position = bone * position;
normal = (bone * vec4(normal, 0.0)).xyz;
tangent = (bone * vec4(tangent, 0.0)).xyz;
-#endif
+ normal = normalize(normal);
+ tangent = normalize(tangent);
+ highp vec4 positionW = position;
+#else
highp vec4 positionW = uModelMatrix * position;
+#endif
highp vec4 positionV = uViewMatrix * positionW;
vPositionToCamera = transpose(mat3(uViewMatrix)) * -vec3(positionV.xyz / positionV.w);