struct Particle { pos: vec4, vel: vec4, rot: vec4, color: vec4, }; struct Uniforms { intensity: f32, aspect_ratio: f32, time: f32, beat: f32, }; @group(0) @binding(0) var particles: array; @group(0) @binding(1) var uniforms: Uniforms; fn hash(p: f32) -> f32 { return fract(sin(p) * 43758.5453); } @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]; if (p.pos.w <= 0.0) { let r = hash(f32(i) + uniforms.time); let angle = r * 6.28318; p.pos = vec4(0.0, 0.0, 0.0, 1.0); p.vel = vec4(cos(angle), sin(angle), 0.0, 0.0) * (0.5 + hash(r) * 0.5) * (1.0 + uniforms.intensity * 2.0); p.color = vec4(hash(r + 0.1), hash(r + 0.2), 1.0, 1.0); } let new_pos = p.pos.xyz + p.vel.xyz * 0.016; p.pos = vec4(new_pos, p.pos.w - 0.01 * (1.0 + uniforms.beat)); p.vel.y = p.vel.y - 0.01; particles[i] = p; }