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;
             }"

     }
 }