126 lines
4.7 KiB
QML
126 lines
4.7 KiB
QML
import QtQuick 2.0
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import QtQuick.Particles 2.0
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Rectangle{
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color: "white"
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width: 240
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height: 360
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ParticleSystem{
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id: sys
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}
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Emitter{
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system:sys
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height: parent.height
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particlesPerSecond: 1
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particleDuration: 12000
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speed: PointDirection{x:20;}
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particleSize: 64
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}
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ShaderEffectSource{
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id: theSource
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sourceItem: theItem
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hideSource: true
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}
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Image{
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id: theItem
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source: "content/smile.png"
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}
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CustomParticle{
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system: sys
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//TODO: Someway that you don't have to rewrite the basics for a simple addition
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vertexShader:"
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attribute highp vec2 vPos;
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attribute highp vec2 vTex;
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attribute highp vec4 vData; // x = time, y = lifeSpan, z = size, w = endSize
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attribute highp vec4 vVec; // x,y = constant speed, z,w = acceleration
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attribute highp float r;
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uniform highp mat4 qt_ModelViewProjectionMatrix;
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uniform highp float timestamp;
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uniform lowp float qt_Opacity;
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varying highp vec2 fTex;
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varying lowp float fFade;
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varying lowp float fBlur;
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void main() {
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fTex = vTex;
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highp float size = vData.z;
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highp float endSize = vData.w;
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highp float t = (timestamp - vData.x) / vData.y;
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highp float currentSize = mix(size, endSize, t * t);
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if (t < 0. || t > 1.)
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currentSize = 0.;
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highp vec2 pos = vPos
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- currentSize / 2. + currentSize * vTex // adjust size
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+ vVec.xy * t * vData.y // apply speed vector..
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+ 0.5 * vVec.zw * pow(t * vData.y, 2.);
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gl_Position = qt_ModelViewProjectionMatrix * vec4(pos.x, pos.y, 0, 1);
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highp float fadeIn = min(t * 10., 1.);
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highp float fadeOut = 1. - max(0., min((t - 0.75) * 4., 1.));
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fFade = fadeIn * fadeOut * qt_Opacity;
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fBlur = max(0.2 * t, t * r);
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}
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"
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property variant source: theSource
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property variant blurred: ShaderEffectSource {
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smooth: true
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sourceItem: ShaderEffectItem {
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width: theItem.width
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height: theItem.height
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property variant delta: Qt.size(0.0, 1.0 / height)
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property variant source: ShaderEffectSource {
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smooth: true
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sourceItem: ShaderEffectItem {
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width: theItem.width
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height: theItem.height
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property variant delta: Qt.size(1.0 / width, 0.0)
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property variant source: theSource
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fragmentShader: "
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uniform sampler2D source;
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uniform highp vec2 delta;
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varying highp vec2 qt_TexCoord0;
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void main() {
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gl_FragColor = 0.0538 * texture2D(source, qt_TexCoord0 - 3.182 * delta)
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+ 0.3229 * texture2D(source, qt_TexCoord0 - 1.364 * delta)
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+ 0.2466 * texture2D(source, qt_TexCoord0)
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+ 0.3229 * texture2D(source, qt_TexCoord0 + 1.364 * delta)
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+ 0.0538 * texture2D(source, qt_TexCoord0 + 3.182 * delta);
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}"
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}
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}
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fragmentShader: "
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uniform sampler2D source;
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uniform highp vec2 delta;
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varying highp vec2 qt_TexCoord0;
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void main() {
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gl_FragColor = 0.0538 * texture2D(source, qt_TexCoord0 - 3.182 * delta)
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+ 0.3229 * texture2D(source, qt_TexCoord0 - 1.364 * delta)
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+ 0.2466 * texture2D(source, qt_TexCoord0)
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+ 0.3229 * texture2D(source, qt_TexCoord0 + 1.364 * delta)
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+ 0.0538 * texture2D(source, qt_TexCoord0 + 3.182 * delta);
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}"
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}
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}
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fragmentShader: "
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uniform sampler2D source;
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uniform sampler2D blurred;
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varying highp vec2 fTex;
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varying highp float fBlur;
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varying highp float fFade;
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void main() {
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gl_FragColor = mix(texture2D(source, fTex), texture2D(blurred, fTex), min(1.0,fBlur*3.0)) * fFade;
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}"
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}
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}
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