parseShaderUniforms = function (tokenizer, technique, unTreatedUniforms) {
            for (var unif in technique.uniforms) {
                var uniform = technique.uniforms[unif];
                var uniformParameter = technique.parameters[uniform];
                if (tokenizer.currentIdentifier === unif) {
                    if (uniformParameter.semantic && !uniformParameter.source && !uniformParameter.node) {
                        var transformIndex = glTFTransforms.indexOf(uniformParameter.semantic);
                        if (transformIndex !== -1) {
                            delete unTreatedUniforms[unif];
                            return babylonTransforms[transformIndex];
                        }
                    }
                }
            }
            return tokenizer.currentIdentifier;
        }
Returns the appropriate uniform if already handled by babylon