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