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Handle type: Supported formats for the handle by this node:32QDeclarativeVideoRendererBackend21FilterRunnableDeleterqt_MatrixwidthrgbTextureopacityhasAlpha16QSGVideoNode_RGB23QSGVideoNodeFactory_RGB26QSGVideoMaterialShader_RGB34QSGVideoMaterialShader_RGB_swizzle20QSGVideoMaterial_RGB6:/qtmultimediaquicktools/shaders/rgbvideo_swizzle.fragqt_VertexPositionqt_VertexTexCoord.:/qtmultimediaquicktools/shaders/rgbvideo.frag5:/qtmultimediaquicktools/shaders/rgbvideo_padded.vertplane1Widthplane2Widthplane1Textureplane2TexturecolorMatrixyTextureuvTextureQSGVideoMaterial_YUV: Cannot obtain GL context, unable to delete texturesplane3Widthplane3Texture16QSGVideoNode_YUV23QSGVideoNodeFactory_YUV35QSGVideoMaterialShader_YUV_BiPlanar27QSGVideoMaterialShader_UYVY27QSGVideoMaterialShader_YUYV43QSGVideoMaterialShader_YUV_BiPlanar_swizzle36QSGVideoMaterialShader_YUV_TriPlanar20QSGVideoMaterial_YUV7:/qtmultimediaquicktools/shaders/triplanaryuvvideo.frag7:/qtmultimediaquicktools/shaders/triplanaryuvvideo.vert>:/qtmultimediaquicktools/shaders/biplanaryuvvideo_swizzle.frag/:/qtmultimediaquicktools/shaders/yuyvvideo.frag/:/qtmultimediaquicktools/shaders/uyvyvideo.frag5:/qtmultimediaquicktools/shaders/monoplanarvideo.vert6:/qtmultimediaquicktools/shaders/biplanaryuvvideo.frag6:/qtmultimediaquicktools/shaders/biplanaryuvvideo.vert20QSGVideoNode_Texture27QSGVideoNodeFactory_Texture30QSGVideoMaterialShader_Texture38QSGVideoMaterialShader_Texture_swizzle24QSGVideoMaterial_Texture6:/qtmultimediaquicktools/shaders/rgbvideo_swizzle.frag.:/qtmultimediaquicktools/shaders/rgbvideo.frag5:/qtmultimediaquicktools/shaders/monoplanarvideo.vert2xEă(xEă0xEăb xEă8 (xEă xEă8xEătxEă.xEă xEăj xEăFxEăxEăpxEălxEăx=xEăxEăxEăxEăP#xEă xEă$8xEă)Sqtmultimediaquicktools sshaders Rttriplanaryuvvideo.vert \uyvyvideo_core.frag"biplanaryuvvideo_swizzle_core.frag biplanaryuvvideo_swizzle.fragitriplanaryuvvideo_core.vert-rgbvideo_swizzle.frag Xwuyvyvideo.fragrgbvideo_padded.verth^biplanaryuvvideo_core.vertMWyuyvvideo_core.frag Frgbvideo.frag \9tbiplanaryuvvideo.vert Striplanaryuvvideo.frag omonoplanarvideo.vert rgbvideo_padded_core.verthtriplanaryuvvideo_core.fragiJbiplanaryuvvideo_core.fragTmonoplanarvideo_core.vert ]-biplanaryuvvideo.frag?gyuyvvideo.fragwrgbvideo_core.fragGrgbvideo_swizzle_core.frag9uniform 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; } #version 150 core // Reference: qgsvideonode_yuv.cpp:387 to 398 uniform sampler2D yTexture; // Y component passed as GL_RG, in uyvy Y = a uniform sampler2D uvTexture; // UV component passed as RGBA macropixel, in uyvy U = r, V = b uniform mat4 colorMatrix; uniform float opacity; in vec2 qt_TexCoord; out vec4 fragColor; void main() { vec3 YUV = vec3(texture(yTexture, qt_TexCoord).a, texture2D(uvTexture, qt_TexCoord).rb); fragColor = colorMatrix * vec4(YUV, 1.0) * opacity; } #version 150 core uniform sampler2D plane1Texture; uniform sampler2D plane2Texture; uniform mat4 colorMatrix; uniform float opacity; in vec2 plane1TexCoord; in vec2 plane2TexCoord; out vec4 fragColor; void main() { float Y = texture(plane1Texture, plane1TexCoord).r; vec2 UV = texture(plane2Texture, plane2TexCoord).ar; vec4 color = vec4(Y, UV.x, UV.y, 1.); fragColor = colorMatrix * color * 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).ar; mediump vec4 color = vec4(Y, UV.x, UV.y, 1.); gl_FragColor = colorMatrix * color * opacity; } #version 150 core uniform mat4 qt_Matrix; uniform float plane1Width; uniform float plane2Width; uniform float plane3Width; in vec4 qt_VertexPosition; in vec2 qt_VertexTexCoord; out vec2 plane1TexCoord; out vec2 plane2TexCoord; out 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 sampler2D rgbTexture; uniform lowp float opacity; varying highp vec2 qt_TexCoord; uniform bool hasAlpha; void main() { lowp vec4 v = texture2D(rgbTexture, qt_TexCoord); gl_FragColor = vec4(v.bgr, hasAlpha ? v.a : 1.0) * opacity; } // Reference: qgsvideonode_yuv.cpp:387 to 398 uniform sampler2D yTexture; // Y component passed as GL_LUMINANCE_ALPHA, in uyvy Y = a uniform sampler2D uvTexture; // UV component passed as RGBA macropixel, in uyvy U = r, V = b uniform mediump mat4 colorMatrix; uniform lowp float opacity; varying highp vec2 qt_TexCoord; void main() { mediump vec3 YUV = vec3(texture2D(yTexture, qt_TexCoord).a, texture2D(uvTexture, qt_TexCoord).rb); gl_FragColor = colorMatrix * vec4(YUV, 1.0) * 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; } #version 150 core uniform mat4 qt_Matrix; uniform float plane1Width; uniform float plane2Width; in vec4 qt_VertexPosition; in vec2 qt_VertexTexCoord; out vec2 plane1TexCoord; out vec2 plane2TexCoord; void main() { plane1TexCoord = qt_VertexTexCoord * vec2(plane1Width, 1); plane2TexCoord = qt_VertexTexCoord * vec2(plane2Width, 1); gl_Position = qt_Matrix * qt_VertexPosition; } #version 150 core // Reference: qgsvideonode_yuv.cpp:387 to 398 uniform sampler2D yTexture; // Y component passed as GL_RG, in yuyv Y = r uniform sampler2D uvTexture; // UV component passed as RGBA macropixel, in uyvy U = g, V = a uniform mat4 colorMatrix; uniform float opacity; in vec2 qt_TexCoord; out vec4 fragColor; void main() { vec3 YUV = vec3(texture(yTexture, qt_TexCoord).r, texture2D(uvTexture, qt_TexCoord).ga); fragColor = colorMatrix * vec4(YUV, 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 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 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 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; } #version 150 core uniform mat4 qt_Matrix; uniform float width; in vec4 qt_VertexPosition; in vec2 qt_VertexTexCoord; out vec2 qt_TexCoord; void main() { qt_TexCoord = qt_VertexTexCoord * vec2(width, 1); gl_Position = qt_Matrix * qt_VertexPosition; } #version 150 core uniform sampler2D plane1Texture; uniform sampler2D plane2Texture; uniform sampler2D plane3Texture; uniform mat4 colorMatrix; uniform float opacity; in vec2 plane1TexCoord; in vec2 plane2TexCoord; in vec2 plane3TexCoord; out vec4 fragColor; void main() { float Y = texture(plane1Texture, plane1TexCoord).r; float U = texture(plane2Texture, plane2TexCoord).r; float V = texture(plane3Texture, plane3TexCoord).r; vec4 color = vec4(Y, U, V, 1.); fragColor = colorMatrix * color * opacity; } #version 150 core uniform sampler2D plane1Texture; uniform sampler2D plane2Texture; uniform mat4 colorMatrix; uniform float opacity; in vec2 plane1TexCoord; in vec2 plane2TexCoord; out vec4 fragColor; void main() { float Y = texture(plane1Texture, plane1TexCoord).r; vec2 UV = texture(plane2Texture, plane2TexCoord).ra; vec4 color = vec4(Y, UV.x, UV.y, 1.); fragColor = colorMatrix * color * opacity; } #version 150 core uniform mat4 qt_Matrix; in vec4 qt_VertexPosition; in vec2 qt_VertexTexCoord; out vec2 qt_TexCoord; void main() { qt_TexCoord = qt_VertexTexCoord; 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).ra; mediump vec4 color = vec4(Y, UV.x, UV.y, 1.); gl_FragColor = colorMatrix * color * opacity; } // Reference: qgsvideonode_yuv.cpp:387 to 398 uniform sampler2D yTexture; // Y component passed as GL_LUMINANCE_ALPHA, in yuyv Y = r uniform sampler2D uvTexture; // UV component passed as RGBA macropixel, in yuyv U = g, V = a uniform mediump mat4 colorMatrix; uniform lowp float opacity; varying highp vec2 qt_TexCoord; void main() { mediump vec3 YUV = vec3(texture2D(yTexture, qt_TexCoord).r, texture2D(uvTexture, qt_TexCoord).ga); gl_FragColor = colorMatrix * vec4(YUV, 1.0) * opacity; } #version 150 core uniform sampler2D rgbTexture; uniform float opacity; in vec2 qt_TexCoord; out vec4 fragColor; void main() { fragColor = texture(rgbTexture, qt_TexCoord) * opacity; } #version 150 core uniform sampler2D rgbTexture; uniform float opacity; uniform bool hasAlpha; in vec2 qt_TexCoord; out vec4 fragColor; void main() { vec4 v = texture(rgbTexture, qt_TexCoord); 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