var particle_shader_default = `
#if NORMAL != NONE
#if NORMAL == VERTEX
varying vec3 Normal;
#endif
#if NORMAL == MAP
varying mat3 ParticleMat;
#endif
uniform vec3 lightCube[6];
#endif
#ifdef SOFT
varying float vDepth;
#include "screenDepthPS"
#endif
#include "gammaPS"
#include "tonemappingPS"
#include "fogPS"
#if NORMAL == MAP
uniform sampler2D normalMap;
#endif
#include "particlePS"
#ifdef SOFT
#include "particle_softPS"
#endif
#if NORMAL == VERTEX
vec3 normal = Normal;
#endif
#if NORMAL == MAP
#include "particle_normalMapPS"
#endif
#if NORMAL != NONE
#ifdef HALF_LAMBERT
#include "particle_halflambertPS"
#else
#include "particle_lambertPS"
#endif
#include "particle_lightingPS"
#endif
#if BLEND == NORMAL
#include "particle_blendNormalPS"
#elif BLEND == ADDITIVE
#include "particle_blendAddPS"
#elif BLEND == MULTIPLICATIVE
#include "particle_blendMultiplyPS"
#endif
#include "particle_endPS"
`;
export {
particle_shader_default as default
};