diff --git a/Shaders/space-ALS-base.frag b/Shaders/space-ALS-base.frag
index c11df1f43..eb8ac1c19 100644
--- a/Shaders/space-ALS-base.frag
+++ b/Shaders/space-ALS-base.frag
@@ -65,7 +65,7 @@ vec3 rayleigh_out_shift(in vec3 color, in float outscatter);
 vec3 get_hazeColor(in float light_arg);
 vec3 searchlight();
 vec3 landing_light(in float offset, in float offsetv);
-
+vec3 filter_combined (in vec3 color);
 
 float luminance(vec3 color)
 {
@@ -353,7 +353,8 @@ fragColor.rgb = mix(hazeColor  + secondary_light * fog_backscatter(mvisibility),
 
 }
 
-
+fragColor.rgb = filter_combined(fragColor.rgb);
+ 
 gl_FragColor = fragColor;
 
 }
diff --git a/Shaders/space-ALS-ultra.frag b/Shaders/space-ALS-ultra.frag
index f36485833..d9d404428 100644
--- a/Shaders/space-ALS-ultra.frag
+++ b/Shaders/space-ALS-ultra.frag
@@ -124,7 +124,7 @@ vec3 addLights(in vec3 color1, in vec3 color2);
 vec4 color_temperature (in float T);
 vec3 filter_combined (in vec3 color) ;
 vec3 moonlight_perception (in vec3 light) ;
-
+vec3 filter_combined (in vec3 color) ;
 
 float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
     {
@@ -672,7 +672,7 @@ void main (void)
 
       fragColor.rgb = mix(hazeColor +secondary_light * fog_backscatter(mvisibility), fragColor.rgb,transmission);
 
-
+    fragColor.rgb = filter_combined(fragColor.rgb);
     gl_FragColor = fragColor;