hyb
2025-11-04 668edf874b4f77214a8ff4513e60e3c1a973f532
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§  ¢ §Ž  1£@W88ÿÿÿÿ    ààƱÐ@Y88ÿÿÿÿ    ââƱÐX![88ÿÿÿÿ    ääåæçƱ‘±’ÐX!]88ÿÿÿÿ    ééêëìÆ±“±”Ð@88ÿÿÿÿoo/•X!`88ÿÿÿÿ    îîïðñƱ–±—Ð(HpÀè@pÀè XÐø(Px Ð0`ˆÐHx È 0 x   Ð  !H!x!È!"0"x"À"ð"@# #Ð#$0$€$¨$ð$%`%ˆ%È%ð%8&h&¸&è&8'h'¸'è'8(p(À(ø(H)€)Ð)*X**à*+h+ +ð+8,€,Ð,- -h-¨-è-H.€.Ø.(/˜/Ø/80h0˜0è0(1è;(<€=¨=Ð=ð=>@>`>>¸>à>? ?@?h? @Ø@AHBC¸CpD(EàE˜FPGHÈHˆIHJKÈKˆLHMNÈNˆOHPQÈQˆRHSTÈTˆUHVW@WhW¨W¨XÐXðX YxZÈZ [ [ø[ \p\È\]`]ÿÿÿÿÿÿÿÿQtQuickÿÿÿÿQtGraphicalEffects.privateÿÿÿÿItemÿÿÿÿrootItemÿÿÿÿsourceÿÿÿÿ    deviationÿÿÿÿexpression for deviationÿÿÿÿradiusÿÿÿÿ maximumRadiusÿÿÿÿhorizontalStepÿÿÿÿ verticalStepÿÿÿÿtransparentBorderÿÿÿÿcachedÿÿÿÿ enableColorÿÿÿÿcolorÿÿÿÿwhiteÿÿÿÿspreadÿÿÿÿ
enableMaskÿÿÿÿ
maskSourceÿÿÿÿ SourceProxyÿÿÿÿ sourceProxyÿÿÿÿinputÿÿÿÿexpression for inputÿÿÿÿmaskSourceProxyÿÿÿÿShaderEffectSourceÿÿÿÿ    cacheItemÿÿÿÿanchorsÿÿÿÿfillÿÿÿÿexpression for fillÿÿÿÿvisibleÿÿÿÿexpression for visibleÿÿÿÿsmoothÿÿÿÿ
sourceItemÿÿÿÿexpression for sourceItemÿÿÿÿliveÿÿÿÿ
hideSourceÿÿÿÿexpression for hideSourceÿÿÿÿ ShaderEffectÿÿÿÿ
shaderItemÿÿÿÿexpression for sourceÿÿÿÿexpression for radiusÿÿÿÿ    maxRadiusÿÿÿÿexpression for maxRadiusÿÿÿÿ expression for transparentBorderÿÿÿÿ gaussianSumÿÿÿÿ
startIndexÿÿÿÿ deltaFactorÿÿÿÿexpression for deltaFactorÿÿÿÿexpandXÿÿÿÿexpression for expandXÿÿÿÿexpandYÿÿÿÿexpression for expandYÿÿÿÿgwtsÿÿÿÿexpression for gwtsÿÿÿÿdeltaÿÿÿÿexpression for deltaÿÿÿÿ
factor_0_2ÿÿÿÿexpression for factor_0_2ÿÿÿÿ
factor_3_5ÿÿÿÿexpression for factor_3_5ÿÿÿÿ
factor_6_8ÿÿÿÿexpression for factor_6_8ÿÿÿÿ factor_9_11ÿÿÿÿexpression for factor_9_11ÿÿÿÿ factor_12_14ÿÿÿÿexpression for factor_12_14ÿÿÿÿ factor_15_17ÿÿÿÿexpression for factor_15_17ÿÿÿÿ factor_18_20ÿÿÿÿexpression for factor_18_20ÿÿÿÿ factor_21_23ÿÿÿÿexpression for factor_21_23ÿÿÿÿ factor_24_26ÿÿÿÿexpression for factor_24_26ÿÿÿÿ factor_27_29ÿÿÿÿexpression for factor_27_29ÿÿÿÿ factor_30_31ÿÿÿÿexpression for factor_30_31ÿÿÿÿexpression for colorÿÿÿÿexpression for spreadÿÿÿÿexpression for maskSourceÿÿÿÿgausFuncÿÿÿÿxÿÿÿÿupdateGaussianWeightsÿÿÿÿbuildFragmentShaderÿÿÿÿonDeviationChangedÿÿÿÿ!expression for onDeviationChangedÿÿÿÿonRadiusChangedÿÿÿÿexpression for onRadiusChangedÿÿÿÿonTransparentBorderChangedÿÿÿÿ)expression for onTransparentBorderChangedÿÿÿÿonMaxRadiusChangedÿÿÿÿ!expression for onMaxRadiusChangedÿÿÿÿ    Componentÿÿÿÿ onCompletedÿÿÿÿexpression for onCompletedÿÿÿÿfragmentShaderBeginÿÿÿÿP
            varying mediump vec2 qt_TexCoord0;
            uniform highp float qt_Opacity;
            uniform lowp sampler2D source;
            uniform highp vec3 delta;
            uniform highp vec3 factor_0_2;
            uniform highp vec3 factor_3_5;
            uniform highp vec3 factor_6_8;
            uniform highp vec3 factor_9_11;
            uniform highp vec3 factor_12_14;
            uniform highp vec3 factor_15_17;
            uniform highp vec3 factor_18_20;
            uniform highp vec3 factor_21_23;
            uniform highp vec3 factor_24_26;
            uniform highp vec3 factor_27_29;
            uniform highp vec3 factor_30_31;
            uniform highp float gaussianSum;
            uniform highp float expandX;
            uniform highp float expandY;
            PLACEHOLDER_MASK_UNIFORMS
            PLACEHOLDER_COLORIZE_UNIFORMS
 
