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; }" } }