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Automaaval/dist/zacatraz/_internal/PyQt5/Qt5/qml/QtGraphicalEffects/qtgraphicaleffectsplugin.dll
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2026-03-14 21:48:05 +00:00
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ýƒÁLƒ¤H¬ªHƒÄ(éAîÿÿìîëØëÂë¨ëŒëëüêêêÖêÆê®ê ê”êêºé’éäéÐè¤èôçéºççîæ¦æ’ì¨ì²ìðìúìäìíˆí í®í¸íÄíí  p###¨ ÐÀ`¼Âžª¤°P0˜Þÿxœ‘=‚0†÷þŠ´”‰8i\]ÜI›´Ö5Æÿî·ø
·>÷¼¹¼çJ™£Ñ p_ÁŽëJ C°CgR1‰óqÚÁÃÎ:xÔp-2ét¹Bna/d±±S?¦~ú1óãèçôÛÚdUñTÚcLjn޲,Þv-Rz[X‹ÃÑd“˜ešËr0„ëÜî«ìYÁ˜댠‹Áó5㯬!M)·œO{ô¯Ó6öÒÃ6=쥳6õÒ£6=zè…J–†¯ê>Ó‚¯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†ïüŠƒEDúqqzhuÚéÉ™NïNÀ3„† 8ÿ{ù0DOìæÝ'ïlv=yâ C{Îö):ÐÐG¿jóC‹¥rë-¬<á;!ãZ°‹Q¥b«Óõ<Çe$N#*ýÊD.CÚ/þ#ŠyÂã<þJÒ\}¾kH1¦©lè ·(Ý“25(Ó]­sußÖMQÇW¥ºolDw¹”‘8†K/xB‰ÌM±ž¦žÓ¹Î»qa£? ÁOR•Ë<ÆšB©fÓyõí ÏØÜõì…u¶¬ƒà[0Ì\~5˜Öå$]ŠHHôÚ„þ
W“àtÆÊÍ`{„°.-¬ã\ÉðíÂàgæ?¿”Ö:
b èXyAX€«õ¬7‚®túW¦êÒÚi±q3A¬±(&(h@ADnƒ.3å˜ Ð€úMb¥©Tq;Õô™Íì¯ $Úã ÂýMìt Èè­!a-—
×lµ! Zn0È
†¸fçÍ]o¹ÄàVçÓ¢¦Á,Ú|H–ú*\¯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™ÀavŸw7û&¤-³=¡ääPAUŽ)ZC‘Ô_±ÑÊ“5ié{š<Òä}M>ÐäCM>šä÷9Iö¹“Æ¿›Í[•l³æ]BOY™BwY[TÐá-âÀ;>®¡;76Œs®Wp~6æ8ØYðc{²=˜</Áu\KDøCqÓÒ<‡—»`/ o0÷»èà:Xâ©_ÃèH¶c—•&o,X1 [~ 6tErBa
­M½fÅB8ž$g"fëõ_ÆI†åLŒð:¸‘|ÔfÎÖè:žëZÒÂ$Ã}%îËðP‰2üQ‰‡2üI‰G·¸wUÂ×mÁØ|lcó%Ú¼1{EÒ&¢¾× x
5%¼D:JXèë(á\ £„a¡Ž>Egjr.ûõödwÌäp²88Ò·»VÛ·r¤’£Yr_%÷gÉ•<˜%Uòp<RÉ£aÒ|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) {