plasma-framework/examples/applets/testshaders/contents/ui/ColorShower.qml

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3.2 KiB
QML

/*
SPDX-FileCopyrightText: 2013 Digia Plc and /or its subsidiary(-ies) <http://www.qt-project.org/legal>
This file is part of the examples of the Qt Toolkit.
SPDX-License-Identifier: BSD-3-Clause
*/
import QtQuick 2.0
import QtQuick.Particles 2.0
ShaderExample {
pageName: "Particles"
pageDescription: "Fun rainbow colors using a fragment shader"
Item {
anchors.fill: parent
clip: true
anchors.margins: -_s
ParticleSystem {
id: psItem
//anchors.fill: parent
x: parent.width / 2
y: parent.height / 2
width: parent.width
height: parent.height
// clip: true
anchors.topMargin: 48
//anchors.leftMargin: 42
Emitter {
emitRate: 400
lifeSpan: 8000
size: 24
sizeVariation: 16
velocity: PointDirection {x: psItem.width/20; y: psItem.height/20;}
acceleration: PointDirection {x: -psItem.width/40; y: -psItem.height/40; xVariation: -psItem.width/20; yVariation: -psItem.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 velocity 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/320., pos.y/480.);
}
"
//! [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;
}"
//! [0]
}
}
}
}