90 lines
3.2 KiB
QML
90 lines
3.2 KiB
QML
/*
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SPDX-FileCopyrightText: 2013 Digia Plc and /or its subsidiary(-ies) <http://www.qt-project.org/legal>
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This file is part of the examples of the Qt Toolkit.
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SPDX-License-Identifier: BSD-3-Clause
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*/
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import QtQuick 2.0
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import QtQuick.Particles 2.0
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ShaderExample {
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pageName: "Particles"
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pageDescription: "Fun rainbow colors using a fragment shader"
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Item {
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anchors.fill: parent
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clip: true
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anchors.margins: -_s
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ParticleSystem {
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id: psItem
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//anchors.fill: parent
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x: parent.width / 2
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y: parent.height / 2
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width: parent.width
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height: parent.height
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// clip: true
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anchors.topMargin: 48
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//anchors.leftMargin: 42
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Emitter {
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emitRate: 400
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lifeSpan: 8000
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size: 24
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sizeVariation: 16
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velocity: PointDirection {x: psItem.width/20; y: psItem.height/20;}
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acceleration: PointDirection {x: -psItem.width/40; y: -psItem.height/40; xVariation: -psItem.width/20; yVariation: -psItem.width/20}
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}
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CustomParticle {
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vertexShader:"
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uniform lowp float qt_Opacity;
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varying lowp float fFade;
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varying highp vec2 fPos;
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void main() {
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qt_TexCoord0 = qt_ParticleTex;
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highp float size = qt_ParticleData.z;
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highp float endSize = qt_ParticleData.w;
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highp float t = (qt_Timestamp - qt_ParticleData.x) / qt_ParticleData.y;
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highp float currentSize = mix(size, endSize, t * t);
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if (t < 0. || t > 1.)
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currentSize = 0.;
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highp vec2 pos = qt_ParticlePos
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- currentSize / 2. + currentSize * qt_ParticleTex // adjust size
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+ qt_ParticleVec.xy * t * qt_ParticleData.y // apply velocity vector..
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+ 0.5 * qt_ParticleVec.zw * pow(t * qt_ParticleData.y, 2.);
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gl_Position = qt_Matrix * vec4(pos.x, pos.y, 0, 1);
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highp float fadeIn = min(t * 20., 1.);
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highp float fadeOut = 1. - max(0., min((t - 0.75) * 4., 1.));
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fFade = fadeIn * fadeOut * qt_Opacity;
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fPos = vec2(pos.x/320., pos.y/480.);
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}
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"
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//! [0]
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fragmentShader: "
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varying highp vec2 fPos;
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varying lowp float fFade;
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varying highp vec2 qt_TexCoord0;
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void main() {//*2 because this generates dark colors mostly
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highp vec2 circlePos = qt_TexCoord0*2.0 - vec2(1.0,1.0);
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highp float dist = length(circlePos);
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highp float circleFactor = max(min(1.0 - dist, 1.0), 0.0);
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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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}"
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//! [0]
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}
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}
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}
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}
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