 
 #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 I = normalize( g_CameraPosition - worldPos  ).xyz;
        vec3 N = normalize( (g_WorldMatrix * 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);

//#define HQ_ATTENUATION

#import "Common/ShaderLib/Skinning.glsllib"

uniform vec4 m_Ambient;
uniform vec4 m_Diffuse;
