declare const _default: "\n// Writes particle state to the state texture. The fragment output type (vec4 / uvec4) is set via\n// fragmentOutputTypes to match the texture format; when not float-renderable the floats are\n// reinterpreted to their uint bit patterns (RGBA32U), which is lossless.\nvoid writeOutput() {\n    vec4 row = gl_FragCoord.y < 1.0 ?\n        vec4(outPos, (outAngle + 1000.0) * visMode) :\n        vec4(outVel, outLife);\n\n    #ifdef CAPS_TEXTURE_FLOAT_RENDERABLE\n        gl_FragColor = row;\n    #else\n        gl_FragColor = floatBitsToUint(row);\n    #endif\n}\n";
export default _default;
