     float surfaceReflectance = mix(0.0, mix(u_zoomedOutOceanSpecularIntensity, oceanSpecularIntensity, waveIntensity), specularMapValue);
     float specular = specularIntensity * surfaceReflectance;
     
-    return vec4(imageryColor + diffuseHighlight + nonDiffuseHighlight + specular, 1.0); 
+    return vec4(imageryColor.rgb + diffuseHighlight + nonDiffuseHighlight + specular, imageryColor.a); 
 }
 
 #endif // #ifdef SHOW_REFLECTIVE_OCEAN

const float oceanAmplitude = 2.0;
const float oceanSpecularIntensity = 0.5;

vec4 computeWaterColor(vec3 positionEyeCoordinates, vec2 textureCoordinates, mat3 enuToEye, vec3 imageryColor, float specularMapValue)
{
    float time = czm_frameNumber * oceanAnimationSpeed;
    

}

vec4 computeDayColor(vec4 initialColor, vec2 textureCoordinates);
vec4 computeWaterColor(vec3 positionEyeCoordinates, vec2 textureCoordinates, mat3 enuToEye, vec4 imageryColor, float specularMapValue);

void main()
{
