- Qt 5.3
- Qt Quick
- Qt Quick Particles Examples - CustomParticle
- blurparticles.qml Example File
- Qt 5.3.2 Reference Documentation

# blurparticles.qml Example File

particles/customparticle/content/blurparticles.qml

    /****************************************************************************
    **
    ** 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

    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;
                }"

        }
    }