.y < 1.0 &&
+						proj_tc.x > 0.0 &&
+						proj_tc.y > 0.0)
+					{
+						float lit = 0.0;
+						float amb_da = proj_ambiance;
+		
+						if (da > 0.0)
+						{
+							float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
+							float lod = diff * proj_lod;
+			
+							vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
+		
+							vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;
+			
+							lit = da * dist_atten * noise;
+			
+							col = lcol*lit*diff_tex*shadow;
+							amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance;
+						}
+		
+						//float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
+						vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
+							
+						amb_da += (da*da*0.5+0.5)*proj_ambiance;
+				
+						amb_da *= dist_atten * noise;
+			
+						amb_da = min(amb_da, 1.0-lit);
+			
+						col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
+					}
+	
+	
+					vec4 spec = texelFetch(specularRect, itc, i);
+					if (spec.a > 0.0)
+					{
+						vec3 ref = reflect(normalize(pos), norm);
+		
+						//project from point pos in direction ref to plane proj_p, proj_n
+						vec3 pdelta = proj_p-pos;
+						float ds = dot(ref, proj_n);
+		
+						if (ds < 0.0)
+						{
+							vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
+			
+							vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
+
+							if (stc.z > 0.0)
+							{
+								stc.xy /= stc.w;
+
+								float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0);
+				
+								stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
+								
+								if (stc.x < 1.0 &&
+									stc.y < 1.0 &&
+									stc.x > 0.0 &&
+									stc.y > 0.0)
+								{
+									vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
+									col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb*shadow;
+								}
+							}
+						}
+					}
+
+					fcol += col;
+					wght++;
+				}
+			}
+		}
+	}
+	
+	if (wght <= 0)
+	{
+		discard;
+	}
+
+	gl_FragColor.rgb = fcol/samples;	
+	gl_FragColor.a = 0.0;
+}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 0160e84278fc665f06adde57cda481a1b9d39f52..dfa196414264fef96cea42c99b58325aeb47663a 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -71,7 +71,7 @@ vec4 getPosition_d(vec2 pos_screen, float depth)
 
 vec4 getPosition(vec2 pos_screen)
 { //get position in screen space (world units) given window coordinate and depth map
-	float depth = texture2DRect(depthMap, pos_screen.xy).a;
+	float depth = texture2DRect(depthMap, pos_screen.xy).r;
 	return getPosition_d(pos_screen, depth);
 }
 
@@ -258,7 +258,7 @@ vec3 scaleSoftClip(vec3 light)
 void main() 
 {
 	vec2 tc = vary_fragcoord.xy;
-	float depth = texture2DRect(depthMap, tc.xy).a;
+	float depth = texture2DRect(depthMap, tc.xy).r;
 	vec3 pos = getPosition_d(tc, depth).xyz;
 	vec3 norm = texture2DRect(normalMap, tc).xyz;
 	norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
@@ -288,54 +288,8 @@ void main()
 		float sa = dot(refnormpersp, vary_light.xyz);
 		vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a;
 
-		/*
-		// screen-space cheap fakey reflection map
-		//
-		vec3 refnorm = normalize(reflect(vec3(0,0,-1), norm.xyz));
-		depth -= 0.5; // unbias depth
-		// first figure out where we'll make our 2D guess from
-		vec2 ref2d = (0.25 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth;
-		// Offset the guess source a little according to a trivial
-		// checkerboard dither function and spec.a.
-		// This is meant to be similar to sampling a blurred version
-		// of the diffuse map.  LOD would be better in that regard.
-		// The goal of the blur is to soften reflections in surfaces
-		// with low shinyness, and also to disguise our lameness.
-		float checkerboard = floor(mod(tc.x+tc.y, 2.0)); // 0.0, 1.0
-		float checkoffset = (3.0 + (7.0*(1.0-spec.a)))*(checkerboard-0.5);
-		ref2d += vec2(checkoffset, checkoffset);
-		ref2d += tc.xy; // use as offset from destination
-		// Get attributes from the 2D guess point.
-		// We average two samples of diffuse (not of anything else) per
-		// pixel to try to reduce aliasing some more.
-		vec3 refcol = 0.5 * (texture2DRect(diffuseRect, ref2d + vec2(0.0, -checkoffset)).rgb +
-				     texture2DRect(diffuseRect, ref2d + vec2(-checkoffset, 0.0)).rgb);
-		float refdepth = texture2DRect(depthMap, ref2d).a;
-		vec3 refpos = getPosition_d(ref2d, refdepth).xyz;
-		float refshad = texture2DRect(lightMap, ref2d).r;
-		vec3 refn = texture2DRect(normalMap, ref2d).rgb;
-		refn = vec3((refn.xy-0.5)*2.0,refn.z); // unpack norm
-		refn = normalize(refn);
-		// figure out how appropriate our guess actually was
-		float refapprop = max(0.0, dot(-refnorm, normalize(pos - refpos)));
-		// darken reflections from points which face away from the reflected ray - our guess was a back-face
-		//refapprop *= step(dot(refnorm, refn), 0.0);
-		refapprop = min(refapprop, max(0.0, -dot(refnorm, refn))); // more conservative variant
-		// get appropriate light strength for guess-point
-		// reflect light direction to increase the illusion that
-		// these are reflections.
-		vec3 reflight = reflect(lightnorm.xyz, norm.xyz);
-		float reflit = min(max(dot(refn, reflight.xyz), 0.0), refshad);
-		// apply sun color to guess-point, dampen according to inappropriateness of guess
-		float refmod = min(refapprop, reflit);
-		vec3 refprod = vary_SunlitColor * refcol.rgb * refmod;
-		vec3 ssshiny = (refprod * spec.a);
-		ssshiny *= 0.3; // dampen it even more
-		*/
-		vec3 ssshiny = vec3(0,0,0);
-
 		// add the two types of shiny together
-		col += (ssshiny + dumbshiny) * spec.rgb;
+		col += dumbshiny * spec.rgb;
 	}
 	
