diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
index 495daa2db6960978096308ba8b24978d6e6c783d..b59862bb3b952ac883e08cc40e0aa37fcc6c817d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
@@ -1,24 +1,24 @@
-/** 
+/**
  * @file WLCloudsV.glsl
  *
  * $LicenseInfo:firstyear=2005&license=viewerlgpl$
  * Second Life Viewer Source Code
  * Copyright (C) 2005, Linden Research, Inc.
- * 
+ *
  * This library is free software; you can redistribute it and/or
  * modify it under the terms of the GNU Lesser General Public
  * License as published by the Free Software Foundation;
  * version 2.1 of the License only.
- * 
+ *
  * This library is distributed in the hope that it will be useful,
  * but WITHOUT ANY WARRANTY; without even the implied warranty of
  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
  * Lesser General Public License for more details.
- * 
+ *
  * You should have received a copy of the GNU Lesser General Public
  * License along with this library; if not, write to the Free Software
  * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
- * 
+ *
  * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
  * $/LicenseInfo$
  */
@@ -33,26 +33,26 @@ ATTRIBUTE vec2 texcoord0;
 ///////////////////////////////////////////////////////////////////////////////
 
 // Output parameters
-VARYING vec4 vary_CloudColorSun;
-VARYING vec4 vary_CloudColorAmbient;
+VARYING vec4  vary_CloudColorSun;
+VARYING vec4  vary_CloudColorAmbient;
 VARYING float vary_CloudDensity;
 
-VARYING vec2 vary_texcoord0;
-VARYING vec2 vary_texcoord1;
-VARYING vec2 vary_texcoord2;
-VARYING vec2 vary_texcoord3;
+VARYING vec2  vary_texcoord0;
+VARYING vec2  vary_texcoord1;
+VARYING vec2  vary_texcoord2;
+VARYING vec2  vary_texcoord3;
 VARYING float altitude_blend_factor;
 
 // Inputs
 uniform vec3 camPosLocal;
 
-uniform vec4 lightnorm;
-uniform vec4 sunlight_color;
-uniform vec4 moonlight_color;
-uniform int sun_up_factor;
-uniform vec4 ambient_color;
-uniform vec4 blue_horizon;
-uniform vec4 blue_density;
+uniform vec4  lightnorm;
+uniform vec4  sunlight_color;
+uniform vec4  moonlight_color;
+uniform int   sun_up_factor;
+uniform vec4  ambient_color;
+uniform vec4  blue_horizon;
+uniform vec4  blue_density;
 uniform float haze_horizon;
 uniform float haze_density;
 
@@ -60,7 +60,7 @@ uniform float cloud_shadow;
 uniform float density_multiplier;
 uniform float max_y;
 
-uniform vec4 glow;
+uniform vec4  glow;
 uniform float sun_moon_glow_factor;
 
 uniform vec4 cloud_color;
@@ -75,131 +75,118 @@ uniform float cloud_scale;
 //       indra\newview\llsettingsvo.cpp
 void main()
 {
-	// World / view / projection
-	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+    // World / view / projection
+    gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
 
