declare const _default: "\nuniform vec3 outBoundsMul;\nuniform vec3 outBoundsAdd;\n\nvec2 encodeFloatRG( float v ) {\n    vec2 enc = vec2(1.0, 255.0) * v;\n    enc = fract(enc);\n    enc -= enc.yy * vec2(1.0/255.0, 1.0/255.0);\n    return enc;\n}\n\nvec4 encodeFloatRGBA( float v ) {\n    vec4 enc = vec4(1.0, 255.0, 65025.0, 160581375.0) * v;\n    enc = fract(enc);\n    enc -= enc.yzww * vec4(1.0/255.0,1.0/255.0,1.0/255.0,0.0);\n    return enc;\n}\n\nvoid writeOutput() {\n    outPos = outPos * outBoundsMul + outBoundsAdd;\n    outAngle = fract(outAngle / PI2);\n\n    outVel = (outVel / maxVel) + vec3(0.5); // TODO: mul\n\n    float maxNegLife = max(lifetime, (numParticles - 1.0) * (rate+rateDiv));\n    float maxPosLife = lifetime+1.0;\n    outLife = (outLife + maxNegLife) / (maxNegLife + maxPosLife);\n\n    if (gl_FragCoord.y < 1.0) {\n        gl_FragColor = vec4(encodeFloatRG(outPos.x), encodeFloatRG(outPos.y));\n    } else if (gl_FragCoord.y < 2.0) {\n        gl_FragColor = vec4(encodeFloatRG(outPos.z), encodeFloatRG(outAngle));\n    } else if (gl_FragCoord.y < 3.0) {\n        gl_FragColor = vec4(outVel, visMode*0.5+0.5);\n    } else {\n        gl_FragColor = encodeFloatRGBA(outLife);\n    }\n}\n";
export default _default;
