This is an example proof of concept of how to use GLSL multi buffer sampling to drastically increase the number of points that one can sample in parallel compared to the traditional TOP to CHOP method.
Based on your video card, you may be able to handle more or less buffers in 1 GLSL shader.
This example uses 8 buffers (32 channels in total) but you could duplicate the entire system to make a second, or even third buffer system for more overall channels.