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viber / opt / viber / qml / QtGraphicalEffects / libqtgraphicaleffectsplugin.so
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X(l‡qt-project.orgGiSimports0(“QtGraphicalEffects	ç¬sshaders	£E+glslcore
A‹·fastblur.frag
‡¾wopacitymask_invert.frag
±…·fastglow.frag
jìwhuesaturation.frag'×leveladjust.frag	’âWdesaturate.fragŒÂWfastinnershadow_level0.fragV·gaussianinnershadow.frag	ߍ7thresholdmask.frag
;4wfastinnershadow.frag
:conicalgradient_mask.frags¨—lineargradient_mask.frag
Â÷colorize.fragôǗcoloroverlay.fragˆ÷radialgradient_mask.frag	¹‘radialgradient_nomask.fragŸã÷rectangularglow.fragb”recursiveblur.vert
îF—opacitymask.frag€Ú÷gammaadjust.frag
9:4fastblur_internal.vert	‘pôradialgradient.vertÙzWlineargradient_nomask.frag
=7displace.frag ý×brightnesscontrast.fraghs´lineargradient.vertÎgaussianinnershadow_shadow.fragcwrecursiveblur.frag
IGWfastmaskedblur.frag
8.×fastblur_internal.fragTÿconicalgradient_nomask.fragÞÿxœ‘=‚0†÷þŠ´”‰8i\]ÜI›´Ö5Æÿî·ø
·>��çJ™£Ѡp_NëJ	C°CgR1‰óqÚÁÃÎ:xÔp-2ét¹Bna/d±±S?¦~ú1óãèçôÛÚdUñTÚcLjn޲,Þv-Rz[X‹ÃÑd“˜ešËr0„ëÜî«ìYÁ˜댠‹Áó5㯬!M)·œO{ô¯Ó6öÒÃ6=쥳6õң6=zè…J–†¯ê>ӂ¯Éh°	Çvarying highp vec2 qt_TexCoord0;
uniform highp float qt_Opacity;
uniform lowp sampler2D source;
uniform lowp sampler2D maskSource;
void main(void) {
    gl_FragColor = texture2D(source, qt_TexCoord0.st) * (1.0 - texture2D(maskSource, qt_TexCoord0.st).a) * qt_Opacity;
}
uniform lowp sampler2D source1;
uniform lowp sampler2D source2;
uniform lowp sampler2D source3;
uniform lowp sampler2D source4;
uniform lowp sampler2D source5;
uniform mediump float weight1;
uniform mediump float weight2;
uniform mediump float weight3;
uniform mediump float weight4;
uniform mediump float weight5;
uniform highp vec4 color;
uniform highp float spread;
uniform lowp float qt_Opacity;
varying mediump vec2 qt_TexCoord0;

highp float linearstep(highp float e0, highp float e1, highp float x) {
    return clamp((x - e0) / (e1 - e0), 0.0, 1.0);
}

void main() {
    lowp vec4 sourceColor = texture2D(source1, qt_TexCoord0) * weight1;
    sourceColor += texture2D(source2, qt_TexCoord0) * weight2;
    sourceColor += texture2D(source3, qt_TexCoord0) * weight3;
    sourceColor += texture2D(source4, qt_TexCoord0) * weight4;
    sourceColor += texture2D(source5, qt_TexCoord0) * weight5;
    sourceColor = mix(vec4(0), color, linearstep(0.0, spread, sourceColor.a));
    gl_FragColor = sourceColor * qt_Opacity;
}
varying highp vec2 qt_TexCoord0;
uniform highp float qt_Opacity;
uniform highp sampler2D source;
uniform highp vec3 hsl;

highp vec3 RGBtoHSL(highp vec3 color) {
    highp float cmin = min(color.r, min(color.g, color.b));
    highp float cmax = max(color.r, max(color.g, color.b));
    highp float h = 0.0;
    highp float s = 0.0;
    highp float l = (cmin + cmax) / 2.0;
    highp float diff = cmax - cmin;

    if (diff > 1.0 / 256.0) {
        if (l < 0.5)
            s = diff / (cmin + cmax);
        else
            s = diff / (2.0 - (cmin + cmax));

        if (color.r == cmax)
            h = (color.g - color.b) / diff;
        else if (color.g == cmax)
            h = 2.0 + (color.b - color.r) / diff;
        else
            h = 4.0 + (color.r - color.g) / diff;

        h /= 6.0;
    }
    return vec3(h, s, l);
}

highp float hueToIntensity(highp float v1, highp float v2, highp float h) {
    h = fract(h);
    if (h < 1.0 / 6.0)
        return v1 + (v2 - v1) * 6.0 * h;
    else if (h < 1.0 / 2.0)
        return v2;
    else if (h < 2.0 / 3.0)
        return v1 + (v2 - v1) * 6.0 * (2.0 / 3.0 - h);

    return v1;
}

highp vec3 HSLtoRGB(highp vec3 color) {
    highp float h = color.x;
    highp float l = color.z;
    highp float s = color.y;

    if (s < 1.0 / 256.0)
        return vec3(l);

    highp float v1;
    highp float v2;
    if (l < 0.5)
        v2 = l * (1.0 + s);
    else
        v2 = (l + s) - (s * l);

    v1 = 2.0 * l - v2;

    highp float d = 1.0 / 3.0;
    highp float r = hueToIntensity(v1, v2, h + d);
    highp float g = hueToIntensity(v1, v2, h);
    highp float b = hueToIntensity(v1, v2, h - d);
    return vec3(r, g, b);
}

