From 8890c3238ab4ae8bbf1bc123284f9c6d4db4f9d6 Mon Sep 17 00:00:00 2001
From: Graham Linden <graham@lindenlab.com>
Date: Wed, 6 Feb 2019 16:42:23 -0800
Subject: SL-10478

Fix side-effects of having both sun and moon as potential directional light contributors.
We pass an int to the shader indicating which to prefer instead of making per-pixel decisions
and pass the moonlight color/di independently.

Obsolete llsettingssky fade color which was unused elsewhere and cached for no reason.
---
 indra/llinventory/llsettingssky.cpp                | 13 ++-----------
 indra/llinventory/llsettingssky.h                  |  3 +--
 indra/llrender/llrender.cpp                        | 13 ++++++++++++-
 indra/llrender/llrender.h                          |  2 ++
 indra/llrender/llshadermgr.cpp                     |  2 ++
 indra/llrender/llshadermgr.h                       |  2 ++
 .../shaders/class1/deferred/cloudsV.glsl           |  4 +++-
 .../shaders/class1/deferred/moonF.glsl             |  2 ++
 .../shaders/class1/deferred/shadowUtil.glsl        | 15 ++++++++-------
 .../app_settings/shaders/class1/deferred/skyV.glsl |  4 +++-
 .../shaders/class1/deferred/starsF.glsl            |  1 -
 .../shaders/class1/windlight/moonF.glsl            | 10 ++++++----
 .../app_settings/shaders/class2/deferred/skyF.glsl |  4 +++-
 .../shaders/class2/deferred/softenLightF.glsl      |  5 ++++-
 .../shaders/class2/windlight/atmosphericsF.glsl    |  4 +++-
 .../shaders/class2/windlight/atmosphericsV.glsl    |  4 +++-
 .../shaders/class2/windlight/cloudsV.glsl          |  4 +++-
 .../shaders/class2/windlight/skyV.glsl             |  4 +++-
 .../shaders/class3/deferred/cloudShadowF.glsl      |  1 -
 .../shaders/class3/deferred/cloudsF.glsl           |  1 -
 .../shaders/class3/windlight/atmosphericsF.glsl    |  4 +++-
 .../shaders/class3/windlight/atmosphericsV.glsl    |  4 +++-
 indra/newview/lldrawpoolterrain.cpp                |  4 ++++
 indra/newview/lldrawpooltree.cpp                   |  4 ++++
 indra/newview/lldrawpoolwlsky.cpp                  |  1 +
 indra/newview/pipeline.cpp                         | 22 +++++++++++++++-------
 26 files changed, 92 insertions(+), 45 deletions(-)

(limited to 'indra')

diff --git a/indra/llinventory/llsettingssky.cpp b/indra/llinventory/llsettingssky.cpp
index 612c97168c..2a503664ad 100644
--- a/indra/llinventory/llsettingssky.cpp
+++ b/indra/llinventory/llsettingssky.cpp
@@ -1238,12 +1238,6 @@ LLVector3 LLSettingsSky::getMoonDirection() const
     return mMoonDirection;
 }
 
-LLColor4U LLSettingsSky::getFadeColor() const
-{
-    update();
-    return mFadeColor;
-}
-
 LLColor4 LLSettingsSky::getMoonAmbient() const
 {
     update();
@@ -1305,12 +1299,9 @@ void LLSettingsSky::calculateLightSettings() const
     mSunDiffuse = gammaCorrect(componentMult(sunlight, light_transmittance));       
     mSunAmbient = gammaCorrect(componentMult(tmpAmbient, light_transmittance) * 0.5);
 
-    mMoonDiffuse  = gammaCorrect(componentMult(LLColor3::white, light_transmittance));
-    mMoonAmbient  = gammaCorrect(componentMult(LLColor3::white, light_transmittance) * 0.5f);
+    mMoonDiffuse  = gammaCorrect(componentMult(LLColor3::white, light_transmittance) * 0.5f);
+    mMoonAmbient  = gammaCorrect(componentMult(LLColor3::white, light_transmittance) * 0.25f);
     mTotalAmbient = mSunAmbient;
-
-    mFadeColor = mTotalAmbient + (mSunDiffuse + mMoonDiffuse) * 0.5f;
-    mFadeColor.setAlpha(0);
 }
 
