     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;
    


        vec2 textureCoordinates = mix(ellipsoidTextureCoordinates, ellipsoidFlippedTextureCoordinates, czm_morphTime * smoothstep(0.9, 0.95, normalMC.z));

        color = computeWaterColor(v_positionEC, textureCoordinates, enuToEye, color, mask);
    }
#endif

