How to apply different texture for some blocks of the same chunk

Hello I have this code:

<!DOCTYPE html>
<html>
<head>
	<title>3D Minecraft</title>
	<style type="text/css">
		body {
			margin : 0;
		}
		#cursor {
			position : absolute;
			width : 3%;
		}
	</style>
</head>
<body>

	<script src = "three.js"></script>
	<script src = "perlin.js"></script>
	<script src = "PointerLockControls.js"></script>
	<script src = "stats.js"></script>

	<img src = "cursor.png" id = "cursor">

 	<script type="text/javascript">

 		// Cursor
 		var cursor = document.getElementById("cursor");
 		cursor.style.left = ((0.5 * window.innerWidth) - (0.5 * cursor.width)).toString() + "px";
 		cursor.style.top = ((0.5 * window.innerHeight) - (0.5 * cursor.height)).toString() + "px";

 		// Performance Stats

 		var stats = new Stats();
 		stats.showPanel(0); // 0:fps, 1:ms, 2:mb, 3+:custom
 		document.body.appendChild(stats.dom);

 		function animate(){
 			stats.begin();

 			// monitored code goes between this called functions

 			stats.end();

 			requestAnimationFrame(animate);
 		}

 		requestAnimationFrame(animate);

 		noise.seed(Math.random());

 		var scene = new THREE.Scene();
 		scene.background = new THREE.Color(0x00ffff);
 		scene.fog = new THREE.Fog(0x00ffff, 10, 650);
		var renderer = new THREE.WebGLRenderer();
		renderer.setSize(window.innerWidth, window.innerHeight);
		document.body.appendChild(renderer.domElement);
		var camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);

		/*
		var groundBox = new THREE.BoxBufferGeometry(25, 1, 50);
		var groundMesh = new THREE.MeshBasicMaterial({color : 0x00ff00});
		var ground = new THREE.Mesh(groundBox, groundMesh);
		scene.add(ground);
		ground.position.y = -5;

		// Creating the border lines for ground
		var edges = new THREE.EdgesGeometry(groundBox);
		var line = new THREE.LineSegments(edges, new THREE.LineBasicMaterial({color : 0x000000}));
		scene.add(line);
		line.position.y = -5;
		*/

		var faces = [
			{ // left
			    dir: [ -5,  0,  0, "left"],
			},
			{ // right
			    dir: [  5,  0,  0, "right"],
			},
			{ // bottom
			    dir: [  0, -5,  0, "bottom"],
			},
			{ // top
			    dir: [  0,  5,  0, "top"],
			},
			{ // back
			    dir: [  0,  0, -5, "back"],
			},
			{ // front
			    dir: [  0,  0,  5, "front"],
			},
		];

		function Block(x, y, z, placed, blockType){
			this.x = x;
			this.y = y;
			this.z = z;
			this.placed = placed;
			this.blockType = blockType;
		}

		var blocks = {
			grass : {
				color : new THREE.Color("rgb(0, 200, 0)"),
				name : "grass",
			}, 
			dirt : {
				color : new THREE.Color("rgb(115, 90, 53)"),
				name : "dirt",
			},
			cobblestone : {
				color : new THREE.Color("rgb(90, 90, 90)"),
				name : "cobblestone"
			}
		};

		// var axesHelper = new THREE.AxesHelper( 5 );
		// scene.add( axesHelper );

		/*
		var blocks = [];
		var xoff = 0;
		var zoff = 0;
		var inc = 0.05;
		var amplitude = 50;
		for(var x = 0; x < 20; x++){
			xoff = 0;
			for(var z = 0; z < 20; z++){
				var v = Math.round(noise.perlin2(xoff, zoff) * amplitude / 5) * 5;
				blocks.push(new Block(x * 5, v, z * 5));
				xoff = xoff + inc;
			}
			zoff = zoff + inc;
		}
		*/

		var chunks = [];
		var xoff = 0;
		var zoff = 0;
		var inc = 0.05;
		var amplitude = 30 + (Math.random() * 70);
		var renderDistance = 5;
		var chunkSize = 10;
		camera.position.x = renderDistance * chunkSize / 2 * 5;
		camera.position.z = renderDistance * chunkSize / 2 * 5;
		camera.position.y = 50;

		var loader = new THREE.TextureLoader();
		var materialArray = [
			new THREE.MeshBasicMaterial({map : loader.load("texture/texture.png")}),
			new THREE.MeshBasicMaterial({map : loader.load("texture/texture.png")}),
			new THREE.MeshBasicMaterial({map : loader.load("texture/texture.png")}),
			new THREE.MeshBasicMaterial({map : loader.load("texture/texture.png")}),
			new THREE.MeshBasicMaterial({map : loader.load("texture/texture.png")}),
			new THREE.MeshBasicMaterial({map : loader.load("texture/texture.png")}),
		];

