imagecolors.qml Example File

particles/customparticle/content/imagecolors.qml

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  ** This file is part of the examples of the Qt Toolkit.
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  import QtQuick 2.0
  import QtQuick.Particles 2.0

  Rectangle {
      width: 400
      height: 400
      Rectangle {
          id: root
          color: "white"
          width: 310
          height: 300
          anchors.centerIn: parent
          ParticleSystem { id: sys }
          CustomParticle {
              system: sys
              property real maxWidth: root.width
              property real maxHeight: root.height
              ShaderEffectSource {
                  id: pictureSource
                  sourceItem: picture
                  hideSource: true
              }
              Image {
                  id: picture
                  source: "../../images/starfish_3.png"
              }
              ShaderEffectSource {
                  id: particleSource
                  sourceItem: particle
                  hideSource: true
              }
              Image {
                  id: particle
                  source: "qrc:///particleresources/fuzzydot.png"
              }
              vertexShader:"
                  uniform highp float maxWidth;
                  uniform highp float maxHeight;
                  varying highp vec2 fTex2;
                  varying lowp float fFade;
                  uniform lowp float qt_Opacity;

                  void main() {

                      fTex2 = vec2(qt_ParticlePos.x, qt_ParticlePos.y);
                      //Uncomment this next line for each particle to use full texture, instead of the solid color at the center of the particle.
                      //fTex2 = fTex2 + ((- qt_ParticleData.z / 2. + qt_ParticleData.z) * qt_ParticleTex); //Adjusts size so it's like a chunk of image.
                      fTex2 = fTex2 / vec2(maxWidth, maxHeight);
                      highp float t = (qt_Timestamp - qt_ParticleData.x) / qt_ParticleData.y;
                      fFade = min(t*4., (1.-t*t)*.75) * qt_Opacity;
                      defaultMain();
                  }
              "
              property variant particleTexture: particleSource
              property variant pictureTexture: pictureSource
              fragmentShader: "
                  uniform sampler2D particleTexture;
                  uniform sampler2D pictureTexture;
                  varying highp vec2 qt_TexCoord0;
                  varying highp vec2 fTex2;
                  varying lowp float fFade;
                  void main() {
                      gl_FragColor = texture2D(pictureTexture, fTex2) * texture2D(particleTexture, qt_TexCoord0).w * fFade;
              }"
          }

          Emitter {
              id: emitter
              system: sys
              enabled: false
              lifeSpan: 8000
              maximumEmitted: 4000
              anchors.fill: parent
              size: 16
              acceleration: PointDirection { xVariation: 12; yVariation: 12 }
          }
          MouseArea {
              anchors.fill: parent
              onClicked: emitter.burst(4000);
          }
      }
  }