declare const _default: "\nattribute vec4 particle_vertexData; // XYZ = world pos, W = life\nattribute vec4 particle_vertexData2; // X = angle, Y = scale, Z = alpha, W = velocity.x\nattribute vec4 particle_vertexData3; // XYZ = particle local pos, W = velocity.y\nattribute float particle_vertexData4; // particle id\n\n// type depends on useMesh property. Start with X = velocity.z, Y = particle ID and for mesh particles proceeds with Z = mesh UV.x, W = mesh UV.y\n// Note: This generates a duplicate attribute warning, as the scanning we do is very simple.\n#ifndef USE_MESH\nattribute vec2 particle_vertexData5;\n#else\nattribute vec4 particle_vertexData5;\n#endif\n\nuniform mat4 matrix_viewProjection;\nuniform mat4 matrix_model;\n\n#ifndef VIEWMATRIX\n#define VIEWMATRIX\nuniform mat4 matrix_view;\n#endif\n\nuniform mat3 matrix_normal;\nuniform mat4 matrix_viewInverse;\n\nuniform float numParticles;\nuniform float lifetime;\nuniform float stretch;\nuniform float seed;\nuniform vec3 wrapBounds;\nuniform vec3 emitterScale;\nuniform vec3 faceTangent;\nuniform vec3 faceBinorm;\n\n#ifdef PARTICLE_GPU\n uniform highp sampler2D internalTex0;\n uniform highp sampler2D internalTex1;\n uniform highp sampler2D internalTex2;\n#endif\nuniform vec3 emitterPos;\n\nvarying vec4 texCoordsAlphaLife;\n\nvec2 rotate(vec2 quadXY, float pRotation, out mat2 rotMatrix)\n{\n float c = cos(pRotation);\n float s = sin(pRotation);\n //vec4 rotationMatrix = vec4(c, -s, s, c);\n\n mat2 m = mat2(c, -s, s, c);\n rotMatrix = m;\n\n return m * quadXY;\n}\n\nvec3 billboard(vec3 InstanceCoords, vec2 quadXY)\n{\n vec3 pos = -matrix_viewInverse[0].xyz * quadXY.x + -matrix_viewInverse[1].xyz * quadXY.y;\n return pos;\n}\n\nvec3 customFace(vec3 InstanceCoords, vec2 quadXY)\n{\n vec3 pos = faceTangent * quadXY.x + faceBinorm * quadXY.y;\n return pos;\n}\n\nvoid main(void)\n{\n vec3 particlePos = particle_vertexData.xyz;\n vec3 inPos = particlePos;\n vec3 vertPos = particle_vertexData3.xyz;\n vec3 inVel = vec3(particle_vertexData2.w, particle_vertexData3.w, particle_vertexData5.x);\n\n float id = floor(particle_vertexData4);\n float rndFactor = fract(sin(id + 1.0 + seed));\n vec3 rndFactor3 = vec3(rndFactor, fract(rndFactor*10.0), fract(rndFactor*100.0));\n\n#ifdef LOCAL_SPACE\n inVel = mat3(matrix_model) * inVel;\n#endif\n vec2 velocityV = normalize((mat3(matrix_view) * inVel).xy); // should be removed by compiler if align/stretch is not used\n\n vec2 quadXY = vertPos.xy;\n\n#ifdef USE_MESH\n texCoordsAlphaLife = vec4(particle_vertexData5.zw, particle_vertexData2.z, particle_vertexData.w);\n#else\n texCoordsAlphaLife = vec4(quadXY * -0.5 + 0.5, particle_vertexData2.z, particle_vertexData.w);\n#endif\n mat2 rotMatrix;\n\n float inAngle = particle_vertexData2.x;\n vec3 particlePosMoved = vec3(0.0);\n vec3 meshLocalPos = particle_vertexData3.xyz;\n"; export default _default;