 LLUUID LLSettingsSky::GetDefaultAssetId()
diff --git a/indra/llinventory/llsettingssky.h b/indra/llinventory/llsettingssky.h
index 65c0f2c581..cd173a6b18 100644
--- a/indra/llinventory/llsettingssky.h
+++ b/indra/llinventory/llsettingssky.h
@@ -280,7 +280,7 @@ public:
 
     LLVector3 getSunDirection() const;
     LLVector3 getMoonDirection() const;
-    LLColor4U getFadeColor() const;
+
     LLColor4  getMoonAmbient() const;
     LLColor3  getMoonDiffuse() const;
     LLColor4  getSunAmbient() const;
@@ -347,7 +347,6 @@ private:
     static const F32 DOME_RADIUS;
     static const F32 DOME_OFFSET;
 
-    mutable LLColor4U   mFadeColor;
     mutable LLColor4    mMoonAmbient;
     mutable LLColor3    mMoonDiffuse;
     mutable LLColor4    mSunAmbient;
diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp
index 173444f708..6e15f52866 100644
--- a/indra/llrender/llrender.cpp
+++ b/indra/llrender/llrender.cpp
@@ -895,6 +895,15 @@ void LLLightState::setDiffuse(const LLColor4& diffuse)
 	}
 }
 
+void LLLightState::setDiffuseB(const LLColor4& diffuse)
+{
+    if (mDiffuseB != diffuse)
+	{
+		++gGL.mLightHash;
+		mDiffuseB = diffuse;
+	}
+}
+
 void LLLightState::setAmbient(const LLColor4& ambient)
 {
 	if (mAmbient != ambient)
@@ -1153,6 +1162,7 @@ void LLRender::syncLightState()
 		LLVector3 direction[8];
 		LLVector4 attenuation[8];
 		LLVector3 diffuse[8];
+        LLVector3 diffuseB[8];
 
 		for (U32 i = 0; i < 8; i++)
 		{
@@ -1162,6 +1172,7 @@ void LLRender::syncLightState()
 			direction[i] = light->mSpotDirection;
             attenuation[i].set(light->mLinearAtten, light->mQuadraticAtten, light->mSpecular.mV[2], light->mSpecular.mV[3]);
 			diffuse[i].set(light->mDiffuse.mV);
+            diffuseB[i].set(light->mDiffuseB.mV);
 		}
 
 		shader->uniform4fv(LLShaderMgr::LIGHT_POSITION, 8, position[0].mV);
@@ -1169,8 +1180,8 @@ void LLRender::syncLightState()
 		shader->uniform4fv(LLShaderMgr::LIGHT_ATTENUATION, 8, attenuation[0].mV);
 		shader->uniform3fv(LLShaderMgr::LIGHT_DIFFUSE, 8, diffuse[0].mV);
 		shader->uniform4fv(LLShaderMgr::LIGHT_AMBIENT, 1, mAmbientLightColor.mV);
-		//HACK -- duplicate sunlight color for compatibility with drivers that can't deal with multiple shader objects referencing the same uniform
 		shader->uniform4fv(LLShaderMgr::SUNLIGHT_COLOR, 1, diffuse[0].mV);
+        shader->uniform4fv(LLShaderMgr::MOONLIGHT_COLOR, 1, diffuseB[0].mV);
 	}
 }
 
diff --git a/indra/llrender/llrender.h b/indra/llrender/llrender.h
index a79db80ebe..012a8da4ce 100644
--- a/indra/llrender/llrender.h
+++ b/indra/llrender/llrender.h
@@ -229,6 +229,7 @@ public:
 	void enable();
 	void disable();
 	void setDiffuse(const LLColor4& diffuse);
+    void setDiffuseB(const LLColor4& diffuse);
 	void setAmbient(const LLColor4& ambient);
 	void setSpecular(const LLColor4& specular);
 	void setPosition(const LLVector4& position);
@@ -245,6 +246,7 @@ protected:
 	S32 mIndex;
 	bool mEnabled;
 	LLColor4 mDiffuse;
+    LLColor4 mDiffuseB;
 	LLColor4 mAmbient;
 	LLColor4 mSpecular;
 	LLVector4 mPosition;
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp
index 3989c1e2e4..11e84d8785 100644
--- a/indra/llrender/llshadermgr.cpp
+++ b/indra/llrender/llshadermgr.cpp
@@ -1352,6 +1352,8 @@ void LLShaderMgr::initAttribsAndUniforms()
 
