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Sun Oct 22 18:41:24 2023

Windows-10-10.0.19041
Ren'Py 8.0.1.22070801

Bootstrap to the start of init.init took 0.07s


Early init took 0.00s
Loader init took 1.79s
Loading error handling took 0.30s
Loading script took 5.49s
Loading save slot metadata. took 0.11s
Loading persistent took 0.01s
Faled to initialize steam: FileNotFoundError("Could not find module 'C:\\Users\\
eduar\\Downloads\\JUEGOS\\AVeryFullHouse-0.11.1-pc\\lib\\py3-windows-x86_64\\
steam_api64.dll' (or one of its dependencies). Try using the full path with
constructor syntax.")
Set script version to: (8, 0, 1)
Running init code took 4.18s
Loading analysis data took 0.02s
Analyze and compile ATL took 0.00s
Index archives took 0.00s
Dump and make backups. took 0.00s
Cleaning cache took 0.00s
Making clean stores took 0.00s
Initial gc. took 0.03s
DPI scale factor: 1.000000
nvdrs: Loaded, about to disable thread optimizations.
nvdrs: b"Couldn't load nvlib." (can be ignored)
Creating interface object took 0.02s
Cleaning stores took 0.00s
Init translation took 0.04s
Build styles took 0.00s
Load screen analysis took 0.03s
Analyze screens took 0.00s
Save screen analysis took 0.00s
Prepare screens took 0.04s
Save pyanalysis. took 0.00s
Save bytecode. took 0.00s
Running _start took 0.00s
Performance test:
Interface start took 0.15s

Initializing gl2 renderer:


primary display bounds: (0, 0, 1920, 1080)
swap interval: 1 frames
Windowed mode.
Vendor: "b'ATI Technologies Inc.'"
Renderer: b'AMD Radeon RX 6400'
Version: b'4.6.0 Compatibility Profile Context 23.9.1.230821'
Display Info: None
Screen sizes: virtual=(2560, 1440) physical=(1728, 972) drawable=(1728, 972)
vertex live2d.flip_texture, renpy.geometry, renpy.matrixcolor, renpy.texture ---
#version 120
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;

void main() {
gl_Position = u_transform * a_position;

v_tex_coord = a_tex_coord;

v_tex_coord.y = 1.0 - v_tex_coord.y;


}

--------------------------------------------------------------------------------
fragment live2d.flip_texture, renpy.geometry, renpy.matrixcolor, renpy.texture -
#version 120
uniform float u_lod_bias;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
varying vec2 v_tex_coord;

void main() {

gl_FragColor = texture2D(tex0, v_tex_coord.xy, u_lod_bias);

gl_FragColor = u_renpy_matrixcolor * gl_FragColor;


}

--------------------------------------------------------------------------------
vertex live2d.flip_texture, live2d.inverted_mask, renpy.alpha, renpy.geometry,
renpy.texture
#version 120
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;

void main() {

gl_Position = u_transform * a_position;

v_tex_coord = a_tex_coord;

v_tex_coord = a_tex_coord;
v_mask_coord = vec2(a_position.x / 2.0 + .5, -a_position.y / 2.0 + .5);

v_tex_coord.y = 1.0 - v_tex_coord.y;


}

--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.inverted_mask, renpy.alpha, renpy.geometry,
renpy.texture
#version 120
uniform float u_lod_bias;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform sampler2D tex0;
uniform sampler2D tex1;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;

void main() {
gl_FragColor = texture2D(tex0, v_tex_coord.xy, u_lod_bias);

vec4 color = texture2D(tex0, v_tex_coord);


vec4 mask = texture2D(tex1, v_mask_coord);
gl_FragColor = color * (1.0 - mask.a);

gl_FragColor = gl_FragColor * vec4(u_renpy_alpha, u_renpy_alpha,


u_renpy_alpha, u_renpy_alpha * u_renpy_over);
}

--------------------------------------------------------------------------------
vertex renpy.dissolve, renpy.geometry ------------------------------------------
#version 120
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;

void main() {

gl_Position = u_transform * a_position;

v_tex_coord = a_tex_coord;
}

--------------------------------------------------------------------------------
fragment renpy.dissolve, renpy.geometry ----------------------------------------
#version 120
uniform float u_lod_bias;
uniform float u_renpy_dissolve;
uniform sampler2D tex0;
uniform sampler2D tex1;
varying vec2 v_tex_coord;

void main() {

vec4 color0 = texture2D(tex0, v_tex_coord.st, u_lod_bias);


vec4 color1 = texture2D(tex1, v_tex_coord.st, u_lod_bias);

gl_FragColor = mix(color0, color1, u_renpy_dissolve);


