Log
Log
Alternative_Saves_Android_Port
Ren'Py 8.3.7.25031702
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, renpy.alpha, renpy.geometry, renpy.matrixcolor,
renpy.texture
#version 100
precision mediump float;
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.colors, live2d.flip_texture, renpy.geometry, renpy.texture -------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, renpy.geometry, renpy.texture -----
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform sampler2D tex0;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.alpha, renpy.geometry, renpy.texture ------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.alpha, renpy.geometry, renpy.texture ----------------------------
#version 100
precision mediump float;
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.alpha, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.mask, renpy.alpha, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
precision mediump float;
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.blur, renpy.geometry, renpy.matrixcolor ---------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.blur, renpy.geometry, renpy.matrixcolor -------------------------
#version 100
precision mediump float;
uniform float u_renpy_blur_log2;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
gl_FragColor = vec4(0.);
float renpy_blur_norm = 0.;
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.imagedissolve, renpy.texture ----------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.imagedissolve, renpy.texture --------------------
#version 100
precision mediump float;
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() {
gl_FragColor = texture2D(tex0, v_tex_coord.xy, u_lod_bias);
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, renpy.alpha, renpy.geometry,
renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, renpy.alpha, renpy.geometry,
renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform sampler2D tex0;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.flip_texture, renpy.alpha, renpy.geometry, renpy.texture ---------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, renpy.alpha, renpy.geometry, renpy.texture -------
#version 100
precision mediump float;
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.geometry ----------------------------------------------------------
#version 100
attribute vec4 a_position;
uniform mat4 u_transform;
void main() {
gl_Position = a_position;
--------------------------------------------------------------------------------
fragment renpy.geometry --------------------------------------------------------
#version 100
precision mediump float;
void main() {
}
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.imagedissolve, renpy.matrixcolor ------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.imagedissolve, renpy.matrixcolor ----------------
#version 100
precision mediump float;
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.matrixcolor, renpy.texture ------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.matrixcolor, renpy.texture ----------------------
#version 100
precision mediump float;
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.mask, renpy.geometry, renpy.texture ---------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.mask, renpy.geometry, renpy.texture -------
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform sampler2D tex0;
uniform sampler2D tex1;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.mask --------------------------------------------
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_mask_multiplier;
uniform float u_renpy_mask_offset;
uniform sampler2D tex0;
uniform sampler2D tex1;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.flip_texture, renpy.geometry, renpy.matrixcolor, renpy.texture ---
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, renpy.geometry, renpy.matrixcolor, renpy.texture -
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.matrixcolor, renpy.solid --------------------------
#version 100
attribute vec4 a_position;
uniform mat4 u_transform;
void main() {
gl_Position = a_position;
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.matrixcolor, renpy.solid ------------------------
#version 100
precision mediump float;
uniform mat4 u_renpy_matrixcolor;
uniform vec4 u_renpy_solid_color;
void main() {
gl_FragColor = u_renpy_solid_color;
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, renpy.alpha, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, renpy.geometry, renpy.matrixcolor,
renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, renpy.geometry, renpy.matrixcolor,
renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.flip_texture, live2d.mask, renpy.alpha, renpy.geometry, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.mask, renpy.alpha, renpy.geometry,
renpy.texture
#version 100
precision mediump float;
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.geometry, renpy.texture -------------------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.texture -----------------------------------------
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.alpha, renpy.blur, renpy.geometry, renpy.matrixcolor --------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.alpha, renpy.blur, renpy.geometry, renpy.matrixcolor ------------
#version 100
precision mediump float;
uniform float u_renpy_alpha;
uniform float u_renpy_blur_log2;
uniform float u_renpy_over;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
gl_FragColor = vec4(0.);
float renpy_blur_norm = 0.;
--------------------------------------------------------------------------------
vertex renpy.alpha, renpy.geometry, renpy.matrixcolor, renpy.texture -----------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.alpha, renpy.geometry, renpy.matrixcolor, renpy.texture ---------
#version 100
precision mediump float;
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.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor, renpy.texture
#version 100
precision mediump float;
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;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry, renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.flip_texture, live2d.mask, renpy.geometry, renpy.matrixcolor,
renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.mask, renpy.geometry, renpy.matrixcolor,
renpy.texture
#version 100
precision mediump float;
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 -------------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.imagedissolve -----------------------------------
#version 100
precision mediump float;
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.colors, live2d.flip_texture, live2d.mask, renpy.alpha,
renpy.geometry, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.alpha,
renpy.geometry, renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.imagedissolve, renpy.matrixcolor, renpy.texture ---
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.imagedissolve, renpy.matrixcolor, renpy.texture -
#version 100
precision mediump float;
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.alpha, renpy.geometry, renpy.solid --------------------------------
#version 100
attribute vec4 a_position;
uniform mat4 u_transform;
void main() {
gl_Position = a_position;
void main() {
gl_FragColor = u_renpy_solid_color;
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor, renpy.texture
#version 100
precision mediump float;
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;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.solid ---------------------------------------------
#version 100
attribute vec4 a_position;
uniform mat4 u_transform;
void main() {
gl_Position = a_position;
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.solid -------------------------------------------
#version 100
precision mediump float;
uniform vec4 u_renpy_solid_color;
void main() {
gl_FragColor = u_renpy_solid_color;
}
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.matrixcolor ---------------------------------------
#version 100
attribute vec4 a_position;
uniform mat4 u_transform;
void main() {
gl_Position = a_position;
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.matrixcolor -------------------------------------
#version 100
precision mediump float;
uniform mat4 u_renpy_matrixcolor;
void main() {
--------------------------------------------------------------------------------
vertex live2d.flip_texture, live2d.inverted_mask, renpy.alpha, renpy.geometry,
renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.inverted_mask, renpy.alpha, renpy.geometry,
renpy.texture
#version 100
precision mediump float;
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.colors, live2d.flip_texture, live2d.mask, renpy.geometry,
renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.geometry,
renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.alpha,
renpy.geometry
#version 100
precision mediump float;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor
#version 100
precision mediump float;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor
#version 100
precision mediump float;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.ftl ---------------------------------------------------------------
#version 100
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 100
precision mediump float;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.dissolve, renpy.geometry ------------------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.dissolve, renpy.geometry ----------------------------------------
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_dissolve;
uniform sampler2D tex0;
uniform sampler2D tex1;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry
#version 100
precision mediump float;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry
#version 100
precision mediump float;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.blur, renpy.geometry ----------------------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.blur, renpy.geometry --------------------------------------------
#version 100
precision mediump float;
uniform float u_renpy_blur_log2;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
gl_FragColor = vec4(0.);
float renpy_blur_norm = 0.;
--------------------------------------------------------------------------------
vertex live2d.flip_texture, live2d.inverted_mask, renpy.geometry, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
v_tex_coord.y = 1.0 - v_tex_coord.y;
}
--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.inverted_mask, renpy.geometry, renpy.texture
#version 100
precision mediump float;
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.colors, live2d.flip_texture, live2d.mask, renpy.geometry,
renpy.matrixcolor
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.geometry,
renpy.matrixcolor
#version 100
precision mediump float;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.alpha, renpy.blur, renpy.geometry ---------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.alpha, renpy.blur, renpy.geometry -------------------------------
#version 100
precision mediump float;
uniform float u_renpy_alpha;
uniform float u_renpy_blur_log2;
uniform float u_renpy_over;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
gl_FragColor = vec4(0.);
float renpy_blur_norm = 0.;
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry,
renpy.matrixcolor
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry,
renpy.matrixcolor
#version 100
precision mediump float;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
vec4 color = texture2D(tex0, v_tex_coord);
vec4 mask = texture2D(tex1, v_mask_coord);
gl_FragColor = color * (1.0 - mask.a);
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry,
renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry,
renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.flip_texture, renpy.geometry, renpy.texture ----------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, renpy.geometry, renpy.texture --------------------
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.mask, renpy.matrixcolor ---------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.mask, renpy.matrixcolor -------------------------
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_mask_multiplier;
uniform float u_renpy_mask_offset;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.mask, renpy.geometry ---------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.geometry -------
#version 100
precision mediump float;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
vec4 color = texture2D(tex0, v_tex_coord);
vec4 mask = texture2D(tex1, v_mask_coord);
gl_FragColor = color * mask.a;
--------------------------------------------------------------------------------
Maximum texture size: 2624x2048
Total time until interface ready: 11.407229900360107s.