 	col = atmosLighting(col);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl
new file mode 100644
index 0000000000000000000000000000000000000000..cb09fe9895139f68a2c9204e7ede821a6aa5708f
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl
@@ -0,0 +1,307 @@
+/** 
+ * @file softenLightMSF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+ 
+#version 120
+
+#extension GL_ARB_texture_rectangle : enable
+#extension GL_ARB_texture_multisample : enable
+
+uniform sampler2DMS diffuseRect;
+uniform sampler2DMS specularRect;
+uniform sampler2DMS normalMap;
+uniform sampler2DRect lightMap;
+uniform sampler2DMS depthMap;
+uniform sampler2D	  noiseMap;
+uniform samplerCube environmentMap;
+uniform sampler2D	  lightFunc;
+uniform vec3 gi_quad;
+
+uniform float blur_size;
+uniform float blur_fidelity;
+
+// Inputs
+uniform vec4 morphFactor;
+uniform vec3 camPosLocal;
+//uniform vec4 camPosWorld;
+uniform vec4 gamma;
+uniform vec4 lightnorm;
+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 vec4 glow;
+uniform float scene_light_strength;
+uniform vec3 env_mat[3];
+uniform vec4 shadow_clip;
+uniform mat3 ssao_effect_mat;
+
+uniform mat4 inv_proj;
+uniform vec2 screen_res;
+
+varying vec4 vary_light;
+varying vec2 vary_fragcoord;
+
+vec3 vary_PositionEye;
+
+vec3 vary_SunlitColor;
+vec3 vary_AmblitColor;
+vec3 vary_AdditiveColor;
+vec3 vary_AtmosAttenuation;
+
+vec4 getPosition_d(vec2 pos_screen, float depth)
+{
+	vec2 sc = pos_screen.xy*2.0;
+	sc /= screen_res;
+	sc -= vec2(1.0,1.0);
+	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+	vec4 pos = inv_proj * ndc;
+	pos /= pos.w;
+	pos.w = 1.0;
+	return pos;
+}
+
+vec3 getPositionEye()
+{
+	return vary_PositionEye;
+}
+vec3 getSunlitColor()
+{
+	return vary_SunlitColor;
+}
+vec3 getAmblitColor()
+{
+	return vary_AmblitColor;
+}
+vec3 getAdditiveColor()
+{
+	return vary_AdditiveColor;
+}
+vec3 getAtmosAttenuation()
+{
+	return vary_AtmosAttenuation;
+}
+
+
+void setPositionEye(vec3 v)
+{
+	vary_PositionEye = v;
+}
+
+void setSunlitColor(vec3 v)
+{
+	vary_SunlitColor = v;
+}
+
+void setAmblitColor(vec3 v)
+{
+	vary_AmblitColor = v;
+}
+
+void setAdditiveColor(vec3 v)
+{
+	vary_AdditiveColor = v;
+}
+
+void setAtmosAttenuation(vec3 v)
+{
+	vary_AtmosAttenuation = v;
+}
+
+void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
+
+	vec3 P = 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);
+
+	vec3 tmpLightnorm = lightnorm.xyz;
+
+	vec3 Pn = normalize(P);
+	float Plen = length(P);
+
+	vec4 temp1 = vec4(0);
+	vec3 temp2 = vec3(0);
+	vec4 blue_weight;
+	vec4 haze_weight;
+	vec4 sunlight = sunlight_color;
+	vec4 light_atten;
+
+	//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);
+		//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);
+	blue_weight = blue_density / temp1;
+	haze_weight = vec4(haze_density.r) / temp1;
+
+	//(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
+	temp2.y = max(0.0, tmpLightnorm.y);
+	temp2.y = 1. / temp2.y;
+	sunlight *= exp( - light_atten * temp2.y);
+
+	// main atmospheric scattering line integral
+	temp2.z = Plen * density_multiplier.x;
+
+	// Transparency (-> temp1)
+	// ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier.x in a variable because the ati
+	// compiler gets confused.
+	temp1 = exp(-temp1 * temp2.z * distance_multiplier.x);
+
+	//final atmosphere attenuation factor
+	setAtmosAttenuation(temp1.rgb);
+	
+	//compute haze glow
+	//(can use temp2.x as temp because we haven't used it yet)
+	temp2.x = dot(Pn, tmpLightnorm.xyz);
+	temp2.x = 1. - temp2.x;
+		//temp2.x is 0 at the sun and increases away from sun
+	temp2.x = max(temp2.x, .03);	//was glow.y
+		//set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
+	temp2.x *= glow.x;
+		//higher glow.x gives dimmer glow (because next step is 1 / "angle")
+	temp2.x = pow(temp2.x, glow.z);
+		//glow.z should be negative, so we're doing a sort of (1 / "angle") function
+
+	//add "minimum anti-solar illumination"
+	temp2.x += .25;
+	
+	//increase ambient when there are more clouds
+	vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow.x * 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
+	 * // The following line of code performs the equivalent of:
+	 * float ambAlpha = tmpAmbient.a;
+	 * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis
+	 * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue);
+	 * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha);
+	 */
+	tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a);
+
+	//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
+		  + tmpAmbient)));
+
+	//brightness of surface both sunlight and ambient
+	setSunlitColor(vec3(sunlight * .5));
+	setAmblitColor(vec3(tmpAmbient * .25));
+	setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1));
+}
+
+vec3 atmosLighting(vec3 light)
+{
+	light *= getAtmosAttenuation().r;
+	light += getAdditiveColor();
+	return (2.0 * light);
+}
+
+vec3 atmosTransport(vec3 light) {
+	light *= getAtmosAttenuation().r;
+	light += getAdditiveColor() * 2.0;
+	return light;
+}
+vec3 atmosGetDiffuseSunlightColor()
+{
+	return getSunlitColor();
+}
+
+vec3 scaleDownLight(vec3 light)
+{
+	return (light / scene_light_strength );
+}
+
+vec3 scaleUpLight(vec3 light)
+{
+	return (light * scene_light_strength);
+}
+
+vec3 atmosAmbient(vec3 light)
+{
+	return getAmblitColor() + light / 2.0;
+}
+
+vec3 atmosAffectDirectionalLight(float lightIntensity)
+{
+	return getSunlitColor() * lightIntensity;
+}
+
+vec3 scaleSoftClip(vec3 light)
+{
+	//soft clip effect:
+	light = 1. - clamp(light, vec3(0.), vec3(1.));
+	light = 1. - pow(light, gamma.xxx);
+
+	return light;
+}
+
+void main() 
+{
+	vec2 tc = vary_fragcoord.xy;
+	ivec2 itc = ivec2(tc);
+
+	vec3 fcol = vec3(0,0,0);
+
+	vec2 scol_ambocc = texture2DRect(lightMap, tc).rg;
+	float ambocc = scol_ambocc.g;
+
+	for (int i = 0; i < samples; ++i)
+	{
+		float depth = texelFetch(depthMap, itc.xy, i).r;
+		vec3 pos = getPosition_d(tc, depth).xyz;
+		vec3 norm = texelFetch(normalMap, itc, i).xyz;
+		norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
+			
+		float da = max(dot(norm.xyz, vary_light.xyz), 0.0);
+	
+		vec4 diffuse = texelFetch(diffuseRect, itc, i);
+		vec4 spec = texelFetch(specularRect, itc, i);
+	
+		float amb = 0;
+
+		float scol = max(scol_ambocc.r, diffuse.a); 
+		amb += ambocc;
+
+		calcAtmospherics(pos.xyz, ambocc);
+	
+		vec3 col = atmosAmbient(vec3(0));
+		col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a));
+	
+		col *= diffuse.rgb;
+	
+		if (spec.a > 0.0) // specular reflection
+		{
+			// the old infinite-sky shiny reflection
+			//
+			vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
+			float sa = dot(refnormpersp, vary_light.xyz);
+			vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a;
+
+			// add the two types of shiny together
+			col += dumbshiny * spec.rgb;
+		}
+	
+		col = atmosLighting(col);
+		col = scaleSoftClip(col);
+
+		fcol += col;
+	}
+		
+	gl_FragColor.rgb = fcol/samples; 
+	gl_FragColor.a = 0.0;
+}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl
new file mode 100644
index 0000000000000000000000000000000000000000..8d6ffd79c5692f1a22fd4ffbd47c1cfe94102342
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl
@@ -0,0 +1,245 @@
+/** 
+ * @file multiSpotLightF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+#version 120
+
+#extension GL_ARB_texture_rectangle : enable
+#extension GL_ARB_texture_multisample : enable
+
+uniform sampler2DMS diffuseRect;
+uniform sampler2DMS specularRect;
+uniform sampler2DMS depthMap;
+uniform sampler2DMS normalMap;
+uniform sampler2DRect lightMap;
+uniform sampler2D noiseMap;
+uniform sampler2D lightFunc;
+uniform sampler2D projectionMap;
+
+uniform mat4 proj_mat; //screen space to light space
+uniform float proj_near; //near clip for projection
+uniform vec3 proj_p; //plane projection is emitting from (in screen space)
+uniform vec3 proj_n;
+uniform float proj_focus; //distance from plane to begin blurring
+uniform float proj_lod;  //(number of mips in proj map)
+uniform float proj_range; //range between near clip and far clip plane of projection
+uniform float proj_ambient_lod;
+uniform float proj_ambiance;
+uniform float near_clip;
+uniform float far_clip;
+
+uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
+uniform float sun_wash;
+uniform int proj_shadow_idx;
+uniform float shadow_fade;
+
+varying vec4 vary_light;
+
+varying vec4 vary_fragcoord;
+uniform vec2 screen_res;
+
+uniform mat4 inv_proj;
+
+vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
+{
+	vec4 ret = texture2DLod(projectionMap, tc, lod);
+	
+	vec2 dist = tc-vec2(0.5);
+	
+	float det = max(1.0-lod/(proj_lod*0.5), 0.0);
+	
+	float d = dot(dist,dist);
+		
+	ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0);
+	
+	return ret;
+}
+
+vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
+{
+	vec4 ret = texture2DLod(projectionMap, tc, lod);
+	
+	vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
+	
+	float det = min(lod/(proj_lod*0.5), 1.0);
+	
+	float d = min(dist.x, dist.y);
+	
+	float edge = 0.25*det;
+		
+	ret *= clamp(d/edge, 0.0, 1.0);
+	
+	return ret;
+}
+
+vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
+{
+	vec4 ret = texture2DLod(projectionMap, tc, lod);
+	
+	vec2 dist = tc-vec2(0.5);
+	
+	float d = dot(dist,dist);
+		
+	ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
+	
+	return ret;
+}
+
+
+vec4 getPosition(ivec2 pos_screen, int sample)
+{
+	float depth = texelFetch(depthMap, pos_screen, sample).r;
+	vec2 sc = vec2(pos_screen.xy)*2.0;
+	sc /= screen_res;
+	sc -= vec2(1.0,1.0);
+	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+	vec4 pos = inv_proj * ndc;
+	pos /= pos.w;
+	pos.w = 1.0;
+	return pos;
+}
+
+void main() 
+{
+	vec4 frag = vary_fragcoord;
+	frag.xyz /= frag.w;
+	frag.xyz = frag.xyz*0.5+0.5;
+	frag.xy *= screen_res;
+	ivec2 itc = ivec2(frag.xy);
+	
+	vec3 fcol = vec3(0,0,0);
+	int wght = 0;
+
+	float shadow = 1.0;
+	
+	if (proj_shadow_idx >= 0)
+	{
+		vec4 shd = texture2DRect(lightMap, frag.xy);
+		float sh[2];
+		sh[0] = shd.b;
+		sh[1] = shd.a;
+		shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0);
+	}
+	
+	for (int i = 0; i < samples; i++)
+	{
+		vec3 pos = getPosition(itc, i).xyz;
+		vec3 lv = vary_light.xyz-pos.xyz;
+		float dist2 = dot(lv,lv);
+		dist2 /= vary_light.w;
+		if (dist2 <= 1.0)
+		{
+			vec3 norm = texelFetch(normalMap, itc, i).xyz;
+			norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
+	
+			norm = normalize(norm);
+			float l_dist = -dot(lv, proj_n);
+	
+			vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
+			if (proj_tc.z >= 0.0)
+			{
+				proj_tc.xyz /= proj_tc.w;
+	
+				float fa = gl_Color.a+1.0;
+				float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
+				if (dist_atten > 0.0)
+				{
+					lv = proj_origin-pos.xyz;
+					lv = normalize(lv);
+					float da = dot(norm, lv);
+		
+					vec3 col = vec3(0,0,0);
+		
+					vec3 diff_tex = texelFetch(diffuseRect, itc, i).rgb;
+		
+					float noise = texture2D(noiseMap, frag.xy/128.0).b;
+					if (proj_tc.z > 0.0 &&
+						proj_tc.x < 1.0 &&
+						proj_tc.y < 1.0 &&
+						proj_tc.x > 0.0 &&
+						proj_tc.y > 0.0)
+					{
+						float lit = 0.0;
+						float amb_da = proj_ambiance;
+		
+						if (da > 0.0)
+						{
+							float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
+							float lod = diff * proj_lod;
+			
+							vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
+		
+							vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;
+			
+							lit = da * dist_atten * noise;
+			
+							col = lcol*lit*diff_tex*shadow;
+							amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance;
+						}
+		
+						//float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
+						vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
+							
+						amb_da += (da*da*0.5+0.5)*proj_ambiance;
+				
+						amb_da *= dist_atten * noise;
+			
+						amb_da = min(amb_da, 1.0-lit);
+			
+						col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
+					}
+	
+	
+					vec4 spec = texelFetch(specularRect, itc, i);
+					if (spec.a > 0.0)
+					{
+						vec3 ref = reflect(normalize(pos), norm);
+		
+						//project from point pos in direction ref to plane proj_p, proj_n
+						vec3 pdelta = proj_p-pos;
+						float ds = dot(ref, proj_n);
+		
+						if (ds < 0.0)
+						{
+							vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
+			
+							vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
+
+							if (stc.z > 0.0)
+							{
+								stc.xy /= stc.w;
+
+								float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0);
+				
+								stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
+								
+								if (stc.x < 1.0 &&
+									stc.y < 1.0 &&
+									stc.x > 0.0 &&
+									stc.y > 0.0)
+								{
+									vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
+									col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb*shadow;
+								}
+							}
+						}
+					}
+
+					fcol += col;
+					wght++;
+				}
+			}
+		}
+	}
+	
+	if (wght <= 0)
+	{
+		discard;
+	}
+
+	gl_FragColor.rgb = fcol/wght;	
+	gl_FragColor.a = 0.0;
+}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
index 4369b3b34ff8da6af4aabcf4b57e58b02024dd2b..b724c134b9e5928f8eee8d8fb5d7d750ed2612d4 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
@@ -45,7 +45,7 @@ uniform float spot_shadow_offset;
 