}

--------------------------------------------------------------------------------
vertex renpy.alpha, renpy.geometry, renpy.texture ------------------------------
#version 120
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;

void main() {

gl_Position = u_transform * a_position;

v_tex_coord = a_tex_coord;
}

--------------------------------------------------------------------------------
fragment renpy.alpha, renpy.geometry, renpy.texture ----------------------------
#version 120
uniform float u_lod_bias;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform sampler2D tex0;
varying vec2 v_tex_coord;

void main() {

gl_FragColor = texture2D(tex0, v_tex_coord.xy, u_lod_bias);

gl_FragColor = gl_FragColor * vec4(u_renpy_alpha, u_renpy_alpha,


u_renpy_alpha, u_renpy_alpha * u_renpy_over);
}

--------------------------------------------------------------------------------
vertex live2d.flip_texture, live2d.mask, renpy.geometry, renpy.matrixcolor,
renpy.texture
#version 120
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;

void main() {

gl_Position = u_transform * a_position;

v_tex_coord = a_tex_coord;

v_tex_coord = a_tex_coord;
v_mask_coord = vec2(a_position.x / 2.0 + .5, -a_position.y / 2.0 + .5);

v_tex_coord.y = 1.0 - v_tex_coord.y;


}

--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.mask, renpy.geometry, renpy.matrixcolor,
renpy.texture
#version 120
uniform float u_lod_bias;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;

void main() {

gl_FragColor = texture2D(tex0, v_tex_coord.xy, u_lod_bias);

vec4 color = texture2D(tex0, v_tex_coord);


vec4 mask = texture2D(tex1, v_mask_coord);
gl_FragColor = color * mask.a;

gl_FragColor = u_renpy_matrixcolor * gl_FragColor;


}
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.imagedissolve, renpy.matrixcolor ------------------
#version 120
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;

void main() {

gl_Position = u_transform * a_position;

v_tex_coord = a_tex_coord;
}

--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.imagedissolve, renpy.matrixcolor ----------------
#version 120
uniform float u_lod_bias;
uniform float u_renpy_dissolve_multiplier;
uniform float u_renpy_dissolve_offset;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
varying vec2 v_tex_coord;

void main() {

vec4 color0 = texture2D(tex0, v_tex_coord.st, u_lod_bias);


vec4 color1 = texture2D(tex1, v_tex_coord.st, u_lod_bias);
vec4 color2 = texture2D(tex2, v_tex_coord.st, u_lod_bias);

float a = clamp((color0.a + u_renpy_dissolve_offset) *


u_renpy_dissolve_multiplier, 0.0, 1.0);
gl_FragColor = mix(color1, color2, a);

gl_FragColor = u_renpy_matrixcolor * gl_FragColor;


}

--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.imagedissolve -------------------------------------
#version 120
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;

void main() {

gl_Position = u_transform * a_position;

v_tex_coord = a_tex_coord;
}

--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.imagedissolve -----------------------------------
#version 120
uniform float u_lod_bias;
uniform float u_renpy_dissolve_multiplier;
uniform float u_renpy_dissolve_offset;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
varying vec2 v_tex_coord;

void main() {

vec4 color0 = texture2D(tex0, v_tex_coord.st, u_lod_bias);


vec4 color1 = texture2D(tex1, v_tex_coord.st, u_lod_bias);
vec4 color2 = texture2D(tex2, v_tex_coord.st, u_lod_bias);

float a = clamp((color0.a + u_renpy_dissolve_offset) *


u_renpy_dissolve_multiplier, 0.0, 1.0);
gl_FragColor = mix(color1, color2, a);
}

--------------------------------------------------------------------------------
vertex live2d.flip_texture, live2d.mask, renpy.geometry, renpy.texture ---------
#version 120
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;

void main() {

gl_Position = u_transform * a_position;

v_tex_coord = a_tex_coord;

v_tex_coord = a_tex_coord;
v_mask_coord = vec2(a_position.x / 2.0 + .5, -a_position.y / 2.0 + .5);

v_tex_coord.y = 1.0 - v_tex_coord.y;


