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CK,3B  E FQF#F,[!Ash@#OP D O2FHF-IZFHFyD0C`0shHFZ}B Zuish^}&O AAKFE*ڕ 1F F3D!6@PX Fmh1FAJFAC@P+FB Fge#e@hi HxDhpGؐY*h0h0G8F FFYIyD@180(F!F8@8(F8iF FF2E,8F)F"F3F -,3hO2`< F@hi HxDhpG<"IyD h(]"![hh ) ѓKh{DhBSh`pG8F FFYIyDP10(F!F8@8(F8(iFFF>l8F!F"F+F .+hO2`< FpG@hi KHxDhpG8@hi ?HxDhpG` pG8F FFYIyD10(F!F8@18(F8i8F FFYIyDL1j0(F!F8@8(F8\iF FF %T8Fq -3hO2`< FpG@hi HxDhpG8F FFYIyD1,0(F!F8@8(F8jpG@hi HxDhpGh8F FFYIyD10(F!F8@8(F80jxGFxGFxGFxGFxGFxGFxGFxGFxGFxGF xGF,xGFxGFXxGFxGFxGFxGFlxGFਿxGFxGFpxGFxxGFxGF(xGF$xGF,xGF4xGF0xGFxGF xGFxGFxGFxGF@xGF$xGFxGFxGFxGFxGFxGFxGFxGFxGFxGFxGFxGF(xGF`xGFxGFxGFxxGF xGFxGFxGFxGFxGFxGFxGF o  x?,l0D<dhz0>LDPTXP|$h n,@D` ,P||RxZ~txɀX\ $ttHLDPHd(: (:lT@4\hTrX|\`dhlptxHT (tT<D @Xp<|LH<  $   *    P l n    (  R8d(b|:@Ld0(4" (8  h!"""p##~##$$:$$$$$$%%%X&&&8'p'h'j'ln'j'hn't'p''^(r((@)4X*8\*n***N+T+f++++++,",@,V,t---/(06006T66 777,888 999899\:l:$x:v: :::P; &<x<t<<<=(=F=T==> >>>4>T>`>t>v>>>>> ????? \AA`CjChCCCCC@DDDD2E0EEEEEEEEF F8FZF`FpFvFFFFFGGGGLGPGTH(HBHHHHHHHHIhIjIIIIIIIIIIJ*JDJfJlJ|JJJJJKKDKTKKKKK LLL.L.L>L>LNLNL^LbLrLrLLLLLLLLL$M MMMMMMhNNNNNNNNNNOO"O6OBOVOlOOOOOOOO|PPP$QQRRRSS0SSHUJUhUU`V |WWWXXYzYYZH[[[[[\]*]f]l]0^^^^_(_T___``D` a*aDaLaaapbbb0ccde`ffikmll"m0mmmn,n2nnnnXo|ooo\pp,vvwxPxxx x$x}ҁh`XD H\؊zH` T$#Z6P\4L0И \p Фܥx@<HHв8TB PpD(@DX@.<"4`jx>8`p?LX ptLDTl 0^V 0,$8\16QGLWidgetPrivate10QGLContextMalidefaultdrawTexture() with OpenGL ES 2.0 requires an active OpenGL2 paint enginedrawTexture(const QPointF &point, GLuint textureId, GLenum textureTarget) not supported with OpenGL ES, use rect version insteadQGLContext: Unsupported paint device typeQGLWidget::setContext: Cannot set null contextQGLWidget::renderText is not supported under OpenGL/ESDDS PVR!DDSPVRETC1QGLContext::bindTexture(): DDS texture compression is not supported.QGLContext::bindTexture(): DDS image size is not valid.QGLContext::bindTexture(): DDS image format not supported.QGLContext::bindTexture(): PVR image format 0x%x not supported.QGLContext::bindTexture(): ETC1 texture compression is not supported.QGLContext::bindTexture(): PVRTC texture compression is not supported.QGLContext::bindTexture(): PVR image size is not valid.GLESv2QFlags(QGLFormat(options , plane , depthBufferSize , accumBufferSize , stencilBufferSize , redBufferSize , greenBufferSize , blueBufferSize , alphaBufferSize , samples , swapInterval , majorVersion , minorVersion , profile QGLFormat::setSamples: Cannot have negative number of samples per pixel %dQGLFormat::setDepthBufferSize: Cannot set negative depth buffer size %dQGLFormat::setRedBufferSize: Cannot set negative red buffer size %dQGLFormat::setGreenBufferSize: Cannot set negative green buffer size %dQGLFormat::setBlueBufferSize: Cannot set negative blue buffer size %dQGLFormat::setAlphaBufferSize: Cannot set negative alpha buffer size %dQGLFormat::setAccumBufferSize: Cannot set negative accumulate buffer size %dQGLFormat::setStencilBufferSize: Cannot set negative stencil buffer size %dQGLFormat::setVersion: Cannot set zero or negative version number %d.%dOpenGL ES1.-CM1.1Unrecognised OpenGL ES version2.3.4.GL_OES_texture_npotGL_IMG_texture_npotGL_ARB_multitextureGL_ARB_shader_objectsGL_EXT_framebuffer_objectGL_ARB_framebuffer_objectGL_EXT_blend_colorGL_EXT_blend_equation_separateGL_EXT_blend_func_separateGL_EXT_blend_subtractGL_ARB_texture_compressionGL_ARB_multisampleGL_ARB_texture_non_power_of_twoQGLPixelBuffer::metric(), Unhandled metric type: %d QGLFramebufferObject::metric(), Unhandled metric type: %d. QGLFramebufferObject: Unsupported framebuffer format.QGLFramebufferObject: Framebuffer incomplete attachment.QGLFramebufferObject: Framebuffer incomplete, missing attachment.QGLFramebufferObject: Framebuffer incomplete, attached images must have