c1ad03b04b58b2c667ac0356e09d139703d8b8d1
[profile/ivi/qtdeclarative.git] / examples / particles / customparticle / content / 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         velocity: 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         //! [vertex]
72         vertexShader:"
73             uniform lowp float qt_Opacity;
74             varying lowp float fFade;
75             varying lowp float fBlur;
76
77             void main() {                                           
78                 defaultMain();
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.));
82
83                 fFade = fadeIn * fadeOut * qt_Opacity;
84                 fBlur = max(0.2 * t, t * qt_ParticleR);
85             }
86         "
87         //! [vertex]
88         property variant source: theSource
89         property variant blurred: ShaderEffectSource {
90         smooth: true
91         sourceItem: ShaderEffect {
92             width: theItem.width
93             height: theItem.height
94             property variant delta: Qt.size(0.0, 1.0 / height)
95             property variant source: ShaderEffectSource {
96                 smooth: true
97                 sourceItem: ShaderEffect {
98                     width: theItem.width
99                     height: theItem.height
100                     property variant delta: Qt.size(1.0 / width, 0.0)
101                     property variant source: theSource
102                     fragmentShader: "
103                         uniform sampler2D source;
104                         uniform lowp float qt_Opacity;
105                         uniform highp vec2 delta;
106                         varying highp vec2 qt_TexCoord0;
107                         void main() {
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;
113                         }"
114                 }
115             }
116             fragmentShader: "
117                 uniform sampler2D source;
118                 uniform lowp float qt_Opacity;
119                 uniform highp vec2 delta;
120                 varying highp vec2 qt_TexCoord0;
121                 void main() {
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;
127                 }"
128             }
129         }
130         //! [fragment]
131         fragmentShader: "
132             uniform sampler2D source;
133             uniform sampler2D blurred;
134             varying highp vec2 qt_TexCoord0;
135             varying highp float fBlur;
136             varying highp float fFade;
137             void main() {
138                 gl_FragColor = mix(texture2D(source, qt_TexCoord0), texture2D(blurred, qt_TexCoord0), min(1.0,fBlur*3.0)) * fFade;
139             }"
140         //! [fragment]
141
142     }
143 }
144