}

--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.mask, renpy.geometry, renpy.texture -------
#version 120
uniform float u_lod_bias;
uniform sampler2D tex0;
uniform sampler2D tex1;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;

void main() {

gl_FragColor = texture2D(tex0, v_tex_coord.xy, u_lod_bias);

vec4 color = texture2D(tex0, v_tex_coord);


vec4 mask = texture2D(tex1, v_mask_coord);
gl_FragColor = color * mask.a;
}

--------------------------------------------------------------------------------
vertex live2d.flip_texture, live2d.mask, renpy.alpha, renpy.geometry, renpy.texture
#version 120
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;

void main() {

gl_Position = u_transform * a_position;

v_tex_coord = a_tex_coord;

v_tex_coord = a_tex_coord;
v_mask_coord = vec2(a_position.x / 2.0 + .5, -a_position.y / 2.0 + .5);

v_tex_coord.y = 1.0 - v_tex_coord.y;


}

--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.mask, renpy.alpha, renpy.geometry,
renpy.texture
#version 120
uniform float u_lod_bias;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform sampler2D tex0;
uniform sampler2D tex1;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;

void main() {

gl_FragColor = texture2D(tex0, v_tex_coord.xy, u_lod_bias);

vec4 color = texture2D(tex0, v_tex_coord);


vec4 mask = texture2D(tex1, v_mask_coord);
gl_FragColor = color * mask.a;

gl_FragColor = gl_FragColor * vec4(u_renpy_alpha, u_renpy_alpha,


u_renpy_alpha, u_renpy_alpha * u_renpy_over);
}

--------------------------------------------------------------------------------
vertex live2d.flip_texture, live2d.mask, renpy.alpha, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 120
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;

void main() {

gl_Position = u_transform * a_position;

v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = vec2(a_position.x / 2.0 + .5, -a_position.y / 2.0 + .5);

v_tex_coord.y = 1.0 - v_tex_coord.y;


}

--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.mask, renpy.alpha, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 120
uniform float u_lod_bias;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;

void main() {

gl_FragColor = texture2D(tex0, v_tex_coord.xy, u_lod_bias);

vec4 color = texture2D(tex0, v_tex_coord);


vec4 mask = texture2D(tex1, v_mask_coord);
gl_FragColor = color * mask.a;

gl_FragColor = u_renpy_matrixcolor * gl_FragColor;

gl_FragColor = gl_FragColor * vec4(u_renpy_alpha, u_renpy_alpha,


u_renpy_alpha, u_renpy_alpha * u_renpy_over);
}

--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.texture -------------------------------------------
#version 120
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;

void main() {

gl_Position = u_transform * a_position;

v_tex_coord = a_tex_coord;
}

--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.texture -----------------------------------------
#version 120
uniform float u_lod_bias;
uniform sampler2D tex0;
varying vec2 v_tex_coord;

void main() {

gl_FragColor = texture2D(tex0, v_tex_coord.xy, u_lod_bias);


}

--------------------------------------------------------------------------------
vertex live2d.flip_texture, live2d.inverted_mask, renpy.geometry, renpy.texture
#version 120
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;

void main() {

gl_Position = u_transform * a_position;

v_tex_coord = a_tex_coord;

v_tex_coord = a_tex_coord;
v_mask_coord = vec2(a_position.x / 2.0 + .5, -a_position.y / 2.0 + .5);

v_tex_coord.y = 1.0 - v_tex_coord.y;