void main() {
    lowp vec4 sample = texture2D(source, qt_TexCoord0);
    sample = vec4(sample.rgb / max(1.0/256.0, sample.a), sample.a);
    sample.rgb = mix(vec3(dot(sample.rgb, vec3(0.2125, 0.7154, 0.0721))), sample.rgb, 1.0 + hsl.y);
    sample.xyz = RGBtoHSL(sample.rgb);
    sample.rgb = HSLtoRGB(vec3(sample.x + hsl.x, sample.y, sample.z));
    highp float c = step(0.0, hsl.z);
    sample.rgb = mix(sample.rgb, vec3(c), abs(hsl.z));
    gl_FragColor = vec4(sample.rgb * sample.a, sample.a) * qt_Opacity;
}
¶Ñxœ…”Ms‚0†ïüŠƒEDúqqzhuÚéəNïNÀ3„† 8ÿ{ù0DOìæÝ'ïlv=yâ	C{Îö):ÐÐG¿jóC‹¥rë-¬<á;!ãZ°‹Q¥b’«Óõ<Çe$N#*ýÊD.CÚ/þ#ŠyÂã<þJÒ\}¾kH1¦©l蠷(ݓ25(Ó]­sußÖMQÇW¥ºolDw¹”‘8†K/xB‰ÌM±ž¦žӹλqa£?ÁOR•Ë…<ÆšB©fÓyõí ÏØÜõì…u¶¬ƒà[0Ì\~5˜ÖåR´$]ŠHHôڄþ
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b	èXyAX€«õ¬7‚®túW¦êÒÚi±q3A¬±(&(h@ADnƒ.3å˜ЀúMb¥©Tq;Õô™Íì¯$Úã	ÂýMìt Èè­!a-—
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†¸fçÍ]o¹ÄàVçӁ¢¦Á,Ú|H–ú*\gҐ¯9ýßølýäzû}”varying highp vec2 qt_TexCoord0;
uniform highp float qt_Opacity;
uniform lowp sampler2D source;
uniform highp float desaturation;
void main(void) {
    lowp vec4 textureColor = texture2D(source, qt_TexCoord0.st);
    lowp float grayColor = (textureColor.r + textureColor.g + textureColor.b) / 3.0;
    gl_FragColor = mix(textureColor, vec4(vec3(grayColor), textureColor.a), desaturation) * qt_Opacity;
}
ÿvarying highp vec2 qt_TexCoord0;
uniform lowp float qt_Opacity;
uniform highp sampler2D source;
uniform lowp vec4 color;
uniform highp float horizontalOffset;
uniform highp float verticalOffset;

void main(void) {
    highp vec2 pos = qt_TexCoord0 - vec2(horizontalOffset, verticalOffset);
    lowp float ea = step(0.0, pos.x) * step(0.0, pos.y) * step(pos.x, 1.0) * step(pos.y, 1.0);
    lowp float eb = 1.0 - ea;
    gl_FragColor = (eb * color + ea * color * (1.0 - texture2D(source, pos).a)) * qt_Opacity;
}
”uniform highp sampler2D original;
uniform highp sampler2D shadow;
uniform lowp float qt_Opacity;
uniform highp float spread;
uniform lowp vec4 color;
varying highp vec2 qt_TexCoord0;

highp float linearstep(highp float e0, highp float e1, highp float x) {
    return clamp((x - e0) / (e1 - e0), 0.0, 1.0);
}

void main(void) {
    lowp vec4 originalColor = texture2D(original, qt_TexCoord0);
    lowp vec4 shadowColor = texture2D(shadow, qt_TexCoord0);
    shadowColor.rgb = mix(originalColor.rgb, color.rgb * originalColor.a, linearstep(0.0, spread, shadowColor.a));
    gl_FragColor = vec4(shadowColor.rgb, originalColor.a) * originalColor.a * qt_Opacity;
}
ævarying highp vec2 qt_TexCoord0;
uniform highp float qt_Opacity;
uniform lowp sampler2D source;
uniform lowp sampler2D maskSource;
uniform highp float threshold;
uniform highp float spread;
void main(void) {
    lowp vec4 colorFragment = texture2D(source, qt_TexCoord0.st);
    lowp vec4 maskFragment = texture2D(maskSource, qt_TexCoord0.st);
    gl_FragColor = colorFragment * smoothstep(threshold * (1.0 + spread) - spread, threshold * (1.0 + spread), maskFragment.a) * qt_Opacity;
}
´uniform lowp sampler2D original;
uniform lowp sampler2D source1;
uniform lowp sampler2D source2;
uniform lowp sampler2D source3;
uniform lowp sampler2D source4;
uniform lowp sampler2D source5;
uniform mediump float weight1;
uniform mediump float weight2;
uniform mediump float weight3;
uniform mediump float weight4;
uniform mediump float weight5;
uniform highp vec4 color;
uniform highp float spread;
uniform lowp float qt_Opacity;
varying mediump vec2 qt_TexCoord0;

highp float linearstep(highp float e0, highp float e1, highp float x) {
    return clamp((x - e0) / (e1 - e0), 0.0, 1.0);
}

void main() {
    lowp vec4 shadowColor = texture2D(source1, qt_TexCoord0) * weight1;
    shadowColor += texture2D(source2, qt_TexCoord0) * weight2;
    shadowColor += texture2D(source3, qt_TexCoord0) * weight3;
    shadowColor += texture2D(source4, qt_TexCoord0) * weight4;
    shadowColor += texture2D(source5, qt_TexCoord0) * weight5;
    lowp vec4 originalColor = texture2D(original, qt_TexCoord0);
    shadowColor.rgb = mix(originalColor.rgb, color.rgb * originalColor.a, linearstep(0.0, spread, shadowColor.a));
    gl_FragColor = vec4(shadowColor.rgb, originalColor.a) * originalColor.a * qt_Opacity;
}
;varying mediump vec2 qt_TexCoord0;
uniform lowp sampler2D gradientSource;
uniform lowp sampler2D maskSource;
uniform highp float qt_Opacity;
uniform highp float startAngle;
uniform highp vec2 center;

void main() {
    lowp float maskAlpha = texture2D(maskSource, qt_TexCoord0).a;
    const highp float PI = 3.14159265;
    const highp float PIx2inv = 0.1591549;
    highp float a = (atan((center.y - qt_TexCoord0.t), (center.x - qt_TexCoord0.s)) + PI - startAngle) * PIx2inv;
    gl_FragColor = texture2D(gradientSource, vec2(0.0, fract(a))) * maskAlpha * qt_Opacity;
}
puniform lowp sampler2D source;
uniform lowp sampler2D maskSource;
uniform lowp float qt_Opacity;
varying highp vec2 qt_TexCoord0;
varying highp vec2 qt_TexCoord1;

void main() {
    lowp vec4 gradientColor = texture2D(source, qt_TexCoord1);
    lowp float maskAlpha = texture2D(maskSource, qt_TexCoord0).a;
    gl_FragColor = gradientColor * maskAlpha * qt_Opacity;
}
avarying mediump vec2 qt_TexCoord0;
uniform highp float qt_Opacity;
uniform lowp sampler2D source;
uniform highp float hue;
uniform highp float saturation;
uniform highp float lightness;

highp float RGBtoL(highp vec3 color) {
    highp float cmin = min(color.r, min(color.g, color.b));
    highp float cmax = max(color.r, max(color.g, color.b));
    highp float l = (cmin + cmax) / 2.0;
    return l;
}

