diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
index 72f319b8e318c7ae31144e814b79787ce4b99463..17f425475c85e1ad4606b6645c3c4d797fa4ff0f 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
@@ -99,7 +99,7 @@ void main()
 
 	// 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 * 0.25) * (density_multiplier * max_y);
+	light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
 
 	// Calculate relative weights
 	temp1 = blue_density + haze_density;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
index deb4f00072de7a64f4f2b4a4c79b6f7285d57c71..2c8808bdcef24b787f9af6e67401f9a4763a19ce 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
@@ -93,7 +93,7 @@ void main()
 
 	// 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 * 0.25) * (density_multiplier * max_y);
+	light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
 
 	// Calculate relative weights
 	temp1 = blue_density + haze_density;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index e32dab9bae559af644fb25618538c47d1762a0a9..0c53a4ffa5aa8be70f88c2e19cc736804ee088f6 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -159,7 +159,7 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
 
 	//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) * 0.25) * (density_multiplier * max_y);
+	light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
 		//I had thought blue_density and haze_density should have equal weighting,
 		//but attenuation due to haze_density tends to seem too strong
 
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 62b2e3a796838a0f7c45e90f3853f4f22e37eae5..27ea77b5a2df52859e869c0f975a42ebbdb4fc18 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -161,7 +161,7 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
 
 	//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) * 0.25) * (density_multiplier * max_y);
+	light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
 		//I had thought blue_density and haze_density should have equal weighting,
 		//but attenuation due to haze_density tends to seem too strong
 
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
index bf5d1a1b4db657eebff7886091c349bfc1079b01..da3d922017db3ed7844e544e647ba19260ddb758 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
@@ -78,7 +78,7 @@ void calcAtmospherics(vec3 inPositionEye) {
 
 	//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) * 0.25) * (density_multiplier * max_y);
+	light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
 		//I had thought blue_density and haze_density should have equal weighting,
 		//but attenuation due to haze_density tends to seem too strong
 
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
index 549d04a7773aa370ee0011530fb59f14f1eee185..24063597215197078a6bf7a8e573faac5554c949 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
@@ -98,7 +98,7 @@ void main()
 
 	// 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 * 0.25) * (density_multiplier * max_y);
+	light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
 
 	// Calculate relative weights
 	temp1 = blue_density + haze_density;
diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
index 7406b0253b509b9d3e91c96251e4d69821bf4022..09ffa14f827ea751ae1882d742457230348cf4b6 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
@@ -90,7 +90,7 @@ void main()
 
 	// 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 * 0.25) * (density_multiplier * max_y);
+	light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
 
 	// Calculate relative weights
 	temp1 = blue_density + haze_density;