declare const _default: "\n    #if NORMAL != NONE\n        #if NORMAL == VERTEX\n            varying Normal: vec3f;\n        #endif\n\n        #if NORMAL == MAP\n            varying ParticleMat0: vec3f;\n            varying ParticleMat1: vec3f;\n            varying ParticleMat2: vec3f;\n        #endif\n\n        uniform lightCube: array<vec3f, 6>;\n    #endif\n\n    #ifdef SOFT\n        varying vDepth: f32;\n        #include \"screenDepthPS\"\n    #endif\n\n    #include \"gammaPS\"\n    #include \"tonemappingPS\"\n    #include \"fogPS\"\n\n    #if NORMAL == MAP\n        var normalMap: texture_2d<f32>;\n        var normalMapSampler: sampler;\n    #endif\n\n    #include \"particlePS\"\n\n    #ifdef SOFT\n        #include \"particle_softPS\"\n    #endif\n\n    #if NORMAL == VERTEX\n        var normal: vec3f = Normal;\n    #endif\n\n    #if NORMAL == MAP\n        #include \"particle_normalMapPS\"\n    #endif\n\n    #if NORMAL != NONE\n        #ifdef HALF_LAMBERT\n            #include \"particle_halflambertPS\"\n        #else\n            #include \"particle_lambertPS\"\n        #endif\n\n        #include \"particle_lightingPS\"\n    #endif\n\n    #if BLEND == NORMAL\n        #include \"particle_blendNormalPS\"\n    #elif BLEND == ADDITIVE\n        #include \"particle_blendAddPS\"\n    #elif BLEND == MULTIPLICATIVE\n        #include \"particle_blendMultiplyPS\"\n    #endif\n\n    #include \"particle_endPS\"\n";
export default _default;