 vec4 getPosition(vec2 pos_screen)
 {
-	float depth = texture2DRect(depthMap, pos_screen.xy).a;
+	float depth = texture2DRect(depthMap, pos_screen.xy).r;
 	vec2 sc = pos_screen.xy*2.0;
 	sc /= screen_res;
 	sc -= vec2(1.0,1.0);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightMSF.glsl
new file mode 100644
index 0000000000000000000000000000000000000000..dd6fa958c994725ae96b69099f7cfa09f58d2e12
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightMSF.glsl
@@ -0,0 +1,202 @@
+/** 
+ * @file sunLightMSF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+ 
+#version 120
+
+#extension GL_ARB_texture_rectangle : enable
+#extension GL_ARB_texture_multisample : enable
+
+//class 2, shadows, no SSAO
+
+uniform sampler2DMS depthMap;
+uniform sampler2DMS normalMap;
+uniform sampler2DRectShadow shadowMap0;
+uniform sampler2DRectShadow shadowMap1;
+uniform sampler2DRectShadow shadowMap2;
+uniform sampler2DRectShadow shadowMap3;
+uniform sampler2DShadow shadowMap4;
+uniform sampler2DShadow shadowMap5;
+
+
+// Inputs
+uniform mat4 shadow_matrix[6];
+uniform vec4 shadow_clip;
+uniform float ssao_radius;
+uniform float ssao_max_radius;
+uniform float ssao_factor;
+uniform float ssao_factor_inv;
+
+varying vec2 vary_fragcoord;
+varying vec4 vary_light;
+
+uniform mat4 inv_proj;
+uniform vec2 screen_res;
+uniform vec2 shadow_res;
+uniform vec2 proj_shadow_res;
+
+uniform float shadow_bias;
+uniform float shadow_offset;
+
+uniform float spot_shadow_bias;
+uniform float spot_shadow_offset;
+
+vec4 getPosition(ivec2 pos_screen, int sample)
+{
+	float depth = texelFetch(depthMap, pos_screen.xy, sample).r;
+	vec2 sc = vec2(pos_screen.xy)*2.0;
+	sc /= screen_res;
+	sc -= vec2(1.0,1.0);
+	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+	vec4 pos = inv_proj * ndc;
+	pos /= pos.w;
+	pos.w = 1.0;
+	return pos;
+}
+
+float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
+{
+	stc.xyz /= stc.w;
+	stc.z += shadow_bias*scl;
+	
+	float cs = shadow2DRect(shadowMap, stc.xyz).x;
+	float shadow = cs;
+
+	shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, 1.5, 0.0)).x, cs);
+	shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, -1.5, 0.0)).x, cs);
+	shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, 1.5, 0.0)).x, cs);
+	shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, -1.5, 0.0)).x, cs);
+			
+	return shadow/5.0;
+	
+	//return shadow;
+}
+
+float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)
+{
+	stc.xyz /= stc.w;
+	stc.z += spot_shadow_bias*scl;
+	
+	float cs = shadow2D(shadowMap, stc.xyz).x;
+	float shadow = cs;
+
+	vec2 off = 1.5/proj_shadow_res;
+	
+	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs);
+	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs);
+	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs);
+	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs);
+				
+	return shadow/5.0;
+	
+	//return shadow;
+}
+
+void main() 
+{
+	vec2 pos_screen = vary_fragcoord.xy;
+	ivec2 itc = ivec2(pos_screen);
+
+	//try doing an unproject here
+	
+	vec4 fcol = vec4(0,0,0,0);
+
+	for (int i = 0; i < samples; i++)
+	{
+		vec4 pos = getPosition(itc, i);
+	
+		vec4 nmap4 = texelFetch(normalMap, itc, i);
+		nmap4 = vec4((nmap4.xy-0.5)*2.0,nmap4.z,nmap4.w); // unpack norm
+		float displace = nmap4.w;
+		vec3 norm = nmap4.xyz;
+	
+		/*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL
+		{
+			gl_FragColor = vec4(0.0); // doesn't matter
+			return;
+		}*/
+	
+		float shadow = 1.0;
+		float dp_directional_light = max(0.0, dot(norm, vary_light.xyz));
+
+		vec3 shadow_pos = pos.xyz + displace*norm;
+		vec3 offset = vary_light.xyz * (1.0-dp_directional_light);
+	
+		vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0);
+	
+		if (spos.z > -shadow_clip.w)
+		{	
+			if (dp_directional_light == 0.0)
+			{
+				// if we know this point is facing away from the sun then we know it's in shadow without having to do a squirrelly shadow-map lookup
+				shadow = 0.0;
+			}
+			else
+			{
+				vec4 lpos;
+			
+				if (spos.z < -shadow_clip.z)
+				{
+					lpos = shadow_matrix[3]*spos;
+					lpos.xy *= shadow_res;
+					shadow = pcfShadow(shadowMap3, lpos, 0.25);
+					shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
+				}
+				else if (spos.z < -shadow_clip.y)
+				{
+					lpos = shadow_matrix[2]*spos;
+					lpos.xy *= shadow_res;
+					shadow = pcfShadow(shadowMap2, lpos, 0.5);
+				}
+				else if (spos.z < -shadow_clip.x)
+				{
+					lpos = shadow_matrix[1]*spos;
+					lpos.xy *= shadow_res;
+					shadow = pcfShadow(shadowMap1, lpos, 0.75);
+				}
+				else
+				{
+					lpos = shadow_matrix[0]*spos;
+					lpos.xy *= shadow_res;
+					shadow = pcfShadow(shadowMap0, lpos, 1.0);
+				}
+		
+				// take the most-shadowed value out of these two:
+				//  * the blurred sun shadow in the light (shadow) map
+				//  * an unblurred dot product between the sun and this norm
+				// the goal is to err on the side of most-shadow to fill-in shadow holes and reduce artifacting
+				shadow = min(shadow, dp_directional_light);
+			
+				//lpos.xy /= lpos.w*32.0;
+				//if (fract(lpos.x) < 0.1 || fract(lpos.y) < 0.1)
+				//{
+				//	shadow = 0.0;
+				//}
+			
+			}
+		}
+		else
+		{
+			// more distant than the shadow map covers
+			shadow = 1.0;
+		}
+	
+		fcol[0] += shadow;
+		fcol[1] += 1.0;
+
+		spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0);
+	
+		//spotlight shadow 1
+		vec4 lpos = shadow_matrix[4]*spos;
+		fcol[2] += pcfShadow(shadowMap4, lpos, 0.8); 
+	
+		//spotlight shadow 2
+		lpos = shadow_matrix[5]*spos;
+		fcol[3] += pcfShadow(shadowMap5, lpos, 0.8); 
+	}
+
+	gl_FragColor = fcol/samples;
+}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
index 847b36b1ace5722cf0a4cdec723bc75b2549c177..68e18162f678c612740d9e1f1ed045892a447272 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
@@ -45,7 +45,7 @@ uniform float spot_shadow_offset;
 
