diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 13e0cb51694ec1776aa90e3866814a8f3963284c..7f7faffe78ac0291c2f3fcb8b2b9416bc8ed4504 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -111,7 +111,7 @@ void main()
         vec3 sun_contrib = final_da * sunlit;
 
 #if !defined(AMBIENT_KILL)
-        color.rgb = pow(amblit, vec3(1.0/1.3));
+        color.rgb = amblit * 2.0;
         color.rgb *= ambient;
 #endif
 
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl
index 5e39d1629d20355eee7c3b0d80ee4f89c89df692..751e7da53ddc3f1e246e1949457afcf5773db15a 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl
@@ -35,7 +35,7 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color)
 	vec4 c = sumLights(pos, norm, color);
 
 #if !defined(AMBIENT_KILL)
-    c.rgb += atmosAmbient() * color.rgb * 0.5 * getAmbientClamp();
+    c.rgb += atmosAmbient() * color.rgb * getAmbientClamp();
 #endif
 
     return c;
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
index 291e160cdc8279c0b1df00e7b1cf81d9f9f07cb3..fa20d63a4aa6b2589e1fc4c90525423022191014 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
@@ -44,7 +44,7 @@ uniform float sun_moon_glow_factor;
 
 float getAmbientClamp()
 {
-    return 0.9;
+    return 1.0f;
 }
 
 void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten) {
@@ -138,6 +138,6 @@ void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, o
 
     //brightness of surface both sunlight and ambient
     sunlit = sunlight.rgb * 0.5;
-    amblit = tmpAmbient.rgb * .5;
+    amblit = tmpAmbient.rgb * .25;
     additive *= vec3(1.0 - temp1);
 }
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 343e5c8ef53160122a7494d34ad4d930c668afcc..92794ddaaea82aa958a254606ba9c861edab7d89 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -119,8 +119,7 @@ void main()
         vec3 sun_contrib = min(scol, final_da) * sunlit;
 
 #if !defined(AMBIENT_KILL)
-        color.rgb = amblit * 0.5;
-        color.rgb = pow(color.rgb, vec3(1.0/1.1));
+        color.rgb = amblit * 2.0;
         color.rgb *= ambient;
 #endif
 
diff --git a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl
index 6918ac3b8c73112f8a457f0082965f03837b6441..cba87a1db7e0d926be1669bcbb6f6546d8686b9f 100644
--- a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl
+++ b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl
@@ -35,9 +35,9 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color)
 	vec4 c = sumLights(pos, norm, color);
 
 #if !defined(AMBIENT_KILL)
-    c.rgb += atmosAmbient() * color.rgb * 0.5 * getAmbientClamp();
+    c.rgb += atmosAmbient() * color.rgb * 2.0 * getAmbientClamp();
 #endif
-
-    return c; 
+ 
+    return c;
 }
 
diff --git a/indra/newview/lldrawpooltree.cpp b/indra/newview/lldrawpooltree.cpp
index 5c7a819b8b46ee20e17ded16c5e9f5e1bc1f5df5..b885008caeade02b3eca3ab7f8e664971c8890e3 100644
--- a/indra/newview/lldrawpooltree.cpp
+++ b/indra/newview/lldrawpooltree.cpp
@@ -97,7 +97,6 @@ void LLDrawPoolTree::render(S32 pass)
 	}
 
 	LLGLState test(GL_ALPHA_TEST, LLGLSLShader::sNoFixedFunction ? 0 : 1);
-	//LLOverrideFaceColor color(this, 1.f, 1.f, 1.f, 1.f);
 
 	gGL.getTexUnit(sDiffTex)->bind(mTexturep);
 				
diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp
index 968607de5d7714e458736a3d9cb4e07a9c300bd4..0542e39db42829cb8e8ff3fd7d39be965dbecc96 100644
--- a/indra/newview/lldrawpoolwlsky.cpp
+++ b/indra/newview/lldrawpoolwlsky.cpp
@@ -513,7 +513,6 @@ void LLDrawPoolWLSky::renderHeavenlyBodies()
                 sun_shader->uniform4fv(LLShaderMgr::DIFFUSE_COLOR, 1, color.mV);
                 sun_shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor);
 
-                LLFacePool::LLOverrideFaceColor color_override(this, color);
                 face->renderIndexed();
 
                 gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
@@ -565,7 +564,6 @@ void LLDrawPoolWLSky::renderHeavenlyBodies()
             moon_shader->uniform4fv(LLShaderMgr::DIFFUSE_COLOR, 1, color.mV);
             moon_shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor);
 
-            LLFacePool::LLOverrideFaceColor color_override(this, color);
             face->renderIndexed();
 
             gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);