		var depth = 5; // keeps track of the depth of the world (in terms of blocks)
		var minWorldY = -250; // the minimum y coordinate of a block
		var blockBox = new THREE.BoxGeometry(5, 5, 5)
		var instancedChunk = new THREE.InstancedMesh(blockBox, materialArray, renderDistance * renderDistance * chunkSize * chunkSize * depth);
		var count = 0;
		for(var i = 0; i < renderDistance; i++){
			for(j = 0; j < renderDistance; j++){
				var chunk = [];
				for(var x = i * chunkSize; x < (i * chunkSize) + chunkSize; x++){
					for(var z = j * chunkSize; z < (j * chunkSize) + chunkSize; z++){
						xoff = inc * x;
						zoff = inc * z;
						var v = Math.round(noise.perlin2(xoff, zoff) * amplitude / 5) * 5;
						for(var d = 0; d < depth; d++){
							if(v - (d * 5) < minWorldY){
								continue;
							}
							let matrix = new THREE.Matrix4().makeTranslation(
								x * 5,
								v - (d * 5),
								z * 5
							);
							instancedChunk.setMatrixAt(count, matrix);
							var color = null;
							var blockType = null;
							if(d == 0){
								color = blocks.grass.color;
								blockType = blocks.grass.name;
							} else if(d == 1 || d == 2 || d == 3){
								color = blocks.dirt.color;
								blockType = blocks.dirt.name;
							} else if(d > 3){
								color = blocks.cobblestone.color;
								blockType = blocks.cobblestone.name;
							}
							instancedChunk.setColorAt(count, color);
							count++;
							chunk.push(new Block(x * 5, v - (d * 5), z * 5, false, blockType));
						}
					}
				}
				chunks.push(chunk);
			}
		}

		scene.add(instancedChunk);

		var keys = [];
		var canJump = true;
		var controlOptions = {
			forward : "w",
			backward : "s",
			right : "d",
			left : "a",
			jump : " ", // " " = space
			placeBlock : "q" 
		};

		var placedBlocks = [];
		var chunkMap = [];
		for(var x = 0; x < renderDistance; x++){
			for(var z = 0; z < renderDistance; z++){
				chunkMap.push({x : x, z : z});
			}
		}

		function identifyChunk(x, z){
			var lowestX = lowestXBlock();
			var lowestZ = lowestZBlock();
			var difX = x - lowestX;
			var difZ = z - lowestZ;
			var divX = Math.floor(difX / (chunkSize * 5));
			var divZ = Math.floor(difZ / (chunkSize * 5));
			var index = undefined;
			for(var i = 0; i < chunkMap.length; i++){
				if(chunkMap[i].x == divX && chunkMap[i].z == divZ){
					index = i;
					break;
				}
			}
			return index; // Identified the chunks!!!
		}

		var start = 0;
		var sprint = false;
		document.addEventListener("keydown", function(e){
			if(e.key == "w") {
		        var elapsed = new Date().getTime();
		        if(elapsed - start <= 300){
		        	sprint = true;
		        }
		        start = elapsed;
		    }

			keys.push(e.key);

			if(e.key == controlOptions.jump && canJump == true){
				ySpeed = -1;
				canJump = false;
			}
			if(e.key == controlOptions.placeBlock){
				const raycaster = new THREE.Raycaster();
				const pointer = new THREE.Vector2();
				pointer.x = (0.5) * 2 - 1;
				pointer.y = -1 * (0.5) * 2 + 1;
				raycaster.setFromCamera(pointer, camera);
				var intersection = raycaster.intersectObject(instancedChunk);

				if(intersection[0] != undefined && intersection[0].distance < 40){
					console.log(intersection[0]);
					var materialIndex = intersection[0].face.materialIndex;
					var position = intersection[0].point; // object with x, y and z coords
					var x = 0;
					var y = 0;
					var z = 0;
					const inc = 2.5; 
					switch(materialIndex){
						case 0: // right
							x = position.x + inc;
							y = Math.round(position.y / 5) * 5;
							z = Math.round(position.z / 5) * 5;
							break;
						case 1: // left
							x = position.x - inc;
							y = Math.round(position.y / 5) * 5;
							z = Math.round(position.z / 5) * 5;
							break;
						case 2: // top
							x = Math.round(position.x / 5) * 5;
							y = position.y + inc;
							z = Math.round(position.z / 5) * 5;
							break;
						case 3: // bottom
							x = Math.round(position.x / 5) * 5;
							y = position.y - inc;
							z = Math.round(position.z / 5) * 5;
							break;
						case 4: // front
							x = Math.round(position.x / 5) * 5;
							y = Math.round(position.y / 5) * 5;
							z = position.z + inc;
							break;
						case 5: // back
							x = Math.round(position.x / 5) * 5;
							y = Math.round(position.y / 5) * 5;
							z = position.z - inc;
							break;
					}
					y = Math.round(y); // sometimes, y is for some reason e.g 4.999999999999
					if(y > minWorldY){
						var blockToBePlaced = "cobblestone";
						var b = new Block(x, y, z, true, blockToBePlaced);
						if(!intersect(b.x, b.y, b.z, 5, 5, 5, player.x, player.y, player.z, player.w, player.h, player.d)){
							chunks[identifyChunk(x, z)].push(new Block(x, y, z, true, blockToBePlaced));
							placedBlocks.push(b);

