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+/****************************************************************************
+**
+** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
+** Contact: http://www.qt-project.org/
+**
+** This file is part of the examples of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:BSD$
+** You may use this file under the terms of the BSD license as follows:
+**
+** "Redistribution and use in source and binary forms, with or without
+** modification, are permitted provided that the following conditions are
+** met:
+** * Redistributions of source code must retain the above copyright
+** notice, this list of conditions and the following disclaimer.
+** * Redistributions in binary form must reproduce the above copyright
+** notice, this list of conditions and the following disclaimer in
+** the documentation and/or other materials provided with the
+** distribution.
+** * Neither the name of Nokia Corporation and its Subsidiary(-ies) nor
+** the names of its contributors may be used to endorse or promote
+** products derived from this software without specific prior written
+** permission.
+**
+** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+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
+ emitRate: 1
+ lifeSpan: 12000
+ speed: PointDirection {x:20;}
+ size: 128
+ }
+ ShaderEffectSource {
+ id: theSource
+ sourceItem: theItem
+ hideSource: true
+ }
+ Image {
+ id: theItem
+ source: "../images/starfish_1.png"
+ }
+
+ CustomParticle {
+ system: sys
+ vertexShader:"
+ uniform lowp float qt_Opacity;
+ varying lowp float fFade;
+ varying lowp float fBlur;
+
+ void main() {
+ defaultMain();
+ highp float t = (qt_Timestamp - qt_ParticleData.x) / qt_ParticleData.y;
+ 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 * qt_ParticleR);
+ }
+ "
+ property variant source: theSource
+ property variant blurred: ShaderEffectSource {
+ smooth: true
+ sourceItem: ShaderEffect {
+ width: theItem.width
+ height: theItem.height
+ property variant delta: Qt.size(0.0, 1.0 / height)
+ property variant source: ShaderEffectSource {
+ smooth: true
+ sourceItem: ShaderEffect {
+ 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 lowp float qt_Opacity;
+ 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)) * qt_Opacity;
+ }"
+ }
+ }
+ fragmentShader: "
+ uniform sampler2D source;
+ uniform lowp float qt_Opacity;
+ 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)) * qt_Opacity;
+ }"
+ }
+ }
+ fragmentShader: "
+ uniform sampler2D source;
+ uniform sampler2D blurred;
+ varying highp vec2 qt_TexCoord0;
+ varying highp float fBlur;
+ varying highp float fFade;
+ void main() {
+ gl_FragColor = mix(texture2D(source, qt_TexCoord0), texture2D(blurred, qt_TexCoord0), min(1.0,fBlur*3.0)) * fFade;
+ }"
+
+ }
+}
+