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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() {
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 * 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 fTex;
void main() {//*2 because this generates dark colors mostly
highp vec2 circlePos = fTex*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;
}"
}
}
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