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- /**
 
-  * `PackedPhongMaterial` inherited from THREE.MeshPhongMaterial
 
-  *
 
-  * @param {Object} parameters
 
-  */
 
- import {
 
- 	MeshPhongMaterial,
 
- 	ShaderChunk,
 
- 	ShaderLib,
 
- 	UniformsUtils,
 
- } from '../../../build/three.module.js';
 
- class PackedPhongMaterial extends MeshPhongMaterial {
 
- 	constructor( parameters ) {
 
- 		super();
 
- 		this.defines = {};
 
- 		this.type = 'PackedPhongMaterial';
 
- 		this.uniforms = UniformsUtils.merge( [
 
- 			ShaderLib.phong.uniforms,
 
- 			{
 
- 				quantizeMatPos: { value: null },
 
- 				quantizeMatUV: { value: null }
 
- 			}
 
- 		] );
 
- 		this.vertexShader = [
 
- 			'#define PHONG',
 
- 			'varying vec3 vViewPosition;',
 
- 			ShaderChunk.common,
 
- 			ShaderChunk.uv_pars_vertex,
 
- 			ShaderChunk.uv2_pars_vertex,
 
- 			ShaderChunk.displacementmap_pars_vertex,
 
- 			ShaderChunk.envmap_pars_vertex,
 
- 			ShaderChunk.color_pars_vertex,
 
- 			ShaderChunk.fog_pars_vertex,
 
- 			ShaderChunk.normal_pars_vertex,
 
- 			ShaderChunk.morphtarget_pars_vertex,
 
- 			ShaderChunk.skinning_pars_vertex,
 
- 			ShaderChunk.shadowmap_pars_vertex,
 
- 			ShaderChunk.logdepthbuf_pars_vertex,
 
- 			ShaderChunk.clipping_planes_pars_vertex,
 
- 			`#ifdef USE_PACKED_NORMAL
 
- 					#if USE_PACKED_NORMAL == 0
 
- 						vec3 decodeNormal(vec3 packedNormal)
 
- 						{
 
- 							float x = packedNormal.x * 2.0 - 1.0;
 
- 							float y = packedNormal.y * 2.0 - 1.0;
 
- 							vec2 scth = vec2(sin(x * PI), cos(x * PI));
 
- 							vec2 scphi = vec2(sqrt(1.0 - y * y), y);
 
- 							return normalize( vec3(scth.y * scphi.x, scth.x * scphi.x, scphi.y) );
 
- 						}
 
- 					#endif
 
- 					#if USE_PACKED_NORMAL == 1
 
- 						vec3 decodeNormal(vec3 packedNormal)
 
- 						{
 
- 							vec3 v = vec3(packedNormal.xy, 1.0 - abs(packedNormal.x) - abs(packedNormal.y));
 
- 							if (v.z < 0.0)
 
- 							{
 
- 								v.xy = (1.0 - abs(v.yx)) * vec2((v.x >= 0.0) ? +1.0 : -1.0, (v.y >= 0.0) ? +1.0 : -1.0);
 
- 							}
 
- 							return normalize(v);
 
- 						}
 
- 					#endif
 
- 					#if USE_PACKED_NORMAL == 2
 
- 						vec3 decodeNormal(vec3 packedNormal)
 
- 						{
 
- 							vec3 v = (packedNormal * 2.0) - 1.0;
 
- 							return normalize(v);
 
- 						}
 
- 					#endif
 
- 				#endif`,
 
- 			`#ifdef USE_PACKED_POSITION
 
- 					#if USE_PACKED_POSITION == 0
 
- 						uniform mat4 quantizeMatPos;
 
- 					#endif
 
- 				#endif`,
 
- 			`#ifdef USE_PACKED_UV
 
- 					#if USE_PACKED_UV == 1
 
- 						uniform mat3 quantizeMatUV;
 
- 					#endif
 
- 				#endif`,
 
- 			`#ifdef USE_PACKED_UV
 
- 					#if USE_PACKED_UV == 0
 
- 						vec2 decodeUV(vec2 packedUV)
 
- 						{
 
- 							vec2 uv = (packedUV * 2.0) - 1.0;
 
- 							return uv;
 
- 						}
 
- 					#endif
 
- 					#if USE_PACKED_UV == 1
 
- 						vec2 decodeUV(vec2 packedUV)
 
- 						{
 
- 							vec2 uv = ( vec3(packedUV, 1.0) * quantizeMatUV ).xy;
 
- 							return uv;
 
- 						}
 
- 					#endif
 
- 				#endif`,
 
- 			'void main() {',
 
- 			ShaderChunk.uv_vertex,
 
- 			`#ifdef USE_UV
 
- 					#ifdef USE_PACKED_UV
 
- 						vUv = decodeUV(vUv);
 
- 					#endif
 
- 				#endif`,
 
- 			ShaderChunk.uv2_vertex,
 
- 			ShaderChunk.color_vertex,
 
- 			ShaderChunk.beginnormal_vertex,
 
- 			`#ifdef USE_PACKED_NORMAL
 
- 					objectNormal = decodeNormal(objectNormal);
 
