The previous example of the particle system demonstrated that the animation of the particles with highly CPU bounded operations. Typically, the core parameters of the vertex, such as color, position, and velocity are always computed on the CPU-side. The vertex information flows in the forward direction. In this, the data information is always sent from the CPU to the GPU and is repeated for subsequent frames. This fashion incurs delays as one has to pay for the latency it takes from the CPU to the GPU.
However, it will be wonderful if the vertices got processed on the GPU and reused in the next frame. This is where the new OpenGL ES 3.0 feature called transform feedback comes into play. It's the process to capture the output from the vertex shader and feedback again to the GPU for the next frame. This way, it avoids the CPU intervention and makes the rendering efficient by vast GPU parallel processing. Typically, in this process...