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42 import QtQuick.Particles 2.0
56 speed: PointDirection {x:20;}
66 source: "../images/starfish_1.png"
72 uniform lowp float qt_Opacity;
73 varying lowp float fFade;
74 varying lowp float fBlur;
78 highp float t = (qt_Timestamp - qt_ParticleData.x) / qt_ParticleData.y;
79 highp float fadeIn = min(t * 10., 1.);
80 highp float fadeOut = 1. - max(0., min((t - 0.75) * 4., 1.));
82 fFade = fadeIn * fadeOut * qt_Opacity;
83 fBlur = max(0.2 * t, t * qt_ParticleR);
86 property variant source: theSource
87 property variant blurred: ShaderEffectSource {
89 sourceItem: ShaderEffect {
91 height: theItem.height
92 property variant delta: Qt.size(0.0, 1.0 / height)
93 property variant source: ShaderEffectSource {
95 sourceItem: ShaderEffect {
97 height: theItem.height
98 property variant delta: Qt.size(1.0 / width, 0.0)
99 property variant source: theSource
101 uniform sampler2D source;
102 uniform lowp float qt_Opacity;
103 uniform highp vec2 delta;
104 varying highp vec2 qt_TexCoord0;
106 gl_FragColor =(0.0538 * texture2D(source, qt_TexCoord0 - 3.182 * delta)
107 + 0.3229 * texture2D(source, qt_TexCoord0 - 1.364 * delta)
108 + 0.2466 * texture2D(source, qt_TexCoord0)
109 + 0.3229 * texture2D(source, qt_TexCoord0 + 1.364 * delta)
110 + 0.0538 * texture2D(source, qt_TexCoord0 + 3.182 * delta)) * qt_Opacity;
115 uniform sampler2D source;
116 uniform lowp float qt_Opacity;
117 uniform highp vec2 delta;
118 varying highp vec2 qt_TexCoord0;
120 gl_FragColor =(0.0538 * texture2D(source, qt_TexCoord0 - 3.182 * delta)
121 + 0.3229 * texture2D(source, qt_TexCoord0 - 1.364 * delta)
122 + 0.2466 * texture2D(source, qt_TexCoord0)
123 + 0.3229 * texture2D(source, qt_TexCoord0 + 1.364 * delta)
124 + 0.0538 * texture2D(source, qt_TexCoord0 + 3.182 * delta)) * qt_Opacity;
129 uniform sampler2D source;
130 uniform sampler2D blurred;
131 varying highp vec2 qt_TexCoord0;
132 varying highp float fBlur;
133 varying highp float fFade;
135 gl_FragColor = mix(texture2D(source, qt_TexCoord0), texture2D(blurred, qt_TexCoord0), min(1.0,fBlur*3.0)) * fFade;