- 				#endif
 
- 				#ifdef USE_TANGENT
 
- 					vec3 objectTangent = vec3( tangent.xyz );
 
- 				#endif
 
- 				`,
 
- 			ShaderChunk.morphnormal_vertex,
 
- 			ShaderChunk.skinbase_vertex,
 
- 			ShaderChunk.skinnormal_vertex,
 
- 			ShaderChunk.defaultnormal_vertex,
 
- 			ShaderChunk.normal_vertex,
 
- 			ShaderChunk.begin_vertex,
 
- 			`#ifdef USE_PACKED_POSITION
 
- 					#if USE_PACKED_POSITION == 0
 
- 						transformed = ( vec4(transformed, 1.0) * quantizeMatPos ).xyz;
 
- 					#endif
 
- 				#endif`,
 
- 			ShaderChunk.morphtarget_vertex,
 
- 			ShaderChunk.skinning_vertex,
 
- 			ShaderChunk.displacementmap_vertex,
 
- 			ShaderChunk.project_vertex,
 
- 			ShaderChunk.logdepthbuf_vertex,
 
- 			ShaderChunk.clipping_planes_vertex,
 
- 			'vViewPosition = - mvPosition.xyz;',
 
- 			ShaderChunk.worldpos_vertex,
 
- 			ShaderChunk.envmap_vertex,
 
- 			ShaderChunk.shadowmap_vertex,
 
- 			ShaderChunk.fog_vertex,
 
- 			'}',
 
- 		].join( '\n' );
 
- 		// Use the original MeshPhongMaterial's fragmentShader.
 
- 		this.fragmentShader = [
 
- 			'#define PHONG',
 
- 			'uniform vec3 diffuse;',
 
- 			'uniform vec3 emissive;',
 
- 			'uniform vec3 specular;',
 
- 			'uniform float shininess;',
 
- 			'uniform float opacity;',
 
- 			ShaderChunk.common,
 
- 			ShaderChunk.packing,
 
- 			ShaderChunk.dithering_pars_fragment,
 
- 			ShaderChunk.color_pars_fragment,
 
- 			ShaderChunk.uv_pars_fragment,
 
- 			ShaderChunk.uv2_pars_fragment,
 
- 			ShaderChunk.map_pars_fragment,
 
- 			ShaderChunk.alphamap_pars_fragment,
 
- 			ShaderChunk.aomap_pars_fragment,
 
- 			ShaderChunk.lightmap_pars_fragment,
 
- 			ShaderChunk.emissivemap_pars_fragment,
 
- 			ShaderChunk.envmap_common_pars_fragment,
 
- 			ShaderChunk.envmap_pars_fragment,
 
- 			ShaderChunk.cube_uv_reflection_fragment,
 
- 			ShaderChunk.fog_pars_fragment,
 
- 			ShaderChunk.bsdfs,
 
- 			ShaderChunk.lights_pars_begin,
 
- 			ShaderChunk.normal_pars_fragment,
 
- 			ShaderChunk.lights_phong_pars_fragment,
 
- 			ShaderChunk.shadowmap_pars_fragment,
 
- 			ShaderChunk.bumpmap_pars_fragment,
 
- 			ShaderChunk.normalmap_pars_fragment,
 
- 			ShaderChunk.specularmap_pars_fragment,
 
- 			ShaderChunk.logdepthbuf_pars_fragment,
 
- 			ShaderChunk.clipping_planes_pars_fragment,
 
- 			'void main() {',
 
- 			ShaderChunk.clipping_planes_fragment,
 
- 			'vec4 diffuseColor = vec4( diffuse, opacity );',
 
- 			'ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );',
 
- 			'vec3 totalEmissiveRadiance = emissive;',
 
- 			ShaderChunk.logdepthbuf_fragment,
 
- 			ShaderChunk.map_fragment,
 
- 			ShaderChunk.color_fragment,
 
- 			ShaderChunk.alphamap_fragment,
 
- 			ShaderChunk.alphatest_fragment,
 
- 			ShaderChunk.specularmap_fragment,
 
- 			ShaderChunk.normal_fragment_begin,
 
- 			ShaderChunk.normal_fragment_maps,
 
- 			ShaderChunk.emissivemap_fragment,
 
- 			// accumulation
 
- 			ShaderChunk.lights_phong_fragment,
 
- 			ShaderChunk.lights_fragment_begin,
 
- 			ShaderChunk.lights_fragment_maps,
 
- 			ShaderChunk.lights_fragment_end,
 
- 			// modulation
 
- 			ShaderChunk.aomap_fragment,
 
- 			'vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;',
 
- 			ShaderChunk.envmap_fragment,
 
- 			'gl_FragColor = vec4( outgoingLight, diffuseColor.a );',
 
- 			ShaderChunk.tonemapping_fragment,
 
- 			ShaderChunk.encodings_fragment,
 
- 			ShaderChunk.fog_fragment,
 
- 			ShaderChunk.premultiplied_alpha_fragment,
 
- 			ShaderChunk.dithering_fragment,
 
- 			'}',
 
- 		].join( '\n' );
 
- 		this.setValues( parameters );
 
- 	}
 
- }
 
- export { PackedPhongMaterial };
 
 
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