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playcanvas

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PlayCanvas WebGL game engine

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var particle_initVS = ` attribute particle_vertexData: vec4f; #if defined(USE_MESH) #if defined(USE_MESH_UV) attribute particle_uv: vec2f; #else var<private> particle_uv: vec2f = vec2f(0.0, 0.0); #endif #endif uniform matrix_viewProjection: mat4x4f; uniform matrix_model: mat4x4f; uniform matrix_normal: mat3x3f; uniform matrix_viewInverse: mat4x4f; #ifndef VIEWMATRIX #define VIEWMATRIX uniform matrix_view: mat4x4f; #endif uniform numParticles: f32; uniform numParticlesPot: f32; uniform graphSampleSize: f32; uniform graphNumSamples: f32; uniform stretch: f32; uniform emitterScale: vec3f; uniform emitterPos: vec3f; uniform faceTangent: vec3f; uniform faceBinorm: vec3f; uniform rate: f32; uniform rateDiv: f32; uniform lifetime: f32; uniform scaleDivMult: f32; uniform alphaDivMult: f32; uniform seed: f32; uniform delta: f32; #ifdef PARTICLE_GPU #ifdef WRAP uniform wrapBounds: vec3f; #endif #endif var particleTexOUT: texture_2d<uff>; var particleTexIN: texture_2d<uff>; #ifdef PARTICLE_GPU var internalTex0: texture_2d<uff>; var internalTex1: texture_2d<uff>; var internalTex2: texture_2d<uff>; #endif #ifndef CAMERAPLANES #define CAMERAPLANES uniform camera_params: vec4f; #endif varying texCoordsAlphaLife: vec4f; var<private> inPos: vec3f; var<private> inVel: vec3f; var<private> inAngle: f32; var<private> inShow: bool; var<private> inLife: f32; `; export { particle_initVS as default };