import QtQuick 2.0 import QtQuick.Particles 2.0 ParticleSystem{ id: sys width: 360 height: 600 running: true Rectangle{ z: -1 anchors.fill: parent color: "black" Text{ anchors.bottom: parent.bottom anchors.horizontalCenter: parent.horizontalCenter font.pixelSize: 42 color: "white" text: "It's all in QML." } } property real petalLength: 180 property real petalRotation: 0 NumberAnimation on petalRotation{ from: 0; to: 360; loops: -1; running: true duration: 24000 } function convert(a){return a*(Math.PI/180);} Emitter{ lifeSpan: 4000 emitRate: 120 size: 12 anchors.centerIn: parent onEmitParticle:{ particle.startSize = Math.max(12,Math.min(492,Math.tan(particle.t/2)*24)); var theta = Math.floor(Math.random() * 6.0) / 6.0; theta *= 2.0*Math.PI; theta += sys.convert(sys.petalRotation); particle.initialVX = petalLength * Math.cos(theta); particle.initialVY = petalLength * Math.sin(theta); particle.initialAX = particle.initialVX * -0.5; particle.initialAY = particle.initialVY * -0.5; } } 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/360.0, pos.y/600.0); } " 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; }" } }