diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp
index 32398aa609ab0d31ba94657f8dbdd3ee244ae08c..d96f276a71e7cb5a55b6211d73a84b48b77f59ec 100644
--- a/indra/newview/llsettingsvo.cpp
+++ b/indra/newview/llsettingsvo.cpp
@@ -644,14 +644,14 @@ void LLSettingsVOSky::updateSettings()
     // Want the dot prod of sun w/ high noon vector (0,0,1), which is just the z component
     F32 dp = llmax(sun_direction[2], 0.0f); // clamped to 0 when sun is down
 
-	// Since WL scales everything by 2, there should always be at least a 2:1 brightness ratio
-	// between sunlight and point lights in windlight to normalize point lights.
+    // Since WL scales everything by 2, there should always be at least a 2:1 brightness ratio
+    // between sunlight and point lights in windlight to normalize point lights.
     //
     // After some A/B comparison of relesae vs EEP, tweak to allow strength to fall below 2 
     // at night, for better match. (mSceneLightStrength is a divisor, so lower value means brighter
     // local lights)
 	F32 sun_dynamic_range = llmax(gSavedSettings.getF32("RenderSunDynamicRange"), 0.0001f);
-    mSceneLightStrength = 2.0f * (0.65f + sun_dynamic_range * dp);
+    mSceneLightStrength = 2.0f * (0.75f + sun_dynamic_range * dp);
 
     gSky.setSunAndMoonDirectionsCFR(sun_direction, moon_direction);
     gSky.setSunTextures(getSunTextureId(), getNextSunTextureId());