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@animech-public/playcanvas

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var t="\nattribute vec4 particle_vertexData;\nattribute vec4 particle_vertexData2;\nattribute vec4 particle_vertexData3;\nattribute float particle_vertexData4;\n#ifndef USE_MESH\nattribute vec2 particle_vertexData5;\n#else\nattribute vec4 particle_vertexData5;\n#endif\nuniform mat4 matrix_viewProjection;\nuniform mat4 matrix_model;\n#ifndef VIEWMATRIX\n#define VIEWMATRIX\nuniform mat4 matrix_view;\n#endif\nuniform mat3 matrix_normal;\nuniform mat4 matrix_viewInverse;\nuniform float numParticles;\nuniform float lifetime;\nuniform float stretch;\nuniform float seed;\nuniform vec3 wrapBounds;\nuniform vec3 emitterScale;\nuniform vec3 faceTangent;\nuniform vec3 faceBinorm;\n#ifdef PARTICLE_GPU\n\tuniform highp sampler2D internalTex0;\n\tuniform highp sampler2D internalTex1;\n\tuniform highp sampler2D internalTex2;\n#endif\nuniform vec3 emitterPos;\nvarying vec4 texCoordsAlphaLife;\nvec2 rotate(vec2 quadXY, float pRotation, out mat2 rotMatrix)\n{\n\tfloat c = cos(pRotation);\n\tfloat s = sin(pRotation);\n\tmat2 m = mat2(c, -s, s, c);\n\trotMatrix = m;\n\treturn m * quadXY;\n}\nvec3 billboard(vec3 InstanceCoords, vec2 quadXY)\n{\n\tvec3 pos = -matrix_viewInverse[0].xyz * quadXY.x + -matrix_viewInverse[1].xyz * quadXY.y;\n\treturn pos;\n}\nvec3 customFace(vec3 InstanceCoords, vec2 quadXY)\n{\n\tvec3 pos = faceTangent * quadXY.x + faceBinorm * quadXY.y;\n\treturn pos;\n}\nvoid main(void)\n{\n\tvec3 particlePos = particle_vertexData.xyz;\n\tvec3 inPos = particlePos;\n\tvec3 vertPos = particle_vertexData3.xyz;\n\tvec3 inVel = vec3(particle_vertexData2.w, particle_vertexData3.w, particle_vertexData5.x);\n\tfloat id = floor(particle_vertexData4);\n\tfloat rndFactor = fract(sin(id + 1.0 + seed));\n\tvec3 rndFactor3 = vec3(rndFactor, fract(rndFactor*10.0), fract(rndFactor*100.0));\n#ifdef LOCAL_SPACE\n\tinVel = mat3(matrix_model) * inVel;\n#endif\n\tvec2 velocityV = normalize((mat3(matrix_view) * inVel).xy);\n\tvec2 quadXY = vertPos.xy;\n#ifdef USE_MESH\n\ttexCoordsAlphaLife = vec4(particle_vertexData5.zw, particle_vertexData2.z, particle_vertexData.w);\n#else\n\ttexCoordsAlphaLife = vec4(quadXY * -0.5 + 0.5, particle_vertexData2.z, particle_vertexData.w);\n#endif\n\tmat2 rotMatrix;\n\tfloat inAngle = particle_vertexData2.x;\n\tvec3 particlePosMoved = vec3(0.0);\n\tvec3 meshLocalPos = particle_vertexData3.xyz;\n";export{t as default};