 #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;


void main() 
{
#if defined(COMPRESSION_BITS16_NORMAL) || defined(COMPRESSION_BITS_16)
    float compressed0 = compressed.x;
    float compressed1 = compressed.y;
    float compressed2 = compressed.z;

    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;
