diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
index 4fac46fdfb648e08df9e71b58c083b8496f697e9..436694521423f16a8b171a988d72f0388a93746f 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
@@ -64,9 +64,9 @@ void main()
     vec3 luma_weights = vec3(0.3, 0.5, 0.3);
 
     vec4 light_color = max(sunlight_color, moonlight_color);
-    float mix = 1.0 - dot(normalize(light_color.rgb), luma_weights);
+    float blend = 1.0 - dot(normalize(light_color.rgb), luma_weights);
 
-    vec3 exp = vec3(1.0 - mix * moon_brightness) * 2.0  - 1.0;
+    vec3 exp = vec3(1.0 - blend * moon_brightness) * 2.0  - 1.0;
     c.rgb = pow(c.rgb, exp);
 
     //c.rgb *= moonlight_color.rgb;
diff --git a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl
index 310bb15fdfc820abd823e4730ec2c7a1807364ba..72d2c4cdfae4b73ebfddade235d517c691b48ed9 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl
@@ -56,9 +56,9 @@ void main()
     // mix factor which blends when sunlight is brighter
     // and shows true moon color at night
     vec3 luma_weights = vec3(0.3, 0.5, 0.3);
-    float mix = 1.0f - dot(normalize(sunlight_color.rgb), luma_weights);
+    float blend = 1.0f - dot(normalize(sunlight_color.rgb), luma_weights);
 
-    vec3 exp = vec3(1.0 - mix * moon_brightness) * 2.0 - 1.0;
+    vec3 exp = vec3(1.0 - blend * moon_brightness) * 2.0 - 1.0;
     c.rgb = pow(c.rgb, exp);
     //c.rgb *= moonlight_color.rgb;