     vec3 normalTangentSpace = 
     	(highAltitudeFade * normalTangentSpaceHighAltitude) + 
     	(lowAltitudeFade * normalTangentSpaceLowAltitude);
-	normalTangentSpace = normalize(normalTangentSpace);
+    normalTangentSpace = normalize(normalTangentSpace);
     
     // fade out the normal perturbation as we move farther from the water surface
     normalTangentSpace.xy *= waveIntensity;

// low altitude wave settings
const float oceanFrequencyLowAltitude = 825000.0;
const float oceanAnimationSpeedLowAltitude = 0.004;
const float oceanAmplitudeLowAltitude = 2.0;
const float oceanSpecularIntensity = 0.5;
 
// high altitude wave settings
const float oceanFrequencyHighAltitude = 125000.0;
const float oceanAnimationSpeedHighAltitude = 0.008;
const float oceanAmplitudeHighAltitude = 2.0;

vec4 computeWaterColor(vec3 positionEyeCoordinates, vec2 textureCoordinates, mat3 enuToEye, vec4 imageryColor, float specularMapValue)
{

    vec3 normalizedpositionToEyeEC = normalize(normalize(positionToEyeEC));
    
    // Fade out the waves as the camera moves far from the surface.
    float waveIntensity = waveFade(70000.0, 1000000.0, positionToEyeECLength);

#ifdef SHOW_OCEAN_WAVES
    // high altitude waves
    float time = czm_frameNumber * oceanAnimationSpeedHighAltitude;
    vec4 noise = czm_getWaterNoise(u_oceanNormalMap, textureCoordinates * oceanFrequencyHighAltitude, time, 0.0);
    vec3 normalTangentSpaceHighAltitude = vec3(noise.xy, noise.z * oceanOneOverAmplitudeHighAltitude);
    
    // low altitude waves
    time = czm_frameNumber * oceanAnimationSpeedLowAltitude;
    noise = czm_getWaterNoise(u_oceanNormalMap, textureCoordinates * oceanFrequencyLowAltitude, time, 0.0);
    vec3 normalTangentSpaceLowAltitude = vec3(noise.xy, noise.z * oceanOneOverAmplitudeLowAltitude);
    
    // blend the 2 wave layers based on distance to surface
    float highAltitudeFade = linearFade(0.0, 60000.0, positionToEyeECLength);