-	// Texture coords
+    // Texture coords
     // SL-13084 EEP added support for custom cloud textures -- flip them horizontally to match the preview of Clouds > Cloud Scroll
-	vary_texcoord0 = vec2( -texcoord0.x, texcoord0.y ); // See: LLSettingsVOSky::applySpecial
-
-	vary_texcoord0.xy -= 0.5;
-	vary_texcoord0.xy /= cloud_scale;
-	vary_texcoord0.xy += 0.5;
-
-	vary_texcoord1 = vary_texcoord0;
-	vary_texcoord1.x += lightnorm.x * 0.0125;
-	vary_texcoord1.y += lightnorm.z * 0.0125;
-
-	vary_texcoord2 = vary_texcoord0 * 16.;
-	vary_texcoord3 = vary_texcoord1 * 16.;
-
-	// Get relative position
-	vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
-
-    altitude_blend_factor = clamp((P.y + 512.0) / max_y, 0.0, 1.0);
-
-	// Set altitude
-	if (P.y > 0.)
-	{
-		P *= (max_y / P.y);
-	}
-	else
-	{
-		altitude_blend_factor = 0; // SL-11589 Fix clouds drooping below horizon
-		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 = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
-	vec4 sunlight = sunlight_color;
-	vec4 light_atten;
-
-    float dens_mul = density_multiplier;
-
-	// Sunlight attenuation effect (hue and brightness) due to atmosphere
-	// this is used later for sunlight modulation at various altitudes
-	light_atten = (blue_density + vec4(haze_density * 0.25)) * (dens_mul * max_y);
-
-	// Calculate relative weights
-	temp1 = abs(blue_density) + vec4(abs(haze_density));
-	blue_weight = blue_density / temp1;
-	haze_weight = haze_density / 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 * dens_mul;
-
-	// 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
-
-    temp2.x *= sun_moon_glow_factor;
-
-	// Add "minimum anti-solar illumination"
-	temp2.x += .25;
-
-	// Increase ambient when there are more clouds
-	vec4 tmpAmbient = ambient_color;
-	tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5; 
-
-	// Dim sunlight by cloud shadow percentage
-	sunlight *= (1. - cloud_shadow);
-
-	// Haze color below cloud
-	vec4 additiveColorBelowCloud = (	  blue_horizon * blue_weight * (sunlight + tmpAmbient)
-				+ (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
-			 );	
-
-	// CLOUDS
-	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 - 0.25);
-
-
-	// 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
+    vary_texcoord0 = vec2(-texcoord0.x, texcoord0.y);  // See: LLSettingsVOSky::applySpecial
+
+    vary_texcoord0.xy -= 0.5;
+    vary_texcoord0.xy /= cloud_scale;
+    vary_texcoord0.xy += 0.5;
+
+    vary_texcoord1 = vary_texcoord0;
+    vary_texcoord1.x += lightnorm.x * 0.0125;
+    vary_texcoord1.y += lightnorm.z * 0.0125;
+
+    vary_texcoord2 = vary_texcoord0 * 16.;
+    vary_texcoord3 = vary_texcoord1 * 16.;
+
+    // Get relative position
+    vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0);
+
+    altitude_blend_factor = clamp((rel_pos.y + 512.0) / max_y, 0.0, 1.0);
+
+    // Set altitude
+    if (rel_pos.y > 0.)
+    {
+        rel_pos *= (max_y / rel_pos.y);
+    }
+    else
+    {
+        altitude_blend_factor = 0;  // SL-11589 Fix clouds drooping below horizon
+        rel_pos *= (-32000. / rel_pos.y);
+    }
+
+    // Can normalize then
+    vec3  rel_pos_norm = normalize(rel_pos);
+    float rel_pos_len  = length(rel_pos);
+
+    // Initialize temp variables
+    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 + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
+
+    // Calculate relative weights
+    vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density));
+    vec4 blue_weight   = blue_density / combined_haze;
+    vec4 haze_weight   = haze_density / combined_haze;
+
+    // Compute sunlight from rel_pos & lightnorm (for long rays like sky)
+    float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y);
+    sunlight *= exp(-light_atten * off_axis);
+
+    // Distance
+    float density_dist = rel_pos_len * density_multiplier;
+
+    // Transparency (-> combined_haze)
+    // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati
+    // compiler gets confused.
+    combined_haze = exp(-combined_haze * density_dist);
+
+    // Compute haze glow
+    float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz);
+    // haze_glow is 0 at the sun and increases away from sun
+    haze_glow = max(haze_glow, .001);
+    // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
+    haze_glow *= glow.x;
+    // Higher glow.x gives dimmer glow (because next step is 1 / "angle")
+    haze_glow = pow(haze_glow, glow.z);
+    // glow.z should be negative, so we're doing a sort of (1 / "angle") function
+
+    haze_glow *= sun_moon_glow_factor;
+
+    // Add "minimum anti-solar illumination"
+    // For sun, add to glow.  For moon, remove glow entirely. SL-13768
+    haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25);
+
+    // Increase ambient when there are more clouds
+    vec4 tmpAmbient = ambient_color;
+    tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;
+
+    // Dim sunlight by cloud shadow percentage
+    sunlight *= (1. - cloud_shadow);
+
+    // Haze color below cloud
+    vec4 additiveColorBelowCloud =
+        (blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient));
+
+    // CLOUDS
+    off_axis = 1.0 / max(1e-6, lightnorm.y * 2.);
+    sunlight *= exp(-light_atten * off_axis);
+
+    // Cloud color out
+    vary_CloudColorSun     = (sunlight * haze_glow) * cloud_color;
+    vary_CloudColorAmbient = tmpAmbient * cloud_color;
+
+    // Attenuate cloud color by atmosphere
+    combined_haze = sqrt(combined_haze);  // less atmos opacity (more transparency) below clouds
+    vary_CloudColorSun *= combined_haze;
+    vary_CloudColorAmbient *= combined_haze;
+    vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - combined_haze);
+
+    // Make a nice cloud density based on the cloud_shadow value that was passed in.
+    vary_CloudDensity = 2. * (cloud_shadow - 0.25);
+
+    // 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/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
index ead754ec76184e1ef81c3aed376c1329ebbac909..b35a32dbbf1220ab5023b08173661725184309ae 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
@@ -1,24 +1,24 @@
-/** 
+/**
  * @file WLSkyV.glsl
  *
  * $LicenseInfo:firstyear=2005&license=viewerlgpl$
  * Second Life Viewer Source Code
  * Copyright (C) 2005, Linden Research, Inc.
- * 
+ *
  * This library is free software; you can redistribute it and/or
  * modify it under the terms of the GNU Lesser General Public
  * License as published by the Free Software Foundation;
  * version 2.1 of the License only.
- * 
+ *
  * This library is distributed in the hope that it will be useful,
  * but WITHOUT ANY WARRANTY; without even the implied warranty of
  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
  * Lesser General Public License for more details.
- * 
+ *
  * You should have received a copy of the GNU Lesser General Public
  * License along with this library; if not, write to the Free Software
  * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
- * 
+ *
  * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
  * $/LicenseInfo$
  */
@@ -37,13 +37,13 @@ VARYING vec4 vary_HazeColor;
 // Inputs
 uniform vec3 camPosLocal;
 
