     return czm_modelViewProjection * morphPosition;
 }
 
-#if defined(COMPRESSION_BITS16_NORMAL) || defined(COMPRESSION_BITS_16) || defined(COMPRESSION_BITS_12) || defined(COMPRESSION_BITS8)
+#if defined(COMPRESSION_BITS16_NORMAL) || defined(COMPRESSION_BITS16) || defined(COMPRESSION_BITS12) || defined(COMPRESSION_BITS8)
 // TODO: remove. only use matrix.
 uniform float u_minimumX;
 uniform float u_maximumX;

#ifdef COMPRESSION_BITS16_NORMAL
attribute vec4 compressed;
attribute float encodedNormal;
#elif defined(COMPRESSION_BITS_16) || defined(COMPRESSION_BITS_12) || defined(COMPRESSION_BITS8)
attribute vec4 compressed;
#else
attribute vec4 position3DAndHeight;


void main() 
{
#if defined(COMPRESSION_BITS16_NORMAL) || defined(COMPRESSION_BITS16)
    float compressed0 = compressed.x;
    float compressed1 = compressed.y;
    float compressed2 = compressed.z;
