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    Variable PARTICLE_SHADER_SOURCEConst

    PARTICLE_SHADER_SOURCE: "struct ParticleUniforms {\n projection : mat4x4<f32>,\n view : mat4x4<f32>,\n model : mat4x4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> draw : ParticleUniforms;\n\nstruct VertexOutput {\n @builtin(position) position : vec4<f32>,\n @location(0) color : vec4<f32>,\n};\n\n@vertex\nfn vertexMain(\n @location(0) corner : vec3<f32>,\n @location(1) instancePosition : vec3<f32>,\n @location(2) instanceSize : f32,\n @location(3) instanceColor : vec4<f32>,\n) -> VertexOutput {\n var output : VertexOutput;\n var center = draw.view * draw.model * vec4<f32>(instancePosition, 1.0);\n center.x = center.x + corner.x * instanceSize;\n center.y = center.y + corner.y * instanceSize;\n let clip = draw.projection * center;\n // WebGL clip depth [-w, w] onto WebGPU's [0, w]; see wgpu-unlit.ts.\n output.position = vec4<f32>(clip.x, clip.y, (clip.z + clip.w) * 0.5, clip.w);\n output.color = instanceColor;\n return output;\n}\n\n@fragment\nfn fragmentMain(input : VertexOutput) -> @location(0) vec4<f32> {\n return input.color;\n}\n" = ...