ELF          ·            @       �         @ 8  @                                 \¿      \¿                   °ü      °ü     °ü     8      x                   Èý      Èý     Èý     ð      ð                   È      È      È      $       $              Påtd   Ì»      Ì»      Ì»      Ä       Ä              Qåtd                                                  Råtd   °ü      °ü     °ü     P      P                      GNU äŽw”?¢UªN`³dpeÊ7šT       %            0  %   &   -•‚¨mÐâ�                             	 ˜                    à              V                     ´                                             ‚                     ï                      |                                           ©                     K                     Z                                                                 ¼                      {                     À                     Ð                     ]                     B                     F   "                   —                      2                     n                                          ÿ                     �                     õ                      (                     –                     ‡                     É                     ò                     ,                       U                      õ                     Ü            $      Ã     ð              __gmon_start__ _ITM_deregisterTMCloneTable _ITM_registerTMCloneTable __cxa_finalize _ZNK11QObjectData17dynamicMetaObjectEv _Z17qmlRegisterModulePKcii _ZN19QQmlExtensionPluginD2Ev _ZdlPvm _ZdlPv qt_plugin_query_metadata qt_plugin_instance _Znwm _ZN19QQmlExtensionPluginC2EP7QObject _ZN15QtSharedPointer20ExternalRefCountData9getAndRefEPK7QObject __cxa_guard_acquire __cxa_atexit __cxa_guard_release strcmp _ZN19QQmlExtensionPlugin11qt_metacastEPKc _ZN19QQmlExtensionPlugin11qt_metacallEN11QMetaObject4CallEiPPv _ZTVN10__cxxabiv120__si_class_type_infoE _ZTI19QQmlExtensionPlugin _ZN7QObject5eventEP6QEvent _ZN7QObject11eventFilterEPS_P6QEvent _ZN7QObject10timerEventEP11QTimerEvent _ZN7QObject10childEventEP11QChildEvent _ZN7QObject11customEventEP6QEvent _ZN7QObject13connectNotifyERK11QMetaMethod _ZN7QObject16disconnectNotifyERK11QMetaMethod _ZN19QQmlExtensionPlugin16initializeEngineEP10QQmlEnginePKc _ZThn16_N19QQmlExtensionPlugin16initializeEngineEP10QQmlEnginePKc _ZN19QQmlExtensionPlugin16staticMetaObjectE qt_resourceFeatureZlib _Z23qUnregisterResourceDataiPKhS0_S0_ _Z21qRegisterResourceDataiPKhS0_S0_ __getauxval libQt5Qml.so.5 libQt5Core.so.5 libstdc++.so.6 libc.so.6 Qt_5 CXXABI_1.3 GLIBCXX_3.4 CXXABI_1.3.9 GLIBC_2.17                                                 b         %Š    š        q         %Š    š        �     @   Ó¯k   Ÿ     t)’   ª     yÑ¯   ¶        �         —‘–   Ã      °ü           À      ¸ü           �      Àü           À      Èü           p      Øü                  ðü           Ðü     øü           Ô       ý           $      ý           „      ý                 ý           P      Xý           �      pý           Ðü     xý           0      €ý           �      ˆý           Ð       ý           @      ¨ý           €      °ý           Ð      à            à      Ðü                 àü                   ý                  (ý                  0ý                  8ý       
