var particle_shaderVS = `
#ifdef ANIMTEX
uniform vec2 animTexTilesParams;
uniform vec4 animTexParams;
uniform vec2 animTexIndexParams;
#endif
#if NORMAL == MAP
varying mat3 ParticleMat;
#endif
#if NORMAL == VERTEX
varying vec3 Normal;
#endif
#ifdef SOFT
varying float vDepth;
#endif
#ifdef PARTICLE_GPU
#include "particle_initVS"
#ifdef PACK8
#include "particleInputRgba8PS"
#else
#include "particleInputFloatPS"
#endif
#ifdef SOFT
#include "screenDepthPS"
#endif
#include "particleVS"
#else
#ifdef SOFT
#include "screenDepthPS"
#endif
#include "particle_cpuVS"
#endif
#ifdef LOCAL_SPACE
#include "particle_localShiftVS"
#endif
#ifdef ANIMTEX
#ifdef ANIMTEX_LOOP
#include "particleAnimFrameLoopVS"
#else
#include "particleAnimFrameClampVS"
#endif
#include "particleAnimTexVS"
#endif
#ifdef PARTICLE_GPU
#ifdef WRAP
#include "particle_wrapVS"
#endif
#endif
#ifdef ALIGN_TO_MOTION
#include "particle_pointAlongVS"
#endif
#ifdef USE_MESH
#include "particle_meshVS"
#else
#ifdef CUSTOM_FACE
#include "particle_customFaceVS"
#else
#include "particle_billboardVS"
#endif
#endif
#if NORMAL == VERTEX
#include "particle_normalVS"
#endif
#if NORMAL == MAP
#include "particle_TBNVS"
#endif
#ifdef STRETCH
#include "particle_stretchVS"
#endif
#ifdef PARTICLE_GPU
#include "particle_endVS"
#else
#include "particle_cpu_endVS"
#endif
#ifdef SOFT
#include "particle_softVS"
#endif
}
`;
export { particle_shaderVS as default };