qv4cdata Huvgw`H@@8H80HYtPP(H PP!IYtPP(J PP&JYtPP(0KPP, KPP.PLPP0PMYtPP(pMPP+pNYtPP(`NPP5 O PP6O!PP7P"#PP:RF$PP< o)PPdoYtPP(0pPP8ppYtPP( q'PP`()(p @ H HHHIJPSP\P P P 0 P PP$P$P)P)P3P3P HHHHHhP  !! HHHHHh$P% &&HHHHH)P*00P//..P--,,  ++HHHHHh ++pHL3P4567*h,i.j0k2l4m6n8o:p<q>r@sBtDuFvHwJxLyNzP{R|T}VXXYVWTU}}RS||PQ{{NOzzLMyyJKxxHIwwFGvvDEuuBCtt@Assp>?rr<=qq:;pp89oo67nn45mm23ll01kk./jj,-ii*+hh(dd":: 77 66 55%``0 88HHHHHh88pHHHHHh&`0`<D\$Dt $<L|$4L,t4Ll,| tT|T|\ !!D"l"""##|$$$%\%%%&& ''' (4(( )CCtEEEEEEE F$F4FTFlF|FFFFFF G$G 0.3 * rgb2.r + 0.59 * rgb2.g + 0.11 * rgb2.b ? rgb2 : rgb1;blendModeDifferenceresult.rgb = abs(rgb1 - rgb2);blendModeDivide*result.rgb = clamp(rgb1 / rgb2, 0.0, 1.0);blendModeExclusion-result.rgb = rgb1 + rgb2 - 2.0 * rgb1 * rgb2;blendModeHardLightresult.rgb = vec3(channelBlendHardLight(rgb1.r, rgb2.r), channelBlendHardLight(rgb1.g, rgb2.g), channelBlendHardLight(rgb1.b, rgb2.b)); blendModeHueAresult.rgb = HSLtoRGB(vec3(RGBtoHSL(rgb2).x, RGBtoHSL(rgb1).yz));blendModeLightenresult.rgb = max(rgb1, rgb2);blendModeLighterColorwresult.rgb = 0.3 * rgb1.r + 0.59 * rgb1.g + 0.11 * rgb1.b > 0.3 * rgb2.r + 0.59 * rgb2.g + 0.11 * rgb2.b ? rgb1 : rgb2;blendModeLightness=result.rgb = HSLtoRGB(vec3(RGBtoHSL(rgb1).xy, RGBtoL(rgb2)));blendModeMultiplyresult.rgb = rgb1 * rgb2;blendModeNegation*result.rgb = 1.0 - abs(1.0 - rgb1 - rgb2);blendModeNormal/result.rgb = rgb2; a = max(color1.a, color2.a);blendModeSaturation_lowp vec3 hsl1 = RGBtoHSL(rgb1); result.rgb = HSLtoRGB(vec3(hsl1.x, RGBtoHSL(rgb2).y, hsl1.z));blendModeScreen;result.rgb = 1.0 - (vec3(1.0) - rgb1) * (vec3(1.0) - rgb2);blendModeSubtract)result.rgb = max(rgb1 - rgb2, vec3(0.0));blendModeSoftLightPresult.rgb = rgb1 * ((1.0 - rgb1) * rgb2 + (1.0 - (1.0 - rgb1) * (1.0 - rgb2)));fragmentShaderBegin? varying mediump vec2 qt_TexCoord0; uniform highp float qt_Opacity; uniform lowp sampler2D backgroundSource; uniform lowp sampler2D foregroundSource; 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 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, 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); } lowp float channelBlendHardLight(lowp float c1, lowp float c2) { return c2 > 0.5 ? (1.0 - (1.0 - 2.0 * (c2 - 0.5)) * (1.0 - c1)) : (2.0 * c1 * c2); } void main() { lowp vec4 result = vec4(0.0); lowp vec4 color1 = texture2D(backgroundSource, qt_TexCoord0); lowp vec4 color2 = texture2D(foregroundSource, qt_TexCoord0); lowp vec3 rgb1 = color1.rgb / max(1.0/256.0, color1.a); lowp vec3 rgb2 = color2.rgb / max(1.0/256.0, color2.a); highp float a = max(color1.a, color1.a * color2.a); fragmentShaderEnd