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diff --git a/examples/qml/particles/customparticle/fragmentshader.qml b/examples/qml/particles/customparticle/fragmentshader.qml
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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
-
-ParticleSystem {
- id: root
- width: 1024
- height: 768
- Rectangle {
- z: -1
- anchors.fill: parent
- color: "black"
- Text {
- anchors.bottom: parent.bottom
- anchors.horizontalCenter: parent.horizontalCenter
- font.pixelSize: 36
- color: "white"
- text: "It's all in the fragment shader."
- }
- }
-
- Emitter {
- emitRate: 400
- lifeSpan: 8000
- size: 24
- sizeVariation: 16
- speed: PointDirection {x: root.width/10; y: root.height/10;}
- //acceleration: AngledDirection {angle:225; magnitude: root.width/36; angleVariation: 45; magnitudeVariation: 80}
- acceleration: PointDirection {x: -root.width/40; y: -root.height/40; xVariation: -root.width/20; yVariation: -root.width/20}
- }
-
- CustomParticle {
- vertexShader:"
- uniform lowp float qt_Opacity;
- varying lowp float fFade;
- varying highp vec2 fPos;
-
- void main() {
- qt_TexCoord0 = qt_ParticleTex;
- highp float size = qt_ParticleData.z;
- highp float endSize = qt_ParticleData.w;
-
- 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 = 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);
-
- highp float fadeIn = min(t * 20., 1.);
- highp float fadeOut = 1. - max(0., min((t - 0.75) * 4., 1.));
-
- fFade = fadeIn * fadeOut * qt_Opacity;
- fPos = vec2(pos.x/1024., pos.y/768.);
- }
- "
- fragmentShader: "
- varying highp vec2 fPos;
- varying lowp float fFade;
- varying highp vec2 qt_TexCoord0;
- void main() {//*2 because this generates dark colors mostly
- 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;
- }"
-
- }
-}