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/****************************************************************************
**
** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** This file is part of the examples of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:BSD$
** You may use this file under the terms of the BSD license as follows:
**
** "Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are
** met:
** * Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** * Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in
** the documentation and/or other materials provided with the
** distribution.
** * Neither the name of Digia Plc and its Subsidiary(-ies) nor the names
** of its contributors may be used to endorse or promote products derived
** from this software without specific prior written permission.
**
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
**
** $QT_END_LICENSE$
**
****************************************************************************/
import QtQuick 2.0
import QtQuick.Particles 2.0
ParticleSystem {
id: root
width: 320
height: 480
Rectangle {
z: -1
anchors.fill: parent
color: "black"
Text {
anchors.bottom: parent.bottom
anchors.horizontalCenter: parent.horizontalCenter
font.pixelSize: 14
color: "white"
text: "It's all in the fragment shader."
}
}
Emitter {
emitRate: 400
lifeSpan: 8000
size: 24
sizeVariation: 16
velocity: PointDirection {x: root.width/10; y: root.height/10;}
acceleration: PointDirection {x: -root.width/40; y: -root.height/40; xVariation: -root.width/20; yVariation: -root.width/20}
}
CustomParticle {
vertexShader:"
uniform lowp float qt_Opacity;
varying lowp float fFade;
varying highp vec2 fPos;
void main() {
qt_TexCoord0 = qt_ParticleTex;
highp float size = qt_ParticleData.z;
highp float endSize = qt_ParticleData.w;
highp float t = (qt_Timestamp - qt_ParticleData.x) / qt_ParticleData.y;
highp float currentSize = mix(size, endSize, t * t);
if (t < 0. || t > 1.)
currentSize = 0.;
highp vec2 pos = qt_ParticlePos
- currentSize / 2. + currentSize * qt_ParticleTex // adjust size
+ qt_ParticleVec.xy * t * qt_ParticleData.y // apply velocity vector..
+ 0.5 * qt_ParticleVec.zw * pow(t * qt_ParticleData.y, 2.);
gl_Position = qt_Matrix * vec4(pos.x, pos.y, 0, 1);
highp float fadeIn = min(t * 20., 1.);
highp float fadeOut = 1. - max(0., min((t - 0.75) * 4., 1.));
fFade = fadeIn * fadeOut * qt_Opacity;
fPos = vec2(pos.x/320., pos.y/480.);
}
"
//! [0]
fragmentShader: "
varying highp vec2 fPos;
varying lowp float fFade;
varying highp vec2 qt_TexCoord0;
void main() {//*2 because this generates dark colors mostly
highp vec2 circlePos = qt_TexCoord0*2.0 - vec2(1.0,1.0);
highp float dist = length(circlePos);
highp float circleFactor = max(min(1.0 - dist, 1.0), 0.0);
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;
}"
//! [0]
}
}
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