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