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Windows-10-10.0.19041
Ren'Py 8.0.1.22070801
void main() {
gl_Position = u_transform * a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
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() {
--------------------------------------------------------------------------------
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() {
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);
--------------------------------------------------------------------------------
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);
--------------------------------------------------------------------------------
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() {
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() {
--------------------------------------------------------------------------------
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() {
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() {
--------------------------------------------------------------------------------
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() {
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);
--------------------------------------------------------------------------------
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() {
void main() {
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() {
--------------------------------------------------------------------------------
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() {
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() {
--------------------------------------------------------------------------------
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() {
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);
--------------------------------------------------------------------------------
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() {
--------------------------------------------------------------------------------
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() {
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);
--------------------------------------------------------------------------------
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() {
--------------------------------------------------------------------------------
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() {
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);
--------------------------------------------------------------------------------
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() {
--------------------------------------------------------------------------------
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() {
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() {
--------------------------------------------------------------------------------
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() {
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);
--------------------------------------------------------------------------------
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() {
--------------------------------------------------------------------------------
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() {
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() {
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.solid ---------------------------------------------
#version 120
attribute vec4 a_position;
uniform mat4 u_transform;
void main() {
--------------------------------------------------------------------------------
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() {
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
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() {
--------------------------------------------------------------------------------
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() {
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
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() {
--------------------------------------------------------------------------------
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() {
--------------------------------------------------------------------------------
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() {
--------------------------------------------------------------------------------
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() {
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
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() {
--------------------------------------------------------------------------------
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() {
--------------------------------------------------------------------------------
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() {
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
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() {
--------------------------------------------------------------------------------
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() {
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);
--------------------------------------------------------------------------------
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() {
--------------------------------------------------------------------------------
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() {
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() {
--------------------------------------------------------------------------------
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() {
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() {
--------------------------------------------------------------------------------
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() {
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);
--------------------------------------------------------------------------------
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() {
--------------------------------------------------------------------------------
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() {
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() {
--------------------------------------------------------------------------------
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() {
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() {
--------------------------------------------------------------------------------
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() {
v_tex_coord = a_tex_coord;
v_mask_coord = vec2(a_position.x / 2.0 + .5, -a_position.y / 2.0 + .5);
--------------------------------------------------------------------------------
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() {
--------------------------------------------------------------------------------
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() {
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);
--------------------------------------------------------------------------------
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() {
--------------------------------------------------------------------------------
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() {
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);
--------------------------------------------------------------------------------
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() {
--------------------------------------------------------------------------------
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() {
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() {
--------------------------------------------------------------------------------
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() {
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);
--------------------------------------------------------------------------------
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() {
--------------------------------------------------------------------------------
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() {
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() {
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.solid ---------------------------------------------
#version 120
attribute vec4 a_position;
uniform mat4 u_transform;
void main() {
--------------------------------------------------------------------------------
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() {
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
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() {
--------------------------------------------------------------------------------
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() {
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
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() {
--------------------------------------------------------------------------------
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() {
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() {
--------------------------------------------------------------------------------
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() {
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
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() {
--------------------------------------------------------------------------------
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() {
--------------------------------------------------------------------------------
Maximum texture size: 4096x4096