export declare const instanced_material_color_pars_vertex = "\n#ifdef USE_INSTANCING_MATERIAL_COLORS\n  uniform highp sampler2D materialColorsTexture;\n\n  // material indices for the LUT\n  #define MATERIAL_HAIR 0\n  #define MATERIAL_SHIRT_SHORT 1\n  #define MATERIAL_SHIRT_LONG 2\n  #define MATERIAL_PANTS_SHORT 3\n  #define MATERIAL_PANTS_LONG 4\n  #define MATERIAL_SHOES 5\n  #define MATERIAL_SKIN 6\n  #define MATERIAL_LIPS 7\n\n  vec3 getMaterialColorTexture(int materialIndex) {\n    int size = textureSize(materialColorsTexture, 0).x;\n    int instanceId = int(instanceIndex);\n    int colorIndex = instanceId * 8 + materialIndex;\n    int x = colorIndex % size;\n    int y = colorIndex / size;\n    return texelFetch(materialColorsTexture, ivec2(x, y), 0).rgb;\n  }\n#endif\n";
