qv4cdata &'g( 8808(Y%PP(` PP Y%PP(PP @PPPPPP`Y%PP(PPpPY%PP(PP pPP00PP PP0Y%PP(pPPp()`8 p HHHIJPSPpPPP00p0pPPPPPP HHHHHhP  HHHHHPPP  HHHHHhpHHxxx8P!" 0 p p0   HHHHHhpx  8 H h  0 ` x 0h@XpQtQuickQtGraphicalEffects.privateItemrootItemsource brightnesscontrastcached SourceProxy sourceProxyinputexpression for inputShaderEffectSource cacheItemanchorsfillexpression for fillvisibleexpression for visiblesmooth sourceItemexpression for sourceItemlive hideSourceexpression for hideSource ShaderEffect shaderItemexpression for sourceexpression for brightnessexpression for contrastblendingexpression for blendingfragmentShader] 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; } parentoutput context scopei386-little_endian-ilp32jitUH]}uu~1 ~1H~u}]H]1UH]}uu~1 ~AL$4$]VTNPGWL$OL$4$]VPN GWGWP~u}]H]1UH]}uu~1 ~1H~u}]H]1UH]}uu~1 ~AL$4$]VTNPGWL$OL$4$]VPN GWGWP~u}]H]1UH]}uu~1 ~AL$4$]VTN GWGWP~u}]H]1UH]}uu~1 ~AL$4$]VTN GWGWP~u}]H]1UH]}uu~1 ~1H~u}]H]1UH]}uu~1 ~A#L$4$]VTN 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 ~AL$4$]VTNPGWL$OL$4$]VPN GWGWP~u}]H]1UH]}uu~1 ~AL$4$]VTNPGWL$OL$4$]VPN GWGWP~u}]H]1UH]}uu~1 ~AL$4$]VTNGWL$OL$4$]VPN~GWG@GA G* O $]TN ƒк@P~u}]H]1UH]}uu~1 ~1H~u}]H]1UH]}uu~1 ~A#L$4$]VTN GWGWP~u}]H]1