     mReservedUniforms.push_back("sun_moon_glow_factor");
     mReservedUniforms.push_back("water_edge");
+    mReservedUniforms.push_back("sun_up_factor");
+    mReservedUniforms.push_back("moonlight_color");
 
 	llassert(mReservedUniforms.size() == END_RESERVED_UNIFORMS);
 
diff --git a/indra/llrender/llshadermgr.h b/indra/llrender/llshadermgr.h
index ef6f33f2e5..497c3eb231 100644
--- a/indra/llrender/llshadermgr.h
+++ b/indra/llrender/llshadermgr.h
@@ -250,6 +250,8 @@ public:
 
         SUN_MOON_GLOW_FACTOR,
         WATER_EDGE_FACTOR,
+        SUN_UP_FACTOR,
+        MOONLIGHT_COLOR,
 		END_RESERVED_UNIFORMS
 	} eGLSLReservedUniforms;
 
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
index 53391da9aa..4beb334f5a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
@@ -47,6 +47,8 @@ uniform vec3 camPosLocal;
 
 uniform vec4 lightnorm;
 uniform vec4 sunlight_color;
+uniform vec4 moonlight_color;
+uniform int sun_up_factor;
 uniform vec4 ambient;
 uniform vec4 blue_horizon;
 uniform vec4 blue_density;
@@ -94,7 +96,7 @@ void main()
 	vec4 temp2 = vec4(0.);
 	vec4 blue_weight;
 	vec4 haze_weight;
-	vec4 sunlight = sunlight_color;
+	vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
 	vec4 light_atten;
 
 
diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
index c6c12f80f8..d964ce8eee 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
@@ -35,6 +35,7 @@ out vec4 frag_data[3];
 
 uniform vec4 color;
 uniform vec4 sunlight_color;
+uniform vec4 moonlight_color;
 uniform vec3 lumWeights;
 uniform float moon_brightness;
 uniform float minLuminance;
@@ -57,6 +58,7 @@ void main()
 
     vec3 exp = vec3(1.0 - mix * moon_brightness) * 2.0  - 1.0;
     c.rgb = pow(c.rgb, exp);
+    //c.rgb *= moonlight_color.rgb;
 
     frag_data[0] = vec4(c.rgb, c.a);
     frag_data[1] = vec4(0.0);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
index 6c509b7616..39fdd9ec44 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
@@ -44,12 +44,13 @@ uniform float spot_shadow_bias;
 uniform float spot_shadow_offset;
 uniform mat4 inv_proj;
 uniform vec2 screen_res;
+int sun_up_factor;
 
 float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float bias_mul, vec2 pos_screen, vec3 light_dir)
 {
     stc.xyz /= stc.w;
     float offset = max(0.75, light_dir.z);
-    stc.z += offset * shadow_bias * 3.33 * bias_mul;
+    stc.z += offset * shadow_bias * bias_mul;
         
     stc.x = floor(stc.x*shadow_res.x + fract(stc.y*pos_screen.y*3.14159))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
     
@@ -85,14 +86,14 @@ float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2
 
 float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
 {
+    vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
+
     float dp_sun = max(0.0, dot(sun_dir.xyz, norm));
     float dp_moon = max(0.0, dot(moon_dir.xyz, norm));
     float dp_directional_light = max(dp_sun,dp_moon);
           dp_directional_light = clamp(dp_directional_light, 0.0, 1.0);
 