 vec4 getPosition(vec2 pos_screen)
 {
-	float depth = texture2DRect(depthMap, pos_screen.xy).a;
+	float depth = texture2DRect(depthMap, pos_screen.xy).r;
 	vec2 sc = pos_screen.xy*2.0;
 	sc /= screen_res;
 	sc -= vec2(1.0,1.0);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl
new file mode 100644
index 0000000000000000000000000000000000000000..d28741f945f86797108b9144627839d53de07014
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl
@@ -0,0 +1,241 @@
+/** 
+ * @file sunLightSSAOF.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+ 
+#version 120
+
+#extension GL_ARB_texture_rectangle : enable
+#extension GL_ARB_texture_multisample : enable
+
+//class 2 -- shadows and SSAO
+
+uniform sampler2DMS depthMap;
+uniform sampler2DMS normalMap;
+uniform sampler2DRectShadow shadowMap0;
+uniform sampler2DRectShadow shadowMap1;
+uniform sampler2DRectShadow shadowMap2;
+uniform sampler2DRectShadow shadowMap3;
+uniform sampler2DShadow shadowMap4;
+uniform sampler2DShadow shadowMap5;
+uniform sampler2D noiseMap;
+
+// Inputs
+uniform mat4 shadow_matrix[6];
+uniform vec4 shadow_clip;
+uniform float ssao_radius;
+uniform float ssao_max_radius;
+uniform float ssao_factor;
+uniform float ssao_factor_inv;
+
+varying vec2 vary_fragcoord;
+varying vec4 vary_light;
+
+uniform mat4 inv_proj;
+uniform vec2 screen_res;
+uniform vec2 shadow_res;
+uniform vec2 proj_shadow_res;
+
+uniform float shadow_bias;
+uniform float shadow_offset;
+
+uniform float spot_shadow_bias;
+uniform float spot_shadow_offset;
+
+vec4 getPosition(ivec2 pos_screen, int sample)
+{
+	float depth = texelFetch(depthMap, pos_screen, sample).r;
+	vec2 sc = vec2(pos_screen.xy)*2.0;
+	sc /= screen_res;
+	sc -= vec2(1.0,1.0);
+	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+	vec4 pos = inv_proj * ndc;
+	pos /= pos.w;
+	pos.w = 1.0;
+	return pos;
+}
+
+//calculate decreases in ambient lighting when crowded out (SSAO)
+float calcAmbientOcclusion(vec4 pos, vec3 norm, int sample)
+{
+	float ret = 1.0;
+
+	vec2 kern[8];
+	// exponentially (^2) distant occlusion samples spread around origin
+	kern[0] = vec2(-1.0, 0.0) * 0.125*0.125;
+	kern[1] = vec2(1.0, 0.0) * 0.250*0.250;
+	kern[2] = vec2(0.0, 1.0) * 0.375*0.375;
+	kern[3] = vec2(0.0, -1.0) * 0.500*0.500;
+	kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625;
+	kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
+	kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
+	kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
+
+	vec2 pos_screen = vary_fragcoord.xy;
+	vec3 pos_world = pos.xyz;
+	vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy;
+		
+	float angle_hidden = 0.0;
+	int points = 0;
+		
+	float scale = min(ssao_radius / -pos_world.z, ssao_max_radius);
+		
+	// it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?)
+	for (int i = 0; i < 8; i++)
+	{
+		ivec2 samppos_screen = ivec2(pos_screen + scale * reflect(kern[i], noise_reflect));
+		vec3 samppos_world = getPosition(samppos_screen, sample).xyz; 
+			
+		vec3 diff = pos_world - samppos_world;
+		float dist2 = dot(diff, diff);
+			
+		// assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area
+		// --> solid angle shrinking by the square of distance
+		//radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2
+		//(k should vary inversely with # of samples, but this is taken care of later)
+			
+		angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv);
+			
+		// 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion" 
+		points = points + int(diff.z > -1.0);
+	}
+		
+	angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0);
+		
+	ret = (1.0 - (float(points != 0) * angle_hidden));
+	
+	return min(ret, 1.0);
+}
+
+float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
+{
+	stc.xyz /= stc.w;
+	stc.z += shadow_bias*scl;
+	
+	float cs = shadow2DRect(shadowMap, stc.xyz).x;
+	float shadow = cs;
+
+	shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, 1.5, 0.0)).x, cs);
+	shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, -1.5, 0.0)).x, cs);
+	shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, 1.5, 0.0)).x, cs);
+	shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, -1.5, 0.0)).x, cs);
+			
+	return shadow/5.0;
+	
+	//return shadow;
+}
+
+float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)
+{
+	stc.xyz /= stc.w;
+	stc.z += spot_shadow_bias*scl;
+	
+	float cs = shadow2D(shadowMap, stc.xyz).x;
+	float shadow = cs;
+
+	vec2 off = 1.5/proj_shadow_res;
+	
+	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs);
+	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs);
+	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs);
+	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs);
+	
+			
+	return shadow/5.0;
+	
+	//return shadow;
+}
+
+void main() 
+{
+	vec2 pos_screen = vary_fragcoord.xy;
+	ivec2 itc = ivec2(pos_screen);
+	vec4 fcol = vec4(0,0,0,0);
+
+	for (int i = 0; i < samples; i++)
+	{
+		vec4 pos = getPosition(itc, i);
+	
+		vec4 nmap4 = texelFetch(normalMap, itc, i);
+		nmap4 = vec4((nmap4.xy-0.5)*2.0,nmap4.z,nmap4.w); // unpack norm
+		float displace = nmap4.w;
+		vec3 norm = nmap4.xyz;
+	
+		float shadow = 1.0;
+		float dp_directional_light = max(0.0, dot(norm, vary_light.xyz));
+
+		vec3 shadow_pos = pos.xyz + displace*norm;
+		vec3 offset = vary_light.xyz * (1.0-dp_directional_light);
+	
+		vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0);
+	
+		if (spos.z > -shadow_clip.w)
+		{	
+			if (dp_directional_light == 0.0)
+			{
+				// if we know this point is facing away from the sun then we know it's in shadow without having to do a squirrelly shadow-map lookup
+				shadow = 0.0;
+			}
+			else
+			{
+				vec4 lpos;
+			
+				if (spos.z < -shadow_clip.z)
+				{
+					lpos = shadow_matrix[3]*spos;
+					lpos.xy *= shadow_res;
+					shadow = pcfShadow(shadowMap3, lpos, 0.25);
+					shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
+				}
+				else if (spos.z < -shadow_clip.y)
+				{
+					lpos = shadow_matrix[2]*spos;
+					lpos.xy *= shadow_res;
+					shadow = pcfShadow(shadowMap2, lpos, 0.5);
+				}
+				else if (spos.z < -shadow_clip.x)
+				{
+					lpos = shadow_matrix[1]*spos;
+					lpos.xy *= shadow_res;
+					shadow = pcfShadow(shadowMap1, lpos, 0.75);
+				}
+				else
+				{
+					lpos = shadow_matrix[0]*spos;
+					lpos.xy *= shadow_res;
+					shadow = pcfShadow(shadowMap0, lpos, 1.0);
+				}
+		
+				// take the most-shadowed value out of these two:
+				//  * the blurred sun shadow in the light (shadow) map
+				//  * an unblurred dot product between the sun and this norm
+				// the goal is to err on the side of most-shadow to fill-in shadow holes and reduce artifacting
+				shadow = min(shadow, dp_directional_light);
+			
+			}
+		}
+		else
+		{
+			// more distant than the shadow map covers
+			shadow = 1.0;
+		}
+	
+		
+		fcol[0] += shadow;
+		fcol[1] += calcAmbientOcclusion(pos, norm, i);
+
+		spos.xyz = shadow_pos+offset*spot_shadow_offset;
+	
+		//spotlight shadow 1
+		vec4 lpos = shadow_matrix[4]*spos;
+		fcol[2] += pcfShadow(shadowMap4, lpos, 0.8); 
+	
+		//spotlight shadow 2
+		lpos = shadow_matrix[5]*spos;
+		fcol[3] += pcfShadow(shadowMap5, lpos, 0.8); 
+	}
+		
+	gl_FragColor = fcol / samples;
+}
diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp
index 696c2d1abdcf3533f291c2193fdbaa4921d222b6..409b18d5229cb6c2c0cccd8620ce9dad9873f938 100644
--- a/indra/newview/lldrawpoolwlsky.cpp
+++ b/indra/newview/lldrawpoolwlsky.cpp
@@ -44,6 +44,8 @@ LLPointer<LLViewerTexture> LLDrawPoolWLSky::sCloudNoiseTexture = NULL;
 