}

--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.inverted_mask, renpy.geometry, renpy.texture
#version 120
uniform float u_lod_bias;
uniform sampler2D tex0;
uniform sampler2D tex1;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;

void main() {

gl_FragColor = texture2D(tex0, v_tex_coord.xy, u_lod_bias);

vec4 color = texture2D(tex0, v_tex_coord);


vec4 mask = texture2D(tex1, v_mask_coord);
gl_FragColor = color * (1.0 - mask.a);
}

--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.matrixcolor, renpy.texture ------------------------
#version 120
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;

void main() {

gl_Position = u_transform * a_position;

v_tex_coord = a_tex_coord;
}

--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.matrixcolor, renpy.texture ----------------------
#version 120
uniform float u_lod_bias;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
varying vec2 v_tex_coord;

void main() {

gl_FragColor = texture2D(tex0, v_tex_coord.xy, u_lod_bias);

gl_FragColor = u_renpy_matrixcolor * gl_FragColor;


}

--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.solid ---------------------------------------------
#version 120
attribute vec4 a_position;
uniform mat4 u_transform;

void main() {

gl_Position = u_transform * a_position;


}

--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.solid -------------------------------------------
#version 120
uniform vec4 u_renpy_solid_color;

void main() {

gl_FragColor = u_renpy_solid_color;
}

--------------------------------------------------------------------------------
vertex live2d.flip_texture, renpy.alpha, renpy.geometry, renpy.matrixcolor,
renpy.texture
#version 120
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;

void main() {

gl_Position = u_transform * a_position;

v_tex_coord = a_tex_coord;

v_tex_coord.y = 1.0 - v_tex_coord.y;


}

--------------------------------------------------------------------------------
fragment live2d.flip_texture, renpy.alpha, renpy.geometry, renpy.matrixcolor,
renpy.texture
#version 120
uniform float u_lod_bias;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
varying vec2 v_tex_coord;

void main() {

gl_FragColor = texture2D(tex0, v_tex_coord.xy, u_lod_bias);

gl_FragColor = u_renpy_matrixcolor * gl_FragColor;

gl_FragColor = gl_FragColor * vec4(u_renpy_alpha, u_renpy_alpha,


u_renpy_alpha, u_renpy_alpha * u_renpy_over);
}

--------------------------------------------------------------------------------
vertex live2d.flip_texture, renpy.alpha, renpy.geometry, renpy.texture ---------
#version 120
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;

void main() {

gl_Position = u_transform * a_position;

v_tex_coord = a_tex_coord;

v_tex_coord.y = 1.0 - v_tex_coord.y;


}

--------------------------------------------------------------------------------
fragment live2d.flip_texture, renpy.alpha, renpy.geometry, renpy.texture -------
#version 120
uniform float u_lod_bias;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform sampler2D tex0;
varying vec2 v_tex_coord;

void main() {

gl_FragColor = texture2D(tex0, v_tex_coord.xy, u_lod_bias);

gl_FragColor = gl_FragColor * vec4(u_renpy_alpha, u_renpy_alpha,


u_renpy_alpha, u_renpy_alpha * u_renpy_over);
}

--------------------------------------------------------------------------------
vertex renpy.alpha, renpy.geometry, renpy.matrixcolor, renpy.texture -----------
#version 120
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;

void main() {

gl_Position = u_transform * a_position;


v_tex_coord = a_tex_coord;
}

--------------------------------------------------------------------------------
fragment renpy.alpha, renpy.geometry, renpy.matrixcolor, renpy.texture ---------
#version 120
uniform float u_lod_bias;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
varying vec2 v_tex_coord;

void main() {

gl_FragColor = texture2D(tex0, v_tex_coord.xy, u_lod_bias);

gl_FragColor = u_renpy_matrixcolor * gl_FragColor;

gl_FragColor = gl_FragColor * vec4(u_renpy_alpha, u_renpy_alpha,


u_renpy_alpha, u_renpy_alpha * u_renpy_over);
}

--------------------------------------------------------------------------------
vertex live2d.flip_texture, renpy.geometry, renpy.texture ----------------------
#version 120
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;

void main() {

gl_Position = u_transform * a_position;

v_tex_coord = a_tex_coord;

v_tex_coord.y = 1.0 - v_tex_coord.y;