-uniform vec4 lightnorm;
-uniform vec4 sunlight_color;
-uniform vec4 moonlight_color;
-uniform int sun_up_factor;
-uniform vec4 ambient_color;
-uniform vec4 blue_horizon;
-uniform vec4 blue_density;
+uniform vec4  lightnorm;
+uniform vec4  sunlight_color;
+uniform vec4  moonlight_color;
+uniform int   sun_up_factor;
+uniform vec4  ambient_color;
+uniform vec4  blue_horizon;
+uniform vec4  blue_density;
 uniform float haze_horizon;
 uniform float haze_density;
 
@@ -52,7 +52,7 @@ uniform float density_multiplier;
 uniform float distance_multiplier;
 uniform float max_y;
 
-uniform vec4 glow;
+uniform vec4  glow;
 uniform float sun_moon_glow_factor;
 
 uniform vec4 cloud_color;
@@ -63,103 +63,91 @@ uniform vec4 cloud_color;
 //       indra\newview\lllegacyatmospherics.cpp
 void main()
 {
-
-	// World / view / projection
+    // World / view / projection
     vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
 
-	gl_Position = pos;
-	
-	// Get relative position
-	vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
-
-	// Set altitude
-	if (P.y > 0.)
-	{
-		P *= (max_y / 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 = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
-	vec4 light_atten;
-
-    float dens_mul = density_multiplier;
-
-	// Sunlight attenuation effect (hue and brightness) due to atmosphere
-	// this is used later for sunlight modulation at various altitudes
-	light_atten = (blue_density + vec4(haze_density * 0.25)) * (dens_mul * max_y);
-
-	// Calculate relative weights
-	temp1 = abs(blue_density) + vec4(abs(haze_density));
-	blue_weight = blue_density / temp1;
-	haze_weight = haze_density / 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 * dens_mul;
-
-	// Transparency (-> temp1)
-    // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
-    // compiler gets confused.
-    temp1 = exp(-temp1 * temp2.z);
+    gl_Position = pos;
+
+    // Get relative position
+    vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0);
+
+    // Set altitude
+    if (rel_pos.y > 0.)
+    {
+        rel_pos *= (max_y / rel_pos.y);
+    }
+    else
+    {
+        rel_pos *= (-32000. / rel_pos.y);
+    }
+
+    // Can normalize then
+    vec3 rel_pos_norm = normalize(rel_pos);
 
