I'm working on doing some basic particle physics in my vertex shader and I'm trying to make gravity work properly. Here is what I have now in glsl:
vec3 gravity = vec3(0.0, -9.8, 0.0);
pos.xyz += velocityTime.xyz * timeElapsed + (0.5 * gravity * timeElapsed * timeElapsed);
While this is technically correct it doesn't take into account the mass of the particle or air resistance. I have seen some formulas that might work but they seem to contain a square root which I want to avoid. It is more important that this look convincing rather than be mathematically correct so I am willing to make some approximations. I'm basically looking for a formula where heavier particles fall faster than light ones according to physical laws. I know this is basically high school level physics I'm talking about but It doesn't really translate into development very well (hence the square root). Does anyone know how I would modify my formula to take these into account?