highp float hueToIntensity(highp float v1, highp float v2, highp float h) {
    h = fract(h);
    if (h < 1.0 / 6.0)
        return v1 + (v2 - v1) * 6.0 * h;
    else if (h < 1.0 / 2.0)
        return v2;
    else if (h < 2.0 / 3.0)
        return v1 + (v2 - v1) * 6.0 * (2.0 / 3.0 - h);

    return v1;
}

highp vec3 HSLtoRGB(highp vec3 color) {
    highp float h = color.x;
    highp float l = color.z;
    highp float s = color.y;

    if (s < 1.0 / 256.0)
        return vec3(l, l, l);

    highp float v1;
    highp float v2;
    if (l < 0.5)
        v2 = l * (1.0 + s);
    else
        v2 = (l + s) - (s * l);

    v1 = 2.0 * l - v2;

    highp float d = 1.0 / 3.0;
    highp float r = hueToIntensity(v1, v2, h + d);
    highp float g = hueToIntensity(v1, v2, h);
    highp float b = hueToIntensity(v1, v2, h - d);
    return vec3(r, g, b);
}

void main() {
    lowp vec4 sample = texture2D(source, qt_TexCoord0);
    sample = vec4(sample.rgb / max(1.0/256.0, sample.a), sample.a);
    highp float light = RGBtoL(sample.rgb);
    highp float c = step(0.0, lightness);
    sample.rgb = HSLtoRGB(vec3(hue, saturation, mix(light, c, abs(lightness))));
    gl_FragColor = vec4(sample.rgb * sample.a, sample.a) * qt_Opacity;
}
lvarying mediump vec2 qt_TexCoord0;
uniform highp float qt_Opacity;
uniform lowp sampler2D source;
uniform highp vec4 color;
void main() {
    highp vec4 pixelColor = texture2D(source, qt_TexCoord0);
    gl_FragColor = vec4(mix(pixelColor.rgb/max(pixelColor.a, 0.00390625), color.rgb/max(color.a, 0.00390625), color.a) * pixelColor.a, pixelColor.a) * qt_Opacity;
}
Æuniform lowp sampler2D gradientImage;
uniform lowp sampler2D maskSource;
uniform lowp float qt_Opacity;
varying highp vec2 qt_TexCoord0;
varying highp vec2 qt_TexCoord1;
varying highp vec2 centerPoint;

void main() {
    lowp vec4 gradientColor = texture2D(gradientImage, vec2(0.0, 2.0 * distance(qt_TexCoord1, centerPoint)));
    lowp float maskAlpha = texture2D(maskSource, qt_TexCoord0).a;
    gl_FragColor = gradientColor * maskAlpha * qt_Opacity;
}
5
uniform lowp sampler2D gradientImage;
uniform lowp float qt_Opacity;
varying highp vec2 qt_TexCoord1;
varying highp vec2 centerPoint;

void main() {
    lowp vec4 gradientColor = texture2D(gradientImage, vec2(0.0, 2.0 * distance(qt_TexCoord1, centerPoint)));
    gl_FragColor = gradientColor * qt_Opacity;
}
”uniform highp float qt_Opacity;
uniform mediump float relativeSizeX;
uniform mediump float relativeSizeY;
uniform mediump float spread;
uniform lowp vec4 color;
varying highp vec2 qt_TexCoord0;

highp float linearstep(highp float e0, highp float e1, highp float x) {
    return clamp((x - e0) / (e1 - e0), 0.0, 1.0);
}

void main() {
    lowp float alpha =
        smoothstep(0.0, relativeSizeX, 0.5 - abs(0.5 - qt_TexCoord0.x)) *
        smoothstep(0.0, relativeSizeY, 0.5 - abs(0.5 - qt_TexCoord0.y));

    highp float spreadMultiplier = linearstep(spread, 1.0 - spread, alpha);
    gl_FragColor = color * qt_Opacity * spreadMultiplier * spreadMultiplier;
}
Éattribute highp vec4 qt_Vertex;
attribute highp vec2 qt_MultiTexCoord0;
uniform highp mat4 qt_Matrix;
uniform highp float expandX;
uniform highp float expandY;
varying highp vec2 qt_TexCoord0;

void main() {
    mediump vec2 texCoord = qt_MultiTexCoord0;
    texCoord.s = (texCoord.s - expandX) / (1.0 - 2.0 * expandX);
    texCoord.t = (texCoord.t - expandY) / (1.0 - 2.0 * expandY);
    qt_TexCoord0 = texCoord;
    gl_Position = qt_Matrix * qt_Vertex;
}
varying highp vec2 qt_TexCoord0;
uniform highp float qt_Opacity;
uniform lowp sampler2D source;
uniform lowp sampler2D maskSource;
void main(void) {
    gl_FragColor = texture2D(source, qt_TexCoord0.st) * (texture2D(maskSource, qt_TexCoord0.st).a) * qt_Opacity;
}
»varying highp vec2 qt_TexCoord0;
uniform highp float qt_Opacity;
uniform lowp sampler2D source;
uniform highp float gamma;
void main(void) {
    highp vec4 originalColor = texture2D(source, qt_TexCoord0.st);
    originalColor.rgb = originalColor.rgb / max(1.0/256.0, originalColor.a);
    highp vec3 adjustedColor = pow(originalColor.rgb, vec3(gamma));
    gl_FragColor = vec4(adjustedColor * originalColor.a, originalColor.a) * qt_Opacity;
}
Âattribute highp vec4 qt_Vertex;
attribute highp vec2 qt_MultiTexCoord0;
uniform highp mat4 qt_Matrix;
uniform highp float yStep;
uniform highp float xStep;
varying highp vec2 qt_TexCoord0;
varying highp vec2 qt_TexCoord1;
varying highp vec2 qt_TexCoord2;
varying highp vec2 qt_TexCoord3;

void main() {
    qt_TexCoord0 = vec2(qt_MultiTexCoord0.x + xStep, qt_MultiTexCoord0.y + yStep * 0.36);
    qt_TexCoord1 = vec2(qt_MultiTexCoord0.x + xStep * 0.36, qt_MultiTexCoord0.y - yStep);
    qt_TexCoord2 = vec2(qt_MultiTexCoord0.x - xStep * 0.36, qt_MultiTexCoord0.y + yStep);
    qt_TexCoord3 = vec2(qt_MultiTexCoord0.x - xStep, qt_MultiTexCoord0.y - yStep * 0.36);
    gl_Position = qt_Matrix * qt_Vertex;
}
&attribute highp vec4 qt_Vertex;
attribute highp vec2 qt_MultiTexCoord0;
uniform highp mat4 qt_Matrix;
uniform highp vec2 matrixData;
uniform highp float horizontalRatio;
uniform highp float verticalRatio;
uniform highp vec2 center;
varying highp vec2 qt_TexCoord0;
varying highp vec2 qt_TexCoord1;
varying highp vec2 centerPoint;

void main() {
    highp vec2 ratio = vec2(horizontalRatio, verticalRatio);

