     gl_FragColor = color;
 }
 
-#ifdef SHOW_REFLECTIVE_OCEAN
-
 #ifdef SHOW_OCEAN_WAVES
 vec4 getNoise(vec2 uv, float time)
 {

uniform sampler2D u_waterMask;
uniform vec4 u_waterMaskTranslationAndScale;
uniform float u_zoomedOutOceanSpecularIntensity;

#ifdef SHOW_OCEAN_WAVES
uniform sampler2D u_oceanNormalMap;
#endif

#endif

varying vec3 v_positionMC;

}
#endif // #ifdef SHOW_OCEAN_WAVES

#ifdef SHOW_REFLECTIVE_OCEAN

float waveFade(float edge0, float edge1, float x)
{
    float y = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
