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42 import QtQuick.Particles 2.0
56 velocity: PointDirection {x:20;}
66 source: "../../images/starfish_1.png"
73 uniform lowp float qt_Opacity;
74 varying lowp float fFade;
75 varying lowp float fBlur;
79 highp float t = (qt_Timestamp - qt_ParticleData.x) / qt_ParticleData.y;
80 highp float fadeIn = min(t * 10., 1.);
81 highp float fadeOut = 1. - max(0., min((t - 0.75) * 4., 1.));
83 fFade = fadeIn * fadeOut * qt_Opacity;
84 fBlur = max(0.2 * t, t * qt_ParticleR);
88 property variant source: theSource
89 property variant blurred: ShaderEffectSource {
91 sourceItem: ShaderEffect {
93 height: theItem.height
94 property variant delta: Qt.size(0.0, 1.0 / height)
95 property variant source: ShaderEffectSource {
97 sourceItem: ShaderEffect {
99 height: theItem.height
100 property variant delta: Qt.size(1.0 / width, 0.0)
101 property variant source: theSource
103 uniform sampler2D source;
104 uniform lowp float qt_Opacity;
105 uniform highp vec2 delta;
106 varying highp vec2 qt_TexCoord0;
108 gl_FragColor =(0.0538 * texture2D(source, qt_TexCoord0 - 3.182 * delta)
109 + 0.3229 * texture2D(source, qt_TexCoord0 - 1.364 * delta)
110 + 0.2466 * texture2D(source, qt_TexCoord0)
111 + 0.3229 * texture2D(source, qt_TexCoord0 + 1.364 * delta)
112 + 0.0538 * texture2D(source, qt_TexCoord0 + 3.182 * delta)) * qt_Opacity;
117 uniform sampler2D source;
118 uniform lowp float qt_Opacity;
119 uniform highp vec2 delta;
120 varying highp vec2 qt_TexCoord0;
122 gl_FragColor =(0.0538 * texture2D(source, qt_TexCoord0 - 3.182 * delta)
123 + 0.3229 * texture2D(source, qt_TexCoord0 - 1.364 * delta)
124 + 0.2466 * texture2D(source, qt_TexCoord0)
125 + 0.3229 * texture2D(source, qt_TexCoord0 + 1.364 * delta)
126 + 0.0538 * texture2D(source, qt_TexCoord0 + 3.182 * delta)) * qt_Opacity;
132 uniform sampler2D source;
133 uniform sampler2D blurred;
134 varying highp vec2 qt_TexCoord0;
135 varying highp float fBlur;
136 varying highp float fFade;
138 gl_FragColor = mix(texture2D(source, qt_TexCoord0), texture2D(blurred, qt_TexCoord0), min(1.0,fBlur*3.0)) * fFade;