    // Rotation matrix
    highp mat2 rot = mat2(matrixData.y, -matrixData.x,
                          matrixData.x,  matrixData.y);

    qt_TexCoord0 = qt_MultiTexCoord0;

    qt_TexCoord1 = qt_MultiTexCoord0;
    qt_TexCoord1 -= center;
    qt_TexCoord1 *= rot;
    qt_TexCoord1 += center;
    qt_TexCoord1 *= ratio;

    centerPoint = center * ratio;

    gl_Position = qt_Matrix * qt_Vertex;
}
±uniform lowp sampler2D source;
uniform lowp float qt_Opacity;
varying highp vec2 qt_TexCoord1;

void main() {
    gl_FragColor = texture2D(source, qt_TexCoord1) * qt_Opacity;
}
Övarying highp vec2 qt_TexCoord0;
uniform highp float qt_Opacity;
uniform lowp sampler2D source;
uniform lowp sampler2D displacementSource;
uniform highp float displacement;
uniform highp float xPixel;
uniform highp float yPixel;

highp float linearstep(highp float e0, highp float e1, highp float x) {
    return clamp((x - e0) / (e1 - e0), 0.0, 1.0);
}

void main() {
    lowp vec4 offset = texture2D(displacementSource, qt_TexCoord0);
    offset.xy -= vec2(0.5, 0.5);
    offset.xy = offset.xy * step(vec2(1.0/256.0), abs(offset.xy));
    highp vec2 tx = qt_TexCoord0 + (vec2(-offset.x, offset.y) * displacement);

    lowp float e1 = linearstep(0.0, xPixel, tx.x);
    lowp float e2 = linearstep(0.0, yPixel, tx.y);
    lowp float e3 = 1.0 - linearstep(1.0, 1.0 + xPixel, tx.x);
    lowp float e4 = 1.0 - linearstep(1.0, 1.0 + yPixel, tx.y);

    lowp vec4 sample = texture2D(source, tx);
    sample.rgb *= e1 * e2 * e3 * e4;
    gl_FragColor = sample * qt_Opacity * offset.a;
}
varying mediump vec2 qt_TexCoord0;
uniform highp float qt_Opacity;
uniform lowp sampler2D source;
uniform highp float brightness;
uniform highp float contrast;
void main() {
    highp vec4 pixelColor = texture2D(source, qt_TexCoord0);
    pixelColor.rgb /= max(1.0/256.0, pixelColor.a);
    highp float c = 1.0 + contrast;
    highp float contrastGainFactor = 1.0 + c * c * c * c * step(0.0, contrast);
    pixelColor.rgb = ((pixelColor.rgb - 0.5) * (contrastGainFactor * contrast + 1.0)) + 0.5;
    pixelColor.rgb = mix(pixelColor.rgb, vec3(step(0.0, brightness)), abs(brightness));
    gl_FragColor = vec4(pixelColor.rgb * pixelColor.a, pixelColor.a) * qt_Opacity;
}
6attribute highp vec4 qt_Vertex;
attribute highp vec2 qt_MultiTexCoord0;
uniform highp mat4 qt_Matrix;
varying highp vec2 qt_TexCoord0;
varying highp vec2 qt_TexCoord1;
uniform highp vec2 startPoint;
uniform highp float l;
uniform highp vec2 matrixData;

void main() {
    highp mat2 rot = mat2(matrixData.y, -matrixData.x,
                          matrixData.x,  matrixData.y);

    qt_TexCoord0 = qt_MultiTexCoord0;

    qt_TexCoord1 = qt_MultiTexCoord0 * l;
    qt_TexCoord1 -= startPoint * l;
    qt_TexCoord1 *= rot;

    gl_Position = qt_Matrix * qt_Vertex;
}
uniform highp sampler2D original;
uniform lowp float qt_Opacity;
uniform lowp vec4 color;
uniform highp float horizontalOffset;
uniform highp float verticalOffset;
varying highp vec2 qt_TexCoord0;

void main(void) {
    highp vec2 pos = qt_TexCoord0 - vec2(horizontalOffset, verticalOffset);
    lowp float ea = step(0.0, pos.x) * step(0.0, pos.y) * step(pos.x, 1.0) * step(pos.y, 1.0);
    lowp float eb = 1.0 - ea;
    gl_FragColor = eb * color + ea * color * (1.0 - texture2D(original, pos).a) * qt_Opacity;
}
³varying mediump vec2 qt_TexCoord0;
uniform highp float qt_Opacity;
uniform lowp sampler2D source;
void main() {
    gl_FragColor = texture2D(source, qt_TexCoord0) * qt_Opacity;
}
 &xœ”MSƒ0†ïüŠ=BQ„ðá8X/íxõ⽃mŠŒ@0|´Çÿn¨-4™avŸw7û&¤-³=¡ääPAUŽ)ZC‘Ô_±Ñʓ5ié{š<Òä}M>ÐäCM>šä÷9Iö¹“ƿ›Í[•l³æ]BOY™BwY[TÐá-âÀ;>®¡;76Œs®Wp–~6æ8ØYðc{²=˜</Áu\KDøCqÓÒ<‡—»`/o0÷»èà:Xâ©_ÃèH¶c—•&o,X1 [~ 6tErBa	
>²­M½fÅB8ž$g"fëõ_ÆI†åLŒð:¸‘|ÔfÎÖè:žëZÒÂ$Ã}%îËðP‰2üQ‰‡2üI‰G·¸wUÂ×mÁØ|l›có%ڼ1{EÒ&¢¾×x
5%¼D:JXèë(á\ £„a¡Ž>Egjr.ûõödwÌäp²88ҷ»V۷r¤’£Yr_%÷gÉ•<˜%Uòp–<RɣaÒ|óJ“ôlýu¹Åè:dwËB!íÖ¹uniform lowp sampler2D source;
uniform lowp float qt_Opacity;
varying highp vec2 qt_TexCoord0;
varying highp vec2 qt_TexCoord1;
varying highp vec2 qt_TexCoord2;
varying highp vec2 qt_TexCoord3;