							scene.remove(instancedChunk);

							instancedChunk = new THREE.InstancedMesh(blockBox, materialArray, (renderDistance * renderDistance * chunkSize * chunkSize * depth) + placedBlocks.length);
							var count = 0;
							for(var i = 0; i < chunks.length; i++){
								for(var j = 0; j < chunks[i].length; j++){
									let matrix = new THREE.Matrix4().makeTranslation(
										chunks[i][j].x,
										chunks[i][j].y,
										chunks[i][j].z
									);
									instancedChunk.setMatrixAt(count, matrix);
									var color = null;
									if(chunks[i][j].blockType == "grass"){
										color = blocks.grass.color;
									} else if(chunks[i][j].blockType == "dirt"){
										color = blocks.dirt.color;
									} else if(chunks[i][j].blockType == "cobblestone"){
										color = blocks.cobblestone.color;
									}
									instancedChunk.setColorAt(count, color);
									count++;
								}
							}
							scene.add(instancedChunk);
						}	
					}	
				}
			}
		});
		document.addEventListener("keyup", function(e){
			var newArr = [];
			for(var i = 0; i < keys.length; i++){
				if(keys[i] != e.key){
					newArr.push(keys[i]);
				}
			}
			keys = newArr;
			if(!keys.includes("w")){
				sprint = false;
			}
		});

		var controls = new THREE.PointerLockControls(camera, document.body);
		var brokenBlocks = [];
		document.body.addEventListener("click", function(){
			controls.lock();
			// Breaking blocks
			if(controls.isLocked){
				// Shooting a ray
				const raycaster = new THREE.Raycaster();
				const pointer = new THREE.Vector2();
				pointer.x = (0.5) * 2 - 1;
				pointer.y = -1 * (0.5) * 2 + 1;
				raycaster.setFromCamera(pointer, camera);
				var intersection = raycaster.intersectObject(instancedChunk);
				if(intersection[0] != undefined && intersection[0].distance < 40){
					// finding x, y, z positions of that 
					console.log(intersection[0].point);
					var materialIndex = intersection[0].face.materialIndex;
					var position = intersection[0].point; // object with x, y and z coords
					var x = 0;
					var y = 0;
					var z = 0;
					const inc = 2.5; 
					switch(materialIndex){ // finding x, y, z positions of block
						case 0: // right
							x = position.x - inc;
							y = Math.round(position.y / 5) * 5;
							z = Math.round(position.z / 5) * 5;
							break;
						case 1: // left
							x = position.x + inc;
							y = Math.round(position.y / 5) * 5;
							z = Math.round(position.z / 5) * 5;
							break;
						case 2: // top
							x = Math.round(position.x / 5) * 5;
							y = position.y - inc;
							z = Math.round(position.z / 5) * 5;
							break;
						case 3: // bottom
							x = Math.round(position.x / 5) * 5;
							y = position.y + inc;
							z = Math.round(position.z / 5) * 5;
							break;
						case 4: // front
							x = Math.round(position.x / 5) * 5;
							y = Math.round(position.y / 5) * 5;
							z = position.z - inc;
							break;
						case 5: // back
							x = Math.round(position.x / 5) * 5;
							y = Math.round(position.y / 5) * 5;
							z = position.z + inc;
							break;
					}
					// Find block with those x, y, z positions
					// More efficient by finding it inside it's chunk
					var index1 = identifyChunk(x, z);
					var chunk = chunks[index1];
					y = Math.round(y); // sometimes, y is for some reason e.g 4.999999999999
					for(var i = 0; i < chunk.length; i++){
						if(chunk[i].x == x && chunk[i].y == y && chunk[i].z == z){
							// Found the block!
							if(chunk[i].placed){
								// find the placedBlock and remove it
								for(var j = 0; j < placedBlocks.length; j++){
									if(placedBlocks[j].x == x && placedBlocks[j].y == y && placedBlocks[j].z == z){
										placedBlocks.splice(j, 1);
										break;
									}
								}
							} else { // if it is a normal block
								brokenBlocks.push(new Block(x, y, z, false, chunk[i].blockType));
							}
							chunks[index1].splice(i, 1); // block is removed from chunks variable
							break;
						}
					}
					// update chunks, array.splice(index, 1);
					scene.remove(instancedChunk);
					instancedChunk = new THREE.InstancedMesh(blockBox, materialArray, (renderDistance * renderDistance * chunkSize * chunkSize * depth) + placedBlocks.length);
					var count = 0;
					for(var i = 0; i < chunks.length; i++){
						for(var j = 0; j < chunks[i].length; j++){
							let matrix = new THREE.Matrix4().makeTranslation(
								chunks[i][j].x,
								chunks[i][j].y,
								chunks[i][j].z
							);
							instancedChunk.setMatrixAt(count, matrix);
							var color;
							if(chunks[i][j].blockType == "grass"){
								color = blocks.grass.color;
							} else if(chunks[i][j].blockType == "dirt"){
								color = blocks.dirt.color;
							} else if(chunks[i][j].blockType == "cobblestone"){
								color = blocks.cobblestone.color;
							}
							instancedChunk.setColorAt(count, color);
							count++;
						}
					}
					scene.add(instancedChunk);
				}
			}
		});
		controls.addEventListener("lock", function(){