-    vec3 light_dir = (dp_moon > dp_sun) ? moon_dir : sun_dir;
-    vec3 offset = light_dir * (1.0-dp_directional_light);
-    vec3 shadow_pos = pos.xyz + (offset * shadow_bias);
+    vec3 shadow_pos = pos.xyz;
 
     float shadow = 0.0f;
     vec4 spos = vec4(shadow_pos,1.0);
@@ -117,7 +118,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
             
             float w = 1.0;
             w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
-            shadow += pcfShadow(shadowMap3, lpos, 1.0, pos_screen, light_dir)*w;
+            shadow += pcfShadow(shadowMap3, lpos, 0.5, pos_screen, light_dir)*w;
             weight += w;
             shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
         }
@@ -129,7 +130,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
             float w = 1.0;
             w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
             w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
-            shadow += pcfShadow(shadowMap2, lpos, 1.0, pos_screen, light_dir)*w;
+            shadow += pcfShadow(shadowMap2, lpos, 0.75, pos_screen, light_dir)*w;
             weight += w;
         }
 
@@ -140,7 +141,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
             float w = 1.0;
             w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
             w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
-            shadow += pcfShadow(shadowMap1, lpos, 1.0, pos_screen, light_dir)*w;
+            shadow += pcfShadow(shadowMap1, lpos, 0.88, pos_screen, light_dir)*w;
             weight += w;
         }
 
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
index 7c02d31d43..83dd9da091 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
@@ -39,6 +39,8 @@ uniform vec3 camPosLocal;
 
 uniform vec4 lightnorm;
 uniform vec4 sunlight_color;
+uniform vec4 moonlight_color;
+uniform int sun_up_factor;
 uniform vec4 ambient;
 uniform vec4 blue_horizon;
 uniform vec4 blue_density;
@@ -82,7 +84,7 @@ void main()
 	vec4 temp2 = vec4(0.);
 	vec4 blue_weight;
 	vec4 haze_weight;
-	vec4 sunlight = sunlight_color;
+	vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
 	vec4 light_atten;
 
 
diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl
index 67e7604e22..8a98d6a489 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl
@@ -39,7 +39,6 @@ uniform sampler2D diffuseMap;
 uniform sampler2D altDiffuseMap;
 uniform float blend_factor;
 uniform float custom_alpha;
-uniform vec4 sunlight_color;
 uniform float time;
 
 float twinkle(){
diff --git a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl
index b66b56e0fb..947c301110 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl
@@ -35,6 +35,7 @@ out vec4 frag_color;
 
 uniform vec4 color;
 uniform vec4 sunlight_color;
+uniform vec4 moonlight_color;
 uniform vec3 lumWeights;
 uniform float moon_brightness;
 uniform float minLuminance;
@@ -45,8 +46,8 @@ VARYING vec2 vary_texcoord0;
 
 void main() 
 {
-	vec4 moonA = texture2D(diffuseMap, vary_texcoord0.xy);
-	vec4 moonB = texture2D(altDiffuseMap, vary_texcoord0.xy);
+    vec4 moonA = texture2D(diffuseMap, vary_texcoord0.xy);
+    vec4 moonB = texture2D(altDiffuseMap, vary_texcoord0.xy);
     vec4 c     = mix(moonA, moonB, blend_factor);
 
     // mix factor which blends when sunlight is brighter
@@ -55,8 +56,9 @@ void main()
     float mix = 1.0f - dot(normalize(sunlight_color.rgb), luma_weights);
 
     vec3 exp = vec3(1.0 - mix * moon_brightness) * 2.0 - 1.0;
-	c.rgb = pow(c.rgb, exp);
+    c.rgb = pow(c.rgb, exp);
+    //c.rgb *= moonlight_color.rgb;
 
-	frag_color = vec4(c.rgb, c.a);
+    frag_color = vec4(c.rgb, c.a);
 }
 
diff --git a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl
index 7e2d41cf7b..26f8095dc1 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl
@@ -34,6 +34,8 @@ uniform vec3 camPosLocal;
 
 uniform vec4 lightnorm;
 uniform vec4 sunlight_color;
+uniform vec4 moonlight_color;
+uniform int sun_up_factor;
 uniform vec4 ambient;
 uniform vec4 blue_horizon;
 uniform vec4 blue_density;
@@ -112,7 +114,7 @@ void main()
     vec4 temp2 = vec4(0.);
     vec4 blue_weight;
     vec4 haze_weight;
-    vec4 sunlight = sunlight_color;
+    vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
     vec4 light_atten;
 