}

--------------------------------------------------------------------------------
fragment live2d.flip_texture, renpy.geometry, renpy.texture --------------------
#version 120
uniform float u_lod_bias;
uniform sampler2D tex0;
varying vec2 v_tex_coord;

void main() {

gl_FragColor = texture2D(tex0, v_tex_coord.xy, u_lod_bias);


}

--------------------------------------------------------------------------------
vertex renpy.ftl ---------------------------------------------------------------
#version 120
attribute vec2 a_tex_coord;
attribute vec4 a_position;
varying vec2 v_tex_coord;
void main() {

v_tex_coord = a_tex_coord;
gl_Position = a_position;
}

--------------------------------------------------------------------------------
fragment renpy.ftl -------------------------------------------------------------
#version 120
uniform sampler2D tex0;
varying vec2 v_tex_coord;

void main() {

gl_FragColor = texture2D(tex0, v_tex_coord.xy, -1.0);


}

--------------------------------------------------------------------------------
Maximum texture size: 4096x4096
Screen sizes: virtual=(2560, 1440) physical=(1920, 1017) drawable=(1920, 1017)
vertex live2d.flip_texture, renpy.geometry, renpy.matrixcolor, renpy.texture ---
#version 120
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;

void main() {

gl_Position = u_transform * a_position;

v_tex_coord = a_tex_coord;

v_tex_coord.y = 1.0 - v_tex_coord.y;


}

--------------------------------------------------------------------------------
fragment live2d.flip_texture, renpy.geometry, renpy.matrixcolor, renpy.texture -
#version 120
uniform float u_lod_bias;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
varying vec2 v_tex_coord;

void main() {

gl_FragColor = texture2D(tex0, v_tex_coord.xy, u_lod_bias);

gl_FragColor = u_renpy_matrixcolor * gl_FragColor;


}

--------------------------------------------------------------------------------
vertex live2d.flip_texture, live2d.inverted_mask, renpy.alpha, renpy.geometry,
renpy.texture
#version 120
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;

void main() {

gl_Position = u_transform * a_position;

v_tex_coord = a_tex_coord;

v_tex_coord = a_tex_coord;
v_mask_coord = vec2(a_position.x / 2.0 + .5, -a_position.y / 2.0 + .5);

v_tex_coord.y = 1.0 - v_tex_coord.y;


}

--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.inverted_mask, renpy.alpha, renpy.geometry,
renpy.texture
#version 120
uniform float u_lod_bias;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform sampler2D tex0;
uniform sampler2D tex1;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;

void main() {

gl_FragColor = texture2D(tex0, v_tex_coord.xy, u_lod_bias);

vec4 color = texture2D(tex0, v_tex_coord);


vec4 mask = texture2D(tex1, v_mask_coord);
gl_FragColor = color * (1.0 - mask.a);

gl_FragColor = gl_FragColor * vec4(u_renpy_alpha, u_renpy_alpha,


u_renpy_alpha, u_renpy_alpha * u_renpy_over);
}

--------------------------------------------------------------------------------
vertex renpy.dissolve, renpy.geometry ------------------------------------------
#version 120
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;

void main() {

gl_Position = u_transform * a_position;

v_tex_coord = a_tex_coord;
}

--------------------------------------------------------------------------------
fragment renpy.dissolve, renpy.geometry ----------------------------------------
#version 120
uniform float u_lod_bias;
uniform float u_renpy_dissolve;
uniform sampler2D tex0;
uniform sampler2D tex1;
varying vec2 v_tex_coord;

void main() {

vec4 color0 = texture2D(tex0, v_tex_coord.st, u_lod_bias);


vec4 color1 = texture2D(tex1, v_tex_coord.st, u_lod_bias);

gl_FragColor = mix(color0, color1, u_renpy_dissolve);