-	// 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
+    float rel_pos_len = length(rel_pos);
 
-	// Add "minimum anti-solar illumination"
-	temp2.x += .25;
+    // Initialize temp variables
+    vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
+    vec4 light_atten;
 
-    vec4 color = (    blue_horizon * blue_weight * (sunlight + ambient_color)
-                + (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color)
-             );
+    // Sunlight attenuation effect (hue and brightness) due to atmosphere
+    // this is used later for sunlight modulation at various altitudes
+    light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
 
+    // Calculate relative weights
+    vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density));
+    vec4 blue_weight   = blue_density / combined_haze;
+    vec4 haze_weight   = haze_density / combined_haze;
+
+    // Compute sunlight from rel_pos & lightnorm (for long rays like sky)
+    float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y);
+    sunlight *= exp(-light_atten * off_axis);
+
+    // Distance
+    float density_dist = rel_pos_len * density_multiplier;
+
+    // Transparency (-> combined_haze)
+    // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati
+    // compiler gets confused.
+    combined_haze = exp(-combined_haze * density_dist);
+
+    // Compute haze glow
+    float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz);
+    // haze_glow is 0 at the sun and increases away from sun
+    haze_glow = max(haze_glow, .001);
+    // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
+    haze_glow *= glow.x;
+    // Higher glow.x gives dimmer glow (because next step is 1 / "angle")
+    haze_glow = pow(haze_glow, glow.z);
+    // glow.z should be negative, so we're doing a sort of (1 / "angle") function
+
+    // Add "minimum anti-solar illumination"
+    // For sun, add to glow.  For moon, remove glow entirely. SL-13768
+    haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25);
+
+    vec4 color =
+        (blue_horizon * blue_weight * (sunlight + ambient_color) + (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient_color));
 
     // Final atmosphere additive
-    color *= (1. - temp1);
+    color *= (1. - combined_haze);
 
-	// Increase ambient when there are more clouds
-	vec4 tmpAmbient = ambient_color;
-	tmpAmbient += max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5; 
+    // Increase ambient when there are more clouds
+    vec4 tmpAmbient = ambient_color;
+    tmpAmbient += max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5;
 
-	// Dim sunlight by cloud shadow percentage
-	sunlight *= max(0.0, (1. - cloud_shadow));
+    // Dim sunlight by cloud shadow percentage
+    sunlight *= max(0.0, (1. - cloud_shadow));
 
-	// Haze color below cloud
-	vec4 additiveColorBelowCloud = (	  blue_horizon * blue_weight * (sunlight + tmpAmbient)
-				+ (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
-			 );	
+    // Haze color below cloud
+    vec4 additiveColorBelowCloud =
+        (blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient));
 
-	// Attenuate cloud color by atmosphere
-	temp1 = sqrt(temp1);	//less atmos opacity (more transparency) below clouds
+    // Attenuate cloud color by atmosphere
+    combined_haze = sqrt(combined_haze);  // less atmos opacity (more transparency) below clouds
 
-	// At horizon, blend high altitude sky color towards the darker color below the clouds
-	color += (additiveColorBelowCloud - color) * (1. - sqrt(temp1));
+    // At horizon, blend high altitude sky color towards the darker color below the clouds
+    color += (additiveColorBelowCloud - color) * (1. - sqrt(combined_haze));
 
