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<h1 class="title">blurparticles.qml Example File</h1>
<span class="subtitle">particles/customparticle/content/blurparticles.qml</span>
<!-- $$$particles/customparticle/content/blurparticles.qml-description -->
<div class="descr"> <a name="details"></a>
<pre class="qml"><span class="comment">/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** 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 The Qt Company Ltd 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
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** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
**
** $QT_END_LICENSE$
**
****************************************************************************/</span>
import QtQuick 2.0
import QtQuick.Particles 2.0
<span class="type"><a href="qml-qtquick-rectangle.html">Rectangle</a></span> {
<span class="name">color</span>: <span class="string">"white"</span>
<span class="name">width</span>: <span class="number">240</span>
<span class="name">height</span>: <span class="number">360</span>
<span class="type"><a href="qml-qtquick-particles-particlesystem.html">ParticleSystem</a></span> {
<span class="name">id</span>: <span class="name">sys</span>
}
<span class="type"><a href="qml-qtquick-particles-emitter.html">Emitter</a></span> {
<span class="name">system</span>:<span class="name">sys</span>
<span class="name">height</span>: <span class="name">parent</span>.<span class="name">height</span>
<span class="name">emitRate</span>: <span class="number">1</span>
<span class="name">lifeSpan</span>: <span class="number">12000</span>
<span class="name">velocity</span>: <span class="name">PointDirection</span> {<span class="name">x</span>:<span class="number">20</span>;}
<span class="name">size</span>: <span class="number">128</span>
}
<span class="type"><a href="qml-qtquick-shadereffectsource.html">ShaderEffectSource</a></span> {
<span class="name">id</span>: <span class="name">theSource</span>
<span class="name">sourceItem</span>: <span class="name">theItem</span>
<span class="name">hideSource</span>: <span class="number">true</span>
}
<span class="type"><a href="qml-qtquick-image.html">Image</a></span> {
<span class="name">id</span>: <span class="name">theItem</span>
<span class="name">source</span>: <span class="string">"../../images/starfish_1.png"</span>
}
<span class="type"><a href="qml-qtquick-particles-customparticle.html">CustomParticle</a></span> {
<span class="name">system</span>: <span class="name">sys</span>
<span class="name">vertexShader</span>:<span class="string">"
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);
}
"</span>
property <span class="type">variant</span> <span class="name">source</span>: <span class="name">theSource</span>
property <span class="type">variant</span> <span class="name">blurred</span>: <span class="name">ShaderEffectSource</span> {
<span class="name">sourceItem</span>: <span class="name">ShaderEffect</span> {
<span class="name">width</span>: <span class="name">theItem</span>.<span class="name">width</span>
<span class="name">height</span>: <span class="name">theItem</span>.<span class="name">height</span>
property <span class="type">variant</span> <span class="name">delta</span>: <span class="name">Qt</span>.<span class="name">size</span>(<span class="number">0.0</span>, <span class="number">1.0</span> <span class="operator">/</span> <span class="name">height</span>)
property <span class="type">variant</span> <span class="name">source</span>: <span class="name">ShaderEffectSource</span> {
<span class="name">sourceItem</span>: <span class="name">ShaderEffect</span> {
<span class="name">width</span>: <span class="name">theItem</span>.<span class="name">width</span>
<span class="name">height</span>: <span class="name">theItem</span>.<span class="name">height</span>
property <span class="type">variant</span> <span class="name">delta</span>: <span class="name">Qt</span>.<span class="name">size</span>(<span class="number">1.0</span> <span class="operator">/</span> <span class="name">width</span>, <span class="number">0.0</span>)
property <span class="type">variant</span> <span class="name">source</span>: <span class="name">theSource</span>
<span class="name">fragmentShader</span>: <span class="string">"
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;
}"</span>
}
}
<span class="name">fragmentShader</span>: <span class="string">"
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;
}"</span>
}
}
<span class="name">fragmentShader</span>: <span class="string">"
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;
}"</span>
}
}</pre>
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