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uniform sampler2D plane2Texture; uniform sampler2D plane3Texture; uniform mediump mat4 colorMatrix; uniform lowp float opacity; varying highp vec2 plane1TexCoord; varying highp vec2 plane2TexCoord; varying highp vec2 plane3TexCoord; void main() { mediump float Y = texture2D(plane1Texture, plane1TexCoord).r; mediump float U = texture2D(plane2Texture, plane2TexCoord).r; mediump float V = texture2D(plane3Texture, plane3TexCoord).r; mediump vec4 color = vec4(Y, U, V, 1.); gl_FragColor = colorMatrix * color * opacity; } uniform sampler2D rgbTexture; uniform lowp float opacity; varying highp vec2 qt_TexCoord; void main() { gl_FragColor = vec4(texture2D(rgbTexture, qt_TexCoord).bgr, 1.0) * opacity; } uniform sampler2D rgbTexture; uniform lowp float opacity; varying highp vec2 qt_TexCoord; void main() { gl_FragColor = texture2D(rgbTexture, qt_TexCoord) * opacity; } uniform sampler2D plane1Texture; uniform sampler2D plane2Texture; uniform mediump mat4 colorMatrix; uniform lowp float opacity; varying highp vec2 plane1TexCoord; varying highp vec2 plane2TexCoord; void main() { mediump float Y = texture2D(plane1Texture, plane1TexCoord).r; mediump vec2 UV = texture2D(plane2Texture, plane2TexCoord).ra; mediump vec4 color = vec4(Y, UV.x, UV.y, 1.); gl_FragColor = colorMatrix * color * opacity; } !uniform highp mat4 qt_Matrix; uniform highp float width; attribute highp vec4 qt_VertexPosition; attribute highp vec2 qt_VertexTexCoord; varying highp vec2 qt_TexCoord; void main() { qt_TexCoord = qt_VertexTexCoord * vec2(width, 1); gl_Position = qt_Matrix * qt_VertexPosition; } 9uniform highp mat4 qt_Matrix; uniform highp float plane1Width; uniform highp float plane2Width; uniform highp float plane3Width; attribute highp vec4 qt_VertexPosition; attribute highp vec2 qt_VertexTexCoord; varying highp vec2 plane1TexCoord; varying highp vec2 plane2TexCoord; varying highp vec2 plane3TexCoord; void main() { plane1TexCoord = qt_VertexTexCoord * vec2(plane1Width, 1); plane2TexCoord = qt_VertexTexCoord * vec2(plane2Width, 1); plane3TexCoord = qt_VertexTexCoord * vec2(plane3Width, 1); gl_Position = qt_Matrix * qt_VertexPosition; } uniform highp mat4 qt_Matrix; attribute highp vec4 qt_VertexPosition; attribute highp vec2 qt_VertexTexCoord; varying highp vec2 qt_TexCoord; void main() { qt_TexCoord = qt_VertexTexCoord; gl_Position = qt_Matrix * qt_VertexPosition; } uniform highp mat4 qt_Matrix; uniform highp float plane1Width; uniform highp float plane2Width; attribute highp vec4 qt_VertexPosition; attribute highp vec2 qt_VertexTexCoord; varying highp vec2 plane1TexCoord; varying highp vec2 plane2TexCoord; void main() { plane1TexCoord = qt_VertexTexCoord * vec2(plane1Width, 1); plane2TexCoord = qt_VertexTexCoord * vec2(plane2Width, 1); gl_Position = qt_Matrix * qt_VertexPosition; } uniform sampler2D plane1Texture; uniform sampler2D plane2Texture; uniform mediump mat4 colorMatrix; uniform lowp float opacity; varying highp vec2 plane1TexCoord; varying highp vec2 plane2TexCoord; void main() { mediump float Y = texture2D(plane1Texture, plane1TexCoord).r; mediump vec2 UV = texture2D(plane2Texture, plane2TexCoord).ar; mediump vec4 color = vec4(Y, UV.x, UV.y, 1.); gl_FragColor = colorMatrix * color * opacity; } P XVG!GY\cehmquw  ~x   {&sQDeclarativeVideoOutputsourceChangedfillModeChangedQDeclarativeVideoOutput::FillModeorientationChangedautoOrientationChangedsourceRectChangedcontentRectChanged_q_updateMediaObject_q_updateCameraInfo_q_updateNativeSize_q_updateGeometry_q_screenOrientationChanged_q_invalidateSceneGraphmapPointToItempointmapRectToItemrectanglemapNormalizedPointToItemmapNormalizedRectToItemmapPointToSourcemapRectToSourcemapPointToSourceNormalizedmapRectToSourceNormalizedsourcefillModeFillModeorientationautoOrientationsourceRectcontentRectfiltersQQmlListPropertyStretchPreserveAspectFitPreserveAspectCroprsvwxy z { | } ~++++++++++++'QI QIQIQPIPI ! 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