     // Haze color above cloud
-	vary_HazeColor = color;	
+    vary_HazeColor = color;
 }
-
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
index a4389f62dc0929b97fc64bb2fceedecd0e9c4612..75e074cbf890ca778524bc293659cf380de9fca4 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
@@ -1,24 +1,24 @@
-/** 
+/**
  * @file class2\wl\cloudsV.glsl
  *
  * $LicenseInfo:firstyear=2005&license=viewerlgpl$
  * Second Life Viewer Source Code
  * Copyright (C) 2005, Linden Research, Inc.
- * 
+ *
  * This library is free software; you can redistribute it and/or
  * modify it under the terms of the GNU Lesser General Public
  * License as published by the Free Software Foundation;
  * version 2.1 of the License only.
- * 
+ *
  * This library is distributed in the hope that it will be useful,
  * but WITHOUT ANY WARRANTY; without even the implied warranty of
  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
  * Lesser General Public License for more details.
- * 
+ *
  * You should have received a copy of the GNU Lesser General Public
  * License along with this library; if not, write to the Free Software
  * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
- * 
+ *
  * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
  * $/LicenseInfo$
  */
@@ -33,26 +33,26 @@ ATTRIBUTE vec2 texcoord0;
 ///////////////////////////////////////////////////////////////////////////////
 
 // Output parameters
-VARYING vec4 vary_CloudColorSun;
-VARYING vec4 vary_CloudColorAmbient;
+VARYING vec4  vary_CloudColorSun;
+VARYING vec4  vary_CloudColorAmbient;
 VARYING float vary_CloudDensity;
 
-VARYING vec2 vary_texcoord0;
-VARYING vec2 vary_texcoord1;
-VARYING vec2 vary_texcoord2;
-VARYING vec2 vary_texcoord3;
+VARYING vec2  vary_texcoord0;
+VARYING vec2  vary_texcoord1;
+VARYING vec2  vary_texcoord2;
+VARYING vec2  vary_texcoord3;
 VARYING float altitude_blend_factor;
 
 // Inputs
 uniform vec3 camPosLocal;
 
-uniform vec4 lightnorm;
-uniform vec4 sunlight_color;
-uniform vec4 moonlight_color;
-uniform int sun_up_factor;
-uniform vec4 ambient_color;
-uniform vec4 blue_horizon;
-uniform vec4 blue_density;
+uniform vec4  lightnorm;
+uniform vec4  sunlight_color;
+uniform vec4  moonlight_color;
+uniform int   sun_up_factor;
+uniform vec4  ambient_color;
+uniform vec4  blue_horizon;
+uniform vec4  blue_density;
 uniform float haze_horizon;
 uniform float haze_density;
 
@@ -60,7 +60,7 @@ uniform float cloud_shadow;
 uniform float density_multiplier;
 uniform float max_y;
 
-uniform vec4 glow;
+uniform vec4  glow;
 uniform float sun_moon_glow_factor;
 
 uniform vec4 cloud_color;
@@ -75,131 +75,118 @@ uniform float cloud_scale;
 //       indra\newview\llsettingsvo.cpp
 void main()
 {
-	// World / view / projection
-	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+    // World / view / projection
+    gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
 
-	// Texture coords
+    // Texture coords
     // SL-13084 EEP added support for custom cloud textures -- flip them horizontally to match the preview of Clouds > Cloud Scroll
-	vary_texcoord0 = vec2( -texcoord0.x, texcoord0.y ); // See: LLSettingsVOSky::applySpecial
+    vary_texcoord0 = vec2(-texcoord0.x, texcoord0.y);  // See: LLSettingsVOSky::applySpecial
 
-	vary_texcoord0.xy -= 0.5;
-	vary_texcoord0.xy /= cloud_scale;
-	vary_texcoord0.xy += 0.5;
+    vary_texcoord0.xy -= 0.5;
+    vary_texcoord0.xy /= cloud_scale;
+    vary_texcoord0.xy += 0.5;
 
-	vary_texcoord1 = vary_texcoord0;
-	vary_texcoord1.x += lightnorm.x * 0.0125;
-	vary_texcoord1.y += lightnorm.z * 0.0125;
+    vary_texcoord1 = vary_texcoord0;
+    vary_texcoord1.x += lightnorm.x * 0.0125;
+    vary_texcoord1.y += lightnorm.z * 0.0125;
 
-	vary_texcoord2 = vary_texcoord0 * 16.;
-	vary_texcoord3 = vary_texcoord1 * 16.;
+    vary_texcoord2 = vary_texcoord0 * 16.;
+    vary_texcoord3 = vary_texcoord1 * 16.;
 
