Particles don't have to always be only on GPU, performance critical, extremely numerous and parallel well.
Besides, the idea of such a script is to be small restricted language, easy for humans to write (ie. for designers, without help of programmers), easy to generate by a visual tool and easy for compiler to parse, optimize and translate into something else - C, cg, glsl, hlsl, bitcode, bytecode for a VM written in specific ASM etc.
This all is so they don't have to hand write and optimize several scripts for single effect and can use one tool for every effect in the game, both graphical and physical/gameplay logic related by simply changing where the script executes and not worry about backend specific optimizations and coding practices because compiler (and carefully handcrafted VM with few execution paths that use different ASM extensions depending on what CPU offers) takes care of that or warns about that during translation.
SFML uses GLSL on every supported platform, it uses the same syntax and functionality everywhere
It does use same syntax but some built in functions might vary (be missing or deprecated) with glsl versions.
And the pdf this is based on is from a developer that runs their engine on two or three graphic APIs, not just OpenGL.