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Diffstat (limited to 'examples/declarative/particles/custom/blurparticles.qml')
-rw-r--r-- | examples/declarative/particles/custom/blurparticles.qml | 125 |
1 files changed, 125 insertions, 0 deletions
diff --git a/examples/declarative/particles/custom/blurparticles.qml b/examples/declarative/particles/custom/blurparticles.qml new file mode 100644 index 0000000000..7d0f9cc6ac --- /dev/null +++ b/examples/declarative/particles/custom/blurparticles.qml @@ -0,0 +1,125 @@ +import QtQuick 2.0 +import QtQuick.Particles 2.0 + +Rectangle{ + color: "white" + width: 240 + height: 360 + ParticleSystem{ + id: sys + } + Emitter{ + system:sys + height: parent.height + particlesPerSecond: 1 + particleDuration: 12000 + speed: PointDirection{x:20;} + particleSize: 64 + } + ShaderEffectSource{ + id: theSource + sourceItem: theItem + hideSource: true + } + Image{ + id: theItem + source: "content/smile.png" + } + + CustomParticle{ + system: sys + //TODO: Someway that you don't have to rewrite the basics for a simple addition + 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 mat4 qt_ModelViewProjectionMatrix; + uniform highp float timestamp; + uniform lowp float qt_Opacity; + + varying highp vec2 fTex; + varying lowp float fFade; + varying lowp float fBlur; + + void main() { + fTex = vTex; + 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_ModelViewProjectionMatrix * 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; + fBlur = max(0.2 * t, t * r); + } + " + property variant source: theSource + property variant blurred: ShaderEffectSource { + smooth: true + sourceItem: ShaderEffectItem { + width: theItem.width + height: theItem.height + property variant delta: Qt.size(0.0, 1.0 / height) + property variant source: ShaderEffectSource { + smooth: true + sourceItem: ShaderEffectItem { + width: theItem.width + height: theItem.height + property variant delta: Qt.size(1.0 / width, 0.0) + property variant source: theSource + fragmentShader: " + uniform sampler2D source; + uniform highp vec2 delta; + varying highp vec2 qt_TexCoord0; + void main() { + gl_FragColor = 0.0538 * texture2D(source, qt_TexCoord0 - 3.182 * delta) + + 0.3229 * texture2D(source, qt_TexCoord0 - 1.364 * delta) + + 0.2466 * texture2D(source, qt_TexCoord0) + + 0.3229 * texture2D(source, qt_TexCoord0 + 1.364 * delta) + + 0.0538 * texture2D(source, qt_TexCoord0 + 3.182 * delta); + }" + } + } + fragmentShader: " + uniform sampler2D source; + uniform highp vec2 delta; + varying highp vec2 qt_TexCoord0; + void main() { + gl_FragColor = 0.0538 * texture2D(source, qt_TexCoord0 - 3.182 * delta) + + 0.3229 * texture2D(source, qt_TexCoord0 - 1.364 * delta) + + 0.2466 * texture2D(source, qt_TexCoord0) + + 0.3229 * texture2D(source, qt_TexCoord0 + 1.364 * delta) + + 0.0538 * texture2D(source, qt_TexCoord0 + 3.182 * delta); + }" + } + } + fragmentShader: " + uniform sampler2D source; + uniform sampler2D blurred; + varying highp vec2 fTex; + varying highp float fBlur; + varying highp float fFade; + void main() { + gl_FragColor = mix(texture2D(source, fTex), texture2D(blurred, fTex), min(1.0,fBlur*3.0)) * fFade; + }" + + } +} + |