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); } } }