diff --git a/indra/llrender/llatmosphere.cpp b/indra/llrender/llatmosphere.cpp
index fb159a3e4707682666efa9086e6fdb83e3e8bb44..8840f4945466a848744096c0925113cdea42c873 100644
--- a/indra/llrender/llatmosphere.cpp
+++ b/indra/llrender/llatmosphere.cpp
@@ -167,18 +167,21 @@ LLAtmosphere::LLAtmosphere()
     m_scattering     = new LLGLTexture;
     m_mie_scattering = new LLGLTexture;
 
+    m_transmittance->generateGLTexture();
     m_transmittance->setAddressMode(LLTexUnit::eTextureAddressMode::TAM_CLAMP);
     m_transmittance->setFilteringOption(LLTexUnit::eTextureFilterOptions::TFO_BILINEAR);
     m_transmittance->setExplicitFormat(GL_RGB16F, GL_RGB, GL_FLOAT);
     m_transmittance->setTexName(m_textures.transmittance_texture);
     m_transmittance->setTarget(GL_TEXTURE_2D, LLTexUnit::TT_TEXTURE);
 
+    m_scattering->generateGLTexture();
     m_scattering->setAddressMode(LLTexUnit::eTextureAddressMode::TAM_CLAMP);
     m_scattering->setFilteringOption(LLTexUnit::eTextureFilterOptions::TFO_BILINEAR);
     m_scattering->setExplicitFormat(GL_RGB16F, GL_RGB, GL_FLOAT);
     m_scattering->setTexName(m_textures.transmittance_texture);
     m_scattering->setTarget(GL_TEXTURE_3D, LLTexUnit::TT_TEXTURE_3D);
 
+    m_mie_scattering->generateGLTexture();
     m_mie_scattering->setAddressMode(LLTexUnit::eTextureAddressMode::TAM_CLAMP);
     m_mie_scattering->setFilteringOption(LLTexUnit::eTextureFilterOptions::TFO_BILINEAR);
     m_mie_scattering->setExplicitFormat(GL_RGB16F, GL_RGB, GL_FLOAT);
diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp
index b09ec53bc035f641c4901017602c999f93df5efb..a5939a6eb9b60a2b55b313b57e4433762ab4bad1 100644
--- a/indra/llrender/llglslshader.cpp
+++ b/indra/llrender/llglslshader.cpp
@@ -374,6 +374,8 @@ void LLGLSLShader::unloadInternal()
     stop_glerror();
 }
 
+#pragma optimize("", off)
+
 BOOL LLGLSLShader::createShader(std::vector<LLStaticHashedString> * attributes,
                                 std::vector<LLStaticHashedString> * uniforms,
                                 U32 varying_count,
@@ -490,6 +492,8 @@ BOOL LLGLSLShader::createShader(std::vector<LLStaticHashedString> * attributes,
     return success;
 }
 
+#pragma optimize("", on)
+
 BOOL LLGLSLShader::attachObject(std::string object)
 {
     if (LLShaderMgr::instance()->mShaderObjects.count(object) > 0)
diff --git a/indra/newview/app_settings/shaders/class3/windlight/advancedAtmoF.glsl b/indra/newview/app_settings/shaders/class3/windlight/advancedAtmoF.glsl
new file mode 100644
index 0000000000000000000000000000000000000000..c71eaf4b134c682c06a5921280458158b13406f1
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/windlight/advancedAtmoF.glsl
@@ -0,0 +1,71 @@
+/** 
+ * @file advancedAtmoF.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
+ * $/LicenseInfo$
+ */
+ 
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+in vec3 view_dir;
+
+uniform vec3 cameraPosLocal;
+uniform vec3 sun_direction;
+uniform vec2 sun_size;
+
+uniform sampler2D cloud_noise_texture;
+uniform sampler2D transmittance_texture;
+uniform sampler3D scattering_texture;
+uniform sampler3D mie_scattering_texture;
+
+vec3 GetSolarLuminance();
+vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 sun_dir, out vec3 transmittance);
+vec3 GetSkyLuminanceToPoint(vec3 camPos, vec3 pos, float shadow_length, vec3 sun_dir, out vec3 transmittance);
+vec3 GetSunAndSkyIlluminance(vec3 pos, vec3 norm, vec3 sun_dir, out vec3 sky_irradiance);
+
+void main()
+{
+    vec3 view_direction = normalize(view_dir);
+
+    vec3 camPos = cameraPosLocal;
+    vec3 transmittance;
+    vec3 radiance = GetSkyLuminance(camPos, view_direction, 0.0f, sun_direction, transmittance);
+
+    radiance *= transmittance;
+
+    // If the view ray intersects the Sun, add the Sun radiance.
+    if (dot(view_direction, sun_direction) >= sun_size.y)
+    {
+        radiance = radiance + transmittance * GetSolarLuminance();
+    }
+
+    vec3 color = vec3(1.0) - exp(-radiance);
+    color = pow(color, vec3(1.0 / 2.2));
+
+    frag_color.rgb = color;
+ 
+    frag_color.a = 1.0;
+}
+
diff --git a/indra/newview/app_settings/shaders/class3/windlight/advancedAtmoV.glsl b/indra/newview/app_settings/shaders/class3/windlight/advancedAtmoV.glsl
new file mode 100644
index 0000000000000000000000000000000000000000..52a75953799f4074bd6249d82adb83646f48752c
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/windlight/advancedAtmoV.glsl
@@ -0,0 +1,43 @@
+/** 
+ * @file advancedAtmoV.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;
+
+// Inputs
+uniform vec3 camPosLocal;
+
+out vec3 view_dir;
+
+void main()
+{
+	// World / view / projection
+	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+
+	// this will be normalized in the frag shader...
+	view_dir = position.xyz - camPosLocal.xyz; 
+}
+
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index 6d174442fb73c90523573495a200744210c8d62b..c4fa4e86b40ad6f3fff24b65efcab238304372ab 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -3288,8 +3288,10 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
 	return TRUE;
 }
 