            void main() {
                highp vec2 shift = vec2(delta.x, delta.y);
 
                PLACEHOLDER_MASK_STEPS
 
                highp float index = delta.z;
                mediump vec2 texCoord = qt_TexCoord0;
                texCoord.s = (texCoord.s - expandX) / (1.0 - 2.0 * expandX);
                texCoord.t = (texCoord.t - expandY) / (1.0 - 2.0 * expandY);
                texCoord +=  (shift * index);
 
                gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
        ÿÿÿÿfragmentShaderEndÿÿÿÿž
 
                gl_FragColor /= gaussianSum;
 
                PLACEHOLDER_COLORIZE_STEPS
 
                gl_FragColor *= qt_Opacity;
            }
        ÿÿÿÿoutputÿÿÿÿMathÿÿÿÿmaxÿÿÿÿwidthÿÿÿÿheightÿÿÿÿQtÿÿÿÿvector3dÿÿÿÿpointÿÿÿÿsqrtÿÿÿÿPIÿÿÿÿpowÿÿÿÿEÿÿÿÿArrayÿÿÿÿNgl_FragColor += texture2D(source, texCoord) * factor_0_2.x; texCoord += shift;ÿÿÿÿNgl_FragColor += texture2D(source, texCoord) * factor_0_2.y; texCoord += shift;ÿÿÿÿNgl_FragColor += texture2D(source, texCoord) * factor_0_2.z; texCoord += shift;ÿÿÿÿNgl_FragColor += texture2D(source, texCoord) * factor_3_5.x; texCoord += shift;ÿÿÿÿNgl_FragColor += texture2D(source, texCoord) * factor_3_5.y; texCoord += shift;ÿÿÿÿNgl_FragColor += texture2D(source, texCoord) * factor_3_5.z; texCoord += shift;ÿÿÿÿNgl_FragColor += texture2D(source, texCoord) * factor_6_8.x; texCoord += shift;ÿÿÿÿNgl_FragColor += texture2D(source, texCoord) * factor_6_8.y; texCoord += shift;ÿÿÿÿNgl_FragColor += texture2D(source, texCoord) * factor_6_8.z; texCoord += shift;ÿÿÿÿOgl_FragColor += texture2D(source, texCoord) * factor_9_11.x; texCoord += shift;ÿÿÿÿOgl_FragColor += texture2D(source, texCoord) * factor_9_11.y; texCoord += shift;ÿÿÿÿOgl_FragColor += texture2D(source, texCoord) * factor_9_11.z; texCoord += shift;ÿÿÿÿPgl_FragColor += texture2D(source, texCoord) * factor_12_14.x; texCoord += shift;ÿÿÿÿPgl_FragColor += texture2D(source, texCoord) * factor_12_14.y; texCoord += shift;ÿÿÿÿPgl_FragColor += texture2D(source, texCoord) * factor_12_14.z; texCoord += shift;ÿÿÿÿPgl_FragColor += texture2D(source, texCoord) * factor_15_17.x; texCoord += shift;ÿÿÿÿPgl_FragColor += texture2D(source, texCoord) * factor_15_17.y; texCoord += shift;ÿÿÿÿPgl_FragColor += texture2D(source, texCoord) * factor_15_17.z; texCoord += shift;ÿÿÿÿPgl_FragColor += texture2D(source, texCoord) * factor_18_20.x; texCoord += shift;ÿÿÿÿPgl_FragColor += texture2D(source, texCoord) * factor_18_20.y; texCoord += shift;ÿÿÿÿPgl_FragColor += texture2D(source, texCoord) * factor_18_20.z; texCoord += shift;ÿÿÿÿPgl_FragColor += texture2D(source, texCoord) * factor_21_23.x; texCoord += shift;ÿÿÿÿPgl_FragColor += texture2D(source, texCoord) * factor_21_23.y; texCoord += shift;ÿÿÿÿPgl_FragColor += texture2D(source, texCoord) * factor_21_23.z; texCoord += shift;ÿÿÿÿPgl_FragColor += texture2D(source, texCoord) * factor_24_26.x; texCoord += shift;ÿÿÿÿPgl_FragColor += texture2D(source, texCoord) * factor_24_26.y; texCoord += shift;ÿÿÿÿPgl_FragColor += texture2D(source, texCoord) * factor_24_26.z; texCoord += shift;ÿÿÿÿPgl_FragColor += texture2D(source, texCoord) * factor_27_29.x; texCoord += shift;ÿÿÿÿPgl_FragColor += texture2D(source, texCoord) * factor_27_29.y; texCoord += shift;ÿÿÿÿPgl_FragColor += texture2D(source, texCoord) * factor_27_29.z; texCoord += shift;ÿÿÿÿPgl_FragColor += texture2D(source, texCoord) * factor_30_31.x; texCoord += shift;ÿÿÿÿPgl_FragColor += texture2D(source, texCoord) * factor_30_31.y; texCoord += shift;ÿÿÿÿ GraphicsInfoÿÿÿÿprofileÿÿÿÿOpenGLCoreProfileÿÿÿÿr#version 150 core
#define varying in
#define gl_FragColor fragColor
#define texture2D texture
out vec4 fragColor;
ÿÿÿÿconsoleÿÿÿÿlogÿÿÿÿJDirectionalGaussianBlur.qml WARNING: Maximum of blur radius (16) exceeded!ÿÿÿÿ^gl_FragColor = mix(vec4(0), color, clamp((gl_FragColor.a - 0.0) / (spread - 0.0), 0.0, 1.0));
ÿÿÿÿuniform highp vec4 color;
ÿÿÿÿuniform highp float spread;
ÿÿÿÿ0shift *= texture2D(maskSource, qt_TexCoord0).a;
ÿÿÿÿuniform sampler2D maskSource;
ÿÿÿÿreplaceÿÿÿÿPLACEHOLDER_COLORIZE_STEPSÿÿÿÿPLACEHOLDER_COLORIZE_UNIFORMSÿÿÿÿPLACEHOLDER_MASK_STEPSÿÿÿÿPLACEHOLDER_MASK_UNIFORMSÿÿÿÿfragmentShader@ ( )`¸(˜€ðР   @
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