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;
              }"

      }
  }