     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;

    float encodedNormal = textureCoordAndEncodedNormals.z;
#endif

#if defined(COMPRESSION_BITS16_NORMAL) || defined(COMPRESSION_BITS16) || defined(COMPRESSION_BITS12) || defined(COMPRESSION_BITS8)
    position.x = position.x * (u_maximumX - u_minimumX) + u_minimumX;
    position.y = position.y * (u_maximumY - u_minimumY) + u_minimumY;
    position.z = position.z * (u_maximumZ - u_minimumZ) + u_minimumZ;
