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work-secretfile-selfcheck/UmiOCR-data/site-packages/PySide2/qml/QtGraphicalEffects/private/GaussianDirectionalBlur.qmlc

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enableMask<00><><EFBFBD><EFBFBD>
maskSource<00><><EFBFBD><EFBFBD> SourceProxy<00><><EFBFBD><EFBFBD> sourceProxy<00><><EFBFBD><EFBFBD>input<00><><EFBFBD><EFBFBD>expression for input<00><><EFBFBD><EFBFBD>maskSourceProxy<00><><EFBFBD><EFBFBD>ShaderEffectSource<00><><EFBFBD><EFBFBD> cacheItem<00><><EFBFBD><EFBFBD>anchors<00><><EFBFBD><EFBFBD>fill<00><><EFBFBD><EFBFBD>expression for fill<00><><EFBFBD><EFBFBD>visible<00><><EFBFBD><EFBFBD>expression for visible<00><><EFBFBD><EFBFBD>smooth<00><><EFBFBD><EFBFBD>
sourceItem<00><><EFBFBD><EFBFBD>expression for sourceItem<00><><EFBFBD><EFBFBD>live<00><><EFBFBD><EFBFBD>
hideSource<00><><EFBFBD><EFBFBD>expression for hideSource<00><><EFBFBD><EFBFBD> ShaderEffect<00><><EFBFBD><EFBFBD>
shaderItem<00><><EFBFBD><EFBFBD>expression for source<00><><EFBFBD><EFBFBD>expression for radius<00><><EFBFBD><EFBFBD> maxRadius<00><><EFBFBD><EFBFBD>expression for maxRadius<00><><EFBFBD><EFBFBD> expression for transparentBorder<00><><EFBFBD><EFBFBD> gaussianSum<00><><EFBFBD><EFBFBD>
startIndex<00><><EFBFBD><EFBFBD> deltaFactor<00><><EFBFBD><EFBFBD>expression for deltaFactor<00><><EFBFBD><EFBFBD>expandX<00><><EFBFBD><EFBFBD>expression for expandX<00><><EFBFBD><EFBFBD>expandY<00><><EFBFBD><EFBFBD>expression for expandY<00><><EFBFBD><EFBFBD>gwts<00><><EFBFBD><EFBFBD>expression for gwts<00><><EFBFBD><EFBFBD>delta<00><><EFBFBD><EFBFBD>expression for delta<00><><EFBFBD><EFBFBD>
factor_0_2<00><><EFBFBD><EFBFBD>expression for factor_0_2<00><><EFBFBD><EFBFBD>
factor_3_5<00><><EFBFBD><EFBFBD>expression for factor_3_5<00><><EFBFBD><EFBFBD>
factor_6_8<00><><EFBFBD><EFBFBD>expression for factor_6_8<00><><EFBFBD><EFBFBD> factor_9_11<00><><EFBFBD><EFBFBD>expression for factor_9_11<00><><EFBFBD><EFBFBD> factor_12_14<00><><EFBFBD><EFBFBD>expression for factor_12_14<00><><EFBFBD><EFBFBD> factor_15_17<00><><EFBFBD><EFBFBD>expression for factor_15_17<00><><EFBFBD><EFBFBD> factor_18_20<00><><EFBFBD><EFBFBD>expression for factor_18_20<00><><EFBFBD><EFBFBD> factor_21_23<00><><EFBFBD><EFBFBD>expression for factor_21_23<00><><EFBFBD><EFBFBD> factor_24_26<00><><EFBFBD><EFBFBD>expression for factor_24_26<00><><EFBFBD><EFBFBD> factor_27_29<00><><EFBFBD><EFBFBD>expression for factor_27_29<00><><EFBFBD><EFBFBD> factor_30_31<00><><EFBFBD><EFBFBD>expression for factor_30_31<00><><EFBFBD><EFBFBD>expression for color<00><><EFBFBD><EFBFBD>expression for spread<00><><EFBFBD><EFBFBD>expression for maskSource<00><><EFBFBD><EFBFBD>gausFunc<00><><EFBFBD><EFBFBD>x<00><><EFBFBD><EFBFBD>updateGaussianWeights<00><><EFBFBD><EFBFBD>buildFragmentShader<00><><EFBFBD><EFBFBD>onDeviationChanged<00><><EFBFBD><EFBFBD>!expression for onDeviationChanged<00><><EFBFBD><EFBFBD>onRadiusChanged<00><><EFBFBD><EFBFBD>expression for onRadiusChanged<00><><EFBFBD><EFBFBD>onTransparentBorderChanged<00><><EFBFBD><EFBFBD>)expression for onTransparentBorderChanged<00><><EFBFBD><EFBFBD>onMaxRadiusChanged<00><><EFBFBD><EFBFBD>!expression for onMaxRadiusChanged<00><><EFBFBD><EFBFBD> Component<00><><EFBFBD><EFBFBD> onCompleted<00><><EFBFBD><EFBFBD>expression for onCompleted<00><><EFBFBD><EFBFBD>fragmentShaderBegin<00><><EFBFBD><EFBFBD>P
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);
