#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP ) #ifdef USE_SKINNING vec4 worldPosition = modelMatrix * skinned; #elif defined( USE_MORPHTARGETS ) vec4 worldPosition = modelMatrix * vec4( morphed, 1.0 ); #else vec4 worldPosition = modelMatrix * vec4( position, 1.0 ); #endif #endif