void main() {
    highp vec4 sourceColor = (texture2D(source, qt_TexCoord0) +
    texture2D(source, qt_TexCoord1) +
    texture2D(source, qt_TexCoord2) +
    texture2D(source, qt_TexCoord3)) * 0.25;
    gl_FragColor = sourceColor * qt_Opacity;
}
Êvarying mediump vec2 qt_TexCoord0;
uniform lowp sampler2D gradientSource;
uniform highp float qt_Opacity;
uniform highp float startAngle;
uniform highp vec2 center;

void main() {
    const highp float PI = 3.14159265;
    const highp float PIx2inv = 0.1591549;
    highp float a = (atan((center.y - qt_TexCoord0.t), (center.x - qt_TexCoord0.s)) + PI - startAngle) * PIx2inv;
    gl_FragColor = texture2D(gradientSource, vec2(0.0, fract(a))) * qt_Opacity;
}
À#version 150 core
uniform sampler2D source1;
uniform sampler2D source2;
uniform sampler2D source3;
uniform sampler2D source4;
uniform sampler2D source5;
uniform float weight1;
uniform float weight2;
uniform float weight3;
uniform float weight4;
uniform float weight5;
uniform float qt_Opacity;
in vec2 qt_TexCoord0;
out vec4 fragColor;

void main() {
    vec4 sourceColor = texture(source1, qt_TexCoord0) * weight1;
    sourceColor += texture(source2, qt_TexCoord0) * weight2;
    sourceColor += texture(source3, qt_TexCoord0) * weight3;
    sourceColor += texture(source4, qt_TexCoord0) * weight4;
    sourceColor += texture(source5, qt_TexCoord0) * weight5;
    fragColor = sourceColor * qt_Opacity;
}
#version 150 core
in vec2 qt_TexCoord0;
uniform float qt_Opacity;
uniform sampler2D source;
uniform sampler2D maskSource;
out vec4 fragColor;
void main(void) {
    fragColor = texture(source, qt_TexCoord0.st) * (1.0 - texture(maskSource, qt_TexCoord0.st).a) * qt_Opacity;
}
ž#version 150 core
uniform sampler2D source1;
uniform sampler2D source2;
uniform sampler2D source3;
uniform sampler2D source4;
uniform sampler2D source5;
uniform float weight1;
uniform float weight2;
uniform float weight3;
uniform float weight4;
uniform float weight5;
uniform vec4 color;
uniform float spread;
uniform float qt_Opacity;
in vec2 qt_TexCoord0;
out vec4 fragColor;

float linearstep(float e0, float e1, float x) {
    return clamp((x - e0) / (e1 - e0), 0.0, 1.0);
}

void main() {
    vec4 sourceColor = texture(source1, qt_TexCoord0) * weight1;
    sourceColor += texture(source2, qt_TexCoord0) * weight2;
    sourceColor += texture(source3, qt_TexCoord0) * weight3;
    sourceColor += texture(source4, qt_TexCoord0) * weight4;
    sourceColor += texture(source5, qt_TexCoord0) * weight5;
    sourceColor = mix(vec4(0), color, linearstep(0.0, spread, sourceColor.a));
    fragColor = sourceColor * qt_Opacity;
}
ÿ#version 150 core
in vec2 qt_TexCoord0;
uniform float qt_Opacity;
uniform sampler2D source;
uniform vec3 hsl;
out vec4 fragColor;

vec3 RGBtoHSL(vec3 color) {
    float cmin = min(color.r, min(color.g, color.b));
    float cmax = max(color.r, max(color.g, color.b));
    float h = 0.0;
    float s = 0.0;
    float l = (cmin + cmax) / 2.0;
    float diff = cmax - cmin;

    if (diff > 1.0 / 256.0) {
        if (l < 0.5)
            s = diff / (cmin + cmax);
        else
            s = diff / (2.0 - (cmin + cmax));

        if (color.r == cmax)
            h = (color.g - color.b) / diff;
        else if (color.g == cmax)
            h = 2.0 + (color.b - color.r) / diff;
        else
            h = 4.0 + (color.r - color.g) / diff;

        h /= 6.0;
    }
    return vec3(h, s, l);
}

float hueToIntensity(float v1, float v2, float h) {
    h = fract(h);
    if (h < 1.0 / 6.0)
        return v1 + (v2 - v1) * 6.0 * h;
    else if (h < 1.0 / 2.0)
        return v2;
    else if (h < 2.0 / 3.0)
        return v1 + (v2 - v1) * 6.0 * (2.0 / 3.0 - h);

    return v1;
}

vec3 HSLtoRGB(vec3 color) {
    float h = color.x;
    float l = color.z;
    float s = color.y;

    if (s < 1.0 / 256.0)
        return vec3(l);

    float v1;
    float v2;
    if (l < 0.5)
        v2 = l * (1.0 + s);
    else
        v2 = (l + s) - (s * l);

    v1 = 2.0 * l - v2;

    float d = 1.0 / 3.0;
    float r = hueToIntensity(v1, v2, h + d);
    float g = hueToIntensity(v1, v2, h);
    float b = hueToIntensity(v1, v2, h - d);
    return vec3(r, g, b);
}

void main() {
    vec4 sample = texture(source, qt_TexCoord0);
    sample = vec4(sample.rgb / max(1.0/256.0, sample.a), sample.a);
    sample.rgb = mix(vec3(dot(sample.rgb, vec3(0.2125, 0.7154, 0.0721))), sample.rgb, 1.0 + hsl.y);
    sample.xyz = RGBtoHSL(sample.rgb);
    sample.rgb = HSLtoRGB(vec3(sample.x + hsl.x, sample.y, sample.z));
    float c = step(0.0, hsl.z);
    sample.rgb = mix(sample.rgb, vec3(c), abs(hsl.z));
    fragColor = vec4(sample.rgb * sample.a, sample.a) * qt_Opacity;
}
‚#version 150 core
in vec2 qt_TexCoord0;
uniform float qt_Opacity;
uniform sampler2D source;
uniform vec3 minimumInputRGB;
uniform vec3 maximumInputRGB;
uniform float minimumInputAlpha;
uniform float maximumInputAlpha;
uniform vec3 minimumOutputRGB;
uniform vec3 maximumOutputRGB;
uniform float minimumOutputAlpha;
uniform float maximumOutputAlpha;
uniform vec3 gamma;
out vec4 fragColor;

float linearstep(float e0, float e1, float x) {
    return clamp((x - e0) / (e1 - e0), 0.0, 1.0);
}

void main(void) {
    vec4 textureColor = texture(source, qt_TexCoord0.st);
    vec4 color = vec4(textureColor.rgb / max(1.0/256.0, textureColor.a), textureColor.a);