Hid presplash.
Unable to predict textures for images/Models/CrowdModels/CrowdGuy2
Unable to predict textures for images/Models/CrowdModels/CrowdGuy2
Unable to predict textures for images/Models/CrowdModels/CrowdGuy2
Unable to predict textures for images/Models/CrowdModels/CrowdGuy2
Unable to predict textures for images/Models/CrowdModels/CrowdGuy2
Unable to predict textures for images/Models/CrowdModels/CrowdGuy2
Unable to predict textures for images/Models/CrowdModels/CrowdGuy2
Unable to predict textures for images/Models/CrowdModels/CrowdGuy2
Unable to predict textures for images/Models/CrowdModels/CrowdGuy2
Unable to predict textures for images/Models/CrowdModels/CrowdGuy2
Full traceback:
File "script.rpyc", line 510, in script call
File "script.rpyc", line 506, in script call
File "script.rpyc", line 547, in script call
File "script.rpyc", line 727, in script call
File "tl/SpanishTE/Locations/Home/Jock_Bedroom/jock_bed_events.rpyc", line 8, in
script
File "renpy/ast.py", line 2586, in execute
File "renpy/ast.py", line 623, in execute
File "renpy/exports\sayexports.py", line 132, in say
File "game/Classes/Logic_Classes/Person.rpy", line 385, in __call__
File "renpy/character.py", line 1377, in __call__
File "renpy/character.py", line 1456, in __call__
File "renpy/character.py", line 1369, in prefix_suffix
File "renpy/character.py", line 1349, in sub
File "renpy/substitutions.py", line 373, in substitute
File "renpy/substitutions.py", line 86, in interpolate
File "renpy/substitutions.py", line 78, in interpolate
File "renpy/python.py", line 1216, in py_eval
File "renpy/python.py", line 1153, in py_compile
File "renpy/python.py", line 1090, in py_compile
File "renpy/python.py", line 1082, in py_compile
SyntaxError: invalid syntax (<none>, line 1)
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, renpy.alpha, renpy.geometry, renpy.matrixcolor,
renpy.texture
#version 100
precision mediump float;
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.colors, live2d.flip_texture, renpy.geometry, renpy.texture -------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.alpha, renpy.geometry, renpy.texture ------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.alpha, renpy.geometry, renpy.texture ----------------------------
#version 100
precision mediump float;
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.alpha, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.mask, renpy.alpha, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
precision mediump float;
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.blur, renpy.geometry, renpy.matrixcolor ---------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.blur, renpy.geometry, renpy.matrixcolor -------------------------
#version 100
precision mediump float;
uniform float u_renpy_blur_log2;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
gl_FragColor = vec4(0.);
float renpy_blur_norm = 0.;
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.imagedissolve, renpy.texture ----------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.imagedissolve, renpy.texture --------------------
#version 100
precision mediump float;
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.colors, live2d.flip_texture, renpy.alpha, renpy.geometry,
renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, renpy.alpha, renpy.geometry,
renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform sampler2D tex0;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.flip_texture, renpy.alpha, renpy.geometry, renpy.texture ---------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, renpy.alpha, renpy.geometry, renpy.texture -------
#version 100
precision mediump float;
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() {
void main() {
gl_Position = a_position;
--------------------------------------------------------------------------------
fragment renpy.geometry --------------------------------------------------------
#version 100
precision mediump float;
void main() {
}
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.imagedissolve, renpy.matrixcolor ------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.imagedissolve, renpy.matrixcolor ----------------
#version 100
precision mediump float;
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.matrixcolor, renpy.texture ------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.matrixcolor, renpy.texture ----------------------
#version 100
precision mediump float;
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.mask, renpy.geometry, renpy.texture ---------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.mask, renpy.geometry, renpy.texture -------
#version 100
precision mediump float;
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.colors, live2d.flip_texture, live2d.mask, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.mask ----------------------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.mask --------------------------------------------
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_mask_multiplier;
uniform float u_renpy_mask_offset;
uniform sampler2D tex0;
uniform sampler2D tex1;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.flip_texture, renpy.geometry, renpy.matrixcolor, renpy.texture ---
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, renpy.geometry, renpy.matrixcolor, renpy.texture -
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.matrixcolor, renpy.solid --------------------------
#version 100
attribute vec4 a_position;
uniform mat4 u_transform;
void main() {
gl_Position = a_position;
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.matrixcolor, renpy.solid ------------------------
#version 100
precision mediump float;
uniform mat4 u_renpy_matrixcolor;
uniform vec4 u_renpy_solid_color;
void main() {
gl_FragColor = u_renpy_solid_color;
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, renpy.alpha, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, renpy.alpha, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, renpy.geometry, renpy.matrixcolor,
renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, renpy.geometry, renpy.matrixcolor,
renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.flip_texture, live2d.mask, renpy.alpha, renpy.geometry, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.mask, renpy.alpha, renpy.geometry,
renpy.texture
#version 100
precision mediump float;
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.geometry, renpy.texture -------------------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.texture -----------------------------------------
#version 100
precision mediump float;
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.alpha, renpy.blur, renpy.geometry, renpy.matrixcolor --------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.alpha, renpy.blur, renpy.geometry, renpy.matrixcolor ------------
#version 100
precision mediump float;
uniform float u_renpy_alpha;
uniform float u_renpy_blur_log2;
uniform float u_renpy_over;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
gl_FragColor = vec4(0.);
float renpy_blur_norm = 0.;
--------------------------------------------------------------------------------
vertex renpy.alpha, renpy.geometry, renpy.matrixcolor, renpy.texture -----------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.alpha, renpy.geometry, renpy.matrixcolor, renpy.texture ---------
#version 100
precision mediump float;
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.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor, renpy.texture
#version 100
precision mediump float;
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;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry, renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.flip_texture, live2d.mask, renpy.geometry, renpy.matrixcolor,
renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.mask, renpy.geometry, renpy.matrixcolor,
renpy.texture
#version 100
precision mediump float;
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 -------------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.imagedissolve -----------------------------------