		});
		controls.addEventListener("unlock", function(){
			keys = [];
		});

		var movingSpeed = 0.5;
		var ySpeed = 0;
		var acc = 0.065;

		var player = {
			w : 0.6, // width
			h : 8, // height
			d : 0.5, // depth
			x : camera.position.x,
			y : camera.position.y,
			z : camera.position.z,
			forward : function(speed){
				controls.moveForward(speed);
				this.updatePosition();
			},
			backward : function(speed){
				controls.moveForward(-1 * speed);
				this.updatePosition();
			},
			right : function(speed){
				controls.moveRight(speed);
				this.updatePosition();
			},
			left : function(speed){
				controls.moveRight(-1 * speed);
				this.updatePosition();
			},
			updatePosition : function(){
				this.x = camera.position.x;
				this.y = camera.position.y - (this.h / 2);
				this.z = camera.position.z;
			}
		};

		function intersect(x1, y1, z1, w1, h1, d1, x2, y2, z2, w2, h2, d2){
			var a = {
				minX : x1 - (w1/2),
				maxX : x1 + (w1/2),
				minZ : z1 - (d1/2),
				maxZ : z1 + (d1/2),
				minY : y1 - (h1/2),
				maxY : y1 + (h1/2),
			};
			var b = {
				minX : x2 - (w2/2),
				maxX : x2 + (w2/2),
				minZ : z2 - (d2/2),
				maxZ : z2 + (d2/2),
				minY : y2 - (h2/2),
				maxY : y2 + (h2/2),
			};
			return (a.minX <= b.maxX && a.maxX >= b.minX) &&
		           (a.minY <= b.maxY && a.maxY >= b.minY) &&
		           (a.minZ <= b.maxZ && a.maxZ >= b.minZ);
		}

		var deceleration = 1.35;
		var forback = 0; // 1 = forward, -1 = backward
		var rightleft = 0; // 1 = right, -1 = left
		var sprintSpeedInc = 1.6; // 30% faster than walking
		function update(){	
			player.updatePosition();

			if(keys.includes(controlOptions.forward)){
				player.forward(movingSpeed * (sprint ? sprintSpeedInc : 1));
				forback = 1 * movingSpeed;
				for(var i = 0; i < chunks.length; i++){
					for(var j = 0; j < chunks[i].length; j++){
						var b = chunks[i][j];
						var c = intersect(b.x, b.y, b.z, 5, 5, 5, player.x, player.y, player.z, player.w, player.h, player.d);
						if(c && (b.y - 2.5 < player.y + (player.h / 2) && b.y + 2.5 > player.y - (player.h / 2))){
							player.backward((movingSpeed * (sprint ? sprintSpeedInc : 1)));
							forback = 0;
							rightleft = 0;
							sprint = false;
						}
					}
				}
			}
			if(keys.includes(controlOptions.backward)){
				player.backward(movingSpeed * (sprint ? sprintSpeedInc : 1));
				forback = -1 * movingSpeed;
				for(var i = 0; i < chunks.length; i++){
					for(var j = 0; j < chunks[i].length; j++){
						var b = chunks[i][j];
						var c = intersect(b.x, b.y, b.z, 5, 5, 5, player.x, player.y, player.z, player.w, player.h, player.d);
						if(c && (b.y - 2.5 < player.y + (player.h / 2) && b.y + 2.5 > player.y - (player.h / 2))){
							player.forward(movingSpeed * (sprint ? sprintSpeedInc : 1));
							forback = 0;
							rightleft = 0;
							sprint = false;
						}
					}
				}
			}
			if(keys.includes(controlOptions.right)){
				player.right(movingSpeed * (sprint ? sprintSpeedInc : 1));
				rightleft = 1 * movingSpeed;
				for(var i = 0; i < chunks.length; i++){
					for(var j = 0; j < chunks[i].length; j++){
						var b = chunks[i][j];
						var c = intersect(b.x, b.y, b.z, 5, 5, 5, player.x, player.y, player.z, player.w, player.h, player.d);
						if(c && (b.y - 2.5 < player.y + (player.h / 2) && b.y + 2.5 > player.y - (player.h / 2))){
							player.left(movingSpeed * (sprint ? sprintSpeedInc : 1));
							forback = 0;
							rightleft = 0;
							sprint = false;
						}
					}
				}
			}
			if(keys.includes(controlOptions.left)){
				player.left(movingSpeed * (sprint ? sprintSpeedInc : 1));
				rightleft = -1 * movingSpeed;
				for(var i = 0; i < chunks.length; i++){
					for(var j = 0; j < chunks[i].length; j++){
						var b = chunks[i][j];
						var c = intersect(b.x, b.y, b.z, 5, 5, 5, player.x, player.y, player.z, player.w, player.h, player.d);
						if(c && (b.y - 2.5 < player.y + (player.h / 2) && b.y + 2.5 > player.y - (player.h / 2))){
							player.right(movingSpeed * (sprint ? sprintSpeedInc : 1));
							forback = 0;
							rightleft = 0;
							sprint = false;
						}
					}
				}
			}

