 #if defined(FOG) || defined(GROUND_ATMOSPHERE)
     vec3 fogColor = colorCorrect(v_fogMieColor) + finalColor.rgb * colorCorrect(v_fogRayleighColor);
 #ifndef HDR
-    const float fExposure = 2.0;
     fogColor = vec3(1.0) - exp(-fExposure * fogColor);
 #endif
 #endif


    gl_FragColor = finalColor;
}

#ifdef SHOW_REFLECTIVE_OCEAN


        return;
    }

    if (!czm_backFacing())
    {
        vec3 groundAtmosphereColor = computeGroundAtmosphereColor(fogColor, finalColor, atmosphereLightDirection, cameraDist);
        finalColor = vec4(mix(finalColor.rgb, groundAtmosphereColor, fade), finalColor.a);
    }
#endif

#ifdef UNDERGROUND_COLOR
