 #endif
 
 #ifdef USE_SKINNING
-    tangent = (mat3)(getSkinningMatrix()) * tangent;
+    tangent = mat3(getSkinningMatrix()) * tangent;
 #endif
 
     return normalize(tangent);

    v_UVCoord2 = vec2(0.0, 0.0);

    #ifdef HAS_UV_SET1
    v_UVCoord1 = a_UV1;
    #endif

    #ifdef HAS_UV_SET2
    v_UVCoord2 = a_UV2;
    #endif

    #if defined(HAS_VERTEX_COLOR_VEC3) || defined(HAS_VERTEX_COLOR_VEC4)
    v_Color = a_Color;
    #endif

    gl_Position = u_ViewProjectionMatrix * pos;


    #ifdef HAS_NORMALS
    #ifdef HAS_TANGENTS
        vec3 tangent = getTangent();
        vec3 normalW = normalize(vec3(u_NormalMatrix * vec4(getNormal(), 0.0)));
        vec3 tangentW = normalize(vec3(u_ModelMatrix * vec4(tangent, 0.0)));
        vec3 bitangentW = cross(normalW, tangentW) * a_Tangent.w;
        v_TBN = mat3(tangentW, bitangentW, normalW);
    #else // !HAS_TANGENTS
        v_Normal = normalize(vec3(u_NormalMatrix * vec4(getNormal(), 0.0)));
    #endif
    #endif // !HAS_NORMALS