 
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 2c1cc3026f..9a159e57f0 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -57,6 +57,8 @@ uniform mat3 ssao_effect_mat;
 
 uniform vec3 sun_dir;
 uniform vec3 moon_dir;
+uniform int sun_up_factor;
+
 VARYING vec2 vary_fragcoord;
 
 uniform mat4 inv_proj;
@@ -91,7 +93,8 @@ void main()
         
     float da_sun  = dot(norm.xyz, normalize(sun_dir.xyz));
     float da_moon = dot(norm.xyz, normalize(moon_dir.xyz));
-    float da = (da_sun > 0.0) ? da_sun : da_moon;
+    float da = (sun_up_factor == 1) ? da_sun : da_moon;
+    //float da = (da_sun > 0.0) ? da_sun : da_moon;
           da = clamp(da, 0.0, 1.0);
 
     da = pow(da, global_gamma + 0.3);
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
index 683ab794d3..efcf848ab1 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
@@ -29,6 +29,8 @@ vec3 getAtmosAttenuation();
 uniform vec4 gamma;
 uniform vec4 lightnorm;
 uniform vec4 sunlight_color;
+uniform vec4 moonlight_color;
+uniform int sun_up_factor;
 uniform vec4 ambient;
 uniform vec4 blue_horizon;
 uniform vec4 blue_density;
@@ -75,7 +77,7 @@ void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit,
     vec3 temp2 = vec3(0);
     vec4 blue_weight;
     vec4 haze_weight;
-    vec4 sunlight = sunlight_color;
+    vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
     vec4 light_atten;
 
     //sunlight attenuation effect (hue and brightness) due to atmosphere
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
index 86cdae8768..a26752f741 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
@@ -44,6 +44,8 @@ uniform vec3 camPosLocal;
 
 uniform vec4 lightnorm;
 uniform vec4 sunlight_color;
+uniform vec4 moonlight_color;
+uniform int sun_up_factor;
 uniform vec4 ambient;
 uniform vec4 blue_horizon;
 uniform vec4 blue_density;
@@ -74,7 +76,7 @@ void calcAtmospherics(vec3 inPositionEye) {
     vec3 temp2 = vec3(0);
     vec4 blue_weight;
     vec4 haze_weight;
-    vec4 sunlight = sunlight_color;
+    vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
     vec4 light_atten;
 
     //sunlight attenuation effect (hue and brightness) due to atmosphere
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
index 3e3bd929e1..fb978691da 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
@@ -46,6 +46,8 @@ uniform vec3 camPosLocal;
 
 uniform vec4 lightnorm;
 uniform vec4 sunlight_color;
+uniform vec4 moonlight_color;
+uniform int sun_up_factor;
 uniform vec4 ambient;
 uniform vec4 blue_horizon;
 uniform vec4 blue_density;
@@ -93,7 +95,7 @@ void main()
     vec4 temp2 = vec4(0.);
     vec4 blue_weight;
     vec4 haze_weight;
-    vec4 sunlight = sunlight_color;
+    vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
     vec4 light_atten;
 
 
diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
index f9f1eb7355..a65cc09c73 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
@@ -39,6 +39,8 @@ uniform vec3 camPosLocal;
 
 uniform vec4 lightnorm;
 uniform vec4 sunlight_color;
+uniform vec4 moonlight_color;
+uniform int sun_up_factor;
 uniform vec4 ambient;
 uniform vec4 blue_horizon;
 uniform vec4 blue_density;
@@ -82,7 +84,7 @@ void main()
 	vec4 temp2 = vec4(0.);
 	vec4 blue_weight;
 	vec4 haze_weight;
-	vec4 sunlight = sunlight_color;
+	vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
 	vec4 light_atten;
 