#version 100
precision mediump float;
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.colors, live2d.flip_texture, live2d.mask, renpy.alpha,
renpy.geometry, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.alpha,
renpy.geometry, renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.imagedissolve, renpy.matrixcolor, renpy.texture ---
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.imagedissolve, renpy.matrixcolor, renpy.texture -
#version 100
precision mediump float;
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() {
gl_FragColor = texture2D(tex0, v_tex_coord.xy, u_lod_bias);
--------------------------------------------------------------------------------
vertex renpy.alpha, renpy.geometry, renpy.solid --------------------------------
#version 100
attribute vec4 a_position;
uniform mat4 u_transform;
void main() {
gl_Position = a_position;
--------------------------------------------------------------------------------
fragment renpy.alpha, renpy.geometry, renpy.solid ------------------------------
#version 100
precision mediump float;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform vec4 u_renpy_solid_color;
void main() {
gl_FragColor = u_renpy_solid_color;
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
gl_Position = u_transform * gl_Position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor, renpy.texture
#version 100
precision mediump float;
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;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.solid ---------------------------------------------
#version 100
attribute vec4 a_position;
uniform mat4 u_transform;
void main() {
gl_Position = a_position;
void main() {
gl_FragColor = u_renpy_solid_color;
}
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.matrixcolor ---------------------------------------
#version 100
attribute vec4 a_position;
uniform mat4 u_transform;
void main() {
gl_Position = a_position;
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.matrixcolor -------------------------------------
#version 100
precision mediump float;
uniform mat4 u_renpy_matrixcolor;
void main() {
--------------------------------------------------------------------------------
vertex live2d.flip_texture, live2d.inverted_mask, renpy.alpha, renpy.geometry,
renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.inverted_mask, renpy.alpha, renpy.geometry,
renpy.texture
#version 100
precision mediump float;
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.colors, live2d.flip_texture, live2d.mask, renpy.geometry,
renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.mask, renpy.alpha, renpy.geometry
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.alpha,
renpy.geometry
#version 100
precision mediump float;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor
#version 100
precision mediump float;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor
#version 100
precision mediump float;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.ftl ---------------------------------------------------------------
#version 100
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 100
precision mediump float;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.dissolve, renpy.geometry ------------------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.dissolve, renpy.geometry ----------------------------------------
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_dissolve;
uniform sampler2D tex0;
uniform sampler2D tex1;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry
#version 100
precision mediump float;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry
#version 100
precision mediump float;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.blur, renpy.geometry ----------------------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.blur, renpy.geometry --------------------------------------------
#version 100
precision mediump float;
uniform float u_renpy_blur_log2;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
gl_FragColor = vec4(0.);
float renpy_blur_norm = 0.;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.inverted_mask, renpy.geometry, renpy.texture
#version 100
precision mediump float;
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.colors, live2d.flip_texture, live2d.mask, renpy.geometry,
renpy.matrixcolor
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.geometry,
renpy.matrixcolor
#version 100
precision mediump float;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.alpha, renpy.blur, renpy.geometry ---------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.alpha, renpy.blur, renpy.geometry -------------------------------
#version 100
precision mediump float;
uniform float u_renpy_alpha;
uniform float u_renpy_blur_log2;
uniform float u_renpy_over;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
gl_FragColor = vec4(0.);
float renpy_blur_norm = 0.;
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry,
renpy.matrixcolor
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
gl_Position = u_transform * gl_Position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry,
renpy.matrixcolor
#version 100
precision mediump float;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry,
renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry,
renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.flip_texture, renpy.geometry, renpy.texture ----------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, renpy.geometry, renpy.texture --------------------
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.mask, renpy.matrixcolor ---------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.mask, renpy.matrixcolor -------------------------
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_mask_multiplier;
uniform float u_renpy_mask_offset;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.mask, renpy.geometry ---------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.geometry -------
#version 100
precision mediump float;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
Maximum texture size: 2624x2048
Unable to predict textures for images/Models/CrowdModels/CrowdGuy3
Unable to predict textures for images/Models/CrowdModels/CrowdGuy3
Unable to predict textures for images/Models/CrowdModels/CrowdGuy2
Unable to predict textures for images/Models/CrowdModels/CrowdGirl2
Unable to predict textures for images/Models/CrowdModels/CrowdGuy2
Unable to predict textures for images/Models/CrowdModels/CrowdGuy3
Unable to predict textures for images/Models/CrowdModels/CrowdGuy3
Unable to predict textures for images/Models/CrowdModels/CrowdGuy3
Unable to predict textures for images/Models/CrowdModels/CrowdGuy3
Unable to predict textures for images/Models/CrowdModels/CrowdGuy2
Unable to predict textures for images/Models/CrowdModels/CrowdGuy3
Unable to predict textures for images/Models/CrowdModels/CrowdGuy3
Unable to predict textures for images/Models/CrowdModels/CrowdGuy2
Unable to predict textures for images/Models/CrowdModels/CrowdGuy3
Unable to predict textures for images/Models/CrowdModels/CrowdGuy3
Unable to predict textures for images/Models/CrowdModels/CrowdGuy3
Unable to predict textures for images/Models/CrowdModels/CrowdGuy3
Unable to predict textures for images/Models/CrowdModels/CrowdGuy2
Unable to predict textures for images/Models/CrowdModels/CrowdGuy3
Unable to predict textures for images/Models/CrowdModels/CrowdGuy3
Unable to predict textures for images/Models/CrowdModels/CrowdGuy2
Unable to predict textures for images/Models/CrowdModels/CrowdGuy3
Unable to predict textures for images/Models/CrowdModels/CrowdGuy3
Unable to predict textures for images/Models/CrowdModels/CrowdGuy2
Unable to predict textures for images/Models/CrowdModels/CrowdGirl2
Unable to predict textures for images/Models/CrowdModels/CrowdGuy3
Unable to predict textures for images/Models/CrowdModels/CrowdGuy3
Unable to predict textures for images/Models/CrowdModels/CrowdGuy2
Pausing audio.
Disabling periodic events.
Saving.
Freeing memory.
Releasing wakelock.