<00><><EFBFBD><EFBFBD>fragmentShaderEnd<00><><EFBFBD><EFBFBD><EFBFBD>
gl_FragColor /= gaussianSum;
PLACEHOLDER_COLORIZE_STEPS
gl_FragColor *= qt_Opacity;
}
<00><><EFBFBD><EFBFBD>output<00><><EFBFBD><EFBFBD>Math<00><><EFBFBD><EFBFBD>max<00><><EFBFBD><EFBFBD>width<00><><EFBFBD><EFBFBD>height<00><><EFBFBD><EFBFBD>Qt<00><><EFBFBD><EFBFBD>vector3d<00><><EFBFBD><EFBFBD>point<00><><EFBFBD><EFBFBD>sqrt<00><><EFBFBD><EFBFBD>PI<00><><EFBFBD><EFBFBD>pow<00><><EFBFBD><EFBFBD>E<00><><EFBFBD><EFBFBD>Array<00><><EFBFBD><EFBFBD>Ngl_FragColor += texture2D(source, texCoord) * factor_0_2.x; texCoord += shift;<00><><EFBFBD><EFBFBD>Ngl_FragColor += texture2D(source, texCoord) * factor_0_2.y; texCoord += shift;<00><><EFBFBD><EFBFBD>Ngl_FragColor += texture2D(source, texCoord) * factor_0_2.z; texCoord += shift;<00><><EFBFBD><EFBFBD>Ngl_FragColor += texture2D(source, texCoord) * factor_3_5.x; texCoord += shift;<00><><EFBFBD><EFBFBD>Ngl_FragColor += texture2D(source, texCoord) * factor_3_5.y; texCoord += shift;<00><><EFBFBD><EFBFBD>Ngl_FragColor += texture2D(source, texCoord) * factor_3_5.z; texCoord += shift;<00><><EFBFBD><EFBFBD>Ngl_FragColor += texture2D(source, texCoord) * factor_6_8.x; texCoord += shift;<00><><EFBFBD><EFBFBD>Ngl_FragColor += texture2D(source, texCoord) * factor_6_8.y; texCoord += shift;<00><><EFBFBD><EFBFBD>Ngl_FragColor += texture2D(source, texCoord) * factor_6_8.z; texCoord += shift;<00><><EFBFBD><EFBFBD>Ogl_FragColor += texture2D(source, texCoord) * factor_9_11.x; texCoord += shift;<00><><EFBFBD><EFBFBD>Ogl_FragColor += texture2D(source, texCoord) * factor_9_11.y; texCoord += shift;<00><><EFBFBD><EFBFBD>Ogl_FragColor += texture2D(source, texCoord) * factor_9_11.z; texCoord += shift;<00><><EFBFBD><EFBFBD>Pgl_FragColor += texture2D(source, texCoord) * factor_12_14.x; texCoord += shift;<00><><EFBFBD><EFBFBD>Pgl_FragColor += texture2D(source, texCoord) * factor_12_14.y; texCoord += shift;<00><><EFBFBD><EFBFBD>Pgl_FragColor += texture2D(source, texCoord) * factor_12_14.z; texCoord += shift;<00><><EFBFBD><EFBFBD>Pgl_FragColor += texture2D(source, texCoord) * factor_15_17.x; texCoord += shift;<00><><EFBFBD><EFBFBD>Pgl_FragColor += texture2D(source, texCoord) * factor_15_17.y; texCoord += shift;<00><><EFBFBD><EFBFBD>Pgl_FragColor += texture2D(source, texCoord) * factor_15_17.z; texCoord += shift;<00><><EFBFBD><EFBFBD>Pgl_FragColor += texture2D(source, texCoord) * factor_18_20.x; texCoord += shift;<00><><EFBFBD><EFBFBD>Pgl_Fr
#define varying in
#define gl_FragColor fragColor
#define texture2D texture
out vec4 fragColor;
<00><><EFBFBD><EFBFBD>console<00><><EFBFBD><EFBFBD>log<00><><EFBFBD><EFBFBD>JDirectionalGaussianBlur.qml WARNING: Maximum of blur radius (16) exceeded!<00><><EFBFBD><EFBFBD>^gl_FragColor = mix(vec4(0), color, clamp((gl_FragColor.a - 0.0) / (spread - 0.0), 0.0, 1.0));
<00><><EFBFBD><EFBFBD>uniform highp vec4 color;
<00><><EFBFBD><EFBFBD>uniform highp float spread;
<00><><EFBFBD><EFBFBD>0shift *= texture2D(maskSource, qt_TexCoord0).a;
<00><><EFBFBD><EFBFBD>uniform sampler2D maskSource;
<00><><EFBFBD><EFBFBD>replace<00><><EFBFBD><EFBFBD>PLACEHOLDER_COLORIZE_STEPS<00><><EFBFBD><EFBFBD>PLACEHOLDER_COLORIZE_UNIFORMS<00><><EFBFBD><EFBFBD>PLACEHOLDER_MASK_STEPS<00><><EFBFBD><EFBFBD>PLACEHOLDER_MASK_UNIFORMS<00><><EFBFBD><EFBFBD>fragmentShader@ ( )`<00>(<00><00><00><00> @
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