3d72425655fb93261eb6a0b386e4be19555daeee
[profile/ivi/qtdeclarative.git] / examples / particles / customparticle / blurparticles.qml
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40
41 import QtQuick 2.0
42 import QtQuick.Particles 2.0
43
44 Rectangle {
45     color: "white"
46     width: 240
47     height: 360
48     ParticleSystem {
49         id: sys
50     }
51     Emitter {
52         system:sys
53         height: parent.height
54         emitRate: 1
55         lifeSpan: 12000
56         speed: PointDirection {x:20;}
57         size: 128
58     }
59     ShaderEffectSource {
60         id: theSource
61         sourceItem: theItem
62         hideSource: true
63     }
64     Image {
65         id: theItem
66         source: "../images/starfish_1.png"
67     }
68
69     CustomParticle {
70         system: sys 
71         vertexShader:"
72             uniform lowp float qt_Opacity;
73             varying lowp float fFade;
74             varying lowp float fBlur;
75
76             void main() {                                           
77                 defaultMain();
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.));
81
82                 fFade = fadeIn * fadeOut * qt_Opacity;
83                 fBlur = max(0.2 * t, t * qt_ParticleR);
84             }
85         "
86         property variant source: theSource
87         property variant blurred: ShaderEffectSource {
88         smooth: true
89         sourceItem: ShaderEffect {
90             width: theItem.width
91             height: theItem.height
92             property variant delta: Qt.size(0.0, 1.0 / height)
93             property variant source: ShaderEffectSource {
94                 smooth: true
95                 sourceItem: ShaderEffect {
96                     width: theItem.width
97                     height: theItem.height
98                     property variant delta: Qt.size(1.0 / width, 0.0)
99                     property variant source: theSource
100                     fragmentShader: "
101                         uniform sampler2D source;
102                         uniform lowp float qt_Opacity;
103                         uniform highp vec2 delta;
104                         varying highp vec2 qt_TexCoord0;
105                         void main() {
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;
111                         }"
112                 }
113             }
114             fragmentShader: "
115                 uniform sampler2D source;
116                 uniform lowp float qt_Opacity;
117                 uniform highp vec2 delta;
118                 varying highp vec2 qt_TexCoord0;
119                 void main() {
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;
125                 }"
126             }
127         }
128         fragmentShader: "
129             uniform sampler2D source;
130             uniform sampler2D blurred;
131             varying highp vec2 qt_TexCoord0;
132             varying highp float fBlur;
133             varying highp float fFade;
134             void main() {
135                 gl_FragColor = mix(texture2D(source, qt_TexCoord0), texture2D(blurred, qt_TexCoord0), min(1.0,fBlur*3.0)) * fFade;
136             }"
137
138     }
139 }
140