module.exports = "// For PI declaration:\n#include <common>\n\nattribute vec2 particles_sim_uv_attrib;\nuniform sampler2D texture_position;\n// uniform sampler2D textureVelocity;\n\n// uniform float cameraConstant;\n// uniform float density;\n\n// varying vec4 vColor;\n\n// float radiusFromMass( float mass ) {\n// 	// Calculate radius of a sphere from mass and density\n// 	return pow( ( 3.0 / ( 4.0 * PI ) ) * mass / density, 1.0 / 3.0 );\n// }\n\n\nvoid main() {\n\n\n	vec3 P = texture2D( texture_position, particles_sim_uv_attrib ).xyz;\n\n	// vec4 velTemp = texture2D( textureVelocity, uv );\n	// vec3 vel = velTemp.xyz;\n	// float mass = velTemp.w;\n\n	// vColor = vec4( 1.0, mass / 250.0, 0.0, 1.0 );\n\n	vec4 mvPosition = modelViewMatrix * vec4( P, 1.0 );\n\n	// Calculate radius of a sphere from mass and density\n	//float radius = pow( ( 3.0 / ( 4.0 * PI ) ) * mass / density, 1.0 / 3.0 );\n	// float radius = radiusFromMass( mass );\n\n	// Apparent size in pixels\n	// if ( mass == 0.0 ) {\n	// 	gl_PointSize = 0.0;\n	// }\n	// else {\n	// 	gl_PointSize = radius * cameraConstant / ( - mvPosition.z );\n	// }\n	gl_PointSize = 10.0;\n\n	gl_Position = projectionMatrix * mvPosition;\n\n}";