    color.r = linearstep(minimumInputRGB.r, maximumInputRGB.r, color.r);
    color.g = linearstep(minimumInputRGB.g, maximumInputRGB.g, color.g);
    color.b = linearstep(minimumInputRGB.b, maximumInputRGB.b, color.b);
    color.a = linearstep(minimumInputAlpha, maximumInputAlpha, color.a);

    color.rgb = pow(color.rgb, gamma);

    color.r = minimumOutputRGB.r + color.r * (maximumOutputRGB.r - minimumOutputRGB.r);
    color.g = minimumOutputRGB.g + color.g * (maximumOutputRGB.g - minimumOutputRGB.g);
    color.b = minimumOutputRGB.b + color.b * (maximumOutputRGB.b - minimumOutputRGB.b);
    color.a = minimumOutputAlpha + color.a * (maximumOutputAlpha - minimumOutputAlpha);

    fragColor = vec4(color.rgb * color.a, color.a) * qt_Opacity;
}
#version 150 core
in vec2 qt_TexCoord0;
uniform float qt_Opacity;
uniform sampler2D source;
uniform float desaturation;
out vec4 fragColor;
void main(void) {
    vec4 textureColor = texture(source, qt_TexCoord0.st);
    float grayColor = (textureColor.r + textureColor.g + textureColor.b) / 3.0;
    fragColor = mix(textureColor, vec4(vec3(grayColor), textureColor.a), desaturation) * qt_Opacity;
}
é#version 150 core
in vec2 qt_TexCoord0;
uniform float qt_Opacity;
uniform sampler2D source;
uniform vec4 color;
uniform float horizontalOffset;
uniform float verticalOffset;
out vec4 fragColor;

void main(void) {
    vec2 pos = qt_TexCoord0 - vec2(horizontalOffset, verticalOffset);
    float ea = step(0.0, pos.x) * step(0.0, pos.y) * step(pos.x, 1.0) * step(pos.y, 1.0);
    float eb = 1.0 - ea;
    fragColor = (eb * color + ea * color * (1.0 - texture(source, pos).a)) * qt_Opacity;
}
j#version 150 core
uniform sampler2D original;
uniform sampler2D shadow;
uniform float qt_Opacity;
uniform float spread;
uniform vec4 color;
in vec2 qt_TexCoord0;
out vec4 fragColor;

float linearstep(float e0, float e1, float x) {
    return clamp((x - e0) / (e1 - e0), 0.0, 1.0);
}

void main(void) {
    vec4 originalColor = texture(original, qt_TexCoord0);
    vec4 shadowColor = texture(shadow, qt_TexCoord0);
    shadowColor.rgb = mix(originalColor.rgb, color.rgb * originalColor.a, linearstep(0.0, spread, shadowColor.a));
    fragColor = vec4(shadowColor.rgb, originalColor.a) * originalColor.a * qt_Opacity;
}
Õ#version 150 core
in vec2 qt_TexCoord0;
uniform float qt_Opacity;
uniform sampler2D source;
uniform sampler2D maskSource;
uniform float threshold;
uniform float spread;
out vec4 fragColor;

void main(void) {
    vec4 colorFragment = texture(source, qt_TexCoord0.st);
    vec4 maskFragment = texture(maskSource, qt_TexCoord0.st);
    fragColor = colorFragment * smoothstep(threshold * (1.0 + spread) - spread, threshold * (1.0 + spread), maskFragment.a) * qt_Opacity;
}
E#version 150 core
uniform sampler2D original;
uniform sampler2D source1;
uniform sampler2D source2;
uniform sampler2D source3;
uniform sampler2D source4;
uniform sampler2D source5;
uniform float weight1;
uniform float weight2;
uniform float weight3;
uniform float weight4;
uniform float weight5;
uniform vec4 color;
uniform float spread;
uniform float qt_Opacity;
in vec2 qt_TexCoord0;
out vec4 fragColor;

float linearstep(float e0, float e1, float x) {
    return clamp((x - e0) / (e1 - e0), 0.0, 1.0);
}

void main() {
    vec4 shadowColor = texture(source1, qt_TexCoord0) * weight1;
    shadowColor += texture(source2, qt_TexCoord0) * weight2;
    shadowColor += texture(source3, qt_TexCoord0) * weight3;
    shadowColor += texture(source4, qt_TexCoord0) * weight4;
    shadowColor += texture(source5, qt_TexCoord0) * weight5;
    vec4 originalColor = texture(original, qt_TexCoord0);
    shadowColor.rgb = mix(originalColor.rgb, color.rgb * originalColor.a, linearstep(0.0, spread, shadowColor.a));
    fragColor = vec4(shadowColor.rgb, originalColor.a) * originalColor.a * qt_Opacity;
}
#version 150 core
in vec2 qt_TexCoord0;
uniform sampler2D gradientSource;
uniform sampler2D maskSource;
uniform float qt_Opacity;
uniform float startAngle;
uniform vec2 center;
out vec4 fragColor;

void main() {
    float maskAlpha = texture(maskSource, qt_TexCoord0).a;
    const float PI = 3.14159265;
    const float PIx2inv = 0.1591549;
    float a = (atan((center.y - qt_TexCoord0.t), (center.x - qt_TexCoord0.s)) + PI - startAngle) * PIx2inv;
    fragColor = texture(gradientSource, vec2(0.0, fract(a))) * maskAlpha * qt_Opacity;
}
`#version 150 core
uniform sampler2D source;
uniform sampler2D maskSource;
uniform float qt_Opacity;
in vec2 qt_TexCoord0;
in vec2 qt_TexCoord1;
out vec4 fragColor;

void main() {
    vec4 gradientColor = texture(source, qt_TexCoord1);
    float maskAlpha = texture(maskSource, qt_TexCoord0).a;
    fragColor = gradientColor * maskAlpha * qt_Opacity;
}
Ï#version 150 core
in vec2 qt_TexCoord0;
uniform float qt_Opacity;
uniform sampler2D source;
uniform float hue;
uniform float saturation;
uniform float lightness;
out vec4 fragColor;

float RGBtoL(vec3 color) {
    float cmin = min(color.r, min(color.g, color.b));
    float cmax = max(color.r, max(color.g, color.b));
    float l = (cmin + cmax) / 2.0;
    return l;
}

float hueToIntensity(float v1, float v2, float h) {
    h = fract(h);
    if (h < 1.0 / 6.0)
        return v1 + (v2 - v1) * 6.0 * h;
    else if (h < 1.0 / 2.0)
        return v2;
    else if (h < 2.0 / 3.0)
        return v1 + (v2 - v1) * 6.0 * (2.0 / 3.0 - h);