-	// Get relative position
-	vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
+    // Get relative position
+    vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0);
 
     // fade clouds beyond a certain point so the bottom of the sky dome doesn't look silly at high altitude
-    altitude_blend_factor = clamp((P.y + 512.0) / max_y, 0.0, 1.0);
-
-	// Set altitude
-	if (P.y > 0.)
-	{
-		P *= (max_y / 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 = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
-	vec4 sunlight = sunlight_color;
-	vec4 light_atten;
-
-    float dens_mul = density_multiplier;
-
-	// Sunlight attenuation effect (hue and brightness) due to atmosphere
-	// this is used later for sunlight modulation at various altitudes
-	light_atten = (blue_density + vec4(haze_density * 0.25)) * (dens_mul * max_y);
-
-	// Calculate relative weights
-	temp1 = abs(blue_density) + vec4(abs(haze_density));
-	blue_weight = blue_density / temp1;
-	haze_weight = haze_density / 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 * dens_mul;
-
-	// 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
-
-    temp2.x *= sun_moon_glow_factor;
-
-	// Add "minimum anti-solar illumination"
-	temp2.x += .25;
-
-	// Increase ambient when there are more clouds
-	vec4 tmpAmbient = ambient_color;
-	tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5; 
-
-	// Dim sunlight by cloud shadow percentage
-	sunlight *= (1. - cloud_shadow);
-
-	// Haze color below cloud
-	vec4 additiveColorBelowCloud = (	  blue_horizon * blue_weight * (sunlight + tmpAmbient)
-				+ (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
-			 );	
-
-	// CLOUDS
-	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 - 0.25);
-
-
-	// 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
+    altitude_blend_factor = clamp((rel_pos.y + 512.0) / max_y, 0.0, 1.0);
+
+    // Set altitude
+    if (rel_pos.y > 0.)
+    {
+        rel_pos *= (max_y / rel_pos.y);
+    }
+    else
+    {
+        rel_pos *= (-32000. / rel_pos.y);
+    }
+
+    // Can normalize then
+    vec3  rel_pos_norm = normalize(rel_pos);
+    float rel_pos_len  = length(rel_pos);
+
+    // Initialize temp variables
+    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 + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
+
+    // Calculate relative weights
+    vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density));
+    vec4 blue_weight   = blue_density / combined_haze;
+    vec4 haze_weight   = haze_density / combined_haze;
+
+    // Compute sunlight from rel_pos & lightnorm (for long rays like sky)
+    float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y);
+    sunlight *= exp(-light_atten * off_axis);
+
+    // Distance
+    float density_dist = rel_pos_len * density_multiplier;
+
+    // Transparency (-> combined_haze)
+    // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati
+    // compiler gets confused.
+    combined_haze = exp(-combined_haze * density_dist);
+
+    // Compute haze glow
+    float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz);
+    // haze_glow is 0 at the sun and increases away from sun
+    haze_glow = max(haze_glow, .001);
+    // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
+    haze_glow *= glow.x;
+    // Higher glow.x gives dimmer glow (because next step is 1 / "angle")
+    haze_glow = pow(haze_glow, glow.z);
+    // glow.z should be negative, so we're doing a sort of (1 / "angle") function
+
+    haze_glow *= sun_moon_glow_factor;
+
+    // Add "minimum anti-solar illumination"
+    // For sun, add to glow.  For moon, remove glow entirely. SL-13768
+    haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25);
+
+    // Increase ambient when there are more clouds
+    vec4 tmpAmbient = ambient_color;
+    tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;
+
+    // Dim sunlight by cloud shadow percentage
+    sunlight *= (1. - cloud_shadow);
+
+    // Haze color below cloud
+    vec4 additiveColorBelowCloud =
+        (blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient));
+
+    // CLOUDS
+    off_axis = 1.0 / max(1e-6, lightnorm.y * 2.);
+    sunlight *= exp(-light_atten * off_axis);
+
+    // Cloud color out
+    vary_CloudColorSun     = (sunlight * haze_glow) * cloud_color;
+    vary_CloudColorAmbient = tmpAmbient * cloud_color;
+
+    // Attenuate cloud color by atmosphere
+    combined_haze = sqrt(combined_haze);  // less atmos opacity (more transparency) below clouds
+    vary_CloudColorSun *= combined_haze;
+    vary_CloudColorAmbient *= combined_haze;
+    vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - combined_haze);
+
+    // Make a nice cloud density based on the cloud_shadow value that was passed in.
+    vary_CloudDensity = 2. * (cloud_shadow - 0.25);
+
+    // 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/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
index 0d141342ce239d7c095446fbadaf1c41da7caf0b..6528066a4eb0fbeca2b6c2370320b7a0c3cab261 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
@@ -1,28 +1,28 @@
-/** 
+/**
  * @file class2\wl\skyV.glsl
  *
  * $LicenseInfo:firstyear=2005&license=viewerlgpl$
  * Second Life Viewer Source Code
  * Copyright (C) 2005, Linden Research, Inc.
- * 
+ *
  * This library is free software; you can redistribute it and/or
  * modify it under the terms of the GNU Lesser General Public
  * License as published by the Free Software Foundation;
  * version 2.1 of the License only.
- * 
+ *
  * This library is distributed in the hope that it will be useful,
  * but WITHOUT ANY WARRANTY; without even the implied warranty of
  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
  * Lesser General Public License for more details.
- * 
+ *
  * You should have received a copy of the GNU Lesser General Public
  * License along with this library; if not, write to the Free Software
  * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
- * 
+ *
  * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
  * $/LicenseInfo$
  */
- 
+
 uniform mat4 modelview_projection_matrix;
 
