lib/mittsu/opengl/shader/chunks/worldpos_vertex.glsl
#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )
#ifdef USE_SKINNING
vec4 worldPosition = modelMatrix * skinned;
#elif defined( USE_MORPHTARGETS )
vec4 worldPosition = modelMatrix * vec4( morphed, 1.0 );
#else
vec4 worldPosition = modelMatrix * vec4( position, 1.0 );
#endif
#endif