    return v1;
}

vec3 HSLtoRGB(vec3 color) {
    float h = color.x;
    float l = color.z;
    float s = color.y;

    if (s < 1.0 / 256.0)
        return vec3(l, l, l);

    float v1;
    float v2;
    if (l < 0.5)
        v2 = l * (1.0 + s);
    else
        v2 = (l + s) - (s * l);

    v1 = 2.0 * l - v2;

    float d = 1.0 / 3.0;
    float r = hueToIntensity(v1, v2, h + d);
    float g = hueToIntensity(v1, v2, h);
    float b = hueToIntensity(v1, v2, h - d);
    return vec3(r, g, b);
}

void main() {
    vec4 sample = texture(source, qt_TexCoord0);
    sample = vec4(sample.rgb / max(1.0/256.0, sample.a), sample.a);
    float light = RGBtoL(sample.rgb);
    float c = step(0.0, lightness);
    sample.rgb = HSLtoRGB(vec3(hue, saturation, mix(light, c, abs(lightness))));
    fragColor = vec4(sample.rgb * sample.a, sample.a) * qt_Opacity;
}
i#version 150 core
in vec2 qt_TexCoord0;
uniform float qt_Opacity;
uniform sampler2D source;
uniform vec4 color;
out vec4 fragColor;
void main() {
    vec4 pixelColor = texture(source, qt_TexCoord0);
    fragColor = vec4(mix(pixelColor.rgb/max(pixelColor.a, 0.00390625), color.rgb/max(color.a, 0.00390625), color.a) * pixelColor.a, pixelColor.a) * qt_Opacity;
}
«#version 150 core
uniform sampler2D gradientImage;
uniform sampler2D maskSource;
uniform float qt_Opacity;
in vec2 qt_TexCoord0;
in vec2 qt_TexCoord1;
in vec2 centerPoint;
out vec4 fragColor;

void main() {
    vec4 gradientColor = texture(gradientImage, vec2(0.0, 2.0 * distance(qt_TexCoord1, centerPoint)));
    float maskAlpha = texture(maskSource, qt_TexCoord0).a;
    fragColor = gradientColor * maskAlpha * qt_Opacity;
}
0#version 150 core
uniform sampler2D gradientImage;
uniform float qt_Opacity;
in vec2 qt_TexCoord1;
in vec2 centerPoint;
out vec4 fragColor;

void main() {
    vec4 gradientColor = texture(gradientImage, vec2(0.0, 2.0 * distance(qt_TexCoord1, centerPoint)));
    fragColor = gradientColor * qt_Opacity;
}
f#version 150 core
uniform float qt_Opacity;
uniform float relativeSizeX;
uniform float relativeSizeY;
uniform float spread;
uniform vec4 color;
in vec2 qt_TexCoord0;
out vec4 fragColor;

float linearstep(float e0, float e1, float x) {
    return clamp((x - e0) / (e1 - e0), 0.0, 1.0);
}

void main() {
    float alpha =
        smoothstep(0.0, relativeSizeX, 0.5 - abs(0.5 - qt_TexCoord0.x)) *
        smoothstep(0.0, relativeSizeY, 0.5 - abs(0.5 - qt_TexCoord0.y));

    float spreadMultiplier = linearstep(spread, 1.0 - spread, alpha);
    fragColor = color * qt_Opacity * spreadMultiplier * spreadMultiplier;
}
#version 150 core
in vec4 qt_Vertex;
in vec2 qt_MultiTexCoord0;
uniform mat4 qt_Matrix;
uniform float expandX;
uniform float expandY;
out vec2 qt_TexCoord0;

void main() {
    vec2 texCoord = qt_MultiTexCoord0;
    texCoord.s = (texCoord.s - expandX) / (1.0 - 2.0 * expandX);
    texCoord.t = (texCoord.t - expandY) / (1.0 - 2.0 * expandY);
    qt_TexCoord0 = texCoord;
    gl_Position = qt_Matrix * qt_Vertex;
}
#version 150 core
in vec2 qt_TexCoord0;
uniform float qt_Opacity;
uniform sampler2D source;
uniform sampler2D maskSource;
out vec4 fragColor;
void main(void) {
    fragColor = texture(source, qt_TexCoord0.st) * (texture(maskSource, qt_TexCoord0.st).a) * qt_Opacity;
}
µ#version 150 core
in vec2 qt_TexCoord0;
uniform float qt_Opacity;
uniform sampler2D source;
uniform float gamma;
out vec4 fragColor;

void main(void) {
    vec4 originalColor = texture(source, qt_TexCoord0.st);
    originalColor.rgb = originalColor.rgb / max(1.0/256.0, originalColor.a);
    vec3 adjustedColor = pow(originalColor.rgb, vec3(gamma));
    fragColor = vec4(adjustedColor * originalColor.a, originalColor.a) * qt_Opacity;
}
€#version 150 core
in vec4 qt_Vertex;
in vec2 qt_MultiTexCoord0;
uniform mat4 qt_Matrix;
uniform float yStep;
uniform float xStep;
out vec2 qt_TexCoord0;
out vec2 qt_TexCoord1;
out vec2 qt_TexCoord2;
out vec2 qt_TexCoord3;

void main() {
    qt_TexCoord0 = vec2(qt_MultiTexCoord0.x + xStep, qt_MultiTexCoord0.y + yStep * 0.36);
    qt_TexCoord1 = vec2(qt_MultiTexCoord0.x + xStep * 0.36, qt_MultiTexCoord0.y - yStep);
    qt_TexCoord2 = vec2(qt_MultiTexCoord0.x - xStep * 0.36, qt_MultiTexCoord0.y + yStep);
    qt_TexCoord3 = vec2(qt_MultiTexCoord0.x - xStep, qt_MultiTexCoord0.y - yStep * 0.36);
    gl_Position = qt_Matrix * qt_Vertex;
}
Ð#version 150 core
in vec4 qt_Vertex;
in vec2 qt_MultiTexCoord0;
uniform mat4 qt_Matrix;
uniform vec2 matrixData;
uniform float horizontalRatio;
uniform float verticalRatio;
uniform vec2 center;
out vec2 qt_TexCoord0;
out vec2 qt_TexCoord1;
out vec2 centerPoint;

void main() {
    vec2 ratio = vec2(horizontalRatio, verticalRatio);

