/**************************************************************************** ** ** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies). ** All rights reserved. ** Contact: Nokia Corporation (qt-info@nokia.com) ** ** 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: 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_Matrix; 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_Matrix * 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: 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 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; }" } }