Entered background. --------------------------------------------
Entering foreground. -------------------------------------------
Screen sizes: virtual=(2560, 1440) physical=(1920, 1200) drawable=(1920, 1200)
vertex live2d.flip_texture, renpy.alpha, renpy.geometry, renpy.matrixcolor,
renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, renpy.alpha, renpy.geometry, renpy.matrixcolor,
renpy.texture
#version 100
precision mediump float;
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.colors, live2d.flip_texture, renpy.geometry, renpy.texture -------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, renpy.geometry, renpy.texture -----
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform sampler2D tex0;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.alpha, renpy.geometry, renpy.texture ------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.alpha, renpy.geometry, renpy.texture ----------------------------
#version 100
precision mediump float;
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.alpha, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.mask, renpy.alpha, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
precision mediump float;
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.blur, renpy.geometry, renpy.matrixcolor ---------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.blur, renpy.geometry, renpy.matrixcolor -------------------------
#version 100
precision mediump float;
uniform float u_renpy_blur_log2;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
gl_FragColor = vec4(0.);
float renpy_blur_norm = 0.;
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.imagedissolve, renpy.texture ----------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.imagedissolve, renpy.texture --------------------
#version 100
precision mediump float;
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.colors, live2d.flip_texture, renpy.alpha, renpy.geometry,
renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, renpy.alpha, renpy.geometry,
renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform sampler2D tex0;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.flip_texture, renpy.alpha, renpy.geometry, renpy.texture ---------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, renpy.alpha, renpy.geometry, renpy.texture -------
#version 100
precision mediump float;
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.geometry ----------------------------------------------------------
#version 100
attribute vec4 a_position;
uniform mat4 u_transform;
void main() {
gl_Position = a_position;
--------------------------------------------------------------------------------
fragment renpy.geometry --------------------------------------------------------
#version 100
precision mediump float;
void main() {
}
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.imagedissolve, renpy.matrixcolor ------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.imagedissolve, renpy.matrixcolor ----------------
#version 100
precision mediump float;
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.matrixcolor, renpy.texture ------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.matrixcolor, renpy.texture ----------------------
#version 100
precision mediump float;
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.mask, renpy.geometry, renpy.texture ---------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.mask, renpy.geometry, renpy.texture -------
#version 100
precision mediump float;
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.colors, live2d.flip_texture, live2d.mask, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.mask ----------------------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.mask --------------------------------------------
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_mask_multiplier;
uniform float u_renpy_mask_offset;
uniform sampler2D tex0;
uniform sampler2D tex1;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.flip_texture, renpy.geometry, renpy.matrixcolor, renpy.texture ---
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, renpy.geometry, renpy.matrixcolor, renpy.texture -
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.matrixcolor, renpy.solid --------------------------
#version 100
attribute vec4 a_position;
uniform mat4 u_transform;
void main() {
gl_Position = a_position;
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.matrixcolor, renpy.solid ------------------------
#version 100
precision mediump float;
uniform mat4 u_renpy_matrixcolor;
uniform vec4 u_renpy_solid_color;
void main() {
gl_FragColor = u_renpy_solid_color;
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, renpy.alpha, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, renpy.alpha, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, renpy.geometry, renpy.matrixcolor,
renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, renpy.geometry, renpy.matrixcolor,
renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.flip_texture, live2d.mask, renpy.alpha, renpy.geometry, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.mask, renpy.alpha, renpy.geometry,
renpy.texture
#version 100
precision mediump float;
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.geometry, renpy.texture -------------------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
gl_Position = u_transform * gl_Position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.texture -----------------------------------------
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.alpha, renpy.blur, renpy.geometry, renpy.matrixcolor --------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.alpha, renpy.blur, renpy.geometry, renpy.matrixcolor ------------
#version 100
precision mediump float;
uniform float u_renpy_alpha;
uniform float u_renpy_blur_log2;
uniform float u_renpy_over;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
gl_FragColor = vec4(0.);
float renpy_blur_norm = 0.;
--------------------------------------------------------------------------------
vertex renpy.alpha, renpy.geometry, renpy.matrixcolor, renpy.texture -----------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.alpha, renpy.geometry, renpy.matrixcolor, renpy.texture ---------
#version 100
precision mediump float;
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() {
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor, renpy.texture
#version 100
precision mediump float;
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;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry, renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.flip_texture, live2d.mask, renpy.geometry, renpy.matrixcolor,
renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.mask, renpy.geometry, renpy.matrixcolor,
renpy.texture
#version 100
precision mediump float;
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 -------------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.imagedissolve -----------------------------------
#version 100
precision mediump float;
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.colors, live2d.flip_texture, live2d.mask, renpy.alpha,
renpy.geometry, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.alpha,
renpy.geometry, renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.imagedissolve, renpy.matrixcolor, renpy.texture ---
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.imagedissolve, renpy.matrixcolor, renpy.texture -
#version 100
precision mediump float;
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.alpha, renpy.geometry, renpy.solid --------------------------------
#version 100
attribute vec4 a_position;
uniform mat4 u_transform;
void main() {
gl_Position = a_position;
--------------------------------------------------------------------------------
fragment renpy.alpha, renpy.geometry, renpy.solid ------------------------------
#version 100
precision mediump float;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform vec4 u_renpy_solid_color;
void main() {
gl_FragColor = u_renpy_solid_color;
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor, renpy.texture
#version 100
precision mediump float;
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;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
void main() {
gl_Position = a_position;
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.solid -------------------------------------------
#version 100
precision mediump float;
uniform vec4 u_renpy_solid_color;
void main() {
gl_FragColor = u_renpy_solid_color;
}
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.matrixcolor ---------------------------------------
#version 100
attribute vec4 a_position;
uniform mat4 u_transform;
void main() {
gl_Position = a_position;
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.matrixcolor -------------------------------------
#version 100
precision mediump float;
uniform mat4 u_renpy_matrixcolor;
void main() {
--------------------------------------------------------------------------------
vertex live2d.flip_texture, live2d.inverted_mask, renpy.alpha, renpy.geometry,
renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.inverted_mask, renpy.alpha, renpy.geometry,
renpy.texture
#version 100
precision mediump float;
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.colors, live2d.flip_texture, live2d.mask, renpy.geometry,
renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.geometry,
renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.mask, renpy.alpha, renpy.geometry
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.alpha,
renpy.geometry
#version 100
precision mediump float;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
v_tex_coord.y = 1.0 - v_tex_coord.y;
}
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor
#version 100
precision mediump float;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor
#version 100
precision mediump float;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.ftl ---------------------------------------------------------------
#version 100
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 100
precision mediump float;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.dissolve, renpy.geometry ------------------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.dissolve, renpy.geometry ----------------------------------------
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_dissolve;
uniform sampler2D tex0;
uniform sampler2D tex1;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry
#version 100
precision mediump float;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry
#version 100
precision mediump float;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.blur, renpy.geometry ----------------------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.blur, renpy.geometry --------------------------------------------
#version 100
precision mediump float;
uniform float u_renpy_blur_log2;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
gl_FragColor = vec4(0.);
float renpy_blur_norm = 0.;
--------------------------------------------------------------------------------
vertex live2d.flip_texture, live2d.inverted_mask, renpy.geometry, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.inverted_mask, renpy.geometry, renpy.texture
#version 100
precision mediump float;
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.colors, live2d.flip_texture, live2d.mask, renpy.geometry,
renpy.matrixcolor
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.geometry,
renpy.matrixcolor
#version 100
precision mediump float;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.alpha, renpy.blur, renpy.geometry ---------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.alpha, renpy.blur, renpy.geometry -------------------------------
#version 100
precision mediump float;
uniform float u_renpy_alpha;
uniform float u_renpy_blur_log2;
uniform float u_renpy_over;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
gl_FragColor = vec4(0.);
float renpy_blur_norm = 0.;
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry,
renpy.matrixcolor
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry,
renpy.matrixcolor
#version 100
precision mediump float;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry,
renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry,
renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.flip_texture, renpy.geometry, renpy.texture ----------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
gl_Position = u_transform * gl_Position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, renpy.geometry, renpy.texture --------------------
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.mask, renpy.matrixcolor ---------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.mask, renpy.matrixcolor -------------------------
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_mask_multiplier;
uniform float u_renpy_mask_offset;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
varying vec2 v_tex_coord;
void main() {
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.geometry -------
#version 100
precision mediump float;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
Maximum texture size: 2624x2048
Pausing audio.
