position = bone * position;
normal = (bone * vec4(normal, 0.0)).xyz;
tangent = (bone * vec4(tangent, 0.0)).xyz;
-#endif
+ normal = normalize(normal);
+ tangent = normalize(tangent);
+ vec4 vPosition = position;
+#else
vec4 vPosition = uModelMatrix * position;
+#endif
vNormal = normalize(uNormalMatrix * normal);