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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."
66 velocity: PointDirection {x: root.width/10; y: root.height/10;}
67 acceleration: PointDirection {x: -root.width/40; y: -root.height/40; xVariation: -root.width/20; yVariation: -root.width/20}
72 uniform lowp float qt_Opacity;
73 varying lowp float fFade;
74 varying highp vec2 fPos;
77 qt_TexCoord0 = qt_ParticleTex;
78 highp float size = qt_ParticleData.z;
79 highp float endSize = qt_ParticleData.w;
81 highp float t = (qt_Timestamp - qt_ParticleData.x) / qt_ParticleData.y;
83 highp float currentSize = mix(size, endSize, t * t);
88 highp vec2 pos = qt_ParticlePos
89 - currentSize / 2. + currentSize * qt_ParticleTex // adjust size
90 + qt_ParticleVec.xy * t * qt_ParticleData.y // apply velocity vector..
91 + 0.5 * qt_ParticleVec.zw * pow(t * qt_ParticleData.y, 2.);
93 gl_Position = qt_Matrix * vec4(pos.x, pos.y, 0, 1);
95 highp float fadeIn = min(t * 20., 1.);
96 highp float fadeOut = 1. - max(0., min((t - 0.75) * 4., 1.));
98 fFade = fadeIn * fadeOut * qt_Opacity;
99 fPos = vec2(pos.x/320., pos.y/480.);
104 varying highp vec2 fPos;
105 varying lowp float fFade;
106 varying highp vec2 qt_TexCoord0;
107 void main() {//*2 because this generates dark colors mostly
108 highp vec2 circlePos = qt_TexCoord0*2.0 - vec2(1.0,1.0);
109 highp float dist = length(circlePos);
110 highp float circleFactor = max(min(1.0 - dist, 1.0), 0.0);
111 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;