 LLPointer<LLImageRaw> LLDrawPoolWLSky::sCloudNoiseRawImage = NULL;
 
+static LLGLSLShader* cloud_shader = NULL;
+static LLGLSLShader* sky_shader = NULL;
 
 
 LLDrawPoolWLSky::LLDrawPoolWLSky(void) :
@@ -83,12 +85,32 @@ LLViewerTexture *LLDrawPoolWLSky::getDebugTexture()
 
 void LLDrawPoolWLSky::beginRenderPass( S32 pass )
 {
+	sky_shader =
+		LLPipeline::sUnderWaterRender ?
+			&gObjectSimpleWaterProgram :
+			&gWLSkyProgram;
+
+	cloud_shader =
+			LLPipeline::sUnderWaterRender ?
+				&gObjectSimpleWaterProgram :
+				&gWLCloudProgram;
 }
 
 void LLDrawPoolWLSky::endRenderPass( S32 pass )
 {
 }
 
+void LLDrawPoolWLSky::beginDeferredPass(S32 pass)
+{
+	sky_shader = &gDeferredWLSkyProgram;
+	cloud_shader = &gDeferredWLCloudProgram;
+}
+
+void LLDrawPoolWLSky::endDeferredPass(S32 pass)
+{
+
+}
+
 void LLDrawPoolWLSky::renderDome(F32 camHeightLocal, LLGLSLShader * shader) const
 {
 	LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
@@ -128,19 +150,14 @@ void LLDrawPoolWLSky::renderSkyHaze(F32 camHeightLocal) const
 {
 	if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY))
 	{
-		LLGLSLShader* shader =
-			LLPipeline::sUnderWaterRender ?
-				&gObjectSimpleWaterProgram :
-				&gWLSkyProgram;
-
 		LLGLDisable blend(GL_BLEND);
 
-		shader->bind();
+		sky_shader->bind();
 
 		/// Render the skydome
-		renderDome(camHeightLocal, shader);	
+		renderDome(camHeightLocal, sky_shader);	
 
-		shader->unbind();
+		sky_shader->unbind();
 	}
 }
 
@@ -186,23 +203,18 @@ void LLDrawPoolWLSky::renderSkyClouds(F32 camHeightLocal) const
 {
 	if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_CLOUDS))
 	{
-		LLGLSLShader* shader =
-			LLPipeline::sUnderWaterRender ?
-				&gObjectSimpleWaterProgram :
-				&gWLCloudProgram;
-
 		LLGLEnable blend(GL_BLEND);
 		gGL.setSceneBlendType(LLRender::BT_ALPHA);
 		gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
 
 		gGL.getTexUnit(0)->bind(sCloudNoiseTexture);
 
-		shader->bind();
+		cloud_shader->bind();
 
 		/// Render the skydome
-		renderDome(camHeightLocal, shader);
+		renderDome(camHeightLocal, cloud_shader);
 
-		shader->unbind();
+		cloud_shader->unbind();
 	}
 }
 
@@ -246,6 +258,53 @@ void LLDrawPoolWLSky::renderHeavenlyBodies()
 	}
 }
 
+void LLDrawPoolWLSky::renderDeferred(S32 pass)
+{
+	if (!gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY))
+	{
+		return;
+	}
+	LLFastTimer ftm(FTM_RENDER_WL_SKY);
+
+	const F32 camHeightLocal = LLWLParamManager::instance()->getDomeOffset() * LLWLParamManager::instance()->getDomeRadius();
+
+	LLGLSNoFog disableFog;
+	LLGLDepthTest depth(GL_TRUE, GL_FALSE);
+	LLGLDisable clip(GL_CLIP_PLANE0);
+
+	gGL.setColorMask(true, false);
+
+	LLGLSquashToFarClip far_clip(glh_get_current_projection());
+
+	renderSkyHaze(camHeightLocal);
+
+	LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
+	glPushMatrix();
+
+		
+		glTranslatef(origin.mV[0], origin.mV[1], origin.mV[2]);
+
+		gDeferredStarProgram.bind();
+		// *NOTE: have to bind a texture here since register combiners blending in
+		// renderStars() requires something to be bound and we might as well only
+		// bind the moon's texture once.		
+		gGL.getTexUnit(0)->bind(gSky.mVOSkyp->mFace[LLVOSky::FACE_MOON]->getTexture());
+
+		renderHeavenlyBodies();
+
+		renderStars();
+		
+		gDeferredStarProgram.unbind();
+
+	glPopMatrix();
+
+	renderSkyClouds(camHeightLocal);
+
+	gGL.setColorMask(true, true);
+	//gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+
+}
+
 void LLDrawPoolWLSky::render(S32 pass)
 {
 	if (!gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY))
diff --git a/indra/newview/lldrawpoolwlsky.h b/indra/newview/lldrawpoolwlsky.h
index 8ca1ebb94273994f01e72d5c3558ae4394082c35..cd15c991ee091fefb8e4f3f6a7ab452fa77364bb 100644
--- a/indra/newview/lldrawpoolwlsky.h
+++ b/indra/newview/lldrawpoolwlsky.h
@@ -44,10 +44,10 @@ class LLDrawPoolWLSky : public LLDrawPool {
 
 	/*virtual*/ BOOL isDead() { return FALSE; }
 
-	/*virtual*/ S32 getNumPostDeferredPasses() { return getNumPasses(); }
-	/*virtual*/ void beginPostDeferredPass(S32 pass) { beginRenderPass(pass); }
-	/*virtual*/ void endPostDeferredPass(S32 pass) { endRenderPass(pass); }
-	/*virtual*/ void renderPostDeferred(S32 pass) { render(pass); }
+	/*virtual*/ S32 getNumDeferredPasses() { return 1; }
+	/*virtual*/ void beginDeferredPass(S32 pass);
+	/*virtual*/ void endDeferredPass(S32 pass);
+	/*virtual*/ void renderDeferred(S32 pass);
 
 	/*virtual*/ LLViewerTexture *getDebugTexture();
 	/*virtual*/ void beginRenderPass( S32 pass );
diff --git a/indra/newview/llviewercontrol.cpp b/indra/newview/llviewercontrol.cpp
index 379bbe614d62161a5d83a0cabd4cca2830c4db84..00a0b87d933eaa22528dd0e9e65f6c6d272df3b8 100644
--- a/indra/newview/llviewercontrol.cpp
+++ b/indra/newview/llviewercontrol.cpp
@@ -183,6 +183,21 @@ static bool handleReleaseGLBufferChanged(const LLSD& newvalue)
 	return true;
 }
 
+static bool handleFSAASamplesChanged(const LLSD& newvalue)
+{
+	if (gPipeline.isInit())
+	{
+		gPipeline.releaseGLBuffers();
+		gPipeline.createGLBuffers();
+
+		if (LLPipeline::sRenderDeferred)
+		{
+			LLViewerShaderMgr::instance()->setShaders();
+		}
+	}
+	return true;
+}
+
 static bool handleAnisotropicChanged(const LLSD& newvalue)
 {
 	LLImageGL::sGlobalUseAnisotropic = newvalue.asBoolean();
@@ -568,7 +583,7 @@ void settings_setup_listeners()
 	gSavedSettings.getControl("RenderSpecularResX")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
 	gSavedSettings.getControl("RenderSpecularResY")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
 	gSavedSettings.getControl("RenderSpecularExponent")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
-	gSavedSettings.getControl("RenderFSAASamples")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
+	gSavedSettings.getControl("RenderFSAASamples")->getSignal()->connect(boost::bind(&handleFSAASamplesChanged, _2));
 	gSavedSettings.getControl("RenderAnisotropic")->getSignal()->connect(boost::bind(&handleAnisotropicChanged, _2));
 	gSavedSettings.getControl("RenderShadowResolutionScale")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
 	gSavedSettings.getControl("RenderGlow")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp
index e41773d27365d3d986fcd7bdb7d805b6adc90d37..10e96525ce696c4dd3622a0d15e0b6ec41c3185e 100644
--- a/indra/newview/llviewerdisplay.cpp
+++ b/indra/newview/llviewerdisplay.cpp
@@ -836,7 +836,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
 			if (LLPipeline::sRenderDeferred && !LLPipeline::sUnderWaterRender)
 			{
 				gPipeline.mDeferredScreen.bindTarget();
-				glClearColor(0,0,0,0);
+				glClearColor(1,0,1,1);
 				gPipeline.mDeferredScreen.clear();
 			}
 			else
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index 3e85802ba6c630780e6e4cab4676e482e9caa27d..b818da205eaade022ead9658955b21d79434b092 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -138,7 +138,9 @@ LLGLSLShader			gDeferredGIFinalProgram;
 LLGLSLShader			gDeferredPostGIProgram;
 LLGLSLShader			gDeferredPostProgram;
 LLGLSLShader			gDeferredPostNoDoFProgram;
-
+LLGLSLShader			gDeferredWLSkyProgram;
+LLGLSLShader			gDeferredWLCloudProgram;
+LLGLSLShader			gDeferredStarProgram;
 LLGLSLShader			gLuminanceGatherProgram;
 
