 varying float v_distance;
 #endif
 
-#if defined(GROUND_ATMOSPHERE)
+#if defined(GROUND_ATMOSPHERE) || defined(FOG)
 varying vec3 v_atmosphereRayleighColor;
 varying vec3 v_atmosphereMieColor;
 varying float v_atmosphereOpacity;

vec4 computeDayColor(vec4 initialColor, vec3 textureCoordinates, float nightBlend);
vec4 computeWaterColor(vec3 positionEyeCoordinates, vec2 textureCoordinates, mat3 enuToEye, vec4 imageryColor, float specularMapValue, float fade);

#ifdef GROUND_ATMOSPHERE
vec4 computeGroundAtmosphereColor(vec3 positionWC, AtmosphereColor atmosphereColor, vec4 finalColor, vec3 atmosphereLightDirection, float cameraDist);
#endif

const float fExposure = 2.0;

vec3 computeEllipsoidPosition()

    gl_FragColor =  finalColor;
}


#ifdef SHOW_REFLECTIVE_OCEAN

