I am doing a particle system in WebGL using Three.js, and I want to do all the computation of the particles in the shaders. To achieve that, the positions (for example) of the particles are stored in a texture which is sampled by the vertex shader of each particle (POINT primitive).
The position texture is in fact two render targets which are swapped each frame after being updated off screen. Each pixel of this texture represent a particle. To update a position, I read one of he render targets (texture2D), do some computation, and write on the other render target (fragment output).
To perform the "do some computation" step, I need some per particle attributes, like its velocity (and a lot of others). Since this step is done in the fragment shader, I can't use the vertex attributes buffers, so I have to store these properties in separate textures and sample each of them in the fragment shader.
It works, but sampling textures is slow as far as I know, and I wonder if there is some better ways to do this, like having one vertex per particle, each rendering a single fragment of the position texture. I know that OpenGL 4 as some alternative ways to deal with this, like UBO or SSBO, but I'm not sure about WebGL.