 	// Sunlight attenuation effect (hue and brightness) due to atmosphere
diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl
index 95d5b52b45..c0ba804a30 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl
@@ -44,7 +44,6 @@ uniform sampler2D cloud_noise_texture_next;
 uniform float blend_factor;
 uniform vec4 cloud_pos_density1;
 uniform vec4 cloud_pos_density2;
-uniform vec4 sunlight_color;
 uniform vec4 cloud_color;
 uniform float cloud_shadow;
 uniform float cloud_scale;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl
index c111456782..cc7a86f35c 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl
@@ -47,7 +47,6 @@ uniform sampler2D cloud_noise_texture_next;
 uniform float blend_factor;
 uniform vec4 cloud_pos_density1;
 uniform vec4 cloud_pos_density2;
-uniform vec4 sunlight_color;
 uniform vec4 cloud_color;
 uniform float cloud_shadow;
 uniform float cloud_scale;
diff --git a/indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl
index a1b67fc31e..852c2478bc 100644
--- a/indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl
+++ b/indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl
@@ -29,6 +29,8 @@ vec3 getAtmosAttenuation();
 uniform vec4 gamma;
 uniform vec4 lightnorm;
 uniform vec4 sunlight_color;
+uniform vec4 moonlight_color;
+uniform int sun_up_factor;
 uniform vec4 ambient;
 uniform vec4 blue_horizon;
 uniform vec4 blue_density;
@@ -69,7 +71,7 @@ void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit,
 	vec3 temp2 = vec3(0);
 	vec4 blue_weight;
 	vec4 haze_weight;
-	vec4 sunlight = sunlight_color;
+	vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
 	vec4 light_atten;
 
 	//sunlight attenuation effect (hue and brightness) due to atmosphere
diff --git a/indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl
index 3270c243a4..9bd75cf118 100644
--- a/indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl
+++ b/indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl
@@ -38,6 +38,8 @@ uniform vec3 camPosLocal;
 
 uniform vec4 lightnorm;
 uniform vec4 sunlight_color;
+uniform vec4 moonlight_color;
+uniform int sun_up_factor;
 uniform vec4 ambient;
 uniform vec4 blue_horizon;
 uniform vec4 blue_density;
@@ -63,7 +65,7 @@ void calcAtmospherics(vec3 inPositionEye) {
 	vec3 temp2 = vec3(0);
 	vec4 blue_weight;
 	vec4 haze_weight;
-	vec4 sunlight = sunlight_color;
+	vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
 	vec4 light_atten;
 
 	//sunlight attenuation effect (hue and brightness) due to atmosphere
diff --git a/indra/newview/lldrawpoolterrain.cpp b/indra/newview/lldrawpoolterrain.cpp
index e716214d72..ba2b00ee4e 100644
--- a/indra/newview/lldrawpoolterrain.cpp
+++ b/indra/newview/lldrawpoolterrain.cpp
@@ -48,6 +48,7 @@
 #include "pipeline.h"
 #include "llviewershadermgr.h"
 #include "llrender.h"
+#include "llenvironment.h"
 
 const F32 DETAIL_SCALE = 1.f/16.f;
 int DebugDetailMap = 0;
@@ -259,6 +260,9 @@ void LLDrawPoolTerrain::beginShadowPass(S32 pass)
 	LLFacePool::beginRenderPass(pass);
 	gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
 	gDeferredShadowProgram.bind();
+
+    LLEnvironment& environment = LLEnvironment::instance();
+    gDeferredShadowProgram.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);
 }
 
 void LLDrawPoolTerrain::endShadowPass(S32 pass)
diff --git a/indra/newview/lldrawpooltree.cpp b/indra/newview/lldrawpooltree.cpp
index 81b0c8b1bb..aa8812ab9d 100644
--- a/indra/newview/lldrawpooltree.cpp
+++ b/indra/newview/lldrawpooltree.cpp
@@ -38,6 +38,7 @@
 #include "llrender.h"
 #include "llviewercontrol.h"
 #include "llviewerregion.h"
+#include "llenvironment.h"
 
 S32 LLDrawPoolTree::sDiffTex = 0;
 static LLGLSLShader* shader = NULL;
@@ -178,7 +179,10 @@ void LLDrawPoolTree::beginShadowPass(S32 pass)
 	glPolygonOffset(gSavedSettings.getF32("RenderDeferredTreeShadowOffset"),
 					gSavedSettings.getF32("RenderDeferredTreeShadowBias"));
 