 
@@ -190,6 +192,9 @@ LLViewerShaderMgr::LLViewerShaderMgr() :
 	mShaderList.push_back(&gDeferredGIFinalProgram);
 	mShaderList.push_back(&gDeferredWaterProgram);
 	mShaderList.push_back(&gDeferredAvatarAlphaProgram);
+	mShaderList.push_back(&gDeferredWLSkyProgram);
+	mShaderList.push_back(&gDeferredWLCloudProgram);
+	mShaderList.push_back(&gDeferredStarProgram);
 }
 
 LLViewerShaderMgr::~LLViewerShaderMgr()
@@ -347,6 +352,9 @@ void LLViewerShaderMgr::setShaders()
 		return;
 	}
 
+	//setup preprocessor definitions
+	LLShaderMgr::instance()->mDefinitions["samples"] = llformat("%d", gGLManager.getNumFBOFSAASamples(gSavedSettings.getU32("RenderFSAASamples")));
+
 	reentrance = true;
 
 	// Make sure the compiled shader map is cleared before we recompile shaders.
@@ -833,6 +841,9 @@ BOOL LLViewerShaderMgr::loadShadersEffects()
 {
 	BOOL success = TRUE;
 
+	U32 samples = gGLManager.getNumFBOFSAASamples(gSavedSettings.getU32("RenderFSAASamples"));
+	bool multisample = samples > 1 && LLPipeline::sRenderDeferred && gGLManager.mHasTextureMultisample;
+
 	if (mVertexShaderLevel[SHADER_EFFECT] == 0)
 	{
 		gGlowProgram.unload();
@@ -858,10 +869,21 @@ BOOL LLViewerShaderMgr::loadShadersEffects()
 	
 	if (success)
 	{
+		std::string fragment;
+
+		if (multisample)
+		{
+			fragment = "effects/glowExtractMSF.glsl";
+		}
+		else
+		{
+			fragment = "effects/glowExtractF.glsl";
+		}
+
 		gGlowExtractProgram.mName = "Glow Extract Shader (Post)";
 		gGlowExtractProgram.mShaderFiles.clear();
 		gGlowExtractProgram.mShaderFiles.push_back(make_pair("effects/glowExtractV.glsl", GL_VERTEX_SHADER_ARB));
-		gGlowExtractProgram.mShaderFiles.push_back(make_pair("effects/glowExtractF.glsl", GL_FRAGMENT_SHADER_ARB));
+		gGlowExtractProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
 		gGlowExtractProgram.mShaderLevel = mVertexShaderLevel[SHADER_EFFECT];
 		success = gGlowExtractProgram.createShader(NULL, &mGlowExtractUniforms);
 		if (!success)
@@ -952,6 +974,9 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		gDeferredGIProgram.unload();
 		gDeferredGIFinalProgram.unload();
 		gDeferredWaterProgram.unload();
+		gDeferredWLSkyProgram.unload();
+		gDeferredWLCloudProgram.unload();
+		gDeferredStarProgram.unload();
 		return TRUE;
 	}
 
@@ -959,6 +984,9 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 
 	BOOL success = TRUE;
 
+	U32 samples = gGLManager.getNumFBOFSAASamples(gSavedSettings.getU32("RenderFSAASamples"));
+	bool multisample = samples > 1 && gGLManager.mHasTextureMultisample;
+
 	if (success)
 	{
 		gDeferredDiffuseProgram.mName = "Deferred Diffuse Shader";
@@ -1039,40 +1067,83 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 
 	if (success)
 	{
+		std::string fragment;
+
+		if (multisample)
+		{
+			fragment = "deferred/pointLightMSF.glsl";
+		}
+		else
+		{
+			fragment = "deferred/pointLightF.glsl";
+		}
+
 		gDeferredLightProgram.mName = "Deferred Light Shader";
 		gDeferredLightProgram.mShaderFiles.clear();
 		gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB));
-		gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightF.glsl", GL_FRAGMENT_SHADER_ARB));
+		gDeferredLightProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
 		gDeferredLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
 		success = gDeferredLightProgram.createShader(NULL, NULL);
 	}
 
 	if (success)
 	{
+		std::string fragment;
+		if (multisample)
+		{
+			fragment = "deferred/multiPointLightMSF.glsl";
+		}
+		else
+		{
+			fragment = "deferred/multiPointLightF.glsl";
+		}
+
 		gDeferredMultiLightProgram.mName = "Deferred MultiLight Shader";
 		gDeferredMultiLightProgram.mShaderFiles.clear();
 		gDeferredMultiLightProgram.mShaderFiles.push_back(make_pair("deferred/multiPointLightV.glsl", GL_VERTEX_SHADER_ARB));
-		gDeferredMultiLightProgram.mShaderFiles.push_back(make_pair("deferred/multiPointLightF.glsl", GL_FRAGMENT_SHADER_ARB));
+		gDeferredMultiLightProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
 		gDeferredMultiLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
 		success = gDeferredMultiLightProgram.createShader(NULL, NULL);
 	}
 
 	if (success)
 	{
+		std::string fragment;
+
+		if (multisample)
+		{
+			fragment = "deferred/spotLightMSF.glsl";
+		}
+		else
+		{
+			fragment = "deferred/multiSpotLightF.glsl";
+		}
+
 		gDeferredSpotLightProgram.mName = "Deferred SpotLight Shader";
 		gDeferredSpotLightProgram.mShaderFiles.clear();
 		gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB));
-		gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiSpotLightF.glsl", GL_FRAGMENT_SHADER_ARB));
+		gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
 		gDeferredSpotLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
 		success = gDeferredSpotLightProgram.createShader(NULL, NULL);
 	}
 
 	if (success)
 	{
+		std::string fragment;
+
+		if (multisample)
+		{
+			fragment = "deferred/multiSpotLightMSF.glsl";
+		}
+		else
+		{
+			fragment = "deferred/multiSpotLightF.glsl";
+		}
+
 		gDeferredMultiSpotLightProgram.mName = "Deferred MultiSpotLight Shader";
 		gDeferredMultiSpotLightProgram.mShaderFiles.clear();
 		gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB));
-		gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiSpotLightF.glsl", GL_FRAGMENT_SHADER_ARB));
+		gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
 		gDeferredMultiSpotLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
 		success = gDeferredMultiSpotLightProgram.createShader(NULL, NULL);
 	}
@@ -1083,11 +1154,25 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 
 		if (gSavedSettings.getBOOL("RenderDeferredSSAO"))
 		{
-			fragment = "deferred/sunLightSSAOF.glsl";
+			if (multisample)
+			{
+				fragment = "deferred/sunlightSSAOMSF.glsl";
+			}
+			else
+			{
+				fragment = "deferred/sunLightSSAOF.glsl";
+			}
 		}
 		else
 		{
-			fragment = "deferred/sunLightF.glsl";
+			if (multisample)
+			{
+				fragment = "deferred/sunlightMSF.glsl";
+			}
+			else
+			{
+				fragment = "deferred/sunLightF.glsl";
+			}
 		}
 
 		gDeferredSunProgram.mName = "Deferred Sun Shader";
@@ -1100,10 +1185,21 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 
 	if (success)
 	{
+		std::string fragment;
+
+		if (multisample)
+		{
+			fragment = "deferred/blurLightMSF.glsl";
+		}
+		else
+		{
+			fragment = "deferred/blurLightF.glsl";
+		}
+
 		gDeferredBlurLightProgram.mName = "Deferred Blur Light Shader";
 		gDeferredBlurLightProgram.mShaderFiles.clear();
 		gDeferredBlurLightProgram.mShaderFiles.push_back(make_pair("deferred/blurLightV.glsl", GL_VERTEX_SHADER_ARB));
-		gDeferredBlurLightProgram.mShaderFiles.push_back(make_pair("deferred/blurLightF.glsl", GL_FRAGMENT_SHADER_ARB));
+		gDeferredBlurLightProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
 		gDeferredBlurLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
 		success = gDeferredBlurLightProgram.createShader(NULL, NULL);
 	}
@@ -1153,10 +1249,21 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 
 	if (success)
 	{
+		std::string fragment;
+
+		if (multisample)
+		{
+			fragment = "deferred/softenLightMSF.glsl";
+		}
+		else
+		{
+			fragment = "deferred/softenLightF.glsl";
+		}
+
 		gDeferredSoftenProgram.mName = "Deferred Soften Shader";
 		gDeferredSoftenProgram.mShaderFiles.clear();
 		gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER_ARB));
-		gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightF.glsl", GL_FRAGMENT_SHADER_ARB));
+		gDeferredSoftenProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
 
 		gDeferredSoftenProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
 
@@ -1239,32 +1346,96 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 
 	if (success)
 	{
+		std::string fragment;
+		if (multisample)
+		{
+			fragment = "deferred/postDeferredMSF.glsl";
+		}
+		else
+		{
+			fragment = "deferred/postDeferredF.glsl";
+		}
+
 		gDeferredPostProgram.mName = "Deferred Post Shader";
 		gDeferredPostProgram.mShaderFiles.clear();
 		gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB));
-		gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredF.glsl", GL_FRAGMENT_SHADER_ARB));
+		gDeferredPostProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
 		gDeferredPostProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
 		success = gDeferredPostProgram.createShader(NULL, NULL);
 	}
 
 	if (success)
 	{
+		std::string fragment;
+		if (multisample)
+		{
+			fragment = "deferred/postDeferredNoDoFMSF.glsl";
+		}
+		else
+		{
+			fragment = "deferred/postDeferredNoDoFF.glsl";
+		}
+
 		gDeferredPostNoDoFProgram.mName = "Deferred Post Shader";
 		gDeferredPostNoDoFProgram.mShaderFiles.clear();
 		gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB));
-		gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoDoFF.glsl", GL_FRAGMENT_SHADER_ARB));
+		gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
 		gDeferredPostNoDoFProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
 		success = gDeferredPostNoDoFProgram.createShader(NULL, NULL);
 	}
 
