function ParticleRenderer(renderer) {
        var _this = _super.call(this, renderer) || this;
        // 65535 is max vertex index in the index buffer (see ParticleRenderer)
        // so max number of particles is 65536 / 4 = 16384
        // and max number of element in the index buffer is 16384 * 6 = 98304
        // Creating a full index buffer, overhead is 98304 * 2 = 196Ko
        // let numIndices = 98304;
        _this.shader = null;
        _this.properties = null;
        _this.tempMatrix = new _pixi_math__WEBPACK_IMPORTED_MODULE_4__.Matrix();
        _this.properties = [
            // verticesData
            {
                attributeName: 'aVertexPosition',
                size: 2,
                uploadFunction: _this.uploadVertices,
                offset: 0,
            },
            // positionData
            {
                attributeName: 'aPositionCoord',
                size: 2,
                uploadFunction: _this.uploadPosition,
                offset: 0,
            },
            // rotationData
            {
                attributeName: 'aRotation',
                size: 1,
                uploadFunction: _this.uploadRotation,
                offset: 0,
            },
            // uvsData
            {
                attributeName: 'aTextureCoord',
                size: 2,
                uploadFunction: _this.uploadUvs,
                offset: 0,
            },
            // tintData
            {
                attributeName: 'aColor',
                size: 1,
                type: _pixi_constants__WEBPACK_IMPORTED_MODULE_0__.TYPES.UNSIGNED_BYTE,
                uploadFunction: _this.uploadTint,
                offset: 0,
            } ];
        _this.shader = _pixi_core__WEBPACK_IMPORTED_MODULE_3__.Shader.from(vertex, fragment, {});
        _this.state = _pixi_core__WEBPACK_IMPORTED_MODULE_3__.State.for2d();
        return _this;
    }
@param renderer - The renderer this sprite batch works for.