It could be the shadow of the sphere. Did you turn that off?
For such long distance shots, I would probably fake depth, which is faster to render. If you use a surface shader as the basis for your water/glass shader (fed into shadowless sphere), you can use the base color to feed the ground colors in. Replace water/glass shader by reflective shader. Maybe use the water shader only for waves (fed into surface shader input), but you can also use displacement from a no-color PF for waves.
For faked depth multiply the ground colors by blue node 'displacement to shader' as a multiplicant (is that a word?), with a color adjust to set the depths needed. I realize it might be a little vague, so I'll make you a basic sample... with room to improve of course.