			// Decceleration part
			if(!keys.includes(controlOptions.forward) && !keys.includes(controlOptions.backward) && !keys.includes(controlOptions.right) && !keys.includes(controlOptions.left)){
				forback /= deceleration;
				rightleft /= deceleration;
				for(var i = 0; i < chunks.length; i++){
					for(var j = 0; j < chunks[i].length; j++){
						var b = chunks[i][j];
						var c = intersect(b.x, b.y, b.z, 5, 5, 5, player.x, player.y, player.z, player.w, player.h, player.d);
						if(c && (b.y - 2.5 < player.y + (player.h / 2) && b.y + 2.5 > player.y - (player.h / 2))){
							var br = true;
							forback /= -deceleration;
							rightleft /= -deceleration;
							sprint = false;
							break;
						}
					}
					if(br){
						break;
					}
				}
				player.forward(forback * (sprint ? sprintSpeedInc : 1));
				player.right(rightleft * (sprint ? sprintSpeedInc : 1));
			}
			
			camera.position.y = camera.position.y - ySpeed;
			ySpeed = ySpeed + acc;

			// Not falling through a block or above a block (above collision)
			for(var i = 0; i < chunks.length; i++){
				for(var j = 0; j < chunks[i].length; j++){
					var b = chunks[i][j];
					var c = intersect(b.x, b.y + 10, b.z, 5, 5, 5, player.x, player.y, player.z, player.w, player.h, player.d);
					if(c && camera.position.y <= chunks[i][j].y + 2.5 + player.h && camera.position.y >= chunks[i][j].y){
						camera.position.y = chunks[i][j].y + 2.5 + player.h;
						ySpeed = 0;
						canJump = true;
					}
					var c = intersect(b.x, b.y, b.z, 5, 5, 5, player.x, player.y, player.z, player.w, player.h, player.d); // this one doesn't have a + 10 in the b.y
					if(c && camera.position.y >= chunks[i][j].y - 2.5 && camera.position.y <= chunks[i][j].y){
						ySpeed = 0.5;
					}
				}
			}

			// INFINITE TERRAIN GENERATION PART!
			var worldSize = chunkSize * renderDistance * 5;
			var ratio = 0.4;
			if(camera.position.z < lowestZBlock() + (worldSize * ratio)){ // 20 is 4 blocks
				/*
					
					[0], [3], [6],
					[1], [x], [7],
					[2], [5], [8],
				*/

				var newChunks = [];
				for(var i = 0; i < chunks.length; i++){
					if((i + 1) % renderDistance != 0){
						newChunks.push(chunks[i]);
					}
				}

				// add blocks
				var lowestX = lowestXBlock();
				var lowestZ = lowestZBlock();

				for(var i = 0; i < renderDistance; i++){
					var chunk = [];
					for(var x = lowestX + (i * chunkSize * 5); x < lowestX + (i * chunkSize * 5) + (chunkSize * 5); x = x + 5){
						for(var z = lowestZ - (chunkSize * 5); z < lowestZ; z = z + 5){
							xoff = inc * x / 5;
							zoff = inc * z / 5;
							var v = Math.round(noise.perlin2(xoff, zoff) * amplitude / 5) * 5;
							for(var e = 0; e < depth; e++){
								if(v - (e * 5) < minWorldY){
									continue;
								}
								// Try to find a broken block in that position
								var blockIsDestroyed = false;
								for(var d = 0; d < brokenBlocks.length; d++){
									if(brokenBlocks[d].x == x && brokenBlocks[d].y == v - (e * 5) && brokenBlocks[d].z == z){
										blockIsDestroyed = true;
										break;
									}
								}
								if(!blockIsDestroyed){
									var blockType = null;
									if(e == 0){
										blockType = blocks.grass.name;
									} else if(e == 1 || e == 2 || e == 3){
										blockType = blocks.dirt.name;
									} else if(e > 3){
										blockType = blocks.cobblestone.name;
									}
									chunk.push(new Block(x, v - (e * 5), z, false, blockType));
								}
							}
							// Check if there is also placed blocks there
							for(var b = 0; b < placedBlocks.length; b++){
								if(placedBlocks[b].x == x && placedBlocks[b].z == z){
									chunk.push(new Block(placedBlocks[b].x, placedBlocks[b].y, placedBlocks[b].z, true, placedBlocks[b].blockType));
								}
							}
						}
					}
					newChunks.splice(i * renderDistance, 0, chunk);
				}

				chunks = newChunks;

				scene.remove(instancedChunk);

				instancedChunk = new THREE.InstancedMesh(blockBox, materialArray, (renderDistance * renderDistance * chunkSize * chunkSize * depth) + placedBlocks.length);
				var count = 0;
				for(var i = 0; i < chunks.length; i++){
					for(var j = 0; j < chunks[i].length; j++){
						let matrix = new THREE.Matrix4().makeTranslation(
							chunks[i][j].x,
							chunks[i][j].y,
							chunks[i][j].z
						);
						instancedChunk.setMatrixAt(count, matrix);
						var color = null;
						if(chunks[i][j].blockType == "grass"){
							color = blocks.grass.color;
						} else if(chunks[i][j].blockType == "dirt"){
							color = blocks.dirt.color;
						} else if(chunks[i][j].blockType == "cobblestone"){
							color = blocks.cobblestone.color;
						}
						instancedChunk.setColorAt(count, color);
						count++;
					}
				}
				scene.add(instancedChunk);
			}

			if(camera.position.z > highestZBlock() - (worldSize * ratio)){ // 20 is 4 blocks
				/*
					