}

--------------------------------------------------------------------------------
vertex renpy.alpha, renpy.geometry, renpy.texture ------------------------------
#version 120
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;

void main() {

gl_Position = u_transform * a_position;

v_tex_coord = a_tex_coord;
}

--------------------------------------------------------------------------------
fragment renpy.alpha, renpy.geometry, renpy.texture ----------------------------
#version 120
uniform float u_lod_bias;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform sampler2D tex0;
varying vec2 v_tex_coord;

void main() {

gl_FragColor = texture2D(tex0, v_tex_coord.xy, u_lod_bias);

gl_FragColor = gl_FragColor * vec4(u_renpy_alpha, u_renpy_alpha,


u_renpy_alpha, u_renpy_alpha * u_renpy_over);
}

--------------------------------------------------------------------------------
vertex live2d.flip_texture, live2d.mask, renpy.geometry, renpy.matrixcolor,
renpy.texture
#version 120
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;

void main() {

gl_Position = u_transform * a_position;

v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = vec2(a_position.x / 2.0 + .5, -a_position.y / 2.0 + .5);

v_tex_coord.y = 1.0 - v_tex_coord.y;


}

--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.mask, renpy.geometry, renpy.matrixcolor,
renpy.texture
#version 120
uniform float u_lod_bias;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;

void main() {

gl_FragColor = texture2D(tex0, v_tex_coord.xy, u_lod_bias);

vec4 color = texture2D(tex0, v_tex_coord);


vec4 mask = texture2D(tex1, v_mask_coord);
gl_FragColor = color * mask.a;

gl_FragColor = u_renpy_matrixcolor * gl_FragColor;


}

--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.imagedissolve, renpy.matrixcolor ------------------
#version 120
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;

void main() {

gl_Position = u_transform * a_position;

v_tex_coord = a_tex_coord;
}

--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.imagedissolve, renpy.matrixcolor ----------------
#version 120
uniform float u_lod_bias;
uniform float u_renpy_dissolve_multiplier;
uniform float u_renpy_dissolve_offset;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
varying vec2 v_tex_coord;

void main() {

vec4 color0 = texture2D(tex0, v_tex_coord.st, u_lod_bias);


vec4 color1 = texture2D(tex1, v_tex_coord.st, u_lod_bias);
vec4 color2 = texture2D(tex2, v_tex_coord.st, u_lod_bias);

float a = clamp((color0.a + u_renpy_dissolve_offset) *


u_renpy_dissolve_multiplier, 0.0, 1.0);
gl_FragColor = mix(color1, color2, a);

gl_FragColor = u_renpy_matrixcolor * gl_FragColor;


}

--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.imagedissolve -------------------------------------
#version 120
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;

void main() {

gl_Position = u_transform * a_position;

v_tex_coord = a_tex_coord;
}

--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.imagedissolve -----------------------------------
#version 120
uniform float u_lod_bias;
uniform float u_renpy_dissolve_multiplier;
uniform float u_renpy_dissolve_offset;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
varying vec2 v_tex_coord;

void main() {

vec4 color0 = texture2D(tex0, v_tex_coord.st, u_lod_bias);


vec4 color1 = texture2D(tex1, v_tex_coord.st, u_lod_bias);
vec4 color2 = texture2D(tex2, v_tex_coord.st, u_lod_bias);

float a = clamp((color0.a + u_renpy_dissolve_offset) *


u_renpy_dissolve_multiplier, 0.0, 1.0);
gl_FragColor = mix(color1, color2, a);
}

--------------------------------------------------------------------------------
vertex live2d.flip_texture, live2d.mask, renpy.geometry, renpy.texture ---------
#version 120
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;

void main() {

gl_Position = u_transform * a_position;


v_tex_coord = a_tex_coord;

v_tex_coord = a_tex_coord;
v_mask_coord = vec2(a_position.x / 2.0 + .5, -a_position.y / 2.0 + .5);

v_tex_coord.y = 1.0 - v_tex_coord.y;


}

--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.mask, renpy.geometry, renpy.texture -------
#version 120
uniform float u_lod_bias;
uniform sampler2D tex0;
uniform sampler2D tex1;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;

void main() {

gl_FragColor = texture2D(tex0, v_tex_coord.xy, u_lod_bias);

vec4 color = texture2D(tex0, v_tex_coord);


vec4 mask = texture2D(tex1, v_mask_coord);
gl_FragColor = color * mask.a;
}

--------------------------------------------------------------------------------
vertex live2d.flip_texture, live2d.mask, renpy.alpha, renpy.geometry, renpy.texture

