You'll need to correctly set up your vertex attribs before each draw call - i.e. , you have to call glBindBuffer followed by glEnableVertexArray & glVertexAttribPointer for each of your attributes before each draw call. In the code you posted, this happens only for the particle position, but not for the 'WVP_LOCATION' attribute which apparently contains your transformation matrices ( you do upload the data to the GPU via glBufferData but don't set up the attribute ) - meaning that once you have more than one particle system, only the transformation matrices of your second particle system are ever going to be accessed for rendering.
I cant really gove you an answer,but what I can give you is a way to a solution, that is you have to find the anglde that you relate to or peaks your interest. A good paper is one that people get drawn into because it reaches them ln some way.As for me WW11 to me, I think of the holocaust and the effect it had on the survivors, their families and those who stood by and did nothing until it was too late.