					[0], [3], [6],
					[1], [x], [7],
					[2], [5], [8],
				*/

				var newChunks = [];
				for(var i = 0; i < chunks.length; i++){
					if(i % renderDistance != 0){
						newChunks.push(chunks[i]);
					}
				}

				// add blocks
				var lowestX = lowestXBlock();
				var highestZ = highestZBlock();
				for(var i = 0; i < renderDistance; i++){
					var chunk = [];
					for(var x = lowestX + (i * chunkSize * 5); x < lowestX + (i * chunkSize * 5) + (chunkSize * 5); x = x + 5){
						for(var z = highestZ + 5; z < (highestZ + 5) + (chunkSize * 5); z = z + 5){
							xoff = inc * x / 5;
							zoff = inc * z / 5;
							var v = Math.round(noise.perlin2(xoff, zoff) * amplitude / 5) * 5;
							for(var e = 0; e < depth; e++){
								if(v - (e * 5) < minWorldY){
									continue;
								}
								// Try to find a broken block in that position
								var blockIsDestroyed = false;
								for(var d = 0; d < brokenBlocks.length; d++){
									if(brokenBlocks[d].x == x && brokenBlocks[d].y == v - (e * 5) && brokenBlocks[d].z == z){
										blockIsDestroyed = true;
										break;
									}
								}
								if(!blockIsDestroyed){
									var blockType = null;
									if(e == 0){
										blockType = blocks.grass.name;
									} else if(e == 1 || e == 2 || e == 3){
										blockType = blocks.dirt.name;
									} else if(e > 3){
										blockType = blocks.cobblestone.name;
									}
									chunk.push(new Block(x, v - (e * 5), z, false, blockType));
								}
							}
							// Check if there is also placed blocks there
							for(var b = 0; b < placedBlocks.length; b++){
								if(placedBlocks[b].x == x && placedBlocks[b].z == z){
									chunk.push(new Block(placedBlocks[b].x, placedBlocks[b].y, placedBlocks[b].z, true, placedBlocks[b].blockType));
								}
							}
						}
					}
					newChunks.splice(((i + 1) * renderDistance) - 1, 0, chunk);
				}

				chunks = newChunks;

				scene.remove(instancedChunk);

				instancedChunk = new THREE.InstancedMesh(blockBox, materialArray, (renderDistance * renderDistance * chunkSize * chunkSize * depth) + placedBlocks.length);
				var count = 0;
				for(var i = 0; i < chunks.length; i++){
					for(var j = 0; j < chunks[i].length; j++){
						let matrix = new THREE.Matrix4().makeTranslation(
							chunks[i][j].x,
							chunks[i][j].y,
							chunks[i][j].z
						);
						instancedChunk.setMatrixAt(count, matrix);
						var color = null;
						if(chunks[i][j].blockType == "grass"){
							color = blocks.grass.color;
						} else if(chunks[i][j].blockType == "dirt"){
							color = blocks.dirt.color;
						} else if(chunks[i][j].blockType == "cobblestone"){
							color = blocks.cobblestone.color;
						}
						instancedChunk.setColorAt(count, color);
						count++;
					}
				}
				scene.add(instancedChunk);		
			}

			if(camera.position.x > highestXBlock() - (worldSize * ratio)){ // 20 is 4 blocks
				/*
					
					[0], [3], [6],
					[1], [x], [7],
					[2], [5], [8],
				*/

				var newChunks = [];
				for(var i = renderDistance; i < chunks.length; i++){
					newChunks.push(chunks[i]);
				}

				// add blocks
				var highestX = highestXBlock();
				var lowestZ = lowestZBlock();