Disabling periodic events.
Saving.
Freeing memory.
Releasing wakelock.
Entered background. --------------------------------------------
Entering foreground. -------------------------------------------
Screen sizes: virtual=(2560, 1440) physical=(1920, 1200) drawable=(1920, 1200)
vertex live2d.flip_texture, renpy.alpha, renpy.geometry, renpy.matrixcolor,
renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, renpy.alpha, renpy.geometry, renpy.matrixcolor,
renpy.texture
#version 100
precision mediump float;
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.colors, live2d.flip_texture, renpy.geometry, renpy.texture -------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.alpha, renpy.geometry, renpy.texture ------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.alpha, renpy.geometry, renpy.texture ----------------------------
#version 100
precision mediump float;
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.alpha, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.mask, renpy.alpha, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
precision mediump float;
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.blur, renpy.geometry, renpy.matrixcolor ---------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.blur, renpy.geometry, renpy.matrixcolor -------------------------
#version 100
precision mediump float;
uniform float u_renpy_blur_log2;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
gl_FragColor = vec4(0.);
float renpy_blur_norm = 0.;
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.imagedissolve, renpy.texture ----------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.imagedissolve, renpy.texture --------------------
#version 100
precision mediump float;
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.colors, live2d.flip_texture, renpy.alpha, renpy.geometry,
renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, renpy.alpha, renpy.geometry,
renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform sampler2D tex0;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.flip_texture, renpy.alpha, renpy.geometry, renpy.texture ---------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, renpy.alpha, renpy.geometry, renpy.texture -------
#version 100
precision mediump float;
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() {
void main() {
gl_Position = a_position;
--------------------------------------------------------------------------------
fragment renpy.geometry --------------------------------------------------------
#version 100
precision mediump float;
void main() {
}
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.imagedissolve, renpy.matrixcolor ------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.imagedissolve, renpy.matrixcolor ----------------
#version 100
precision mediump float;
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.matrixcolor, renpy.texture ------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.matrixcolor, renpy.texture ----------------------
#version 100
precision mediump float;
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.mask, renpy.geometry, renpy.texture ---------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.mask, renpy.geometry, renpy.texture -------
#version 100
precision mediump float;
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.colors, live2d.flip_texture, live2d.mask, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.mask ----------------------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.mask --------------------------------------------
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_mask_multiplier;
uniform float u_renpy_mask_offset;
uniform sampler2D tex0;
uniform sampler2D tex1;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.flip_texture, renpy.geometry, renpy.matrixcolor, renpy.texture ---
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, renpy.geometry, renpy.matrixcolor, renpy.texture -
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.matrixcolor, renpy.solid --------------------------
#version 100
attribute vec4 a_position;
uniform mat4 u_transform;
void main() {
gl_Position = a_position;
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.matrixcolor, renpy.solid ------------------------
#version 100
precision mediump float;
uniform mat4 u_renpy_matrixcolor;
uniform vec4 u_renpy_solid_color;
void main() {
gl_FragColor = u_renpy_solid_color;
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, renpy.alpha, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, renpy.alpha, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, renpy.geometry, renpy.matrixcolor,
renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, renpy.geometry, renpy.matrixcolor,
renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.flip_texture, live2d.mask, renpy.alpha, renpy.geometry, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.mask, renpy.alpha, renpy.geometry,
renpy.texture
#version 100
precision mediump float;
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.geometry, renpy.texture -------------------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.texture -----------------------------------------
#version 100
precision mediump float;
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.alpha, renpy.blur, renpy.geometry, renpy.matrixcolor --------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.alpha, renpy.blur, renpy.geometry, renpy.matrixcolor ------------
#version 100
precision mediump float;
uniform float u_renpy_alpha;
uniform float u_renpy_blur_log2;
uniform float u_renpy_over;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
gl_FragColor = vec4(0.);
float renpy_blur_norm = 0.;
--------------------------------------------------------------------------------
vertex renpy.alpha, renpy.geometry, renpy.matrixcolor, renpy.texture -----------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.alpha, renpy.geometry, renpy.matrixcolor, renpy.texture ---------
#version 100
precision mediump float;
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.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor, renpy.texture
#version 100
precision mediump float;
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;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry, renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.flip_texture, live2d.mask, renpy.geometry, renpy.matrixcolor,
renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.mask, renpy.geometry, renpy.matrixcolor,
renpy.texture
#version 100
precision mediump float;
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 -------------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.imagedissolve -----------------------------------
#version 100
precision mediump float;
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.colors, live2d.flip_texture, live2d.mask, renpy.alpha,
renpy.geometry, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.alpha,
renpy.geometry, renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.imagedissolve, renpy.matrixcolor, renpy.texture ---
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.imagedissolve, renpy.matrixcolor, renpy.texture -
#version 100
precision mediump float;
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() {
gl_FragColor = texture2D(tex0, v_tex_coord.xy, u_lod_bias);
--------------------------------------------------------------------------------
vertex renpy.alpha, renpy.geometry, renpy.solid --------------------------------
#version 100
attribute vec4 a_position;
uniform mat4 u_transform;
void main() {
gl_Position = a_position;
--------------------------------------------------------------------------------
fragment renpy.alpha, renpy.geometry, renpy.solid ------------------------------
#version 100
precision mediump float;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform vec4 u_renpy_solid_color;
void main() {
gl_FragColor = u_renpy_solid_color;
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
gl_Position = u_transform * gl_Position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor, renpy.texture
#version 100
precision mediump float;
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;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.solid ---------------------------------------------
#version 100
attribute vec4 a_position;
uniform mat4 u_transform;
void main() {
gl_Position = a_position;
void main() {
gl_FragColor = u_renpy_solid_color;
}
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.matrixcolor ---------------------------------------
#version 100
attribute vec4 a_position;
uniform mat4 u_transform;
void main() {
gl_Position = a_position;
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.matrixcolor -------------------------------------
#version 100
precision mediump float;
uniform mat4 u_renpy_matrixcolor;
void main() {
--------------------------------------------------------------------------------
vertex live2d.flip_texture, live2d.inverted_mask, renpy.alpha, renpy.geometry,
renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.inverted_mask, renpy.alpha, renpy.geometry,
renpy.texture
#version 100
precision mediump float;
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.colors, live2d.flip_texture, live2d.mask, renpy.geometry,
renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.mask, renpy.alpha, renpy.geometry
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.alpha,
renpy.geometry
#version 100
precision mediump float;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor
#version 100
precision mediump float;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor
#version 100
precision mediump float;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.ftl ---------------------------------------------------------------
#version 100
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 100
precision mediump float;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.dissolve, renpy.geometry ------------------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.dissolve, renpy.geometry ----------------------------------------
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_dissolve;
uniform sampler2D tex0;
uniform sampler2D tex1;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry
#version 100
precision mediump float;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry
#version 100
precision mediump float;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.blur, renpy.geometry ----------------------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.blur, renpy.geometry --------------------------------------------
