imagecolors.qml Example File

particles/customparticle/content/imagecolors.qml
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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);
         }
     }
 }