__  __    __   __  _____      _            _          _____ _          _ _ 
 |  \/  |   \ \ / / |  __ \    (_)          | |        / ____| |        | | |
 | \  / |_ __\ V /  | |__) | __ ___   ____ _| |_ ___  | (___ | |__   ___| | |
 | |\/| | '__|> <   |  ___/ '__| \ \ / / _` | __/ _ \  \___ \| '_ \ / _ \ | |
 | |  | | |_ / . \  | |   | |  | |\ V / (_| | ||  __/  ____) | | | |  __/ | |
 |_|  |_|_(_)_/ \_\ |_|   |_|  |_| \_/ \__,_|\__\___| |_____/|_| |_|\___V 2.1
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�>�����J��Ѡp_���J	C�CgR1���q���:x�p-2�t�Bna/d��S?�~�1�������dU�T�cLjn��,�v-Rz[X���d���e��r0����î��Y���댠���5㯬!M)��O{��6����6=쥳6��ң6=z�J����>ӂ���h�	�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;
}
��x���Ms�0���ED�qqzhu��əN�N�3���8�{�0DO���'�lv=y�	C{�):��G�j�C��r�-�<�;!�Z��Q�b�����<�e$N#*��D.C�/�#�y��<�J�\}�kH1��l蠷(ݓ2�5(�]�su��MQ�W��olDw���8�K/�xB��M����ӹ�λqa�?�OR���<��B��f�y�� ����u����[0�\~5���R�$]�HH�ڄ�
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��f��]o���V�Ӂ���,�|H–�*\gҐ�9��l��z�}�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;
}
�varying 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;
}
�varying 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;
}
�uniform 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;
}
�attribute 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;
}
�attribute 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;
}
�varying 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;
}
�varying mediump vec2 qt_TexCoord0;
uniform highp float qt_Opacity;
uniform lowp sampler2D source;
void main() {
    gl_FragColor = texture2D(source, qt_TexCoord0) * qt_Opacity;
}
�&x���MS�0��=BQ���8X/�x�⽃m��@0|��n�-4���av�w7�&�-�=���PA�U�)ZC��_��ʓ5i�{�<��}M>��CM>��9I���ƿ��[�l��]BOY�B�wY[T��-�;>��;76�s�Wp�~6�8�Y�c{�=�</�u\KD�Cq��<���`/o0����:X�_��H�c��&o,X1 [~ 6tErBa	
>��M��f�B8�$g"f�_�I��L��:��|�f���:��Z��$�}%���P�2�Q��2�I�G��wU��m��|l�c�%ڼ1{E�&���x
5%�D:JX��(�\���a��>Egjr.���dw��p�88ҷ�V۷r���Yr_%�g��<�%U�p�<Rɣa�|�J��l�u���:dw�B!���uniform 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;
}
�varying 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;
}
�#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;
}
�#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;
}
�#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;
}
�#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;
}
�#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;
}
�#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;
}
�#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;
}
�#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;
}
�#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;
}
�#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;
}
�#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;
}
�#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;
}
�#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;
}
�wx���MO�0��I����b����ŻA���@��k��ݶ�._M����әa�MCxIYv!a�uAS�s(��^ �˯h!^��'��KH/�z)�KX/�W)�X\A���w��z�Z�D-�!	��7r�1�nd����Rv,c<2��|"��Y��Ƃ_�CS0xڂ븖�ȇ���b��H9��%�g�{��>��6���g
�{�haʃ�ʔ�F�	[��Y��)c����H9��T�F$����;���H�n�Q��(�u<׵F�Nh	�g����,a3/a�3,�c^�€+�\�ز[k�Rly��	GIU>�5�K�\U3A:U��שj�NU�c���
{�� �嘮Hws'["V�k��?��S3ҙ�
��3�+́��0c��0�:s�/U���fڌ>=�B��T�*�#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;
}
�#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;
}
QTMETADATA !�x,org.qt-project.Qt.QQmlExtensionInterface/1.0xQtGraphicalEffectsPlugincuri�rQtGraphicalEffects�;��W��0�W��l4X���dX����X���X��$Y��<Y��P$Y��H4Y��\XZ����Z����Z��d[���D[���d[����[����[���\��d\����\����\��]��TzRxTW��0,pW��< @�W��HA ��B�N���d�W��|�W����W�� �XY��8A ��C�I�����Y�� ��Y��@A ��F�H����Y�� �Y��DA ��D�K��� 8Y��8A ��C�I���(\�Y��LC ��B�I
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Filemanager

Name Type Size Permission Actions
private Folder 0755
Blend.qml File 18.84 KB 0644
BrightnessContrast.qml File 6.24 KB 0644
ColorOverlay.qml File 4.83 KB 0644
Colorize.qml File 7.46 KB 0644
ConicalGradient.qml File 9.7 KB 0644
Desaturate.qml File 4.82 KB 0644
DirectionalBlur.qml File 10.49 KB 0644
Displace.qml File 6.86 KB 0644
DropShadow.qml File 11.86 KB 0644
FastBlur.qml File 13.12 KB 0644
GammaAdjust.qml File 5.91 KB 0644
GaussianBlur.qml File 12.92 KB 0644
Glow.qml File 9.5 KB 0644
HueSaturation.qml File 7.03 KB 0644
InnerShadow.qml File 12.18 KB 0644
LevelAdjust.qml File 15.09 KB 0644
LinearGradient.qml File 10.26 KB 0644
MaskedBlur.qml File 7.41 KB 0644
OpacityMask.qml File 5.3 KB 0644
RadialBlur.qml File 11.75 KB 0644
RadialGradient.qml File 13.02 KB 0644
RectangularGlow.qml File 8.82 KB 0644
RecursiveBlur.qml File 11.05 KB 0644
ThresholdMask.qml File 7.08 KB 0644
ZoomBlur.qml File 11.19 KB 0644
libqtgraphicaleffectsplugin.so File 66.39 KB 0644
plugins.qmltypes File 316 B 0644
qmldir File 985 B 0644
Filemanager