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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; } Ývarying 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; } ½ ôxÏo0Çï&þ=îÇeÙaÓlÙÉdÙݬµ PVbýïk`¡ ȩ}ý¾Ïûæõâ'°§dàGl¾qµdoÃçñ¨Ìèñô¢Ø% %Yç(¦âdvÌAÒ<Á|±+y-,qRѴL?³¼_o="T ´õä{ԧ3hnél]¬õ«ZìsCÂs]ÒTGfvB3x!pÍ0ýV<oï+üG@~g NäåAX©ÌõÀ@<×k¤̓ГÕÿ£[éfPTcö\I,^²qðRo+¨'Ão ZP î âK®Ú@pI²oP-¿yVàÜ9U"ÖI6z×ʀûÝT¡KjmVoÉ0Ø$RH "դ¨MBý¤óùö¨Iv§ò³#lö¾FWO»oHïã Ý×#£SGÝbKC0qì踥päG.°ãì?@FXOI×.dóÎYãzG}½Ikýåãý§XýD 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; } varying 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; } ñvarying 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; } q ÒxS;o0Þ#å?ÜhRJye:%êڥ{ä X2Uýï5P"EÜ÷¸Ïç£.ØIȸ¸PѼä(ÃÉ2VP¾[¯êÿ¨eÚÛ[cÊ꼄TÁYvV-xdÁcnæ;ëB LbHrõªHÓéÁ{ìKßK0uÓø Ê+²{_í¶löBÈÔלõʴæ¬@*+ %1Ë軣¿¾×+ЏDUË®¯µց ôï.øv<ßÑÝÚ ÁRÈ)+Èݦ;Q7êLSqݷãWPØhäoÃÜÑyØ×Úò§¹>\҇é£%}ô>^ÒǏé·Kúín:Èr@&^óÌ>µ2g ¹µu·_َ²7ó¨k.Vwÿý»#wê=3~|4¢¶ùÉ$;íáÌÛêÊèÐÛöÿ Ivarying 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; } {uniform 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; } varying 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; } tvarying 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; } Òuniform 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; } ? 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; } ×attribute 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; } Åvarying 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; } Óattribute 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; } Dattribute 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; } ñvarying 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; } Kattribute 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; } ¹varying mediump vec2 qt_TexCoord0; uniform highp float qt_Opacity; uniform lowp sampler2D source; void main() { gl_FragColor = texture2D(source, qt_TexCoord0) * qt_Opacity; } ¥ YxËr0÷Îøg ÒZNÇڍN·ÝtïP6S 4\ÔéôݛE¤Ãä|ÿ¹ü ©2²¥, îs(â4O0CKHãâk6UêhA+¶ƞ @&À7 M@tlüs£|«·<^òÈãu̎$ÛA7¤Js¨ñ â²˙ñèmì1Ù}Vw±¶ág<þ-X5<Ï]ºv³$ˊeàMòEat¯ȋ üñ ßMY² F çåÃr4¡æPâσÑÒ«wAíY£쎕pwWlóL㶭_<̉? +ὺSÏumuî=Rñ¾÷U|¨çÿ¨çCÿ¤ç£>ïµóªE Þ9¢MGÔæ¯H]GðåHò&=EFLZé1é``Ĥq¡~E-v{R߹VOwÑÍqåGòd̩âµÜéëNé}Þ¦tú`>ÔéÃaúH§ڭØ%«WïÎ;ppҽ6åÕóüðm Çuniform 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; } Övarying 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; } ×#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; } ¼#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; } N#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; } ø#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; } }#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; } ã#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; } m#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; } #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; } s#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; } ¹#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; } ;#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; } {#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; } Â#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; } ï#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; } Æ#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; } ©#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; } #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; } ú#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; } Æ#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; } £ ¬xMS0ïéØ/ !§ÖK½{ñî 5#>ZÇñ¿¤PSé¾ϻÙ]6\ÕTçà1t¹¨rpAeû üYT|®¦W"¦ތg4Ff42£ =-IyTBʷ£ØWùö²bV~KåPÓ«à+=n8[$ü*U<DD» O¹Áå¢Ip l÷QZ͟چåäðjx\r݄Ô#hY 9bé'òIdL¢y2Ã-Ôp X¿J¯9ÛʷÃrKÐtÑêé¢a %=ÊÔR±A��¬<¢s»QWG۸'¡¶û轰RYr=ìa®âü1çOqdÌSÜý#SÜØǜ×õÑ'*S¨jÊQ;ªG%Âa^ÒkwÊ<!ëÙ`£¬Gâe=À(룬û;¹·2Í:_öíܑ¶Óö¾Ù9wc_âöMnÿw`r¸ÉM.q&wxڱÿy?×õð¥ïû'Û ¨#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; } Ã#version 150 core in vec2 qt_TexCoord0; uniform sampler2D gradientSource; uniform float qt_Opacity; uniform float startAngle; uniform vec2 center; 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