				for(var i = 0; i < renderDistance; i++){
					var chunk = [];
					for(var z = lowestZ + (i * chunkSize * 5); z < lowestZ + (i * chunkSize * 5) + (chunkSize * 5); z = z + 5){
						for(var x = highestX + 5; x < highestX + 5 + (chunkSize * 5); x = x + 5){
							xoff = inc * x / 5;
							zoff = inc * z / 5;
							var v = Math.round(noise.perlin2(xoff, zoff) * amplitude / 5) * 5;
							for(var e = 0; e < depth; e++){
								if(v - (e * 5) < minWorldY){
									continue;
								}
								// Try to find a broken block in that position
								var blockIsDestroyed = false;
								for(var d = 0; d < brokenBlocks.length; d++){
									if(brokenBlocks[d].x == x && brokenBlocks[d].y == v - (e * 5) && brokenBlocks[d].z == z){
										blockIsDestroyed = true;
										break;
									}
								}
								if(!blockIsDestroyed){
									var blockType = null;
									if(e == 0){
										blockType = blocks.grass.name;
									} else if(e == 1 || e == 2 || e == 3){
										blockType = blocks.dirt.name;
									} else if(e > 3){
										blockType = blocks.cobblestone.name;
									}
									chunk.push(new Block(x, v - (e * 5), z, false, blockType));
								}
							}
							// Check if there is also placed blocks there
							for(var b = 0; b < placedBlocks.length; b++){
								if(placedBlocks[b].x == x && placedBlocks[b].z == z){
									chunk.push(new Block(placedBlocks[b].x, placedBlocks[b].y, placedBlocks[b].z, true, placedBlocks[b].blockType));
								}
							}
						}
					}
					newChunks.splice(chunks.length - (renderDistance - i), 0, chunk);
				}

				chunks = newChunks;

				scene.remove(instancedChunk);

				instancedChunk = new THREE.InstancedMesh(blockBox, materialArray, (renderDistance * renderDistance * chunkSize * chunkSize * depth) + placedBlocks.length);
				var count = 0;
				for(var i = 0; i < chunks.length; i++){
					for(var j = 0; j < chunks[i].length; j++){
						let matrix = new THREE.Matrix4().makeTranslation(
							chunks[i][j].x,
							chunks[i][j].y,
							chunks[i][j].z
						);
						instancedChunk.setMatrixAt(count, matrix);
						var color = null;
						if(chunks[i][j].blockType == "grass"){
							color = blocks.grass.color;
						} else if(chunks[i][j].blockType == "dirt"){
							color = blocks.dirt.color;
						} else if(chunks[i][j].blockType == "cobblestone"){
							color = blocks.cobblestone.color;
						}
						instancedChunk.setColorAt(count, color);
						count++;
					}
				}
				scene.add(instancedChunk);				
			}

			if(camera.position.x < lowestXBlock() + (worldSize * ratio)){ // 20 is 4 blocks
				/*
					
					[0], [3], [6],
					[1], [x], [7],
					[2], [5], [8],
				*/

				var newChunks = [];
				for(var i = 0; i < chunks.length - renderDistance; i++){
					newChunks.push(chunks[i]);
				}

				// add blocks
				var lowestX = lowestXBlock();
				var lowestZ = lowestZBlock();
				for(var i = 0; i < renderDistance; i++){
					var chunk = [];
					for(var z = lowestZ + (i * chunkSize * 5); z < lowestZ + (i * chunkSize * 5) + (chunkSize * 5); z = z + 5){
						for(var x = lowestX - (chunkSize * 5); x < lowestX; x = x + 5){
							xoff = inc * x / 5;
							zoff = inc * z / 5;
							var v = Math.round(noise.perlin2(xoff, zoff) * amplitude / 5) * 5;
							for(var e = 0; e < depth; e++){
								if(v - (e * 5) < minWorldY){
									continue;
								}
								// Try to find a broken block in that position
								var blockIsDestroyed = false;
								for(var d = 0; d < brokenBlocks.length; d++){
									if(brokenBlocks[d].x == x && brokenBlocks[d].y == v - (e * 5) && brokenBlocks[d].z == z){
										blockIsDestroyed = true;
										break;
									}
								}
								if(!blockIsDestroyed){
									var blockType = null;
									if(e == 0){
										blockType = blocks.grass.name;
									} else if(e == 1 || e == 2 || e == 3){
										blockType = blocks.dirt.name;
									} else if(e > 3){
										blockType = blocks.cobblestone.name;
									}
									chunk.push(new Block(x, v - (e * 5), z, false, blockType));
								}
							}
							// Check if there is also placed blocks there
							for(var b = 0; b < placedBlocks.length; b++){
								if(placedBlocks[b].x == x && placedBlocks[b].z == z){
									chunk.push(new Block(placedBlocks[b].x, placedBlocks[b].y, placedBlocks[b].z, true, placedBlocks[b].blockType));
								}
							}
						}
					}
					newChunks.splice(i, 0, chunk);
				}

				chunks = newChunks;

				scene.remove(instancedChunk);

				instancedChunk = new THREE.InstancedMesh(blockBox, materialArray, (renderDistance * renderDistance * chunkSize * chunkSize * depth) + placedBlocks.length);
				var count = 0;
				for(var i = 0; i < chunks.length; i++){
					for(var j = 0; j < chunks[i].length; j++){
						let matrix = new THREE.Matrix4().makeTranslation(
							chunks[i][j].x,
							chunks[i][j].y,
							chunks[i][j].z
						);
						instancedChunk.setMatrixAt(count, matrix);
						var color = null;
						if(chunks[i][j].blockType == "grass"){
							color = blocks.grass.color;
						} else if(chunks[i][j].blockType == "dirt"){
							color = blocks.dirt.color;
						} else if(chunks[i][j].blockType == "cobblestone"){
							color = blocks.cobblestone.color;
						}
						instancedChunk.setColorAt(count, color);
						count++;
					}
				}
				scene.add(instancedChunk);	
			}
		}

