 #endif
 
     // Add specular highlights in 3D, and in all modes when zoomed in.
-    float specularIntensity = getSpecular(czm_sunDirectionEC, normalizedpositionToEyeEC, normalEC, 10.0);
+    float specularIntensity = getSpecular(czm_sunDirectionEC, normalizedpositionToEyeEC, normalEC, 10.0) + 0.25 * getSpecular(czm_moonDirectionEC, normalizedpositionToEyeEC, normalEC, 10.0);
     float surfaceReflectance = mix(0.0, mix(u_zoomedOutOceanSpecularIntensity, oceanSpecularIntensity, waveIntensity), specularMapValue);
     float specular = specularIntensity * surfaceReflectance;
     

        vec3 normalMC = normalize(czm_geodeticSurfaceNormal(v_positionMC, vec3(0.0), vec3(1.0)));   // normalized surface normal in model coordinates
        vec3 normalEC = normalize(czm_normal3D * normalMC);                                           // normalized surface normal in eye coordiantes
        mat3 enuToEye = czm_eastNorthUpToEyeCoordinates(v_positionMC, normalEC);
        color = computeWaterColor(v_positionEC, czm_ellipsoidWgs84TextureCoordinates(normalMC), enuToEye, startDayColor, mask);
    }
#endif
    

//#define SHOW_TILE_BOUNDARIES
//#define SHOW_TEXTURE_BOUNDARIES

uniform float u_morphTime;

#if TEXTURE_UNITS > 0
uniform sampler2D u_dayTextures[TEXTURE_UNITS];
