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Diffstat (limited to 'examples/quick/particles/customparticle/content/fragmentshader.qml')
-rw-r--r-- | examples/quick/particles/customparticle/content/fragmentshader.qml | 116 |
1 files changed, 116 insertions, 0 deletions
diff --git a/examples/quick/particles/customparticle/content/fragmentshader.qml b/examples/quick/particles/customparticle/content/fragmentshader.qml new file mode 100644 index 0000000000..2cea780f33 --- /dev/null +++ b/examples/quick/particles/customparticle/content/fragmentshader.qml @@ -0,0 +1,116 @@ +/**************************************************************************** +** +** Copyright (C) 2012 Digia Plc and/or its subsidiary(-ies). +** Contact: http://www.qt-project.org/legal +** +** 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 Digia Plc 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: 320 + height: 480 + Rectangle { + z: -1 + anchors.fill: parent + color: "black" + Text { + anchors.bottom: parent.bottom + anchors.horizontalCenter: parent.horizontalCenter + font.pixelSize: 14 + color: "white" + text: "It's all in the fragment shader." + } + } + + Emitter { + emitRate: 400 + lifeSpan: 8000 + size: 24 + sizeVariation: 16 + velocity: PointDirection {x: root.width/10; y: root.height/10;} + 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 velocity 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/320., pos.y/480.); + } + " + //! [0] + 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; + }" + //! [0] + + } +} |