#version 430 core uniform float time; layout (local_size_x = 1024) in; struct ParticleData { vec4 position; vec4 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 + sin(time) currentParticle.position = currentParticle.position + vec4(0.0, 1.0, 0.0, 0.0) * sin(time * globalId); // Save updated particle data.particles[globalId] = currentParticle; }