#version 100
precision mediump float;
uniform float u_renpy_blur_log2;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
gl_FragColor = vec4(0.);
float renpy_blur_norm = 0.;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.inverted_mask, renpy.geometry, renpy.texture
#version 100
precision mediump float;
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.colors, live2d.flip_texture, live2d.mask, renpy.geometry,
renpy.matrixcolor
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.geometry,
renpy.matrixcolor
#version 100
precision mediump float;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.alpha, renpy.blur, renpy.geometry ---------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.alpha, renpy.blur, renpy.geometry -------------------------------
#version 100
precision mediump float;
uniform float u_renpy_alpha;
uniform float u_renpy_blur_log2;
uniform float u_renpy_over;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
gl_FragColor = vec4(0.);
float renpy_blur_norm = 0.;
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry,
renpy.matrixcolor
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
gl_Position = u_transform * gl_Position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry,
renpy.matrixcolor
#version 100
precision mediump float;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry,
renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry,
renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.flip_texture, renpy.geometry, renpy.texture ----------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, renpy.geometry, renpy.texture --------------------
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.mask, renpy.matrixcolor ---------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.mask, renpy.matrixcolor -------------------------
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_mask_multiplier;
uniform float u_renpy_mask_offset;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.mask, renpy.geometry ---------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.geometry -------
#version 100
precision mediump float;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
Maximum texture size: 2624x2048
Scry for path *Adventure into the forest* went wrong: name 'succubus_boss' is not
defined
Scry for path *Adventure into the forest* went wrong: name 'succubus_boss' is not
defined
Scry for path *Spam chat* went wrong: name 'succubus_boss' is not defined
Scry for path *Spam chat* went wrong: name 'succubus_boss' is not defined
Scry for path *Lure companions with [mom_cog.character_name]'s armour* went wrong:
name 'succubus_boss' is not defined
Scry for path *Lure companions with [mom_cog.character_name]'s armour* went wrong:
name 'succubus_boss' is not defined
Scry for path *Have [nerd.first_name] help you* went wrong: name 'succubus_boss' is
not defined
Scry for path *Have [nerd.first_name] help you* went wrong: name 'succubus_boss' is
not defined
Scry for path *Nevermind* went wrong: name 'succubus_boss' is not defined
Scry for path *Nevermind* went wrong: name 'succubus_boss' is not defined
Scry for path *Party up with [the_companion.character_power_name]* went wrong: name
'succubus_boss' is not defined
Scry for path *Party up with [the_companion.character_power_name]* went wrong: name
'succubus_boss' is not defined
Scry for path *Work alone* went wrong: name 'succubus_boss' is not defined
Scry for path *Work alone* went wrong: name 'succubus_boss' is not defined
Scry for path *Adventure into the forest* went wrong: name 'succubus_boss' is not
defined
Scry for path *Adventure into the forest* went wrong: name 'succubus_boss' is not
defined
Scry for path *Adventure into the forest* went wrong: name 'succubus_boss' is not
defined
Scry for path *Adventure into the forest* went wrong: name 'succubus_boss' is not
defined
Pausing audio.
Disabling periodic events.
Saving.
Freeing memory.
Releasing wakelock.
Entered background. --------------------------------------------
Entering foreground. -------------------------------------------
Screen sizes: virtual=(2560, 1440) physical=(1920, 1200) drawable=(1920, 1200)
vertex live2d.flip_texture, renpy.alpha, renpy.geometry, renpy.matrixcolor,
renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, renpy.alpha, renpy.geometry, renpy.matrixcolor,
renpy.texture
#version 100
precision mediump float;
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.colors, live2d.flip_texture, renpy.geometry, renpy.texture -------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, renpy.geometry, renpy.texture -----
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform sampler2D tex0;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.alpha, renpy.geometry, renpy.texture ------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.alpha, renpy.geometry, renpy.texture ----------------------------
#version 100
precision mediump float;
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.alpha, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.mask, renpy.alpha, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
precision mediump float;
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.blur, renpy.geometry, renpy.matrixcolor ---------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.blur, renpy.geometry, renpy.matrixcolor -------------------------
#version 100
precision mediump float;
uniform float u_renpy_blur_log2;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
gl_FragColor = vec4(0.);
float renpy_blur_norm = 0.;
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.imagedissolve, renpy.texture ----------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.imagedissolve, renpy.texture --------------------
#version 100
precision mediump float;
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.colors, live2d.flip_texture, renpy.alpha, renpy.geometry,
renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, renpy.alpha, renpy.geometry,
renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform sampler2D tex0;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.flip_texture, renpy.alpha, renpy.geometry, renpy.texture ---------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, renpy.alpha, renpy.geometry, renpy.texture -------
#version 100
precision mediump float;
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.geometry ----------------------------------------------------------
#version 100
attribute vec4 a_position;
uniform mat4 u_transform;
void main() {
gl_Position = a_position;
--------------------------------------------------------------------------------
fragment renpy.geometry --------------------------------------------------------
#version 100
precision mediump float;
void main() {
}
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.imagedissolve, renpy.matrixcolor ------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.imagedissolve, renpy.matrixcolor ----------------
#version 100
precision mediump float;
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.matrixcolor, renpy.texture ------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.matrixcolor, renpy.texture ----------------------
#version 100
precision mediump float;
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.mask, renpy.geometry, renpy.texture ---------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.mask, renpy.geometry, renpy.texture -------
#version 100
precision mediump float;
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.colors, live2d.flip_texture, live2d.mask, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
gl_Position = u_transform * gl_Position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.mask ----------------------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.mask --------------------------------------------
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_mask_multiplier;
uniform float u_renpy_mask_offset;
uniform sampler2D tex0;
uniform sampler2D tex1;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.flip_texture, renpy.geometry, renpy.matrixcolor, renpy.texture ---
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, renpy.geometry, renpy.matrixcolor, renpy.texture -
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.matrixcolor, renpy.solid --------------------------
#version 100
attribute vec4 a_position;
uniform mat4 u_transform;
void main() {
gl_Position = a_position;
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.matrixcolor, renpy.solid ------------------------
#version 100
precision mediump float;
uniform mat4 u_renpy_matrixcolor;
uniform vec4 u_renpy_solid_color;
void main() {
gl_FragColor = u_renpy_solid_color;
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, renpy.alpha, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, renpy.alpha, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_tex_coord;
void main() {
gl_FragColor = texture2D(tex0, v_tex_coord.xy, u_lod_bias);
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, renpy.geometry, renpy.matrixcolor,
renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, renpy.geometry, renpy.matrixcolor,
renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.flip_texture, live2d.mask, renpy.alpha, renpy.geometry, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.mask, renpy.alpha, renpy.geometry,
renpy.texture
#version 100
precision mediump float;
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.geometry, renpy.texture -------------------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.texture -----------------------------------------
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.alpha, renpy.blur, renpy.geometry, renpy.matrixcolor --------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.alpha, renpy.blur, renpy.geometry, renpy.matrixcolor ------------
#version 100
precision mediump float;
uniform float u_renpy_alpha;
uniform float u_renpy_blur_log2;
uniform float u_renpy_over;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
gl_FragColor = vec4(0.);
float renpy_blur_norm = 0.;
--------------------------------------------------------------------------------
vertex renpy.alpha, renpy.geometry, renpy.matrixcolor, renpy.texture -----------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.alpha, renpy.geometry, renpy.matrixcolor, renpy.texture ---------
#version 100
precision mediump float;
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.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor, renpy.texture
#version 100
precision mediump float;