+	if (success)
+	{
+		gDeferredWLSkyProgram.mName = "Deferred Windlight Sky Shader";
+		//gWLSkyProgram.mFeatures.hasGamma = true;
+		gDeferredWLSkyProgram.mShaderFiles.clear();
+		gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyV.glsl", GL_VERTEX_SHADER_ARB));
+		gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyF.glsl", GL_FRAGMENT_SHADER_ARB));
+		gDeferredWLSkyProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+		gDeferredWLSkyProgram.mShaderGroup = LLGLSLShader::SG_SKY;
+		success = gDeferredWLSkyProgram.createShader(NULL, &mWLUniforms);
+	}
+
+	if (success)
+	{
+		gDeferredWLCloudProgram.mName = "Deferred Windlight Cloud Program";
+		gDeferredWLCloudProgram.mShaderFiles.clear();
+		gDeferredWLCloudProgram.mShaderFiles.push_back(make_pair("deferred/cloudsV.glsl", GL_VERTEX_SHADER_ARB));
+		gDeferredWLCloudProgram.mShaderFiles.push_back(make_pair("deferred/cloudsF.glsl", GL_FRAGMENT_SHADER_ARB));
+		gDeferredWLCloudProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+		gDeferredWLCloudProgram.mShaderGroup = LLGLSLShader::SG_SKY;
+		success = gDeferredWLCloudProgram.createShader(NULL, &mWLUniforms);
+	}
+
+	if (success)
+	{
+		gDeferredStarProgram.mName = "Deferred Star Program";
+		gDeferredStarProgram.mShaderFiles.clear();
+		gDeferredStarProgram.mShaderFiles.push_back(make_pair("deferred/starsV.glsl", GL_VERTEX_SHADER_ARB));
+		gDeferredStarProgram.mShaderFiles.push_back(make_pair("deferred/starsF.glsl", GL_FRAGMENT_SHADER_ARB));
+		gDeferredStarProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+		gDeferredStarProgram.mShaderGroup = LLGLSLShader::SG_SKY;
+		success = gDeferredStarProgram.createShader(NULL, &mWLUniforms);
+	}
+
 	if (mVertexShaderLevel[SHADER_DEFERRED] > 1)
 	{
 		if (success)
 		{
+			std::string fragment;
+			if (multisample)
+			{
+				fragment = "deferred/edgeMSF.glsl";
+			}
+			else
+			{
+				fragment = "deferred/edgeF.glsl";
+			}
+
 			gDeferredEdgeProgram.mName = "Deferred Edge Shader";
 			gDeferredEdgeProgram.mShaderFiles.clear();
 			gDeferredEdgeProgram.mShaderFiles.push_back(make_pair("deferred/edgeV.glsl", GL_VERTEX_SHADER_ARB));
-			gDeferredEdgeProgram.mShaderFiles.push_back(make_pair("deferred/edgeF.glsl", GL_FRAGMENT_SHADER_ARB));
+			gDeferredEdgeProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
 			gDeferredEdgeProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
 			success = gDeferredEdgeProgram.createShader(NULL, NULL);
 		}
@@ -1272,8 +1443,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 
 	if (mVertexShaderLevel[SHADER_DEFERRED] > 2)
 	{
-		
-
 		if (success)
 		{
 			gDeferredPostGIProgram.mName = "Deferred Post GI Shader";
diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h
index 72ac5e02ee50d0931bfd595128732d201103f5d2..f5371f06190d651efd4357d7ae57f3683e96f98a 100644
--- a/indra/newview/llviewershadermgr.h
+++ b/indra/newview/llviewershadermgr.h
@@ -374,7 +374,9 @@ extern LLGLSLShader			gDeferredAttachmentShadowProgram;
 extern LLGLSLShader			gDeferredAlphaProgram;
 extern LLGLSLShader			gDeferredFullbrightProgram;
 extern LLGLSLShader			gDeferredAvatarAlphaProgram;
-
+extern LLGLSLShader			gDeferredWLSkyProgram;
+extern LLGLSLShader			gDeferredWLCloudProgram;
+extern LLGLSLShader			gDeferredStarProgram;
 extern LLGLSLShader			gLuminanceGatherProgram;
 
 //current avatar shader parameter pointer
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 845a87b8cff49fa020a6f7bcc00f14183c293b0d..1214d1b545a3f505bb7cc9d685e15b665c74ed73 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -580,11 +580,6 @@ void LLPipeline::allocatePhysicsBuffer()
 	if (mPhysicsDisplay.getWidth() != resX || mPhysicsDisplay.getHeight() != resY)
 	{
 		mPhysicsDisplay.allocate(resX, resY, GL_RGBA, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE);
-		if (mSampleBuffer.getWidth() == mPhysicsDisplay.getWidth() && 
-			mSampleBuffer.getHeight() == mPhysicsDisplay.getHeight())
-		{
-			mPhysicsDisplay.setSampleBuffer(&mSampleBuffer);
-		}
 	}
 }
 
@@ -594,8 +589,9 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
 	mScreenWidth = resX;
 	mScreenHeight = resY;
 	
-	//never use more than 4 samples for render targets
-	U32 samples = llmin(gSavedSettings.getU32("RenderFSAASamples"), (U32) 4);
+	//cap samples at 4 for render targets to avoid out of memory errors
+	U32 samples = gGLManager.getNumFBOFSAASamples(gSavedSettings.getU32("RenderFSAASamples"));
+
 	if (gGLManager.mIsATI)
 	{ //disable multisampling of render targets where ATI is involved
 		samples = 0;
@@ -621,11 +617,11 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
 		bool gi = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED);
 
 		//allocate deferred rendering color buffers
-		mDeferredScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE);
-		mDeferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE);
+		mDeferredScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples);
+		mDeferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples);
 		addDeferredAttachments(mDeferredScreen);
 	
-		mScreen.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE);
+		mScreen.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples);		
 		
 #if LL_DARWIN
 		// As of OS X 10.6.7, Apple doesn't support multiple color formats in a single FBO
@@ -636,7 +632,7 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
 
 		if (shadow_detail > 0 || ssao)
 		{ //only need mDeferredLight[0] for shadows OR ssao
-			mDeferredLight[0].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE);
+			mDeferredLight[0].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE);
 		}
 		else
 		{
@@ -645,7 +641,7 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
 
 		if (ssao)
 		{ //only need mDeferredLight[1] for ssao
-			mDeferredLight[1].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE);
+			mDeferredLight[1].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, false);
 		}
 		else
 		{
@@ -654,7 +650,7 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
 
 		if (gi)
 		{ //only need mDeferredLight[2] and mGIMapPost for gi
-			mDeferredLight[2].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE);
+			mDeferredLight[2].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, false);
 			for (U32 i = 0; i < 2; i++)
 			{
 #if LL_DARWIN
@@ -744,35 +740,9 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
 		mScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE);		
 	}
 	
-	if (LLRenderTarget::sUseFBO && samples > 1)
-	{ 
-		mSampleBuffer.allocate(resX,resY,GL_RGBA,TRUE,TRUE,LLTexUnit::TT_RECT_TEXTURE,FALSE,samples);
-		if (LLPipeline::sRenderDeferred)
-		{
-			addDeferredAttachments(mSampleBuffer);
-			mDeferredScreen.setSampleBuffer(&mSampleBuffer);
-			mEdgeMap.setSampleBuffer(&mSampleBuffer);
-		}
-
-		mScreen.setSampleBuffer(&mSampleBuffer);
-
-		stop_glerror();
-	}
-	else
-	{
-		mSampleBuffer.release();
-	}
-	
 	if (LLPipeline::sRenderDeferred)
 	{ //share depth buffer between deferred targets
 		mDeferredScreen.shareDepthBuffer(mScreen);
-		for (U32 i = 0; i < 3; i++)
-		{ //share stencil buffer with screen space lightmap to stencil out sky
-			if (mDeferredLight[i].getTexture(0))
-			{
-				mDeferredScreen.shareDepthBuffer(mDeferredLight[i]);
-			}
-		}
 	}
 
 	gGL.getTexUnit(0)->disable();
@@ -841,7 +811,6 @@ void LLPipeline::releaseGLBuffers()
 	mScreen.release();
 	mPhysicsDisplay.release();
 	mUIScreen.release();
-	mSampleBuffer.release();
 	mDeferredScreen.release();
 	mDeferredDepth.release();
 	for (U32 i = 0; i < 3; i++)
@@ -6195,11 +6164,8 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
 		gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
 		gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA);
 		
