declare const _default: "\nattribute vec4 particle_vertexData; // XYZ = particle position, W = particle ID + random factor\n#ifdef USE_MESH\nattribute vec2 particle_uv; // mesh UV\n#endif\n\nuniform mat4 matrix_viewProjection;\nuniform mat4 matrix_model;\nuniform mat3 matrix_normal;\nuniform mat4 matrix_viewInverse;\n\n#ifndef VIEWMATRIX\n#define VIEWMATRIX\nuniform mat4 matrix_view;\n#endif\n\nuniform float numParticles;\nuniform float numParticlesPot;\nuniform float graphSampleSize;\nuniform float graphNumSamples;\nuniform float stretch;\nuniform vec3 wrapBounds;\nuniform vec3 emitterScale;\nuniform vec3 emitterPos;\nuniform vec3 faceTangent;\nuniform vec3 faceBinorm;\nuniform float rate;\nuniform float rateDiv;\nuniform float lifetime;\nuniform float deltaRandomnessStatic;\nuniform float scaleDivMult;\nuniform float alphaDivMult;\nuniform float seed;\nuniform float delta;\nuniform sampler2D particleTexOUT;\nuniform sampler2D particleTexIN;\n\n#ifdef PARTICLE_GPU\n uniform highp sampler2D internalTex0;\n uniform highp sampler2D internalTex1;\n uniform highp sampler2D internalTex2;\n#endif\n\n#ifndef CAMERAPLANES\n#define CAMERAPLANES\nuniform vec4 camera_params;\n#endif\n\nvarying vec4 texCoordsAlphaLife;\n\nvec3 inPos;\nvec3 inVel;\nfloat inAngle;\nbool inShow;\nfloat inLife;\n"; export default _default;