gl_FragColor.rgb = mix(rgb1, result.rgb, color2.a); gl_FragColor.rbg *= a; gl_FragColor.a = a; gl_FragColor *= qt_Opacity; } parentoutput toLowerCaseadditionaveragecolor colorburn colordodgedarken darkercolor differencedivide exclusion hardlighthuelighten lightercolor lightnessnegationmultiply saturationscreensubtract softlight(gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);backgroundSourceChanged context scopei386-little_endian-ilp32jitUH]}uu~1 ~1H~u}]H]1UH]}uu~1 ~A!L$4$]VTNPGWL$OL$4$]VPN GWGWP~u}]H]1UH]}uu~1 ~1H~u}]H]1UH]}uu~1 ~A&L$4$]VTNPGWL$OL$4$]VPN GWGWP~u}]H]1UH]}uu~1 ~1H~u}]H]1UH]}uu~1 ~A,L$4$]VTNPGW L$OL$4$]VPN GWGWP~u}]H]1UH]}uu~1 ~A.L$4$]VTN GWGWP~u}]H]1UH]}uu~1 ~A0L$4$]VTN GWGWP~u}]H]1UH]}uu~1 ~1H~u}]H]1UH]}uu~1 ~A+ZL$4$]VTN GWGWP~u}]H]1UH]}uu~1 ~1H~u}]H]1UH]}uu~1 ~A5 L$4$]VTNPGW[L$OL$4$]VPN GWGWP~u}]H]1UH]}uu~1 ~A6L$4$]VTNPGW[L$OL$4$]VPN GWGWP~u}]H]1UH]}uu~1 ~A7L$4$]VTNPGWL$OL$4$]VPN GWGWP~u}]H]1UH]}uu~1 ~A:VL$4$]VTNGWLL$4$]VTNGWO  O*EWO  O*gXW1OL$OL$4$]NGWXL$4$]VTNGWO  O*EWO  O*gXW1OL$OL$4$]N GWGWX~u}]H]1UH]}uu~1 ~A=VL$4$]VTNGWA?L$4$]VTNGWG GGGȃOL$\L$4$]V NbGWItGGA@OL$O $]DN*L$4$]VTNGWO  O*EWO  O*gXW1OL$OL$4$]NGGWGGIxGGAAOL$O $]DN,L$4$]VTNGWO  O*EWO  O*gXW1OL$OL$4$]NGWGGI|GGABOL$O $]DN.L$4$]VTNGWO  O*EWO  O*gXW1OL$OL$4$]NGWGGlIGGACOL$O $]DN0L$4$]VTNlGWO  O*EWO  O*gXW1OL$OL$4$]NGWGGBIGGADOL$O $]DNm2L$4$]VTNBGWO  O*EWO  O*gXW1OL$OL$4$]NGWGGIGGAEOL$O $]DNC4L$4$]VTNGWO  O*EWO  O*gXW1OL$OL$4$]NuGWGGIGGAFOL$O $]DN6L$4$]VTNGWO  O*EWO  O*gXW1OL$OL$4$]NKGWGGIGGAGOL$O $]DN8L$4$]VTNGWO  O*EWO  O*gXW1OL$OL$4$]N!GWGGIGGAHOL$O $]DN:L$4$]VTNGWO  O*EWO  O*gXW1OL$OL$4$]NGWGGpIGGAIOL$O $]DN<L$4$]VTNpGWO  O*EWO  O*gXW1OL$OL$4$]NGWGGFIGGAJOL$O $]DNq>L$4$]VTNFGWO  O*EWO  O*gXW1OL$OL$4$]NGWGG IGGAKOL$O $]DNG@L$4$]VTNGWO  O*EWO  O*gXW1OL$OL$4$]Ny GWGG IGGALOL$O $]DN BL$4$]VTN GWO  O*EWO  O*gXW1OL$OL$4$]NO GWGG IGGAMOL$O $]DN DL$4$]VTN GWO  O*EWO  O*gXW1OL$OL$4$]N% GWGG IGGANOL$O $]DN FL$4$]VTN GWO  O*EWO  O*gXW1OL$OL$4$]N GWGGtIGGAOOL$O $]DN JL$4$]VTNt GWO  O*EWO  O*gXW1OL$OL$4$]NGWGGJI@ GGAPOL$O $]DNxLL$4$]VTNMGWO  O*EWO  O*gXW1OL$OL$4$]NGWGG#IGGAQOL$O $]DNNHL$4$]VTN#GWO  O*EWO  O*gXW1OL$OL$4$]NGWGGIGGAROL$O $]DN$NL$4$]VTNGWO  O*EWO  O*gXW1OL$OL$4$]NVGWGGIGGASOL$O $]DNPL$4$]VTNGWO  O*EWO  O*gXW1OL$OL$4$]N,GWGGIGGATOL$O $]DNRL$4$]VTNGWO  O*EWO  O*gXW1OL$OL$4$]NGWGG{IGGAUOL$O $]DNTL$4$]VTN{GWO  O*EWO  O*gXW1OL$OL$4$]NGWGGQIGGAVOL$OL$4$]NxGWAYXL$4$]VTNFGWO  O*EWO  O*gXW1OL$OL$4$]NGWAZOL$"L$4$]VDNjA]G GGGOL$sL$4$]VN1`~u}]H]1UH]}uu~1 ~AeG GGGOL$$L$4$]VN GWGWP~u}]H]1UH]}uu~1 ~1H~u}]H]1UH]}uu~1 ~A8ZL$4$]VTN GWGWP~u}]H]1UH]}uu~1 ~1H~u}]H]1UH]}uu~1 ~AaG GGGOL$$L$4$]VN GWGWP~u}]H]1