           @ý                  Hý       !           Pý       	           `ý                  �ý                  ˜ý                   Àÿ                  Èÿ                  Ðÿ                  Øÿ       "           àÿ       $                                                                                                            (        	           0        
           8                   @                   H                   P                   X                   `                   h                   p                   x                   €                   ˆ                   �                   ˜                                       ¨                   °                   ¸                   À                   È                   Ð        !           Ø        #            Õý{¿©ý ‘�  ”ý{Á¨À_Öð{¿©ð  ÐþGùâ?‘ Ö Õ Õ Õð  ð@ù ‘ Öð  ð@ù" ‘ Öð  ð
@ùB ‘ Öð  ð@ùb ‘ Öð  ð@ù‚ ‘ Öð  ð@ù¢ ‘ Öð  ð@ùÂ ‘ Öð  ð@ùâ ‘ Öð  ð"@ù‘ Öð  ð&@ù"‘ Öð  ð*@ùB‘ Öð  ð.@ùb‘ Öð  ð2@ù‚‘ Öð  ð6@ù¢‘ Öð  ð:@ùÂ‘ Öð  ð>@ùâ‘ Öð  ðB@ù‘ Öð  ðF@ù"‘ Öð  ðJ@ùB‘ Öð  ðN@ùb‘ Öð  ðR@ù‚‘ Öð  ðV@ù¢‘ Öð  ðZ@ùÂ‘ Öð  ð^@ùâ‘ Öð  ðb@ù‘ Öð  ðf@ù"‘ Öð  ðj@ùB‘ Öð  ðn@ùb‘ Öý{¿©ý ‘2 ”ý{Á¨â  ðá  ðB€‘!€‘   � À ‘Öÿÿ Õý{¿© €Òý ‘�ÿÿ—  Sá  ðý{Á¨ „9À_Öà  Ð äGù@  ´œÿÿÀ_Ö Õ Õà  ð  ‘á  ð! ‘?  ëÀ  Tá  Ð!àGùa  ´ðª ÖÀ_Öà  ð  ‘á  ð! ‘!  Ë"üÓA�‹!üA“Á  ´â  ÐBìGùb  ´ðª ÖÀ_Ö Õý{¾©ý ‘ó ùó  ð`ÂC9@ 5à  Ð èGù€  ´à  ð p@ù‘ÿÿ—Øÿÿ—  €R`Â9ó@ùý{Â¨À_Ö Õ ÕÜÿÿ Õ Õ ÕÀ_Ö @ù@ùA  ´¨ÿÿà  Ð `6‘À_Ö@  Ð `-‘À_Ö Õý{½©ý ‘óS©ó  ðt‘€þßÈ€ 6`‘@ ‘ @ùà ´ ‘B @¹‚ 4!@ùA ´À ´  ‘  @¹` 4s‘`@ùóSA©ý{Ã¨À_Ö €Òõ ù%ÿÿ—ô ª €Òrÿÿ—u‘â  Ðá  ÐBà3‘!à5‘‚ ù�
 ùàª5ÿÿ—´ ù´
@ù 
 ù” ´áª  €Æ  ” qa  Tàª.ÿÿ— 
@ùõ@ù€ûÿµóSA©  €Òý{Ã¨À_Öàªÿÿ—`ùÿ4�B ‘â  ðB€‘   � €‘Ÿ~©Aÿÿ—àªÿÿ—Áÿÿõ@ùÈÿÿ¡ ´ý{¾©ý ‘óS©óª  �! %‘ô ª!` ‘àª9ÿÿ—   5àªóSA©ý{Â¨À_ÖáªàªóSA©ý{Â¨7ÿÿ €ÒàªÀ_Öÿÿ Õ Õý{¾© €Rý ‘ó ùóªàª! €RÙþÿ—àªâ€Ró@ù! €Rý{Â¨Óþÿ Õ Õý{¾© €Rý ‘ó ùóªàª! €RÉþÿ—àªâ€Ró@ù! €Rý{Â¨Ãþÿ Õ Õâ  ÐCà3‘â  ÐBà5‘  ù ùòþÿ Õâ  ÐBà3‘ øá  Ð!à5‘øêþÿ Õý{¾©á  Ð"à3‘ý ‘á  Ð!à5‘ó ùó ª  ù ùÞþÿ—àª€Òó@ùý{Â¨•þÿý{¾©á  Ð!à3‘ý ‘ó ùó ªà  Ð à5‘aø`øàªÍþÿ—àª€Òó@ùý{Â¨„þÿ Õ Õ Õ @ù! ´ý{¾©ý ‘ó ùó ª  €5  ” qÁ  T`@ù€  ´ó@ùý{Â¨šþÿó@ùý{Â¨À_ÖÀ_Ö Õà  Ð ðGù  �B '‘  °AÀ‘c@‘  @9  ³þÿ Õ Õý{¿©  �B '‘ý ‘AÀ‘  °` €Rc@‘ þÿ—  €Rý{Á¨À_Öà  Ð ðGùý{¿©  �ý ‘  @9B '‘AÀ‘  °  c@‘™þÿ—  €Rý{Á¨À_Ö Õ_$Õð  ð†D9p  4  à¸À_Öð * ü_ˆ 1üˆ¯ÿÿ5À_Ö Õý{¿©ý ‘ý{Á¨À_Ö            24QtGraphicalEffectsPlugin      ÿÿÿÿ                  QtGraphicalEffectsPlugin                                                                                (l‡ q t - p r o j e c t . o r g  GiS i m p o r t s  0(“ Q t G r a p h i c a l E f f e c t s 	ç¬s s h a d e r s 	£E + g l s l c o r e A‹· f a s t b l u r . f r a g 
