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42 import QtQuick.Particles 2.0
53 anchors.bottom: parent.bottom
54 anchors.horizontalCenter: parent.horizontalCenter
57 text: "It's all in the fragment shader."
65 speed: PointDirection{x: root.width/10; y: root.height/10;}
66 //acceleration: AngledDirection{angle:225; magnitude: root.width/36; angleVariation: 45; magnitudeVariation: 80}
67 acceleration: PointDirection{x: -root.width/40; y: -root.height/40; xVariation: -root.width/20; yVariation: -root.width/20}
71 uniform lowp float qt_Opacity;
72 varying lowp float fFade;
73 varying highp vec2 fPos;
76 qt_TexCoord0 = qt_ParticleTex;
77 highp float size = qt_ParticleData.z;
78 highp float endSize = qt_ParticleData.w;
80 highp float t = (qt_Timestamp - qt_ParticleData.x) / qt_ParticleData.y;
82 highp float currentSize = mix(size, endSize, t * t);
87 highp vec2 pos = qt_ParticlePos
88 - currentSize / 2. + currentSize * qt_ParticleTex // adjust size
89 + qt_ParticleVec.xy * t * qt_ParticleData.y // apply speed vector..
90 + 0.5 * qt_ParticleVec.zw * pow(t * qt_ParticleData.y, 2.);
92 gl_Position = qt_Matrix * vec4(pos.x, pos.y, 0, 1);
94 highp float fadeIn = min(t * 20., 1.);
95 highp float fadeOut = 1. - max(0., min((t - 0.75) * 4., 1.));
97 fFade = fadeIn * fadeOut * qt_Opacity;
98 fPos = vec2(pos.x/1024., pos.y/768.);
102 varying highp vec2 fPos;
103 varying lowp float fFade;
104 varying highp vec2 qt_TexCoord0;
105 void main() {//*2 because this generates dark colors mostly
106 highp vec2 circlePos = qt_TexCoord0*2.0 - vec2(1.0,1.0);
107 highp float dist = length(circlePos);
108 highp float circleFactor = max(min(1.0 - dist, 1.0), 0.0);
109 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;