#version 120
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;

void main() {

gl_Position = u_transform * a_position;

v_tex_coord = a_tex_coord;

v_tex_coord = a_tex_coord;
v_mask_coord = vec2(a_position.x / 2.0 + .5, -a_position.y / 2.0 + .5);

v_tex_coord.y = 1.0 - v_tex_coord.y;


}

--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.mask, renpy.alpha, renpy.geometry,
renpy.texture
#version 120
uniform float u_lod_bias;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform sampler2D tex0;
uniform sampler2D tex1;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {

gl_FragColor = texture2D(tex0, v_tex_coord.xy, u_lod_bias);

vec4 color = texture2D(tex0, v_tex_coord);


vec4 mask = texture2D(tex1, v_mask_coord);
gl_FragColor = color * mask.a;

gl_FragColor = gl_FragColor * vec4(u_renpy_alpha, u_renpy_alpha,


u_renpy_alpha, u_renpy_alpha * u_renpy_over);
}

--------------------------------------------------------------------------------
vertex live2d.flip_texture, live2d.mask, renpy.alpha, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 120
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;

void main() {

gl_Position = u_transform * a_position;

v_tex_coord = a_tex_coord;

v_tex_coord = a_tex_coord;
v_mask_coord = vec2(a_position.x / 2.0 + .5, -a_position.y / 2.0 + .5);

v_tex_coord.y = 1.0 - v_tex_coord.y;


}

--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.mask, renpy.alpha, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 120
uniform float u_lod_bias;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;

void main() {

gl_FragColor = texture2D(tex0, v_tex_coord.xy, u_lod_bias);

vec4 color = texture2D(tex0, v_tex_coord);


vec4 mask = texture2D(tex1, v_mask_coord);
gl_FragColor = color * mask.a;

gl_FragColor = u_renpy_matrixcolor * gl_FragColor;

gl_FragColor = gl_FragColor * vec4(u_renpy_alpha, u_renpy_alpha,


u_renpy_alpha, u_renpy_alpha * u_renpy_over);
}

--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.texture -------------------------------------------
#version 120
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;

void main() {

gl_Position = u_transform * a_position;

v_tex_coord = a_tex_coord;
}

--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.texture -----------------------------------------
#version 120
uniform float u_lod_bias;
uniform sampler2D tex0;
varying vec2 v_tex_coord;

void main() {

gl_FragColor = texture2D(tex0, v_tex_coord.xy, u_lod_bias);


}

--------------------------------------------------------------------------------
vertex live2d.flip_texture, live2d.inverted_mask, renpy.geometry, renpy.texture
#version 120
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;

void main() {

gl_Position = u_transform * a_position;

v_tex_coord = a_tex_coord;

v_tex_coord = a_tex_coord;
v_mask_coord = vec2(a_position.x / 2.0 + .5, -a_position.y / 2.0 + .5);

v_tex_coord.y = 1.0 - v_tex_coord.y;


}

--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.inverted_mask, renpy.geometry, renpy.texture
#version 120
uniform float u_lod_bias;
uniform sampler2D tex0;
uniform sampler2D tex1;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {

gl_FragColor = texture2D(tex0, v_tex_coord.xy, u_lod_bias);

vec4 color = texture2D(tex0, v_tex_coord);


vec4 mask = texture2D(tex1, v_mask_coord);
gl_FragColor = color * (1.0 - mask.a);
}

--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.matrixcolor, renpy.texture ------------------------
#version 120
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;

void main() {

gl_Position = u_transform * a_position;

v_tex_coord = a_tex_coord;
}

--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.matrixcolor, renpy.texture ----------------------
#version 120
uniform float u_lod_bias;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
varying vec2 v_tex_coord;

void main() {

gl_FragColor = texture2D(tex0, v_tex_coord.xy, u_lod_bias);

gl_FragColor = u_renpy_matrixcolor * gl_FragColor;


}

--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.solid ---------------------------------------------
#version 120
attribute vec4 a_position;
uniform mat4 u_transform;

void main() {

gl_Position = u_transform * a_position;