		function lowestXBlock(){
			var xPosArray = [];
			for(var i = 0; i < chunks.length; i++){
				for(var j = 0; j < chunks[i].length; j++){
					xPosArray.push(chunks[i][j].x);
				}
			}
			return Math.min.apply(null, xPosArray);
		}

		function highestXBlock(){
			var xPosArray = [];
			for(var i = 0; i < chunks.length; i++){
				for(var j = 0; j < chunks[i].length; j++){
					xPosArray.push(chunks[i][j].x);
				}
			}
			return Math.max.apply(null, xPosArray);
		}

		function lowestZBlock(){
			var zPosArray = [];
			for(var i = 0; i < chunks.length; i++){
				for(var j = 0; j < chunks[i].length; j++){
					zPosArray.push(chunks[i][j].z);
				}
			}
			return Math.min.apply(null, zPosArray);
		}

		function highestZBlock(){
			var zPosArray = [];
			for(var i = 0; i < chunks.length; i++){
				for(var j = 0; j < chunks[i].length; j++){
					zPosArray.push(chunks[i][j].z);
				}
			}
			return Math.max.apply(null, zPosArray);
		}

		// Resize Window
		window.addEventListener("resize", function(){
			renderer.setSize(window.innerWidth, window.innerHeight);
			camera.aspect = window.innerWidth / window.innerHeight;
			camera.updateProjectionMatrix();
			cursor.style.left = ((0.5 * window.innerWidth) - (0.5 * cursor.width)).toString() + "px";
 			cursor.style.top = ((0.5 * window.innerHeight) - (0.5 * cursor.height)).toString() + "px";
		});

		const raycaster = new THREE.Raycaster();
		const pointer = new THREE.Vector2();
		pointer.x = (0.5) * 2 - 1;
		pointer.y = -1 * (0.5) * 2 + 1;

		var plane;
		function render(){
			raycaster.setFromCamera(pointer, camera);
			var intersection = raycaster.intersectObject(instancedChunk);
			if(intersection[0] != undefined && intersection[0].distance < 40){
				//console.log(intersection[0]);
				if(!scene.children.includes(plane)){
					var planeG = new THREE.PlaneGeometry(5, 5);
					var planeM = new THREE.MeshBasicMaterial({color : 0xffffff, side : THREE.DoubleSide});
					planeM.transparent = true;
					planeM.opacity = 0.5;
					plane = new THREE.Mesh(planeG, planeM);
					scene.add(plane);
				} else {
					plane.visible = true;
					var materialIndex = intersection[0].face.materialIndex;
					var position = intersection[0].point; // object with x, y and z coords
					var x = 0;
					var y = 0;
					var z = 0;
					const inc = 0.1; 
					switch(materialIndex){
						case 0: // right
							plane.rotation.x = 0;
							plane.rotation.y = (Math.PI / 2);
							plane.rotation.z = 0;
							x = position.x + inc;
							y = Math.round(position.y / 5) * 5;
							z = Math.round(position.z / 5) * 5;
							break;
						case 1: // left
							plane.rotation.x = 0;
							plane.rotation.y = (Math.PI / 2);
							plane.rotation.z = 0;
							x = position.x - inc;
							y = Math.round(position.y / 5) * 5;
							z = Math.round(position.z / 5) * 5;
							break;
						case 2: // top
							plane.rotation.x = (Math.PI / 2);
							plane.rotation.y = 0;
							plane.rotation.z = 0;
							x = Math.round(position.x / 5) * 5;
							y = position.y + inc;
							z = Math.round(position.z / 5) * 5;
							break;
						case 3: // bottom
							plane.rotation.x = (Math.PI / 2);
							plane.rotation.y = 0;
							plane.rotation.z = 0;
							x = Math.round(position.x / 5) * 5;
							y = position.y - inc;
							z = Math.round(position.z / 5) * 5;
							break;
						case 4: // front
							plane.rotation.x = 0;
							plane.rotation.y = 0;
							plane.rotation.z = 0;
							x = Math.round(position.x / 5) * 5;
							y = Math.round(position.y / 5) * 5;
							z = position.z + inc;
							break;
						case 5: // back
							plane.rotation.x = 0;
							plane.rotation.y = 0;
							plane.rotation.z = 0;
							x = Math.round(position.x / 5) * 5;
							y = Math.round(position.y / 5) * 5;
							z = position.z - inc;
							break;
					}
					plane.position.x = x;
					plane.position.y = y;
					plane.position.z = z;
				}
			} else {
				if(plane){
					plane.visible = false;
				}
			}

			renderer.render(scene, camera);
		}

		function GameLoop(){
			requestAnimationFrame(GameLoop);
			update();
			render();
		}

		GameLoop();
 	</script>
</body>
</html>

And this is generation me this terrain:

And my question is:

If there is a function to change the color of an specific block of the chunk called setColorAt(), there is another function which could be used to change the material array of the block to another material array in a specific block of the chunk? And… how to implement that and get my game with the new textures? Thanks for helping anyway.