#version 430 core uniform float particleStep; uniform float finalCollisionFactor; layout (local_size_x = 1024) in; struct ParticleData { vec3 position; vec3 direction; vec3 color; }; // Particles from previouse frame layout (std430, binding = 0) coherent buffer Particles { ParticleData particles[]; } data; void main(void) { uint globalId = gl_GlobalInvocationID.x; // Retrieve current particle from previous frame ParticleData currentParticle = data.particles[globalId]; // New position = old position + distance traveled over step duration currentParticle.position = currentParticle.position + currentParticle.direction * particleStep; // Make acceleration more or less point toward the center of the scene vec3 acceleration = normalize(vec3(0.0) - currentParticle.position) * finalCollisionFactor; // New velocity = old velocity + acceleration over step duration currentParticle.direction = currentParticle.direction + acceleration * particleStep; // Save updated particle data.particles[globalId] = currentParticle; }