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<html lang="en">

<head>
    <meta charset="UTF-8">
    <meta http-equiv="X-UA-Compatible" content="IE=edge">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <link href="https://cdn.jsdelivr.net/npm/bootstrap@5.3.0-alpha1/dist/css/bootstrap.min.css" rel="stylesheet"
        integrity="sha384-GLhlTQ8iRABdZLl6O3oVMWSktQOp6b7In1Zl3/Jr59b6EGGoI1aFkw7cmDA6j6gD" crossorigin="anonymous">
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        crossorigin="anonymous" referrerpolicy="no-referrer" />
</head>
</html>
<?xml version="1.0" encoding="utf-8"?><soft xmlns="http://www.softaculous.com">
	<overview>
		<img src="logo.gif" style="float:right;margin:8px;" alt="" />{{overview}}
	</overview>
	<features>
		{{features}}
	</features>
	<demo>
		http://mezzoblue.github.com/PaintbrushJS/
	</demo>
	<ratings>
		http://www.softaculous.com/softwares/javascripts/libraries/PaintbrushJS
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	<space>
		1797966
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	<support>
		https://github.com/mezzoblue/PaintbrushJS
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	<version>
		0.3
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	<mod>1</mod>
	<mod_files>5</mod_files>
	<softversion>
		2.8
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	<languages>
		<english-overview>
		<font size="5" color="#182e7a">PaintbrushJS</font> is a lightweight browser-based image processing library built with Javascript and canvas.
		<br /><br />
		PaintbrushJS is licensed under the <a href="http://www.opensource.org/licenses/mit-license.php">MIT License</a>.
		</english-overview>
		<english-features>
		You use it by applying a class to an element on the page and setting a few parameters with some extra <span class="caps">HTML</span> attributes. If the element is an <code>img</code> or it has a <code>background-image</code> set in your <span class="caps">CSS</span>, PaintbrushJS will create a temporary <code>canvas</code> element and manipulate the image there, before finally saving it back out to the original element.
		</english-features>
	</languages>
</soft>