-		gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);		
-		gGL.getTexUnit(0)->disable();
-		gGL.getTexUnit(0)->enable(LLTexUnit::TT_RECT_TEXTURE);
-		gGL.getTexUnit(0)->bind(&mScreen);
-
+		mScreen.bindTexture(0, 0);
+		
 		gGL.color4f(1,1,1,1);
 		gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
 		gGL.begin(LLRender::TRIANGLE_STRIP);
@@ -6214,7 +6180,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
 		
 		gGL.end();
 		
-		gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
+		gGL.getTexUnit(0)->unbind(mScreen.getUsage());
 
 		mGlow[2].flush();
 	}
@@ -6242,7 +6208,6 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
 
 	for (S32 i = 0; i < kernel; i++)
 	{
-		gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
 		{
 			LLFastTimer ftm(FTM_RENDER_BLOOM_FBO);
 			mGlow[i%2].bindTarget();
@@ -6435,11 +6400,10 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
 			shader->uniform1f("magnification", magnification);
 		}
 
-		S32 channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_RECT_TEXTURE);
+		S32 channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage());
 		if (channel > -1)
 		{
 			mScreen.bindTexture(0, channel);
-			gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
 		}
 		//channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, LLTexUnit::TT_RECT_TEXTURE);
 		//if (channel > -1)
@@ -6582,21 +6546,21 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen
 
 	shader.bind();
 	S32 channel = 0;
-	channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_RECT_TEXTURE);
+	channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mDeferredScreen.getUsage());
 	if (channel > -1)
 	{
 		mDeferredScreen.bindTexture(0,channel);
 		gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
 	}
 
-	channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_SPECULAR, LLTexUnit::TT_RECT_TEXTURE);
+	channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_SPECULAR, mDeferredScreen.getUsage());
 	if (channel > -1)
 	{
 		mDeferredScreen.bindTexture(1, channel);
 		gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
 	}
 
-	channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_NORMAL, LLTexUnit::TT_RECT_TEXTURE);
+	channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_NORMAL, mDeferredScreen.getUsage());
 	if (channel > -1)
 	{
 		mDeferredScreen.bindTexture(2, channel);
@@ -6719,22 +6683,16 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen
 			shader.uniformMatrix4fv("gi_norm_mat", 1, FALSE, mGINormalMatrix.m);
 		}
 	}
-	
-	/*channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_POSITION, LLTexUnit::TT_RECT_TEXTURE);
-	if (channel > -1)
-	{
-		mDeferredScreen.bindTexture(3, channel);
-	}*/
+	stop_glerror();
 
-	channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, LLTexUnit::TT_RECT_TEXTURE);
+	channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, mDeferredDepth.getUsage());
 	if (channel > -1)
 	{
 		gGL.getTexUnit(channel)->bind(&mDeferredDepth, TRUE);
-		gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
 		stop_glerror();
 		
-		glTexParameteri(LLTexUnit::getInternalType(mDeferredDepth.getUsage()), GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);		
-		glTexParameteri(LLTexUnit::getInternalType(mDeferredDepth.getUsage()), GL_DEPTH_TEXTURE_MODE_ARB, GL_ALPHA);		
+		//glTexParameteri(LLTexUnit::getInternalType(mDeferredDepth.getUsage()), GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);		
+		//glTexParameteri(LLTexUnit::getInternalType(mDeferredDepth.getUsage()), GL_DEPTH_TEXTURE_MODE_ARB, GL_ALPHA);		
 
 		stop_glerror();
 
@@ -6763,7 +6721,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen
 
 	stop_glerror();
 
-	channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
+	channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, mDeferredLight[light_index].getUsage());
 	if (channel > -1)
 	{
 		mDeferredLight[light_index].bindTexture(0, channel);
@@ -6983,9 +6941,9 @@ void LLPipeline::renderDeferredLighting()
 		}
 
 		//ati doesn't seem to love actually using the stencil buffer on FBO's
-		LLGLEnable stencil(GL_STENCIL_TEST);
-		glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF);
-		glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+		LLGLDisable stencil(GL_STENCIL_TEST);
+		//glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF);
+		//glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
 
 		gGL.setColorMask(true, true);
 		
@@ -7787,33 +7745,41 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep)
 
 	LLViewerTexture* img = volume->getLightTexture();
 
+	if (img == NULL)
+	{
+		img = LLViewerFetchedTexture::sWhiteImagep;
+	}
+
 	S32 channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION);
 
-	if (channel > -1 && img)
+	if (channel > -1)
 	{
-		gGL.getTexUnit(channel)->bind(img);
+		if (img)
+		{
+			gGL.getTexUnit(channel)->bind(img);
 
-		F32 lod_range = logf(img->getWidth())/logf(2.f);
+			F32 lod_range = logf(img->getWidth())/logf(2.f);
 
-		shader.uniform1f("proj_focus", focus);
-		shader.uniform1f("proj_lod", lod_range);
-		shader.uniform1f("proj_ambient_lod", llclamp((proj_range-focus)/proj_range*lod_range, 0.f, 1.f));
+			shader.uniform1f("proj_focus", focus);
+			shader.uniform1f("proj_lod", lod_range);
+			shader.uniform1f("proj_ambient_lod", llclamp((proj_range-focus)/proj_range*lod_range, 0.f, 1.f));
+		}
 	}
+		
 }
 
 void LLPipeline::unbindDeferredShader(LLGLSLShader &shader)
 {
 	stop_glerror();
-	shader.disableTexture(LLViewerShaderMgr::DEFERRED_POSITION, LLTexUnit::TT_RECT_TEXTURE);
-	shader.disableTexture(LLViewerShaderMgr::DEFERRED_NORMAL, LLTexUnit::TT_RECT_TEXTURE);
-	shader.disableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_RECT_TEXTURE);
-	shader.disableTexture(LLViewerShaderMgr::DEFERRED_SPECULAR, LLTexUnit::TT_RECT_TEXTURE);
-	shader.disableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, LLTexUnit::TT_RECT_TEXTURE);
-	shader.disableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
+	shader.disableTexture(LLViewerShaderMgr::DEFERRED_NORMAL, mDeferredScreen.getUsage());
+	shader.disableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mDeferredScreen.getUsage());
+	shader.disableTexture(LLViewerShaderMgr::DEFERRED_SPECULAR, mDeferredScreen.getUsage());
+	shader.disableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, mDeferredScreen.getUsage());
+	shader.disableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, mDeferredLight[0].getUsage());
 	shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
-	shader.disableTexture(LLViewerShaderMgr::DEFERRED_EDGE, LLTexUnit::TT_RECT_TEXTURE);
-	shader.disableTexture(LLViewerShaderMgr::DEFERRED_SUN_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
-	shader.disableTexture(LLViewerShaderMgr::DEFERRED_LOCAL_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
+	shader.disableTexture(LLViewerShaderMgr::DEFERRED_EDGE, mEdgeMap.getUsage());
+	shader.disableTexture(LLViewerShaderMgr::DEFERRED_SUN_LIGHT, mDeferredLight[1].getUsage());
+	shader.disableTexture(LLViewerShaderMgr::DEFERRED_LOCAL_LIGHT, mDeferredLight[2].getUsage());
 	shader.disableTexture(LLViewerShaderMgr::DEFERRED_LUMINANCE);
 	shader.disableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
 	shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_MIP);
@@ -9409,6 +9375,11 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
 			mShadow[i+4].flush();
  		}
 	}
+	else
+	{ //no spotlight shadows
+		mShadowSpotLight[0] = mShadowSpotLight[1] = NULL;
+	}
+
 
 	if (!gSavedSettings.getBOOL("CameraOffset"))
 	{
diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h
index e9a250cd6d7ba3c7a53d81922e1b25ccd61c7557..ed4a803e7e6dbcad7ffc7cbfa3b63f3a5da56dae 100644
--- a/indra/newview/pipeline.h
+++ b/indra/newview/pipeline.h
@@ -524,7 +524,6 @@ class LLPipeline
 	LLRenderTarget			mEdgeMap;
 	LLRenderTarget			mDeferredDepth;
 	LLRenderTarget			mDeferredLight[3];
-	LLMultisampleBuffer		mSampleBuffer;
 	LLRenderTarget			mGIMap;
 	LLRenderTarget			mGIMapPost[2];
 	LLRenderTarget			mLuminanceMap;