 uniform sampler2D u_waterMask;
 uniform vec4 u_waterMaskTranslationAndScale;
 uniform float u_zoomedOutOceanSpecularIntensity;
+#endif
 
 #ifdef SHOW_OCEAN_WAVES
 uniform sampler2D u_oceanNormalMap;
-#endif
-
 #endif
 
 varying vec3 v_positionMC;

}
#endif // #ifdef SHOW_OCEAN_WAVES

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

    gl_FragColor = color;
}

#ifdef SHOW_OCEAN_WAVES
vec4 getNoise(vec2 uv, float time)
{
