5 vec4 padding2; // for LÖVR's limited ShaderBlock type :(
6 vec4 padding3; // for LÖVR's limited ShaderBlock type :(
8 layout(std430) buffer particleData { particle_t particles[]; };
10 layout(local_size_x = 128) in;
12 uint particleId = gl_GlobalInvocationID.x;
13 particles[particleId].positionAndSize.xyz +=
14 particles[particleId].velocity.xyz * dt;