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#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;
}
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