 
         vec2 textureCoordinates = mix(ellipsoidTextureCoordinates, ellipsoidFlippedTextureCoordinates, czm_morphTime * smoothstep(0.9, 0.95, normalMC.z));
 
-        color = computeWaterColor(v_positionEC, textureCoordinates, enuToEye, startDayColor, mask);
+        color = computeWaterColor(v_positionEC, textureCoordinates, enuToEye, color, mask);
     }
 #endif
 

    float surfaceReflectance = mix(0.0, mix(u_zoomedOutOceanSpecularIntensity, oceanSpecularIntensity, waveIntensity), specularMapValue);
    float specular = specularIntensity * surfaceReflectance;
    
    return vec4(imageryColor + diffuseHighlight + nonDiffuseHighlight + specular, 1.0); 
}

#endif // #ifdef SHOW_REFLECTIVE_OCEAN

const float oceanAmplitude = 2.0;
const float oceanSpecularIntensity = 0.5;

vec4 computeWaterColor(vec3 positionEyeCoordinates, vec2 textureCoordinates, mat3 enuToEye, vec4 imageryColor, float specularMapValue)
{
    float time = czm_frameNumber * oceanAnimationSpeed;
    
