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-rw-r--r--examples/declarative/particles/custom/shader.qml20
1 files changed, 10 insertions, 10 deletions
diff --git a/examples/declarative/particles/custom/shader.qml b/examples/declarative/particles/custom/shader.qml
index 6253679cb7..df0e3660cf 100644
--- a/examples/declarative/particles/custom/shader.qml
+++ b/examples/declarative/particles/custom/shader.qml
@@ -33,21 +33,21 @@ ParticleSystem{
varying highp vec2 fPos;
void main() {
- fTex = vTex;
- highp float size = vData.z;
- highp float endSize = vData.w;
+ qt_TexCoord0 = qt_ParticleTex;
+ highp float size = qt_ParticleData.z;
+ highp float endSize = qt_ParticleData.w;
- highp float t = (timestamp - vData.x) / vData.y;
+ highp float t = (qt_Timestamp - qt_ParticleData.x) / qt_ParticleData.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.);
+ highp vec2 pos = qt_ParticlePos
+ - currentSize / 2. + currentSize * qt_ParticleTex // adjust size
+ + qt_ParticleVec.xy * t * qt_ParticleData.y // apply speed vector..
+ + 0.5 * qt_ParticleVec.zw * pow(t * qt_ParticleData.y, 2.);
gl_Position = qt_Matrix * vec4(pos.x, pos.y, 0, 1);
@@ -61,9 +61,9 @@ ParticleSystem{
fragmentShader: "
varying highp vec2 fPos;
varying lowp float fFade;
- varying highp vec2 fTex;
+ varying highp vec2 qt_TexCoord0;
void main() {//*2 because this generates dark colors mostly
- highp vec2 circlePos = fTex*2.0 - vec2(1.0,1.0);
+ highp vec2 circlePos = qt_TexCoord0*2.0 - vec2(1.0,1.0);
highp float dist = length(circlePos);
highp float circleFactor = max(min(1.0 - dist, 1.0), 0.0);
gl_FragColor = vec4(fPos.x*2.0 - fPos.y, fPos.y*2.0 - fPos.x, fPos.x*fPos.y*2.0, 0.0) * circleFactor * fFade;