diff --git a/indra/llinventory/llsettingssky.cpp b/indra/llinventory/llsettingssky.cpp
index c4ce3af15712236f5c29c763a3a871e37f283a76..8d0b37d01fb52559e2773f44476f86d817fe4400 100644
--- a/indra/llinventory/llsettingssky.cpp
+++ b/indra/llinventory/llsettingssky.cpp
@@ -1000,7 +1000,7 @@ LLVector3 LLSettingsSky::getLightDirection() const
         return mMoonDirection;
     }
 
-    return -LLVector3::z_axis;
+    return LLVector3::z_axis_neg;
 }
 
 LLColor3 LLSettingsSky::getLightDiffuse() const
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
index 3607f5a0860ea76b331444aa577bc0ee51a76b43..dcc3750a8f982ceef76862b99ed906890700d18e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
@@ -100,7 +100,9 @@ void main()
 			float fa = light_col[i].a+1.0;
 			float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
 			dist_atten *= dist_atten;
-			dist_atten *= 2.0;
+            
+            // Tweak falloff slightly to match pre-EEP attenuation
+			dist_atten *= 2.2;
 			
 			dist_atten *= noise;
 
diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp
index bbee94287d8261582078cf57e72aace806c33f0f..32398aa609ab0d31ba94657f8dbdd3ee244ae08c 100644
--- a/indra/newview/llsettingsvo.cpp
+++ b/indra/newview/llsettingsvo.cpp
@@ -641,17 +641,17 @@ void LLSettingsVOSky::updateSettings()
     LLVector3 sun_direction  = getSunDirection();
     LLVector3 moon_direction = getMoonDirection();
 
-    F32 dp = getLightDirection() * LLVector3(0.0f, 0.0f, 1.0f);
-	if (dp < 0)
-	{
-		dp = 0;
-	}
-    dp = llmax(dp, 0.1f);
+    // 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.
+    //
+    // 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 * (1.0f + sun_dynamic_range * dp);
+    mSceneLightStrength = 2.0f * (0.65f + sun_dynamic_range * dp);
 
     gSky.setSunAndMoonDirectionsCFR(sun_direction, moon_direction);
     gSky.setSunTextures(getSunTextureId(), getNextSunTextureId());