export declare const instanced_material_color_vertex = "\n#ifdef USE_INSTANCING_MATERIAL_COLORS\n  #ifdef USE_VERTEX_COLOR\n    vec3 vertexColor = color;\n    vec3 instanceColor = vec3(1.0);\n    \n    if (vertexColor.r == 0.0 && vertexColor.g == 0.0 && vertexColor.b == 0.0) {\n      // Hair material (0, 0, 0)\n      instanceColor = getMaterialColorTexture(MATERIAL_HAIR);\n    } else if (vertexColor.r == 0.0 && vertexColor.g == 0.0 && vertexColor.b == 1.0) {\n      // Shirt short material (0, 0, 1)\n      instanceColor = getMaterialColorTexture(MATERIAL_SHIRT_SHORT);\n    } else if (vertexColor.r == 0.0 && vertexColor.g == 1.0 && vertexColor.b == 0.0) {\n      // Shirt long material (0, 1, 0)\n      instanceColor = getMaterialColorTexture(MATERIAL_SHIRT_LONG);\n    } else if (vertexColor.r == 0.0 && vertexColor.g == 1.0 && vertexColor.b == 1.0) {\n      // Pants short material (0, 1, 1)\n      instanceColor = getMaterialColorTexture(MATERIAL_PANTS_SHORT);\n    } else if (vertexColor.r == 1.0 && vertexColor.g == 0.0 && vertexColor.b == 0.0) {\n      // Pants long material (1, 0, 0)\n      instanceColor = getMaterialColorTexture(MATERIAL_PANTS_LONG);\n    } else if (vertexColor.r == 1.0 && vertexColor.g == 0.0 && vertexColor.b == 1.0) {\n      // Shoes material (1, 0, 1)\n      instanceColor = getMaterialColorTexture(MATERIAL_SHOES);\n    } else if (vertexColor.r == 1.0 && vertexColor.g == 1.0 && vertexColor.b == 0.0) {\n      // Skin material (1, 1, 0)\n      instanceColor = getMaterialColorTexture(MATERIAL_SKIN);\n    } else if (vertexColor.r == 1.0 && vertexColor.g == 1.0 && vertexColor.b == 1.0) {\n      // Lips material (1, 1, 1)\n      instanceColor = getMaterialColorTexture(MATERIAL_LIPS);\n    } else if (vertexColor.r == 0.5 && vertexColor.g == 0.0 && vertexColor.b == 0.0) {\n      // Eyes black material (0.5, 0, 0)\n      instanceColor = getMaterialColorTexture(MATERIAL_SKIN); // Using skin index for now\n    } else if (vertexColor.r == 0.0 && vertexColor.g == 0.5 && vertexColor.b == 0.0) {\n      // Eyes white material (0, 0.5, 0)\n      instanceColor = getMaterialColorTexture(MATERIAL_SKIN); // Using skin index for now\n    }\n    \n    vColor = instanceColor;\n  #else\n    vColor = vec3(1.0);\n  #endif\n#endif\n";
