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attribute vec2 a_position;
attribute float a_size;
attribute vec3 a_color;
uniform mat4 u_matrix;
uniform float u_time;
varying vec3 v_color;
void main() {
// Simple particle position with subtle time-based variation
vec4 position = vec4(a_position, 0.0, 1.0);
position.x += sin(u_time * 0.001 + a_position.y * 0.01) * 0.05;
position.y += cos(u_time * 0.0005 + a_position.x * 0.01) * 0.02;
gl_Position = u_matrix * position;
gl_PointSize = a_size;
v_color = a_color;
}
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