‡¾w o p a c i t y m a s k _ i n v e r t . f r a g ±…· f a s t g l o w . f r a g 
jìw h u e s a t u r a t i o n . f r a g '× l e v e l a d j u s t . f r a g 	’âW d e s a t u r a t e . f r a g ŒÂW f a s t i n n e r s h a d o w _ l e v e l 0 . f r a g �V· g a u s s i a n i n n e r s h a d o w . f r a g 	ß�7 t h r e s h o l d m a s k . f r a g ;4w f a s t i n n e r s h a d o w . f r a g 
: c o n i c a l g r a d i e n t _ m a s k . f r a g s¨— l i n e a r g r a d i e n t _ m a s k . f r a g Â÷ c o l o r i z e . f r a g ôÇ— c o l o r o v e r l a y . f r a g ˆ÷ r a d i a l g r a d i e n t _ m a s k . f r a g 	¹‘ r a d i a l g r a d i e n t _ n o m a s k . f r a g Ÿã÷ r e c t a n g u l a r g l o w . f r a g b” r e c u r s i v e b l u r . v e r t îF— o p a c i t y m a s k . f r a g €Ú÷ g a m m a a d j u s t . f r a g 9:4 f a s t b l u r _ i n t e r n a l . v e r t 	‘pô r a d i a l g r a d i e n t . v e r t ÙzW l i n e a r g r a d i e n t _ n o m a s k . f r a g �=7 d i s p l a c e . f r a g  ý× b r i g h t n e s s c o n t r a s t . f r a g hs´ l i n e a r g r a d i e n t . v e r t Î g a u s s i a n i n n e r s h a d o w _ s h a d o w . f r a g cw r e c u r s i v e b l u r . f r a g 
IGW f a s t m a s k e d b l u r . f r a g 8.× f a s t b l u r _ i n t e r n a l . f r a g Tÿ c o n i c a l g r a d i e n t _ n o m a s k . f r a g                     …ª&5È             …ª&5È   "         …ª&5È   6         …ª&5È   `          …ª&5È          B1  …ª&5È  *      �  …ª&5È  ì       HN  …ª&5È   t       %  …ª&5È  ô       ?÷  …ª&5È  °       â  …ª&5È  ¬        Ï  …ª&5È   Œ          …ª&5È  t       ß  …ª&5È  d       +§  …ª&5È  :       5�  …ª&5È  P       G  …ª&5È  *       *n  …ª&5È  æ       z  …ª&5È  >         …ª&5È  Ž      Dí  …ª&5È          ù  …ª&5È   ¬        â  …ª&5È  À       =V  …ª&5È  v       [  …ª&5È  Ì       '4  …ª&5È  â       1  …ª&5È  º       F‘  …ª&5È         2×  …ª&5È         d  …ª&5È  ¼       0  …ª&5È  ’       .?  …ª&5È  d       D6  …ª&5È  f       8Ç  …ª&5È  ô       (¤  …ª&5È          9|  …ª&5È   à       ô  …ª&5È          �à  …ª&5È  *       Y›  …ª&5È  ì       “Ì  …ª&5È  ô       ‹à  …ª&5È  °       b¡  …ª&5È  ¬       n³  …ª&5È   Œ       J  …ª&5È  t       `´  …ª&5È  d       xÖ  …ª&5È  :       ‚.  …ª&5È  P       _!  …ª&5È  *       w¢  …ª&5È  æ       e  …ª&5È  >       k1  …ª&5È  Ž      ��  …ª&5È          Q˜  …ª&5È   ¬       Là  …ª&5È  À       ‰S  …ª&5È  v       mO  …ª&5È  Ì       t†  …ª&5È  â       }ñ  …ª&5È  º       ’0  …ª&5È         ª  …ª&5È         fè  …ª&5È  ¼       |á  …ª&5È  ’       {@  …ª&5È  d       �Ï  …ª&5È  f       …  …ª&5È  ô       uó  …ª&5È          …Ã  …ª&5È   à       Mö  …ª&5È           Þ  ÿxœ�‘=‚0†÷þŠ´”‰8i\]ÜI›´Ö5Æÿî·ø
·>÷¼¹¼çJ™£Ñ p_ÁŽëJ	C°CgR1�‰óqÚÁÃÎ:xÔp-2ét¹Bna/d±±S?¦~ú1óãèçôÛÚdUñTÚcLjnŽ²,Þv-Rz[X‹ÃÑd“˜�ešËr0„�ëÜÃ®«ìYÁ˜�ëŒ ‹Áó5ã¯¬!M)·œO{ô¯Ó6�öÒÃ6=ì¥³6�õÒ£6=zè…J–†¯ê>Ó‚¯�Éh°	Ç  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) * (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†ïüŠƒEDúqqzhuÚéÉ™NïNÀ3„† 8ÿ{ù0DOìæÝ'ïlv=yâ	C{Îö):ÐÐG¿jóC‹¥rë-¬<á;!ãZ°‹Q¥b�’�«Óõ<Çe$N#*ýÊD.CÚ/þ#ŠyÂã<þJÒ\}¾kH1¦©lè ·(Ý“2�5(Ó]­sußÖMQÇW¥ºolDw¹”‘8†K/�xB‰ÌM±ž¦žÓ¹�Î»qa£?ÁOR•Ë…<ÆšB©�fÓyõí ÏØÜõì…u¶¬ƒà[0Ì\~5˜ÖåR´ $]ŠHHôÚ„þ
