export declare const instanced_skinning_pars_vertex = "\n#ifdef USE_SKINNING\n  uniform mat4 bindMatrix;\n  uniform mat4 bindMatrixInverse;\n  uniform highp sampler2D boneTexture;\n\n  #ifdef USE_INSTANCING_SKINNING\n    uniform int bonesPerInstance;\n  #endif\n\n  mat4 getBoneMatrix( const in float i ) {\n    int size = textureSize( boneTexture, 0 ).x;\n\n    #ifdef USE_INSTANCING_SKINNING\n      int j = ( bonesPerInstance * int( instanceIndex ) + int( i ) ) * 4;\n    #else\n      int j = int( i ) * 4;\n    #endif\n\n    int x = j % size;\n    int y = j / size;\n    vec4 v1 = texelFetch( boneTexture, ivec2( x, y ), 0 );\n    vec4 v2 = texelFetch( boneTexture, ivec2( x + 1, y ), 0 );\n    vec4 v3 = texelFetch( boneTexture, ivec2( x + 2, y ), 0 );\n    vec4 v4 = texelFetch( boneTexture, ivec2( x + 3, y ), 0 );\n    return mat4( v1, v2, v3, v4 );\n  }\n#endif\n";
