diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl
index 5b4302e237cc03965da512efb047bbe4700b7004..c67ed8e6d9a8e093412dca2b4a99999e1c8dd9d0 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl
@@ -37,7 +37,7 @@ void calcAtmospherics(vec3 eye_pos);
 void main()
 {
 	//transform vertex
-	vec4 vert = vec4(position.xyz, 1.0);
+	vec4 vert = vec4(position.xyz - vec3(0, 0, 50), 1.0);
 	vec4 pos  = modelview_projection_matrix*vert;
 
 	gl_Position = pos;
diff --git a/indra/newview/app_settings/shaders/class1/windlight/sunDiscV.glsl b/indra/newview/app_settings/shaders/class1/windlight/sunDiscV.glsl
index 90acb5be9e29079756a21e9ff2b5eae2ef1e9106..dd33a4be6094eb89a6d9295e5ae6bcd41cef5c4c 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/sunDiscV.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/sunDiscV.glsl
@@ -37,7 +37,7 @@ void calcAtmospherics(vec3 eye_pos);
 void main()
 {
 	//transform vertex
-	vec4 vert = vec4(position.xyz, 1.0);
+	vec4 vert = vec4(position.xyz - vec3(0, 0, 50), 1.0);
 	vec4 pos = modelview_projection_matrix*vert;
 
 	gl_Position = pos;