    // Rotation matrix
    mat2 rot = mat2(matrixData.y, -matrixData.x,
                    matrixData.x,  matrixData.y);

    qt_TexCoord0 = qt_MultiTexCoord0;

    qt_TexCoord1 = qt_MultiTexCoord0;
    qt_TexCoord1 -= center;
    qt_TexCoord1 *= rot;
    qt_TexCoord1 += center;
    qt_TexCoord1 *= ratio;

    centerPoint = center * ratio;

    gl_Position = qt_Matrix * qt_Vertex;
}
½#version 150 core
uniform sampler2D source;
uniform float qt_Opacity;
in vec2 qt_TexCoord1;
out vec4 fragColor;

void main() {
    fragColor = texture(source, qt_TexCoord1) * qt_Opacity;
}
Œ#version 150 core
in vec2 qt_TexCoord0;
uniform float qt_Opacity;
uniform sampler2D source;
uniform sampler2D displacementSource;
uniform float displacement;
uniform float xPixel;
uniform float yPixel;
out vec4 fragColor;

float linearstep(float e0, float e1, float x) {
    return clamp((x - e0) / (e1 - e0), 0.0, 1.0);
}

void main() {
    vec4 offset = texture(displacementSource, qt_TexCoord0);
    offset.xy -= vec2(0.5, 0.5);
    offset.xy = offset.xy * step(vec2(1.0/256.0), abs(offset.xy));
    vec2 tx = qt_TexCoord0 + (vec2(-offset.x, offset.y) * displacement);

    float e1 = linearstep(0.0, xPixel, tx.x);
    float e2 = linearstep(0.0, yPixel, tx.y);
    float e3 = 1.0 - linearstep(1.0, 1.0 + xPixel, tx.x);
    float e4 = 1.0 - linearstep(1.0, 1.0 + yPixel, tx.y);

    vec4 sample = texture(source, tx);
    sample.rgb *= e1 * e2 * e3 * e4;
    fragColor = sample * qt_Opacity * offset.a;
}
‰#version 150 core
in vec2 qt_TexCoord0;
uniform float qt_Opacity;
uniform sampler2D source;
uniform float brightness;
uniform float contrast;
out vec4 fragColor;

void main() {
    vec4 pixelColor = texture(source, qt_TexCoord0);
    pixelColor.rgb /= max(1.0/256.0, pixelColor.a);
    float c = 1.0 + contrast;
    float contrastGainFactor = 1.0 + c * c * c * c * step(0.0, contrast);
    pixelColor.rgb = ((pixelColor.rgb - 0.5) * (contrastGainFactor * contrast + 1.0)) + 0.5;
    pixelColor.rgb = mix(pixelColor.rgb, vec3(step(0.0, brightness)), abs(brightness));
    fragColor = vec4(pixelColor.rgb * pixelColor.a, pixelColor.a) * qt_Opacity;
}
ü#version 150 core
in vec4 qt_Vertex;
in vec2 qt_MultiTexCoord0;
uniform mat4 qt_Matrix;
out vec2 qt_TexCoord0;
out vec2 qt_TexCoord1;
uniform vec2 startPoint;
uniform float l;
uniform vec2 matrixData;

void main() {
    mat2 rot = mat2(matrixData.y, -matrixData.x,
                          matrixData.x,  matrixData.y);

    qt_TexCoord0 = qt_MultiTexCoord0;

    qt_TexCoord1 = qt_MultiTexCoord0 * l;
    qt_TexCoord1 -= startPoint * l;
    qt_TexCoord1 *= rot;

    gl_Position = qt_Matrix * qt_Vertex;
}
ë#version 150 core
uniform sampler2D original;
uniform float qt_Opacity;
uniform vec4 color;
uniform float horizontalOffset;
uniform float verticalOffset;
in vec2 qt_TexCoord0;
out vec4 fragColor;

void main(void) {
    vec2 pos = qt_TexCoord0 - vec2(horizontalOffset, verticalOffset);
    float ea = step(0.0, pos.x) * step(0.0, pos.y) * step(pos.x, 1.0) * step(pos.y, 1.0);
    float eb = 1.0 - ea;
    fragColor = eb * color + ea * color * (1.0 - texture(original, pos).a) * qt_Opacity;
}
½#version 150 core
in vec2 qt_TexCoord0;
uniform float qt_Opacity;
uniform sampler2D source;
out vec4 fragColor;

void main() {
    fragColor = texture(source, qt_TexCoord0) * qt_Opacity;
}
œwxœ”MO„0†ïüŠI¼"…b®—õîŻA¶¬@×ò±kŒÿݶÀ._Mà°ÉÎû¼әaÊMCxIYv!aœuASÆs(ãü˜Ž^ ˯h!^²š'ÄÓKH/ùz)ÐKX/…W)ÍX\AÆöÓÐwõþzŒZýD- !	’±7rÞ1Æ÷nd°º’áRv,c<2ŒÖ|"ôðY™íŸƂ_ÄCS0xڂ븖Šȇ“ªæb¦ŽH9%†g˜{n>¸ƒ6€¤ôg
£{ñhaʃ«ʔ¯F•	[¨ÈY¸‰)c·£¾¬H9º¹TÌF$¿˜¸;¿ëÔH×nüQš™(Æu<׵F‰Nh	óg˜¿„á,a3/a3,œc^߀+ë\‚ز[kËRlyø	GIU>¯5ÜKï\U3A:UÂשjNUcªú
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³¯3û+́ά0c¯0‡:sØ/UÿÕ³fڌ>=âBÿºT«*˜#version 150 core
uniform sampler2D source;
uniform float qt_Opacity;
in vec2 qt_TexCoord0;
in vec2 qt_TexCoord1;
in vec2 qt_TexCoord2;
in vec2 qt_TexCoord3;
out vec4 fragColor;

void main() {
    vec4 sourceColor = (texture(source, qt_TexCoord0) +
    texture(source, qt_TexCoord1) +
    texture(source, qt_TexCoord2) +
    texture(source, qt_TexCoord3)) * 0.25;
    fragColor = sourceColor * qt_Opacity;
}
µ#version 150 core
in vec2 qt_TexCoord0;
uniform sampler2D gradientSource;
uniform float qt_Opacity;
uniform float startAngle;
uniform vec2 center;
out vec4 fragColor;

void main() {
    const float PI = 3.14159265;
    const float PIx2inv = 0.1591549;
    float a = (atan((center.y - qt_TexCoord0.t), (center.x - qt_TexCoord0.s)) + PI - startAngle) * PIx2inv;
    fragColor = texture(gradientSource, vec2(0.0, fract(a))) * qt_Opacity;
}
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