Streamlines is an experimental example from the PixelFlow library. Its similar to the GPU particle simulation, but instead of points (or sprites) a Curves get updated and displayed.
At certain locations (regular grid points, e.g. every 5-10 pixels) a curve has a start point. The subsequent curve vertices are computed by looking up the velocity from the fluid-solver at the current location. In the end this is quite an expensive task in multiple ways.
To keep the VRAM usage low, the vertex locations are computed on the fly, so only one RGBA32F texel is required per curve. This also means, that the drawing and vertex updating happens in an iterative + alternating fashion.
https://github.com/diwi/PixelFlow