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

#endif

#ifdef USE_SKINNING
    normal = (mat3)(getSkinningNormalMatrix()) * normal;
#endif

    return normalize(normal);

    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;
