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-rw-r--r--examples/declarative/particles/allsmiles/smile.qml40
1 files changed, 5 insertions, 35 deletions
diff --git a/examples/declarative/particles/allsmiles/smile.qml b/examples/declarative/particles/allsmiles/smile.qml
index 3eb57617ec..bfce60cc4a 100644
--- a/examples/declarative/particles/allsmiles/smile.qml
+++ b/examples/declarative/particles/allsmiles/smile.qml
@@ -70,47 +70,17 @@ Rectangle{
source: "content/particle.png"
}
vertexShader:"
- attribute highp vec2 vPos;
- attribute highp vec2 vTex;
- attribute highp vec4 vData; // x = time, y = lifeSpan, z = size, w = endSize
- attribute highp vec4 vVec; // x,y = constant speed, z,w = acceleration
- attribute highp float r;
-
uniform highp float maxWidth;
uniform highp float maxHeight;
-
- uniform highp mat4 qt_Matrix;
- uniform highp float timestamp;
- uniform lowp float qt_Opacity;
-
- varying highp vec2 fTex;
- varying highp vec2 fTex2;
+ varying highp vec2 fTex2;
varying lowp float fFade;
+ uniform lowp float qt_Opacity;
void main() {
- fTex = vTex;
fTex2 = vec2(vPos.x / maxWidth, vPos.y / maxHeight);
- highp float size = vData.z;
- highp float endSize = vData.w;
-
highp float t = (timestamp - vData.x) / vData.y;
-
- highp float currentSize = mix(size, endSize, t * t);
-
- if (t < 0. || t > 1.)
- currentSize = 0.;
-
- highp vec2 pos = vPos
- - currentSize / 2. + currentSize * vTex // adjust size
- + vVec.xy * t * vData.y // apply speed vector..
- + 0.5 * vVec.zw * pow(t * vData.y, 2.);
-
- gl_Position = qt_Matrix * vec4(pos.x, pos.y, 0, 1);
-
- highp float fadeIn = min(t * 10., 1.);
- highp float fadeOut = 1. - max(0., min((t - 0.75) * 4., 1.));
-
- fFade = fadeIn * fadeOut * qt_Opacity;
+ fFade = min(t*4., (1.-t*t)*.75) * qt_Opacity;
+ defaultMain();
}
"
property variant particleTexture: particleSource
@@ -120,7 +90,7 @@ Rectangle{
uniform sampler2D pictureTexture;
varying highp vec2 fTex;
varying highp vec2 fTex2;
- varying highp float fFade;
+ varying lowp float fFade;
void main() {
gl_FragColor = texture2D(pictureTexture, fTex2) * texture2D(particleTexture, fTex).w * fFade;
}"