#type compute #version 430 core layout(local_size_x = 256) in; struct Particle { vec4 position; // xyz = position, w = lifetime vec4 velocity; // xyz = velocity, w = mass vec4 color; // rgba = color }; layout(std430, binding = 0) buffer ParticleBuffer { Particle particles[]; } particleBuffer; uniform float u_DeltaTime; uniform vec3 u_Gravity; uniform vec3 u_EmitterPosition; uniform float u_EmissionRate; uniform float u_ParticleLifetime; uniform float u_Time; void main() { uint index = gl_GlobalInvocationID.x; if (index >= particles.length()) return; Particle particle = particleBuffer.particles[index]; particle.position.w -= u_DeltaTime; if (particle.position.w <= 0.0) { particle.position.xyz = u_EmitterPosition; particle.position.w = u_ParticleLifetime; float angle = fract(sin(dot(vec2(index, u_Time), vec2(12.9898, 78.233))) * 43758.5453) * 2.0 * 3.14159; float speed = 2.0 + fract(sin(dot(vec2(index + 1, u_Time), vec2(12.9898, 78.233))) * 43758.5453) * 3.0; particle.velocity.xyz = vec3(cos(angle) * speed, 5.0, sin(angle) * speed); particle.velocity.w = 1.0; particle.color = vec4(1.0, 0.5 + 0.5 * fract(sin(index * 123.456) * 43758.5453), 0.2, 1.0); } else { particle.velocity.xyz += u_Gravity * u_DeltaTime; particle.position.xyz += particle.velocity.xyz * u_DeltaTime; float lifeRatio = particle.position.w / u_ParticleLifetime; particle.color.a = lifeRatio; } particleBuffer.particles[index] = particle; }