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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_ModelViewProjectionMatrix;
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_ModelViewProjectionMatrix * 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: ShaderEffectItem {
width: theItem.width
height: theItem.height
property variant delta: Qt.size(0.0, 1.0 / height)
property variant source: ShaderEffectSource {
smooth: true
sourceItem: ShaderEffectItem {
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;
}"
}
}
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