+#pragma optimize("", off)
+
 BOOL LLViewerShaderMgr::loadShadersWindLight()
-{	
+{
 	BOOL success = TRUE;
 
 	if (mVertexShaderLevel[SHADER_WINDLIGHT] < 2)
@@ -3308,7 +3310,7 @@ BOOL LLViewerShaderMgr::loadShadersWindLight()
     }
 
 	// this shader uses gather so it can't live with the other basic shaders safely
-	if (success && (mVertexShaderLevel[SHADER_WINDLIGHT] >= 3))
+	/*if (success && (mVertexShaderLevel[SHADER_WINDLIGHT] >= 3))
 	{
 		gDownsampleMinMaxDepthRectProgram.mName = "DownsampleMinMaxDepthRect Shader";
 		gDownsampleMinMaxDepthRectProgram.mShaderFiles.clear();
@@ -3316,22 +3318,22 @@ BOOL LLViewerShaderMgr::loadShadersWindLight()
 		gDownsampleMinMaxDepthRectProgram.mShaderFiles.push_back(make_pair("windlight/downsampleMinMaxDepthRectF.glsl", GL_FRAGMENT_SHADER_ARB));
 		gDownsampleMinMaxDepthRectProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT];
 		success = gDownsampleMinMaxDepthRectProgram.createShader(NULL, NULL);
-	}
+	}*/
 
     // this shader uses gather so it can't live with the other basic shaders safely
     if (success && (mVertexShaderLevel[SHADER_WINDLIGHT] >= 3))
     {
         gInscatterRectProgram.mName = "Inscatter Shader";
         gInscatterRectProgram.mShaderFiles.clear();
-        gInscatterRectProgram.mShaderFiles.push_back(make_pair("windlight/atmoV.glsl", GL_VERTEX_SHADER_ARB));
-        gInscatterRectProgram.mShaderFiles.push_back(make_pair("windlight/atmoF.glsl", GL_FRAGMENT_SHADER_ARB));
+        gInscatterRectProgram.mShaderFiles.push_back(make_pair("windlight/advancedAtmoV.glsl", GL_VERTEX_SHADER_ARB));
+        gInscatterRectProgram.mShaderFiles.push_back(make_pair("windlight/advancedAtmoF.glsl", GL_FRAGMENT_SHADER_ARB));
         gInscatterRectProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT];       
         llassert(gAtmosphere != nullptr);
         gInscatterRectProgram.mExtraLinkObject = gAtmosphere->getAtmosphericShaderForLink();
         success = gInscatterRectProgram.createShader(NULL, NULL);
     }
 
-	if (success)
+	if (success && (mVertexShaderLevel[SHADER_WINDLIGHT] < 3))
 	{
 		gWLSkyProgram.mName = "Windlight Sky Shader";
 		//gWLSkyProgram.mFeatures.hasGamma = true;
@@ -3340,10 +3342,6 @@ BOOL LLViewerShaderMgr::loadShadersWindLight()
 		gWLSkyProgram.mShaderFiles.push_back(make_pair("windlight/skyF.glsl", GL_FRAGMENT_SHADER_ARB));
 		gWLSkyProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT];
 		gWLSkyProgram.mShaderGroup = LLGLSLShader::SG_SKY;
-        if (mVertexShaderLevel[SHADER_WINDLIGHT] >= 3)
-        {
-            gWLSkyProgram.mExtraLinkObject = gAtmosphere->getAtmosphericShaderForLink();
-        }
 		success = gWLSkyProgram.createShader(NULL, NULL);
 	}
 
@@ -3362,6 +3360,9 @@ BOOL LLViewerShaderMgr::loadShadersWindLight()
 	return success;
 }
 
+#pragma optimize("", on)
+
+
 BOOL LLViewerShaderMgr::loadTransformShaders()
 {
 	BOOL success = TRUE;