declare const VERTEX_SHADER = "\nattribute vec3 color;\nattribute float opacity;\nattribute float size;\nattribute float alive; // float used as boolean (0 = false, 1 = true)\n\nvarying vec4 vColor;\n\n#if defined(USE_MAP)\n  attribute float angle;\n  varying float vAngle;\n#endif\n\nvoid main() {\n  if (alive > 0.5) {\n    vColor = vec4(color, opacity);\n  } else {\n    vColor = vec4(0.0, 0.0, 0.0, 0.0);\n  }\n  #if defined(USE_MAP)\n  vAngle = angle;\n  #endif\n  vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n  gl_PointSize = size * ( 300.0 / length( mvPosition.xyz ) );\n  gl_Position = projectionMatrix * mvPosition;\n}\n";
export { VERTEX_SHADER };
