 //#define HQ_ATTENUATION
 
 #import "Common/ShaderLib/Skinning.glsllib"
-
-/*
-    uniform mat4 g_WorldViewProjectionMatrix;
-    uniform mat4 g_WorldViewMatrix;
-    uniform mat3 g_NormalMatrix;
-    uniform mat4 g_ViewMatrix;
-*/
-
 
 uniform vec4 m_Ambient;
 uniform vec4 m_Diffuse;


#ifdef USE_REFLECTION
    uniform vec3 g_CameraPosition;
    uniform mat4 g_WorldMatrix;

    uniform vec3 m_FresnelParams;
    varying vec4 refVec;


    /**
     * Input:

     * varying refVec
     */
    void computeRef(in vec4 modelSpacePos){
        // vec3 worldPos = (g_WorldMatrix * modelSpacePos).xyz;
        vec3 worldPos = TransformWorld(modelSpacePos).xyz;

        vec3 I = normalize( g_CameraPosition - worldPos  ).xyz;
        // vec3 N = normalize( (g_WorldMatrix * vec4(inNormal, 0.0)).xyz );
        vec3 N = normalize( TransformWorld(vec4(inNormal, 0.0)).xyz );

        refVec.xyz = reflect(I, N);
        refVec.w   = m_FresnelParams.x + m_FresnelParams.y * pow(1.0 + dot(I, N), m_FresnelParams.z);
