     gl_FragColor =  finalColor;
 }
 
-#if defined(GROUND_ATMOSPHERE)
-vec4 computeGroundAtmosphereColor(vec3 positionWC, AtmosphereColor atmosphereColor, vec4 finalColor, vec3 atmosphereLightDirection, float cameraDist)
-{
-
-    vec4 groundAtmosphereColor = computeFinalColor(positionWC, atmosphereLightDirection, atmosphereColor.rayleigh, atmosphereColor.mie, atmosphereColor.opacity);
-
-
-
-    // TODO - Something with this
-    // float fadeInDist = u_nightFadeDistance.x;
-    // float fadeOutDist = u_nightFadeDistance.y;
-    // float sunlitAtmosphereIntensity = clamp((cameraDist - fadeOutDist) / (fadeInDist - fadeOutDist), 0.0, 1.0);
-
-#ifdef HDR
-    // Some tweaking to make HDR look better
-    sunlitAtmosphereIntensity = max(sunlitAtmosphereIntensity * sunlitAtmosphereIntensity, 0.03);
-#endif
-
-#ifdef HDR
-    // Some tweaking to make HDR look better
-    groundAtmosphereColor = czm_saturation(groundAtmosphereColor, 1.6);
-#endif
-
-    return groundAtmosphereColor;
-}
-#endif
 
 #ifdef SHOW_REFLECTIVE_OCEAN
 

varying float v_distance;
#endif

#if defined(GROUND_ATMOSPHERE)
varying vec3 v_atmosphereRayleighColor;
varying vec3 v_atmosphereMieColor;
varying float v_atmosphereOpacity;

    finalColor = vec4(mix(finalColor.rgb, u_fillHighlightColor.rgb, u_fillHighlightColor.a), finalColor.a);
#endif

#if defined(DYNAMIC_ATMOSPHERE_LIGHTING_FROM_SUN)
    vec3 atmosphereLightDirection = czm_sunDirectionWC;
#else
    vec3 atmosphereLightDirection = czm_lightDirectionWC;
#endif

#if defined(GROUND_ATMOSPHERE) || defined(FOG)
    if (!czm_backFacing())
    {
        AtmosphereColor atmosphereColor;
