var particleOutput_default = `
void writeOutput() {
vec4 row = gl_FragCoord.y < 1.0 ?
vec4(outPos, (outAngle + 1000.0) * visMode) :
vec4(outVel, outLife);
#ifdef CAPS_TEXTURE_FLOAT_RENDERABLE
gl_FragColor = row;
#else
gl_FragColor = floatBitsToUint(row);
#endif
}
`;
export {
particleOutput_default as default
};