| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107 | ( function () {	/** * `PackedPhongMaterial` inherited from THREE.MeshPhongMaterial * * @param {Object} parameters */	class PackedPhongMaterial extends THREE.MeshPhongMaterial {		constructor( parameters ) {			super();			this.defines = {};			this.type = 'PackedPhongMaterial';			this.uniforms = THREE.UniformsUtils.merge( [ THREE.ShaderLib.phong.uniforms, {				quantizeMatPos: {					value: null				},				quantizeMatUV: {					value: null				}			} ] );			this.vertexShader = [ '#define PHONG', 'varying vec3 vViewPosition;', THREE.ShaderChunk.common, THREE.ShaderChunk.uv_pars_vertex, THREE.ShaderChunk.uv2_pars_vertex, THREE.ShaderChunk.displacementmap_pars_vertex, THREE.ShaderChunk.envmap_pars_vertex, THREE.ShaderChunk.color_pars_vertex, THREE.ShaderChunk.fog_pars_vertex, THREE.ShaderChunk.normal_pars_vertex, THREE.ShaderChunk.morphtarget_pars_vertex, THREE.ShaderChunk.skinning_pars_vertex, THREE.ShaderChunk.shadowmap_pars_vertex, THREE.ShaderChunk.logdepthbuf_pars_vertex, THREE.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() {', THREE.ShaderChunk.uv_vertex, `#ifdef USE_UV					#ifdef USE_PACKED_UV						vUv = decodeUV(vUv);					#endif				#endif`, THREE.ShaderChunk.uv2_vertex, THREE.ShaderChunk.color_vertex, THREE.ShaderChunk.beginnormal_vertex, `#ifdef USE_PACKED_NORMAL					objectNormal = decodeNormal(objectNormal);				#endif				#ifdef USE_TANGENT					vec3 objectTangent = vec3( tangent.xyz );				#endif				`, THREE.ShaderChunk.morphnormal_vertex, THREE.ShaderChunk.skinbase_vertex, THREE.ShaderChunk.skinnormal_vertex, THREE.ShaderChunk.defaultnormal_vertex, THREE.ShaderChunk.normal_vertex, THREE.ShaderChunk.begin_vertex, `#ifdef USE_PACKED_POSITION					#if USE_PACKED_POSITION == 0						transformed = ( vec4(transformed, 1.0) * quantizeMatPos ).xyz;					#endif				#endif`, THREE.ShaderChunk.morphtarget_vertex, THREE.ShaderChunk.skinning_vertex, THREE.ShaderChunk.displacementmap_vertex, THREE.ShaderChunk.project_vertex, THREE.ShaderChunk.logdepthbuf_vertex, THREE.ShaderChunk.clipping_planes_vertex, 'vViewPosition = - mvPosition.xyz;', THREE.ShaderChunk.worldpos_vertex, THREE.ShaderChunk.envmap_vertex, THREE.ShaderChunk.shadowmap_vertex, THREE.ShaderChunk.fog_vertex, '}' ].join( '\n' ); // Use the original THREE.MeshPhongMaterial's fragmentShader.			this.fragmentShader = [ '#define PHONG', 'uniform vec3 diffuse;', 'uniform vec3 emissive;', 'uniform vec3 specular;', 'uniform float shininess;', 'uniform float opacity;', THREE.ShaderChunk.common, THREE.ShaderChunk.packing, THREE.ShaderChunk.dithering_pars_fragment, THREE.ShaderChunk.color_pars_fragment, THREE.ShaderChunk.uv_pars_fragment, THREE.ShaderChunk.uv2_pars_fragment, THREE.ShaderChunk.map_pars_fragment, THREE.ShaderChunk.alphamap_pars_fragment, THREE.ShaderChunk.aomap_pars_fragment, THREE.ShaderChunk.lightmap_pars_fragment, THREE.ShaderChunk.emissivemap_pars_fragment, THREE.ShaderChunk.envmap_common_pars_fragment, THREE.ShaderChunk.envmap_pars_fragment, THREE.ShaderChunk.cube_uv_reflection_fragment, THREE.ShaderChunk.fog_pars_fragment, THREE.ShaderChunk.bsdfs, THREE.ShaderChunk.lights_pars_begin, THREE.ShaderChunk.normal_pars_fragment, THREE.ShaderChunk.lights_phong_pars_fragment, THREE.ShaderChunk.shadowmap_pars_fragment, THREE.ShaderChunk.bumpmap_pars_fragment, THREE.ShaderChunk.normalmap_pars_fragment, THREE.ShaderChunk.specularmap_pars_fragment, THREE.ShaderChunk.logdepthbuf_pars_fragment, THREE.ShaderChunk.clipping_planes_pars_fragment, 'void main() {', THREE.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;', THREE.ShaderChunk.logdepthbuf_fragment, THREE.ShaderChunk.map_fragment, THREE.ShaderChunk.color_fragment, THREE.ShaderChunk.alphamap_fragment, THREE.ShaderChunk.alphatest_fragment, THREE.ShaderChunk.specularmap_fragment, THREE.ShaderChunk.normal_fragment_begin, THREE.ShaderChunk.normal_fragment_maps, THREE.ShaderChunk.emissivemap_fragment, // accumulation				THREE.ShaderChunk.lights_phong_fragment, THREE.ShaderChunk.lights_fragment_begin, THREE.ShaderChunk.lights_fragment_maps, THREE.ShaderChunk.lights_fragment_end, // modulation				THREE.ShaderChunk.aomap_fragment, 'vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;', THREE.ShaderChunk.envmap_fragment, 'gl_FragColor = vec4( outgoingLight, diffuseColor.a );', THREE.ShaderChunk.tonemapping_fragment, THREE.ShaderChunk.encodings_fragment, THREE.ShaderChunk.fog_fragment, THREE.ShaderChunk.premultiplied_alpha_fragment, THREE.ShaderChunk.dithering_fragment, '}' ].join( '\n' );			this.setValues( parameters );		}	}	THREE.PackedPhongMaterial = PackedPhongMaterial;} )();
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