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@@ -696,7 +696,6 @@ function PackedPhongMaterial(parameters) {
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]);
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]);
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- // use some of the shader src from ShaderChunk.
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this.vertexShader = [
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this.vertexShader = [
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"#define PHONG",
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"#define PHONG",
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@@ -719,22 +718,91 @@ function PackedPhongMaterial(parameters) {
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ShaderChunk.logdepthbuf_pars_vertex,
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ShaderChunk.logdepthbuf_pars_vertex,
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ShaderChunk.clipping_planes_pars_vertex,
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ShaderChunk.clipping_planes_pars_vertex,
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- // Shader src: `geometry_decode_pars_vertex`
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- ShaderChunk.geometry_decode_pars_vertex,
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+ `#ifdef USE_PACKED_NORMAL
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+ #if USE_PACKED_NORMAL == 0
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+ vec3 decodeNormal(vec3 packedNormal)
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+ {
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+ float x = packedNormal.x * 2.0 - 1.0;
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+ float y = packedNormal.y * 2.0 - 1.0;
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+ vec2 scth = vec2(sin(x * PI), cos(x * PI));
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+ vec2 scphi = vec2(sqrt(1.0 - y * y), y);
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+ return normalize( vec3(scth.y * scphi.x, scth.x * scphi.x, scphi.y) );
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+ }
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+ #endif
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+
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+ #if USE_PACKED_NORMAL == 1
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+ vec3 decodeNormal(vec3 packedNormal)
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+ {
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+ vec3 v = vec3(packedNormal.xy, 1.0 - abs(packedNormal.x) - abs(packedNormal.y));
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+ if (v.z < 0.0)
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+ {
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+ v.xy = (1.0 - abs(v.yx)) * vec2((v.x >= 0.0) ? +1.0 : -1.0, (v.y >= 0.0) ? +1.0 : -1.0);
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+ }
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+ return normalize(v);
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+ }
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+ #endif
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+
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+ #if USE_PACKED_NORMAL == 2
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+ vec3 decodeNormal(vec3 packedNormal)
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+ {
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+ vec3 v = (packedNormal * 2.0) - 1.0;
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+ return normalize(v);
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+ }
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+ #endif
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+ #endif`,
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+
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+ `#ifdef USE_PACKED_POSITION
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+ #if USE_PACKED_POSITION == 0
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+ uniform mat4 quantizeMatPos;
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+ #endif
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+ #endif`,
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+
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+ `#ifdef USE_PACKED_UV
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+ #if USE_PACKED_UV == 1
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+ uniform mat3 quantizeMatUV;
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+ #endif
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+ #endif`,
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+
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+ `#ifdef USE_PACKED_UV
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+ #if USE_PACKED_UV == 0
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+ vec2 decodeUV(vec2 packedUV)
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+ {
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+ vec2 uv = (packedUV * 2.0) - 1.0;
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+ return uv;
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+ }
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+ #endif
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+
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+ #if USE_PACKED_UV == 1
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+ vec2 decodeUV(vec2 packedUV)
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+ {
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+ vec2 uv = ( vec3(packedUV, 1.0) * quantizeMatUV ).xy;
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+ return uv;
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+ }
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+ #endif
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+ #endif`,
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"void main() {",
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"void main() {",
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ShaderChunk.uv_vertex,
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ShaderChunk.uv_vertex,
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+
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+ `#ifdef USE_UV
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+ #ifdef USE_PACKED_UV
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+ vUv = decodeUV(vUv);
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+ #endif
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+ #endif`,
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+
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ShaderChunk.uv2_vertex,
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ShaderChunk.uv2_vertex,
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ShaderChunk.color_vertex,
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ShaderChunk.color_vertex,
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ShaderChunk.beginnormal_vertex,
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ShaderChunk.beginnormal_vertex,
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- // Shader src: `geometry_decode_normal_vertex`
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- ShaderChunk.geometry_decode_normal_vertex,
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+ `#ifdef USE_PACKED_NORMAL
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+ objectNormal = decodeNormal(objectNormal);
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+ #endif
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- `#ifdef USE_TANGENT
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+ #ifdef USE_TANGENT
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vec3 objectTangent = vec3( tangent.xyz );
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vec3 objectTangent = vec3( tangent.xyz );
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- #endif`,
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+ #endif
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+ `,
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ShaderChunk.morphnormal_vertex,
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ShaderChunk.morphnormal_vertex,
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ShaderChunk.skinbase_vertex,
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ShaderChunk.skinbase_vertex,
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@@ -747,8 +815,11 @@ function PackedPhongMaterial(parameters) {
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ShaderChunk.begin_vertex,
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ShaderChunk.begin_vertex,
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- // Shader src: `geometry_decode_vertex`
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- ShaderChunk.geometry_decode_vertex,
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+ `#ifdef USE_PACKED_POSITION
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+ #if USE_PACKED_POSITION == 0
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+ transformed = ( vec4(transformed, 1.0) * quantizeMatPos ).xyz;
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+ #endif
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+ #endif`,
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ShaderChunk.morphtarget_vertex,
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ShaderChunk.morphtarget_vertex,
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ShaderChunk.skinning_vertex,
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ShaderChunk.skinning_vertex,
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@@ -765,7 +836,7 @@ function PackedPhongMaterial(parameters) {
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ShaderChunk.fog_vertex,
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ShaderChunk.fog_vertex,
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"}",
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"}",
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- ].join("\n");
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+ ].join( "\n" );
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// Use the original MeshPhongMaterial's fragmentShader.
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// Use the original MeshPhongMaterial's fragmentShader.
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this.fragmentShader = [
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this.fragmentShader = [
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