struct Particle { pos: vec4, vel: vec4, rot: vec4, color: vec4, }; struct Uniforms { audio_peak: f32, aspect_ratio: f32, time: f32, beat: f32, }; @group(0) @binding(0) var particles: array; @group(0) @binding(1) var uniforms: Uniforms; @compute @workgroup_size(64) fn main(@builtin(global_invocation_id) id: vec3) { let i = id.x; if (i >= arrayLength(&particles)) { return; } var p = particles[i]; let new_pos = p.pos.xyz + p.vel.xyz * 0.016; p.pos = vec4(new_pos, p.pos.w); p.vel.y = p.vel.y - 0.01 * (1.0 + uniforms.audio_peak * 5.0); p.rot.x = p.rot.x + p.rot.y * 0.016; if (p.pos.y < -1.5) { p.pos.y = 1.5; p.pos.x = (f32(i % 100u) / 50.0) - 1.0 + (uniforms.audio_peak * 0.5); p.vel.y = 0.0; } particles[i] = p; }