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@@ -105,6 +105,13 @@ Shows the use of instancing for rendering the same mesh with differing uniforms
Based on the mesh loading example, this example loads and displays a rigged COLLADA model including animations. Bone weights are extracted for each vertex and are passed to the vertex shader together with the final bone transformation matrices for vertex position calculations.
+## [Particle system](particlefire/)
+
+
+Point sprite based particle system simulating a fire. Particles and their attributes are stored in a host visible vertex buffer that's updated on the CPU on each frame. Also makes use of pre-multiplied alpha for rendering particles with different blending modes (smoke and fire) in one single pass.
+
+
+
## [Push constants](pushconstants/)