same dimensions.QGLFramebufferObject: An undefined error has occurred: QGLPaintDevice::metric() - metric %d not knownPixmap type not supported for GL renderingQGLPaintDevice::getDevice() - Unknown device type %dQGLShader::link:QGLShader::link[]:FragmentVertexGeometryQGLShader::compile(%s): %sQGLShader::compile(%s)[%s]: %sglProgramParameteriglProgramParameteriEXTQGLShaderProgram::attributeLocation(): shader program is not linkedQGLShaderProgram::setAttributeValue: rowsnot supportedQGLShaderProgram::uniformLocation(QGLShaderProgram::setUniformValue: sizeGL_EXT_geometry_shader4%s: Could not create shader of type %d.QGLShaderProgram: could not create shader programQGLShaderProgram: shader programs are not supported#version#extensionQGLShaderProgram::addShader: Program and shader are not associated with same context.2destroyed()1shaderDestroyed()QGLShader: Unable to open file void setPosition(); void main(void) { setPosition(); } attribute highp vec2 textureCoordArray; varying highp vec2 textureCoords; void setPosition(); void main(void) { setPosition(); textureCoords = textureCoordArray; } attribute highp vec2 textureCoordArray; attribute lowp float opacityArray; varying highp vec2 textureCoords; varying lowp float opacity; void setPosition(); void main(void) { setPosition(); textureCoords = textureCoordArray; opacity = opacityArray; } attribute highp vec4 vertexCoordsArray; void setPosition(void) { gl_Position = vertexCoordsArray; } attribute highp vec2 vertexCoordsArray; attribute highp vec3 pmvMatrix1; attribute highp vec3 pmvMatrix2; attribute highp vec3 pmvMatrix3; void setPosition(void) { highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); gl_Position = vec4(transformedPos.xy, 0.0, transformedPos.z); } uniform highp mat3 matrix; uniform highp float translateZ; attribute highp vec2 vertexCoordsArray; void setPosition(void) { vec3 v = matrix * vec3(vertexCoordsArray, 1.0); vec4 vz = mat4(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, translateZ, 1) * vec4(v, 1.0); gl_Position = vec4(vz.xyz, 1.0); } attribute highp vec2 vertexCoordsArray; attribute highp vec3 pmvMatrix1; attribute highp vec3 pmvMatrix2; attribute highp vec3 pmvMatrix3; uniform mediump vec2 halfViewportSize; uniform highp vec2 invertedTextureSize; uniform highp mat3 brushTransform; varying highp vec2 patternTexCoords; void setPosition(void) { highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); gl_Position.xy = transformedPos.xy / transformedPos.z; mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1.0); mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); patternTexCoords.xy = (hTexCoords.xy * 0.125) * invertedHTexCoordsZ; } attribute highp vec2 vertexCoordsArray; attribute highp vec3 pmvMatrix1; attribute highp vec3 pmvMatrix2; attribute highp vec3 pmvMatrix3; uniform mediump vec2 halfViewportSize; uniform highp vec3 linearData; uniform highp mat3 brushTransform; varying mediump float index; void setPosition() { highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); gl_Position.xy = transformedPos.xy / transformedPos.z; mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); index = (dot(linearData.xy, hTexCoords.xy) * linearData.z) * invertedHTexCoordsZ; } attribute highp vec2 vertexCoordsArray; attribute highp vec3 pmvMatrix1; attribute highp vec3 pmvMatrix2; attribute highp vec3 pmvMatrix3; uniform mediump vec2 halfViewportSize; uniform highp mat3 brushTransform; varying highp vec2 A; void setPosition(void) { highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); gl_Position.xy = transformedPos.xy / transformedPos.z; mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); A = hTexCoords.xy * invertedHTexCoordsZ; } attribute highp vec2 vertexCoordsArray; attribute highp vec3 pmvMatrix1; attribute highp