 #ifdef COMPRESSION_BITS16_NORMAL
 attribute vec4 compressed;
 attribute float encodedNormal;
-#elif defined(COMPRESSION_BITS_16) || defined(COMPRESSION_BITS_12) || defined(COMPRESSION_BITS8)
+#elif defined(COMPRESSION_BITS16) || defined(COMPRESSION_BITS12) || defined(COMPRESSION_BITS8)
 attribute vec4 compressed;
 #else
 attribute vec4 position3DAndHeight;

    return czm_modelViewProjection * morphPosition;
}

#if defined(COMPRESSION_BITS16_NORMAL) || defined(COMPRESSION_BITS_16) || defined(COMPRESSION_BITS_12) || defined(COMPRESSION_BITS8)
// TODO: remove. only use matrix.
uniform float u_minimumX;
uniform float u_maximumX;


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