var particle_endVS = "\n localPos *= scale * emitterScale;\n localPos += particlePos;\n #ifdef SCREEN_SPACE\n gl_Position = vec4(localPos.x, localPos.y, 0.0, 1.0);\n #else\n gl_Position = matrix_viewProjection * vec4(localPos.xyz, 1.0);\n #endif\n";
export { particle_endVS as default };