 ATTRIBUTE vec3 position;
@@ -37,13 +37,13 @@ VARYING vec4 vary_HazeColor;
 // Inputs
 uniform vec3 camPosLocal;
 
-uniform vec4 lightnorm;
-uniform vec4 sunlight_color;
-uniform vec4 moonlight_color;
-uniform int sun_up_factor;
-uniform vec4 ambient_color;
-uniform vec4 blue_horizon;
-uniform vec4 blue_density;
+uniform vec4  lightnorm;
+uniform vec4  sunlight_color;
+uniform vec4  moonlight_color;
+uniform int   sun_up_factor;
+uniform vec4  ambient_color;
+uniform vec4  blue_horizon;
+uniform vec4  blue_density;
 uniform float haze_horizon;
 uniform float haze_density;
 
@@ -52,110 +52,98 @@ uniform float density_multiplier;
 uniform float distance_multiplier;
 uniform float max_y;
 
-uniform vec4 glow;
+uniform vec4  glow;
 uniform float sun_moon_glow_factor;
 
 uniform vec4 cloud_color;
 
 void main()
 {
-
-	// World / view / projection
+    // World / view / projection
     vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
 
-	gl_Position = pos;
-	
-	// Get relative position
-	vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
-
-	// Set altitude
-	if (P.y > 0.)
-	{
-		P *= (max_y / 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 = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
-	vec4 light_atten;
-
-    float dens_mul = density_multiplier;
-
-	// Sunlight attenuation effect (hue and brightness) due to atmosphere
-	// this is used later for sunlight modulation at various altitudes
-	light_atten = (blue_density + vec4(haze_density * 0.25)) * (dens_mul * max_y);
-
-	// Calculate relative weights
-	temp1 = abs(blue_density) + vec4(abs(haze_density));
-	blue_weight = blue_density / temp1;
-	haze_weight = haze_density / 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 * dens_mul;
-
-	// Transparency (-> temp1)
-    // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
-    // compiler gets confused.
-    temp1 = exp(-temp1 * temp2.z);
+    gl_Position = pos;
+
+    // Get relative position
+    vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0);
+
+    // Set altitude
+    if (rel_pos.y > 0.)
+    {
+        rel_pos *= (max_y / rel_pos.y);
+    }
+    else
+    {
+        rel_pos *= (-32000. / rel_pos.y);
+    }
 
-	// 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
+    // Can normalize then
+    vec3 rel_pos_norm = normalize(rel_pos);
 
