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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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