W“àtÆÊÍ`{„°.-¬ã\ÉðíÂàgæ?¿”Ö:
b	èXyAX€«õ¬7‚®túW¦êÒÚi±q3A¬±(&(h@ADnƒ.3å˜Ð€úMb¥©Tq;Õô™Íì¯$Úã	ÂýM�ìt Èè­!a-—rÙ×lµ!	Zn0È†¸fçÍ]o¹ÄàVçÓ�¢¦Á,Ú|HÂ–ú*\gÒ�¯9ýßølýäzû}  ”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/íxõâ½ƒmŠŒ@0|´Çÿn¨-4™À�avŸw7û&¤-³=¡ääPA�UŽ)ZC‘Ô_±ÑÊ“5ié{š<Òä}M>ÐäCM>šä÷9Iö¹“Æ¿›Í[•l³æ]BOY™B�wY[TÐá-âÀ;>®¡;76Œs®Wp–~6æ8ØYðc {²=˜</Áu\KDøCqÓÒ<‡—»`/o0÷»èà:X â©_ÃèH¶c—•&o,X1 [~ 6tErBa	>²­M½�fÅB8ž$g"fëõ_ÆI†åLŒð:¸‘|ÔfÎÖè:žëZÒÂ$Ã}%îËðP‰2üQ‰‡2üI‰G·¸wUÂ×mÁØ|l›có%Ú¼1{EÒ&¢¾×x5%¼D:JXèë(á\ £„a¡Ž>Egjr.ûõödwÌäp²88Ò·»VÛ·r¤’£Yr_%÷gÉ•<˜%Uòp–<RÉ£aÒ|óJ“ôlýu¹Åè:dwËB!íÖ  ¹uniform 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;
}
  œ  wxœ�”MO„0†ïüŠI¼À¢…b®—õîÅ»A¶¬�@×ò±kŒÿÝ¶À._Mà°ÉÎû¼Ó™aÊMCxIYv!aœuASÆs(ãü˜Ž^ �Ë¯h!^²š'ÄÓKH/ùz)ÐKX/…W)ÍX\AÆöÓÐwõþzŒZýD- !	’±7rÞ1Æ÷nd°º’á Rv,c<2ŒÖ|"ôðY™íŸÆ‚_ÄCS0xÚ‚ë¸–ŠÈ‡“ªæb¦ŽH9Àž%†g˜{Á®>¸ƒ6€¤ôg£{ñhaÊƒ«Ê”¯F•	[¨ÈY¸‰)c·£¾¬H9º¹TÌF$¿˜�¸;¿ëÔH×nüQš™(Æu<×µF‰Nh	óg˜¿„á,a3/a�3,œc^ßÂ€+ë\‚Ø²[kËRly�ø	GIU>¯5ÜKï\U3A:U�Â×©j�NU�c�ªú{õº íå˜®Hws'["V¢k±Í?ôÚS3Ò™Ñ
³¯3û+Ì�Î¬0c�¯0‡:sØ/UÿÕ³fÚŒ>=âBÿºT«*  ˜#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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ÞÝÓÔ ADÞÝÓÔ        èWÿÿ            €Yÿÿ(          0  œYÿÿ0    A�žJÞÝ       P  ¬Yÿÿ<    C�žKÞÝ        p  ŒTÿÿ,    A�žCÞÝ           ”  ¨Yÿÿ0              ¬  €Tÿÿ$    A�žFÞÝ                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                 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                                   T             €      €      x                           ^      B       ø      ø                                 h             ˜      ˜                                    c             °      °      à                             n             �      �      p                             t                                                         z                           5¢                             ‚             X»      X»      t                              Ž             Ì»      Ì»      Ä                              œ             �¼      �¼      Ì                             ¦             °ü     °ü                                   ²             Èü     Èü                                   ¾             Ðü     Ðü      ø                              Ë             Èý     Èý      ð                           Ô             ¸ÿ     ¸ÿ      0                             Ù             èÿ     èÿ      ø                             â             à      à                                    è             ð      è      8                              í                      è      ^                              ÿ                      H     4                                                    |                                  