declare const _default: "\nattribute vec4 particle_vertexData; // XYZ = particle position, W = particle ID + random factor\n\n#if defined(USE_MESH)\n    #if defined(USE_MESH_UV)\n        attribute vec2 particle_uv;         // mesh UV\n    #else\n        vec2 particle_uv = vec2(0.0, 0.0);\n    #endif\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\n    uniform mat4 matrix_view;\n#endif\n\nuniform float numParticles;\nuniform float numParticlesPot;\nuniform float graphSampleSize;\nuniform float graphNumSamples;\nuniform float stretch;\nuniform vec3 emitterScale;\nuniform vec3 emitterPos;\nuniform vec3 faceTangent;\nuniform vec3 faceBinorm;\nuniform float rate;\nuniform float rateDiv;\nuniform float lifetime;\nuniform float scaleDivMult;\nuniform float alphaDivMult;\nuniform float seed;\nuniform float delta;\nuniform sampler2D particleTexOUT;\nuniform sampler2D particleTexIN;\n\n#ifdef PARTICLE_GPU\n    #ifdef WRAP\n        uniform vec3 wrapBounds;\n    #endif\n#endif\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\n    uniform vec4 camera_params;\n#endif\n\nvarying vec4 texCoordsAlphaLife;\n\nvec3 inPos;\nvec3 inVel;\nfloat inAngle;\nbool inShow;\nfloat inLife;\n";
export default _default;