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;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry, renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.flip_texture, live2d.mask, renpy.geometry, renpy.matrixcolor,
renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.mask, renpy.geometry, renpy.matrixcolor,
renpy.texture
#version 100
precision mediump float;
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() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.imagedissolve -----------------------------------
#version 100
precision mediump float;
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.colors, live2d.flip_texture, live2d.mask, renpy.alpha,
renpy.geometry, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.alpha,
renpy.geometry, renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
gl_Position = u_transform * gl_Position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.imagedissolve, renpy.matrixcolor, renpy.texture ---
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.imagedissolve, renpy.matrixcolor, renpy.texture -
#version 100
precision mediump float;
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.alpha, renpy.geometry, renpy.solid --------------------------------
#version 100
attribute vec4 a_position;
uniform mat4 u_transform;
void main() {
gl_Position = a_position;
--------------------------------------------------------------------------------
fragment renpy.alpha, renpy.geometry, renpy.solid ------------------------------
#version 100
precision mediump float;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform vec4 u_renpy_solid_color;
void main() {
gl_FragColor = u_renpy_solid_color;
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor, renpy.texture
#version 100
precision mediump float;
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;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.solid ---------------------------------------------
#version 100
attribute vec4 a_position;
uniform mat4 u_transform;
void main() {
gl_Position = a_position;
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.solid -------------------------------------------
#version 100
precision mediump float;
uniform vec4 u_renpy_solid_color;
void main() {
gl_FragColor = u_renpy_solid_color;
}
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.matrixcolor ---------------------------------------
#version 100
attribute vec4 a_position;
uniform mat4 u_transform;
void main() {
gl_Position = a_position;
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.matrixcolor -------------------------------------
#version 100
precision mediump float;
uniform mat4 u_renpy_matrixcolor;
void main() {
--------------------------------------------------------------------------------
vertex live2d.flip_texture, live2d.inverted_mask, renpy.alpha, renpy.geometry,
renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.inverted_mask, renpy.alpha, renpy.geometry,
renpy.texture
#version 100
precision mediump float;
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.colors, live2d.flip_texture, live2d.mask, renpy.geometry,
renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.geometry,
renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.mask, renpy.alpha, renpy.geometry
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.alpha,
renpy.geometry
#version 100
precision mediump float;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor
#version 100
precision mediump float;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
v_tex_coord.y = 1.0 - v_tex_coord.y;
}
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor
#version 100
precision mediump float;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.ftl ---------------------------------------------------------------
#version 100
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 100
precision mediump float;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.dissolve, renpy.geometry ----------------------------------------
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_dissolve;
uniform sampler2D tex0;
uniform sampler2D tex1;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
v_tex_coord.y = 1.0 - v_tex_coord.y;
}
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry
#version 100
precision mediump float;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry
#version 100
precision mediump float;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.blur, renpy.geometry ----------------------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.blur, renpy.geometry --------------------------------------------
#version 100
precision mediump float;
uniform float u_renpy_blur_log2;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
gl_FragColor = vec4(0.);
float renpy_blur_norm = 0.;
--------------------------------------------------------------------------------
vertex live2d.flip_texture, live2d.inverted_mask, renpy.geometry, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.inverted_mask, renpy.geometry, renpy.texture
#version 100
precision mediump float;
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.colors, live2d.flip_texture, live2d.mask, renpy.geometry,
renpy.matrixcolor
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.geometry,
renpy.matrixcolor
#version 100
precision mediump float;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.alpha, renpy.blur, renpy.geometry ---------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.alpha, renpy.blur, renpy.geometry -------------------------------
#version 100
precision mediump float;
uniform float u_renpy_alpha;
uniform float u_renpy_blur_log2;
uniform float u_renpy_over;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
gl_FragColor = vec4(0.);
float renpy_blur_norm = 0.;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry,
renpy.matrixcolor
#version 100
precision mediump float;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry,
renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry,
renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.flip_texture, renpy.geometry, renpy.texture ----------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, renpy.geometry, renpy.texture --------------------
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.mask, renpy.matrixcolor ---------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.mask, renpy.matrixcolor -------------------------
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_mask_multiplier;
uniform float u_renpy_mask_offset;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.mask, renpy.geometry ---------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.geometry -------
#version 100
precision mediump float;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
Maximum texture size: 2624x2048
Pausing audio.
Disabling periodic events.
Saving.
Freeing memory.
Releasing wakelock.
Entered background. --------------------------------------------
Entering foreground. -------------------------------------------
Screen sizes: virtual=(2560, 1440) physical=(1920, 1200) drawable=(1920, 1200)
vertex live2d.flip_texture, renpy.alpha, renpy.geometry, renpy.matrixcolor,
renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, renpy.alpha, renpy.geometry, renpy.matrixcolor,
renpy.texture
#version 100
precision mediump float;
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.colors, live2d.flip_texture, renpy.geometry, renpy.texture -------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord.y = 1.0 - v_tex_coord.y;
}
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, renpy.geometry, renpy.texture -----
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform sampler2D tex0;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.alpha, renpy.geometry, renpy.texture ------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.alpha, renpy.geometry, renpy.texture ----------------------------
#version 100
precision mediump float;
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.alpha, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.mask, renpy.alpha, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
precision mediump float;
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.blur, renpy.geometry, renpy.matrixcolor ---------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.blur, renpy.geometry, renpy.matrixcolor -------------------------
#version 100
precision mediump float;
uniform float u_renpy_blur_log2;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
gl_FragColor = vec4(0.);
float renpy_blur_norm = 0.;
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.imagedissolve, renpy.texture ----------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.imagedissolve, renpy.texture --------------------
#version 100
precision mediump float;
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.colors, live2d.flip_texture, renpy.alpha, renpy.geometry,
renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.flip_texture, renpy.alpha, renpy.geometry, renpy.texture ---------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, renpy.alpha, renpy.geometry, renpy.texture -------
#version 100
precision mediump float;
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.geometry ----------------------------------------------------------
#version 100
attribute vec4 a_position;
uniform mat4 u_transform;
void main() {
gl_Position = a_position;
--------------------------------------------------------------------------------
fragment renpy.geometry --------------------------------------------------------
#version 100
precision mediump float;
void main() {
}
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.imagedissolve, renpy.matrixcolor ------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.imagedissolve, renpy.matrixcolor ----------------
#version 100
precision mediump float;
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.matrixcolor, renpy.texture ------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.matrixcolor, renpy.texture ----------------------
#version 100
precision mediump float;
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.mask, renpy.geometry, renpy.texture ---------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.mask, renpy.geometry, renpy.texture -------
#version 100
precision mediump float;
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.colors, live2d.flip_texture, live2d.mask, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.mask ----------------------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.mask --------------------------------------------
