diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
index cb0d7b797b20271411872f71ff2a45a444534572..04e556c11ad51880c832e6933a91b9dbd597ab2f 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
@@ -41,7 +41,8 @@ void main()
 	calcAtmospherics(pos.xyz);
 
 	//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
-	vec4 col(0.0, 0.0, 0.0, gl_Color.a);
+
+	vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
 
 	// Collect normal lights (need to be divided by two, as we later multiply by 2)
 	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
index e34f6ba5524cf32eff8fa56e0169400e03c1813e..650fbcc3f5c59f08d21ea090f91a4204338723f1 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
@@ -47,7 +47,8 @@ void main()
 	calcAtmospherics(pos.xyz);
 
 	//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
-	vec4 col(0.0, 0.0, 0.0, gl_Color.a);
+
+	vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
 
 	// Collect normal lights (need to be divided by two, as we later multiply by 2)
 	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
index 2b7e8b125b43bfd3df92478f7b9f9e8e53d1aead..da49e59b89ec82f2e3876a34b61c901c548df48f 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
@@ -13,7 +13,7 @@ float calcDirectionalLight(vec3 n, vec3 l)
 }
 
 
-float calcPointlightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight)
+float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight)
 {
 	//get light vector
 	vec3 lv = lp.xyz-v;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
index 05a32578c16d6765c837dc7f1f12d02b6d075596..1fae8c4da3849a314452d10f6473dc22d569fcf9 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
@@ -42,7 +42,7 @@ void main()
 	calcAtmospherics(pos.xyz);
 
 	//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
-	vec4 col(0.0, 0.0, 0.0, gl_Color.a);
+	vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
 
 	// Collect normal lights (need to be divided by two, as we later multiply by 2)
 	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
index d63baeb9131ca8a00f4df36bb2b749ceb65a6e98..f8dd1b74314003ab218ccb6be1aa7a3bb730d4c4 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
@@ -53,7 +53,8 @@ void main()
 	calcAtmospherics(pos.xyz);
 
 	//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
-	vec4 col(0.0, 0.0, 0.0, gl_Color.a);
+
+	vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
 
 	// Collect normal lights (need to be divided by two, as we later multiply by 2)
 	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
index 371d6b526c7eb2bbb6b6158493d1b277026f1e46..f129a1517b3eb8437353f4b24723ee530e56e791 100644
--- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
+++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
@@ -15,7 +15,7 @@ vec3 scaleUpLight(vec3 light);
 
 vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
 {
-	vec4 col(0.0, 0.0, 0.0, color.a);
+	vec4 col = vec4(0.0, 0.0, 0.0, color.a);
 	
 	// Collect normal lights (need to be divided by two, as we later multiply by 2)
 	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);