}

--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.solid -------------------------------------------
#version 120
uniform vec4 u_renpy_solid_color;

void main() {

gl_FragColor = u_renpy_solid_color;
}

--------------------------------------------------------------------------------
vertex live2d.flip_texture, renpy.alpha, renpy.geometry, renpy.matrixcolor,
renpy.texture
#version 120
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;

void main() {

gl_Position = u_transform * a_position;

v_tex_coord = a_tex_coord;

v_tex_coord.y = 1.0 - v_tex_coord.y;


}

--------------------------------------------------------------------------------
fragment live2d.flip_texture, renpy.alpha, renpy.geometry, renpy.matrixcolor,
renpy.texture
#version 120
uniform float u_lod_bias;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
varying vec2 v_tex_coord;

void main() {

gl_FragColor = texture2D(tex0, v_tex_coord.xy, u_lod_bias);

gl_FragColor = u_renpy_matrixcolor * gl_FragColor;

gl_FragColor = gl_FragColor * vec4(u_renpy_alpha, u_renpy_alpha,


u_renpy_alpha, u_renpy_alpha * u_renpy_over);
}

--------------------------------------------------------------------------------
vertex live2d.flip_texture, renpy.alpha, renpy.geometry, renpy.texture ---------
#version 120
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;

void main() {

gl_Position = u_transform * a_position;

v_tex_coord = a_tex_coord;

v_tex_coord.y = 1.0 - v_tex_coord.y;


}

--------------------------------------------------------------------------------
fragment live2d.flip_texture, renpy.alpha, renpy.geometry, renpy.texture -------
#version 120
uniform float u_lod_bias;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform sampler2D tex0;
varying vec2 v_tex_coord;

void main() {

gl_FragColor = texture2D(tex0, v_tex_coord.xy, u_lod_bias);

gl_FragColor = gl_FragColor * vec4(u_renpy_alpha, u_renpy_alpha,


u_renpy_alpha, u_renpy_alpha * u_renpy_over);
}

--------------------------------------------------------------------------------
vertex renpy.alpha, renpy.geometry, renpy.matrixcolor, renpy.texture -----------
#version 120
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;

void main() {

gl_Position = u_transform * a_position;

v_tex_coord = a_tex_coord;
}

--------------------------------------------------------------------------------
fragment renpy.alpha, renpy.geometry, renpy.matrixcolor, renpy.texture ---------
#version 120
uniform float u_lod_bias;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
varying vec2 v_tex_coord;

void main() {

gl_FragColor = texture2D(tex0, v_tex_coord.xy, u_lod_bias);

gl_FragColor = u_renpy_matrixcolor * gl_FragColor;

gl_FragColor = gl_FragColor * vec4(u_renpy_alpha, u_renpy_alpha,


u_renpy_alpha, u_renpy_alpha * u_renpy_over);
}

--------------------------------------------------------------------------------
vertex live2d.flip_texture, renpy.geometry, renpy.texture ----------------------
#version 120
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {

gl_Position = u_transform * a_position;

v_tex_coord = a_tex_coord;

v_tex_coord.y = 1.0 - v_tex_coord.y;


}

--------------------------------------------------------------------------------
fragment live2d.flip_texture, renpy.geometry, renpy.texture --------------------
#version 120
uniform float u_lod_bias;
uniform sampler2D tex0;
varying vec2 v_tex_coord;

void main() {

gl_FragColor = texture2D(tex0, v_tex_coord.xy, u_lod_bias);


}

--------------------------------------------------------------------------------
vertex renpy.ftl ---------------------------------------------------------------
#version 120
attribute vec2 a_tex_coord;
attribute vec4 a_position;
varying vec2 v_tex_coord;

void main() {

v_tex_coord = a_tex_coord;
gl_Position = a_position;
}

--------------------------------------------------------------------------------
fragment renpy.ftl -------------------------------------------------------------
#version 120
uniform sampler2D tex0;
varying vec2 v_tex_coord;

void main() {

gl_FragColor = texture2D(tex0, v_tex_coord.xy, -1.0);


}

--------------------------------------------------------------------------------
Maximum texture size: 4096x4096

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