Textures don't work with ShaderMaterial and model compressed with gltfpack

I am trying to make ShaderMaterial work with a compressed model.
Here is how I compress the model:
npx gltfpack -i model.gltf -o model.glb -kn -at 24 -ar 16 -as 24 -ac -af 60 -cc

Here is how it looks for not-compressed and compressed models:

It works with other types of materials.
Does anyone have any ideas as to the cause and possible solutions? Many thanks for considering my request.

Code snippet:

const loader = new GLTFLoader();


const textureLoader = new THREE.TextureLoader();
const map = textureLoader.load("assets/fox/Texture.png");
map.colorSpace = THREE.SRGBColorSpace;
map.encoding = THREE.sRGBEncoding;
map.flipY = false;

loader.load("assets/fox/model_compressed.gltf", function (gltf) {
        const model = gltf.scene.children[0];
        const mesh = gltf.scene.getObjectByName("mesh_0");
        const modelMaterial = mesh.material;

        map.needsUpdate = true;

        const shader = SubsurfaceScatteringShader;
        const uniforms = THREE.UniformsUtils.clone(shader.uniforms);

        uniforms["map"].value = map;

        const material = new THREE.ShaderMaterial({
            uniforms: uniforms,
            vertexShader: shader.vertexShader,
            fragmentShader: shader.fragmentShader,
            lights: true,

        material.map = map;
        material.needsUpdate = true;

        mesh.material = material;


In your compression flags, try removing -cc and adding -noq. gltfpack applies UV transforms (the repeat and offset in your code above), if your shader doesn’t support those then you would need to disable quantization, which -noq does.