blurparticles.qml Example File | Qt Quick 5.12.11

- Qt 5.12
- Qt Quick
- Qt Quick Particles Examples - CustomParticle
- blurparticles.qml Example File
- Qt 5.12.11 Reference Documentation

# blurparticles.qml Example File

particles/customparticle/content/blurparticles.qml

     /****************************************************************************
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     import QtQuick 2.0
     import QtQuick.Particles 2.0

     Rectangle {
         color: "white"
         width: 240
         height: 360
         ParticleSystem {
             id: sys
         }
         Emitter {
             system:sys
             height: parent.height
             emitRate: 1
             lifeSpan: 12000
             velocity: PointDirection {x:20;}
             size: 128
         }
         ShaderEffectSource {
             id: theSource
             sourceItem: theItem
             hideSource: true
         }
         Image {
             id: theItem
             source: "../../images/starfish_1.png"
         }

         CustomParticle {
             system: sys
             vertexShader:"
                 uniform lowp float qt_Opacity;
                 varying lowp float fFade;
                 varying lowp float fBlur;

                 void main() {
                     defaultMain();
                     highp float t = (qt_Timestamp - qt_ParticleData.x) / qt_ParticleData.y;
                     highp float fadeIn = min(t * 10., 1.);
                     highp float fadeOut = 1. - max(0., min((t - 0.75) * 4., 1.));

                     fFade = fadeIn * fadeOut * qt_Opacity;
                     fBlur = max(0.2 * t, t * qt_ParticleR);
                 }
             "
             property variant source: theSource
             property variant blurred: ShaderEffectSource {
             sourceItem: ShaderEffect {
                 width: theItem.width
                 height: theItem.height
                 property variant delta: Qt.size(0.0, 1.0 / height)
                 property variant source: ShaderEffectSource {
                     sourceItem: ShaderEffect {
                         width: theItem.width
                         height: theItem.height
                         property variant delta: Qt.size(1.0 / width, 0.0)
                         property variant source: theSource
                         fragmentShader: "
                             uniform sampler2D source;
                             uniform lowp float qt_Opacity;
                             uniform highp vec2 delta;
                             varying highp vec2 qt_TexCoord0;
                             void main() {
                                 gl_FragColor =(0.0538 * texture2D(source, qt_TexCoord0 - 3.182 * delta)
                                              + 0.3229 * texture2D(source, qt_TexCoord0 - 1.364 * delta)
                                              + 0.2466 * texture2D(source, qt_TexCoord0)
                                              + 0.3229 * texture2D(source, qt_TexCoord0 + 1.364 * delta)
                                              + 0.0538 * texture2D(source, qt_TexCoord0 + 3.182 * delta)) * qt_Opacity;
                             }"
                     }
                 }
                 fragmentShader: "
                     uniform sampler2D source;
                     uniform lowp float qt_Opacity;
                     uniform highp vec2 delta;
                     varying highp vec2 qt_TexCoord0;
                     void main() {
                         gl_FragColor =(0.0538 * texture2D(source, qt_TexCoord0 - 3.182 * delta)
                                      + 0.3229 * texture2D(source, qt_TexCoord0 - 1.364 * delta)
                                      + 0.2466 * texture2D(source, qt_TexCoord0)
                                      + 0.3229 * texture2D(source, qt_TexCoord0 + 1.364 * delta)
                                      + 0.0538 * texture2D(source, qt_TexCoord0 + 3.182 * delta)) * qt_Opacity;
                     }"
                 }
             }
             fragmentShader: "
                 uniform sampler2D source;
                 uniform sampler2D blurred;
                 varying highp vec2 qt_TexCoord0;
                 varying highp float fBlur;
                 varying highp float fFade;
                 void main() {
                     gl_FragColor = mix(texture2D(source, qt_TexCoord0), texture2D(blurred, qt_TexCoord0), min(1.0,fBlur*3.0)) * fFade;
                 }"

         }
     }