+    LLEnvironment& environment = LLEnvironment::instance();
+
 	gDeferredTreeShadowProgram.bind();
+    gDeferredTreeShadowProgram.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);
 	gDeferredTreeShadowProgram.setMinimumAlpha(0.5f);
 }
 
diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp
index acf2a6ea6e..313e74d5cd 100644
--- a/indra/newview/lldrawpoolwlsky.cpp
+++ b/indra/newview/lldrawpoolwlsky.cpp
@@ -701,6 +701,7 @@ void LLDrawPoolWLSky::renderHeavenlyBodies()
             F32 moon_brightness = (float)psky->getMoonBrightness();
 
             moon_shader->uniform1f(LLShaderMgr::MOON_BRIGHTNESS,  moon_brightness);
+            moon_shader->uniform4fv(LLShaderMgr::MOONLIGHT_COLOR,  1, gSky.mVOSkyp->getMoon().getColor().mV);
 
             moon_shader->uniform4fv(LLShaderMgr::DIFFUSE_COLOR, 1, color.mV);
             moon_shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor);
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 82c59282d5..49b39eb067 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -6351,9 +6351,7 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
 		gGL.setAmbientLightColor(ambient);
 	}
 
-    bool sun_up         = environment.getIsSunUp();
-    bool moon_up        = environment.getIsMoonUp();
-    bool sun_is_primary = sun_up || !moon_up;
+    bool sun_up = environment.getIsSunUp();
 
 	// Light 0 = Sun or Moon (All objects)
 	{
@@ -6379,15 +6377,15 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
 		}
 		mMoonDiffuse.clamp();
 
-		LLColor4  light_diffuse = sun_is_primary ? mSunDiffuse : mMoonDiffuse;
-        LLVector4 light_dir     = sun_is_primary ? mSunDir     : mMoonDir;
+        LLVector4 light_dir = sun_up ? mSunDir     : mMoonDir;
 
-		mHWLightColors[0] = light_diffuse;
+		mHWLightColors[0] = mSunDiffuse;
 
 		LLLightState* light = gGL.getLight(0);
         light->setPosition(light_dir);
 
-		light->setDiffuse(light_diffuse);
+		light->setDiffuse(mSunDiffuse);
+        light->setDiffuseB(mMoonDiffuse);
 		light->setAmbient(LLColor4::black);
 		light->setSpecular(LLColor4::black);
 		light->setConstantAttenuation(1.f);
@@ -8757,6 +8755,10 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget* screen_target)
 
 			LL_RECORD_BLOCK_TIME(FTM_ATMOSPHERICS);
 			bindDeferredShader(soften_shader);	
+
+            LLEnvironment& environment = LLEnvironment::instance();
+            soften_shader.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);
+
 			{
 				LLGLDepthTest depth(GL_FALSE);
 				LLGLDisable blend(GL_BLEND);
@@ -9870,6 +9872,8 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
 	
 	stop_glerror();
 	
+    LLEnvironment& environment = LLEnvironment::instance();
+
 	LLVertexBuffer::unbind();
 
 	{
@@ -9880,6 +9884,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
 		else
 		{
 			gDeferredShadowProgram.bind();
+            gDeferredShadowProgram.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);
 		}
 
 		gGL.diffuseColor4f(1,1,1,1);
@@ -9911,6 +9916,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
 		gDeferredShadowProgram.unbind();
 		renderGeomShadow(shadow_cam);
 		gDeferredShadowProgram.bind();
+        gDeferredShadowProgram.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);
 	}
 	else
 	{
@@ -9921,6 +9927,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
 		LL_RECORD_BLOCK_TIME(FTM_SHADOW_ALPHA);
 		gDeferredShadowAlphaMaskProgram.bind();
 		gDeferredShadowAlphaMaskProgram.uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width);
+        gDeferredShadowAlphaMaskProgram.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);
 
 		U32 mask =	LLVertexBuffer::MAP_VERTEX | 
 					LLVertexBuffer::MAP_TEXCOORD0 | 
@@ -9935,6 +9942,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
 		mask = mask & ~LLVertexBuffer::MAP_TEXTURE_INDEX;
 
 		gDeferredTreeShadowProgram.bind();
+        gDeferredTreeShadowProgram.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);
 		renderMaskedObjects(LLRenderPass::PASS_NORMSPEC_MASK, mask);
 		renderMaskedObjects(LLRenderPass::PASS_MATERIAL_ALPHA_MASK, mask);
 		renderMaskedObjects(LLRenderPass::PASS_SPECMAP_MASK, mask);
-- 
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