vec3 pmvMatrix2; attribute highp vec3 pmvMatrix3; uniform mediump vec2 halfViewportSize; uniform highp mat3 brushTransform; uniform highp vec2 fmp; uniform mediump vec3 bradius; varying highp float b; varying highp vec2 A; void setPosition(void) { highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); gl_Position.xy = transformedPos.xy / transformedPos.z; mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); A = hTexCoords.xy * invertedHTexCoordsZ; b = bradius.x + 2.0 * dot(A, fmp); } attribute highp vec2 vertexCoordsArray; attribute highp vec3 pmvMatrix1; attribute highp vec3 pmvMatrix2; attribute highp vec3 pmvMatrix3; uniform mediump vec2 halfViewportSize; uniform highp vec2 invertedTextureSize; uniform highp mat3 brushTransform; varying highp vec2 brushTextureCoords; void setPosition(void) { highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); gl_Position.xy = transformedPos.xy / transformedPos.z; mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); brushTextureCoords.xy = (hTexCoords.xy * invertedTextureSize) * gl_Position.w; } uniform lowp float globalOpacity; lowp vec4 srcPixel(); lowp vec4 applyMask(lowp vec4); lowp vec4 compose(lowp vec4); void main() { gl_FragColor = applyMask(compose(srcPixel()*globalOpacity))); } lowp vec4 srcPixel(); lowp vec4 applyMask(lowp vec4); lowp vec4 compose(lowp vec4); void main() { gl_FragColor = applyMask(compose(srcPixel())); } uniform lowp float globalOpacity; lowp vec4 srcPixel(); lowp vec4 applyMask(lowp vec4); void main() { gl_FragColor = applyMask(srcPixel()*globalOpacity); } lowp vec4 srcPixel(); lowp vec4 applyMask(lowp vec4); void main() { gl_FragColor = applyMask(srcPixel()); } uniform lowp float globalOpacity; lowp vec4 srcPixel(); lowp vec4 compose(lowp vec4); void main() { gl_FragColor = compose(srcPixel()*globalOpacity); } lowp vec4 srcPixel(); lowp vec4 compose(lowp vec4); void main() { gl_FragColor = compose(srcPixel()); } uniform lowp float globalOpacity; lowp vec4 srcPixel(); void main() { gl_FragColor = srcPixel()*globalOpacity; } lowp vec4 srcPixel(); void main() { gl_FragColor = srcPixel(); } varying lowp float opacity; lowp vec4 srcPixel(); void main() { gl_FragColor = srcPixel() * opacity; } varying highp vec2 textureCoords; uniform sampler2D imageTexture; lowp vec4 srcPixel() { return texture2D(imageTexture, textureCoords); } varying highp vec2 textureCoords; uniform lowp vec4 patternColor; uniform sampler2D imageTexture; lowp vec4 srcPixel() { return patternColor * (1.0 - texture2D(imageTexture, textureCoords).r); } varying highp vec2 textureCoords; uniform sampler2D imageTexture; lowp vec4 srcPixel() { lowp vec4 sample = texture2D(imageTexture, textureCoords); sample.rgb = sample.rgb * sample.a; return sample; } varying highp vec2 textureCoords; uniform sampler2D imageTexture; lowp vec4 srcPixel() { return customShader(imageTexture, textureCoords); } uniform lowp vec4 fragmentColor; lowp vec4 srcPixel() { return fragmentColor; } varying highp vec2 brushTextureCoords; uniform sampler2D brushTexture; lowp vec4 srcPixel() { return texture2D(brushTexture, brushTextureCoords); } varying highp vec2 brushTextureCoords; uniform sampler2D brushTexture; lowp vec4 srcPixel() { return texture2D(brushTexture, fract(brushTextureCoords)); } varying highp vec2 brushTextureCoords; uniform lowp vec4 patternColor; uniform sampler2D brushTexture; lowp vec4 srcPixel() { return patternColor * (1.0 - texture2D(brushTexture, brushTextureCoords).r); } uniform sampler2D brushTexture; uniform lowp vec4 patternColor; varying highp vec2 patternTexCoords; lowp vec4 srcPixel() { return patternColor * (1.0 - texture2D(brushTexture, patternTexCoords).r); } uniform sampler2D brushTexture; varying mediump float index; lowp vec4 srcPixel() { mediump vec2 val = vec2(index, 0.5); return texture2D(brushTexture, val); } uniform sampler2D brushTexture; uniform highp float fmp2_m_radius2; uniform highp float inverse_2_fmp2_m_radius2; uniform highp float sqrfr; varying highp float b; varying highp vec2 A; uniform mediump vec3 bradius; lowp vec4 srcPixel() { highp float c = sqrfr-dot(A, A); highp float det = b*b - 4.0*fmp2_m_radius2*c; lowp vec4 result = vec4(0.0); if (det >= 0.0) { highp float detSqrt = sqrt(det); highp float w = max((-b - detSqrt) * inverse_2_fmp2_m_radius2, (-b + detSqrt) * inverse_2_fmp2_m_radius2); if (bradius.y + w * bradius.z >= 0.0) result = texture2D(brushTexture, vec2(w, 0.5)); } return result; } #define INVERSE_2PI 0.1591549430918953358 uniform sampler2D brushTexture; uniform mediump float angle; varying highp vec2 A; lowp vec4 srcPixel() { highp float t; if (abs(A.y) == abs(A.x)) t = (atan(-A.y + 0.002, A.x) + angle) * INVERSE_2PI; else t = (atan(-A.y, A.x) + angle) * INVERSE_2PI; return texture2D(brushTexture, vec2(t - floor(t), 0.5)); } lowp vec4 srcPixel() { return vec4(0.98, 0.06, 0.75, 1.0); } varying highp vec2 textureCoords; uniform sampler2D maskTexture; lowp vec4 applyMask(lowp vec4 src) { lowp vec4 mask = texture2D(maskTexture, textureCoords); return src * mask.a; } varying highp vec2 textureCoords; uniform sampler2D maskTexture; lowp vec4 applyMask(lowp vec4 src) { lowp vec4 mask = texture2D(maskTexture, textureCoords); return src.a * mask; } varying highp vec2 textureCoords; uniform sampler2D maskTexture; lowp vec4 applyMask(lowp vec4 src) { lowp vec4 mask = texture2D(maskTexture, textureCoords); return src * mask; } Vertex shader for simpleShaderProg (MainVertexShader & PositionOnlyVertexShader) failed to compileFragment shader for simpleShaderProg (MainFragmentShader & ShockingPinkSrcFragmentShader) failed to compilevertexCoordsArraypmvMatrix1pmvMatrix2pmvMatrix3Errors linking simple shader: %sVertex shader for blitShaderProg (MainWithTexCoordsVertexShader & UntransformedPositionVertexShader) failed to compileFragment shader for blitShaderProg (MainFragmentShader & ImageSrcFragmentShader) failed to compiletextureCoordArrayErrors linking blit shader: %sWarning:failed to compile!opacityArrayShader program failed to link, Error Log: maskTextureQGLEngineShaderManager - Ignoring custom shader stage for non image srcQGLEngineShaderManager::useCorrectShaderProg() - Qt::NoBrush style is setQGLEngineShaderManager::useCorrectShaderProg() - Unknown mask typeQGLEngineShaderManager::useCorrectShaderProg() - Unsupported composition modeimageTexturepatternColorglobalOpacitydepthfragmentColorlinearDataanglehalfViewportSizefmpfmp2_m_radius2inverse_2_fmp2_m_radius2sqrfrbradiusinvertedTextureSizebrushTransformbrushTexturematrixtranslateZUnsupported composition modeQGL2PaintEngineEx: Unimplemented fill stylePainter path exceeds +/-32767 pixels.QGLCustomShaderStage::setOnPainter() - paint engine not OpenGL2Custom shader is already set on a painterQGLTextureGlyphCache::createTextureData: Called with no contextQGLTextureGlyphCache::resizeTextureData: Called with no contextQGLTextureGlyphCache::fillTexture: Called with no contextNVIDIA19QGLFunctionsPrivate21QOpenGLSharedResource21QGLFunctionsPrivateEx14QGLPixelBuffer23QGLPBufferGLPaintDevice26QGLSharedResourceGuardBase22QGLSharedResourceGuardIPFvP10QGLContextjEE20QGLFramebufferObject19QGLFBOGLPaintDevice14QGLPaintDevice22QGLWidgetGLPaintDevicebool QGLShaderPrivate::create()#ifndef GL_FRAGMENT_PRECISION_HIGH #define highp mediump #endif 16QGLShaderPrivate23QGLShaderProgramPrivate22QGraphicsEffectPrivate28QGraphicsShaderEffectPrivate lowp vec4 customShader(lowp sampler2D imageTexture, highp vec2 textureCoords) { return texture2D(imageTexture, textureCoords); 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