qv4cdata "#g$ H(x(x p pY!PP( PP|Y!PP(PP PPP`PPPY!PP(PPPpY!PP(@PP PPPY!PP( PPp()`xP8 HHxxxGHPQPhPxPx0xh0hzPzPPPPP HHHHHhzP{ || HHHHHPPP  HHHHHhpHHhhhP pP   HHHHHh p0 8 P  0 @ p  P ` x  0 H x (HQtQuickQtGraphicalEffects.privateItemrootItemsource desaturationcached SourceProxy sourceProxyinputexpression for inputShaderEffectSource cacheItemanchorsfillexpression for fillvisibleexpression for visiblesmooth sourceItemexpression for sourceItemlive hideSourceexpression for hideSource ShaderEffect shaderItemexpression for sourceexpression for desaturationfragmentShader 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; } parentoutput 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 ~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 ~AL$4$]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 ~1H~u}]H]1UH]}uu~1 ~AL$4$]VTN GWGWP~u}]H]1