diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
index fe336fc3a856a3ed39fa9e60b2c494b59e89355c..baf54c1fbe84a83167453d32aa033de9aedc5fc7 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
@@ -132,7 +132,7 @@ void main()
 	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_up_factor;
+        //temp2.x *= sun_up_factor;
 
 	// Add "minimum anti-solar illumination"
 	temp2.x += .25;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl
index 0a68fc82f774f913bba56a3558290256bcb34438..e1bac4f248081f80740689aaf4399f36d9c9cf2b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl
@@ -37,10 +37,11 @@ void calcAtmospherics(vec3 eye_pos);
 void main()
 {
     //transform vertex
-    vec4 vert = vec4(position.xyz, 1.0);
+    vec3 offset = vec3(0, 0, 50);
+    vec4 vert = vec4(position.xyz - offset, 1.0);
     vec4 pos = (modelview_matrix * vert);
 
-    gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
+    gl_Position = modelview_projection_matrix*vert;
 
     calcAtmospherics(pos.xyz);
     
diff --git a/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl b/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl
index aaa6768ed7ab78a1332b2a311403679822fc9624..1c43a7332ebf0a1b63e87b8c8eed9172380ea306 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl
@@ -36,13 +36,14 @@ VARYING vec2 vary_texcoord0;
 
 void main()
 {
-	//transform vertex
-	vec4 vert = vec4(position.xyz, 1.0);
-	vec4 pos = (modelview_matrix * vert);
+    //transform vertex
+    vec3 offset = vec3(0, 0, 50);
+    vec4 vert = vec4(position.xyz - offset, 1.0);
+    vec4 pos = (modelview_matrix * vert);
 
-	gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
-	
-	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
-	
-	calcAtmospherics(pos.xyz);
+    gl_Position = modelview_projection_matrix*vert;
+    
+    vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+    
+    calcAtmospherics(pos.xyz);
 }
diff --git a/indra/newview/app_settings/shaders/class1/windlight/sunDiscV.glsl b/indra/newview/app_settings/shaders/class1/windlight/sunDiscV.glsl
index 1fa32c3f3b8c7a8b9c3a538e05a425f68c6a881f..ca116628f1d3af2c022c3e01c1f9d9abc9c1bd80 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/sunDiscV.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/sunDiscV.glsl
@@ -38,7 +38,8 @@ void calcAtmospherics(vec3 eye_pos);
 void main()
 {
     //transform vertex
-    vec4 vert = vec4(position.xyz, 1.0);
+    vec3 offset = vec3(0, 0, 50);
+    vec4 vert = vec4(position.xyz - offset, 1.0);
     vec4 pos = modelview_projection_matrix*vert;
 
     sun_fade = smoothstep(0.3, 1.0, (position.z + 50) / 512.0f);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl
index 6ddd7e7c86a7c56275e082a8ef8be11de0e2fc41..792aa4e85cd39247cf8fe57d6d69a43c26d6608a 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl
@@ -153,7 +153,7 @@ void main()
     // Add "minimum anti-solar illumination"
     temp2.x += .25;
 
-    temp2.x *= sun_up_factor;
+    //temp2.x *= sun_up_factor;
 
     // Haze color above cloud
     vec4 color = (    blue_horizon * blue_weight * (sunlight + ambient)
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
index 5cf3cd1dd2d82d562fdf5d6142782046c4384a9d..8d1e5e3281f3e2514d2a0a680357aeaa2b4af631 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
@@ -119,7 +119,7 @@ void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit,
     //add "minimum anti-solar illumination"
     temp2.x += .25;
 
-    temp2.x *= sun_up_factor;
+    //temp2.x *= sun_up_factor;
     
     //increase ambient when there are more clouds
     vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5;
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
index 644cd5a35b8c4d6a523c97f723a4e22bf608037f..a250cf2c454c8dbfbac39b0ab2e3600a772e32d0 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
@@ -131,7 +131,7 @@ void main()
     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_up_factor;
+    //temp2.x *= sun_up_factor;
 
     // Add "minimum anti-solar illumination"
     temp2.x += .25;
diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
index 04cf4052b808ab966d0100579080bf4e195960fc..f509f9f8d4652afdef2c839c44b6b2eff1ad3d8e 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
@@ -119,7 +119,7 @@ void main()
 	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_up_factor;
+        //temp2.x *= sun_up_factor;
 
 	// Add "minimum anti-solar illumination"
 	temp2.x += .25;