-	// Add "minimum anti-solar illumination"
-	temp2.x += .25;
+    float rel_pos_len = length(rel_pos);
 
-    vec4 color = (    blue_horizon * blue_weight * (sunlight + ambient_color)
-                + (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color)
-             );
+    // Initialize temp variables
+    vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_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 + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
+
+    // Calculate relative weights
+    vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density));
+    vec4 blue_weight   = blue_density / combined_haze;
+    vec4 haze_weight   = haze_density / combined_haze;
+
+    // Compute sunlight from rel_pos & lightnorm (for long rays like sky)
+    float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y);
+    sunlight *= exp(-light_atten * off_axis);
+
+    // Distance
+    float density_dist = rel_pos_len * density_multiplier;
+
+    // Transparency (-> combined_haze)
+    // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati
+    // compiler gets confused.
+    combined_haze = exp(-combined_haze * density_dist);
+
+    // Compute haze glow
+    float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz);
+    // haze_glow is 0 at the sun and increases away from sun
+    haze_glow = max(haze_glow, .001);
+    // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
+    haze_glow *= glow.x;
+    // Higher glow.x gives dimmer glow (because next step is 1 / "angle")
+    haze_glow = pow(haze_glow, glow.z);
+    // glow.z should be negative, so we're doing a sort of (1 / "angle") function
+
+    // Add "minimum anti-solar illumination"
+    // For sun, add to glow.  For moon, remove glow entirely. SL-13768
+    haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25);
+
+    vec4 color =
+        (blue_horizon * blue_weight * (sunlight + ambient_color) + (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient_color));
 
     // Final atmosphere additive
-    color *= (1. - temp1);
+    color *= (1. - combined_haze);
 
-	// Increase ambient when there are more clouds
-	vec4 tmpAmbient = ambient_color;
-	tmpAmbient += max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5; 
+    // Increase ambient when there are more clouds
+    vec4 tmpAmbient = ambient_color;
+    tmpAmbient += max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5;
 
-	// Dim sunlight by cloud shadow percentage
-	sunlight *= max(0.0, (1. - cloud_shadow));
+    // Dim sunlight by cloud shadow percentage
+    sunlight *= max(0.0, (1. - cloud_shadow));
 
-	// Haze color below cloud
-	vec4 additiveColorBelowCloud = (	  blue_horizon * blue_weight * (sunlight + tmpAmbient)
-				+ (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
-			 );	
+    // Haze color below cloud
+    vec4 additiveColorBelowCloud =
+        (blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient));
 
-	// Attenuate cloud color by atmosphere
-	temp1 = sqrt(temp1);	//less atmos opacity (more transparency) below clouds
+    // Attenuate cloud color by atmosphere
+    combined_haze = sqrt(combined_haze);  // less atmos opacity (more transparency) below clouds
 
-	// At horizon, blend high altitude sky color towards the darker color below the clouds
-	color += (additiveColorBelowCloud - color) * (1. - sqrt(temp1));
+    // At horizon, blend high altitude sky color towards the darker color below the clouds
+    color += (additiveColorBelowCloud - color) * (1. - sqrt(combined_haze));
 
     // Haze color above cloud
-	vary_HazeColor = color;	
+    vary_HazeColor = color;
 }
-
diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp
index fbac523ff09eb1bec7e2991b055b536309d740eb..b0eb1a405b3b112b61a6a75eb9223835c7a6ba4b 100644
--- a/indra/newview/lldrawpoolwlsky.cpp
+++ b/indra/newview/lldrawpoolwlsky.cpp
@@ -216,10 +216,11 @@ void LLDrawPoolWLSky::renderSkyHaze(const LLVector3& camPosLocal, F32 camHeightL
 
 	if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY))
 	{
+        LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
         LLGLSPipelineDepthTestSkyBox sky(true, false);
         sky_shader->bind();
         sky_shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, 1);
-        sky_shader->uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, 1.0f);
+        sky_shader->uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, psky->getSunMoonGlowFactor());
         renderDome(origin, camHeightLocal, sky_shader);	
 		sky_shader->unbind();
     }