 const float oceanAnimationSpeedHighAltitude = 0.008;
 const float oceanOneOverAmplitudeHighAltitude = 1.0 / 2.0;
 
-vec4 computeWaterColor(vec3 positionEyeCoordinates, vec2 textureCoordinates, mat3 enuToEye, vec4 imageryColor, float maskValue)
+vec4 computeWaterColor(vec3 positionEyeCoordinates, vec2 textureCoordinates, mat3 enuToEye, vec4 imageryColor, float maskValue, float fade)
 {
     vec3 positionToEyeEC = -positionEyeCoordinates;
     float positionToEyeECLength = length(positionToEyeEC);

    vec3 normalEC = czm_normal3D * normalMC;                                         // normalized surface normal in eye coordiantes
#endif

#ifdef SHOW_REFLECTIVE_OCEAN
    vec2 waterMaskTranslation = u_waterMaskTranslationAndScale.xy;
    vec2 waterMaskScale = u_waterMaskTranslationAndScale.zw;


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

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