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_mask_multiplier;
uniform float u_renpy_mask_offset;
uniform sampler2D tex0;
uniform sampler2D tex1;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.flip_texture, renpy.geometry, renpy.matrixcolor, renpy.texture ---
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, renpy.geometry, renpy.matrixcolor, renpy.texture -
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.matrixcolor, renpy.solid --------------------------
#version 100
attribute vec4 a_position;
uniform mat4 u_transform;
void main() {
gl_Position = a_position;
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.matrixcolor, renpy.solid ------------------------
#version 100
precision mediump float;
uniform mat4 u_renpy_matrixcolor;
uniform vec4 u_renpy_solid_color;
void main() {
gl_FragColor = u_renpy_solid_color;
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, renpy.alpha, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, renpy.alpha, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, renpy.geometry, renpy.matrixcolor,
renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, renpy.geometry, renpy.matrixcolor,
renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.flip_texture, live2d.mask, renpy.alpha, renpy.geometry, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.mask, renpy.alpha, renpy.geometry,
renpy.texture
#version 100
precision mediump float;
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.geometry, renpy.texture -------------------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.texture -----------------------------------------
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.alpha, renpy.blur, renpy.geometry, renpy.matrixcolor --------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.alpha, renpy.blur, renpy.geometry, renpy.matrixcolor ------------
#version 100
precision mediump float;
uniform float u_renpy_alpha;
uniform float u_renpy_blur_log2;
uniform float u_renpy_over;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
gl_FragColor = vec4(0.);
float renpy_blur_norm = 0.;
--------------------------------------------------------------------------------
vertex renpy.alpha, renpy.geometry, renpy.matrixcolor, renpy.texture -----------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.alpha, renpy.geometry, renpy.matrixcolor, renpy.texture ---------
#version 100
precision mediump float;
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.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor, renpy.texture
#version 100
precision mediump float;
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;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry, renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.flip_texture, live2d.mask, renpy.geometry, renpy.matrixcolor,
renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.mask, renpy.geometry, renpy.matrixcolor,
renpy.texture
#version 100
precision mediump float;
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 -------------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.imagedissolve -----------------------------------
#version 100
precision mediump float;
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.colors, live2d.flip_texture, live2d.mask, renpy.alpha,
renpy.geometry, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.alpha,
renpy.geometry, renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.imagedissolve, renpy.matrixcolor, renpy.texture ---
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.imagedissolve, renpy.matrixcolor, renpy.texture -
#version 100
precision mediump float;
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.alpha, renpy.geometry, renpy.solid --------------------------------
#version 100
attribute vec4 a_position;
uniform mat4 u_transform;
void main() {
gl_Position = a_position;
--------------------------------------------------------------------------------
fragment renpy.alpha, renpy.geometry, renpy.solid ------------------------------
#version 100
precision mediump float;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform vec4 u_renpy_solid_color;
void main() {
gl_FragColor = u_renpy_solid_color;
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor, renpy.texture
#version 100
precision mediump float;
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;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.solid ---------------------------------------------
#version 100
attribute vec4 a_position;
uniform mat4 u_transform;
void main() {
gl_Position = a_position;
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.solid -------------------------------------------
#version 100
precision mediump float;
uniform vec4 u_renpy_solid_color;
void main() {
gl_FragColor = u_renpy_solid_color;
}
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.matrixcolor ---------------------------------------
#version 100
attribute vec4 a_position;
uniform mat4 u_transform;
void main() {
gl_Position = a_position;
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.matrixcolor -------------------------------------
#version 100
precision mediump float;
uniform mat4 u_renpy_matrixcolor;
void main() {
--------------------------------------------------------------------------------
vertex live2d.flip_texture, live2d.inverted_mask, renpy.alpha, renpy.geometry,
renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.inverted_mask, renpy.alpha, renpy.geometry,
renpy.texture
#version 100
precision mediump float;
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.colors, live2d.flip_texture, live2d.mask, renpy.geometry,
renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.geometry,
renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.mask, renpy.alpha, renpy.geometry
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.alpha,
renpy.geometry
#version 100
precision mediump float;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor
#version 100
precision mediump float;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor
#version 100
precision mediump float;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.ftl ---------------------------------------------------------------
#version 100
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 100
precision mediump float;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.dissolve, renpy.geometry ------------------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
--------------------------------------------------------------------------------
fragment renpy.dissolve, renpy.geometry ----------------------------------------
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_dissolve;
uniform sampler2D tex0;
uniform sampler2D tex1;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry
#version 100
precision mediump float;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry
#version 100
precision mediump float;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.blur, renpy.geometry ----------------------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.blur, renpy.geometry --------------------------------------------
#version 100
precision mediump float;
uniform float u_renpy_blur_log2;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
gl_FragColor = vec4(0.);
float renpy_blur_norm = 0.;
--------------------------------------------------------------------------------
vertex live2d.flip_texture, live2d.inverted_mask, renpy.geometry, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.inverted_mask, renpy.geometry, renpy.texture
#version 100
precision mediump float;
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.colors, live2d.flip_texture, live2d.mask, renpy.geometry,
renpy.matrixcolor
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.geometry,
renpy.matrixcolor
#version 100
precision mediump float;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.alpha, renpy.blur, renpy.geometry ---------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.alpha, renpy.blur, renpy.geometry -------------------------------
#version 100
precision mediump float;
uniform float u_renpy_alpha;
uniform float u_renpy_blur_log2;
uniform float u_renpy_over;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
gl_FragColor = vec4(0.);
float renpy_blur_norm = 0.;
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry,
renpy.matrixcolor
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry,
renpy.matrixcolor
#version 100
precision mediump float;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry,
renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry,
renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.flip_texture, renpy.geometry, renpy.texture ----------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, renpy.geometry, renpy.texture --------------------
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.mask, renpy.matrixcolor ---------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.mask, renpy.matrixcolor -------------------------
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_mask_multiplier;
uniform float u_renpy_mask_offset;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.mask, renpy.geometry ---------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.geometry -------
#version 100
precision mediump float;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
Maximum texture size: 2624x2048
Pausing audio.
Disabling periodic events.
Saving.
Freeing memory.
Releasing wakelock.
Entered background. --------------------------------------------
Entering foreground. -------------------------------------------
Screen sizes: virtual=(2560, 1440) physical=(1920, 1200) drawable=(1920, 1200)
vertex live2d.flip_texture, renpy.alpha, renpy.geometry, renpy.matrixcolor,
renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
gl_Position = u_transform * gl_Position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, renpy.alpha, renpy.geometry, renpy.matrixcolor,
renpy.texture
#version 100
precision mediump float;
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.colors, live2d.flip_texture, renpy.geometry, renpy.texture -------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, renpy.geometry, renpy.texture -----
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform sampler2D tex0;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_tex_coord;
void main() {
gl_FragColor = texture2D(tex0, v_tex_coord.xy, u_lod_bias);
--------------------------------------------------------------------------------
vertex renpy.alpha, renpy.geometry, renpy.texture ------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.alpha, renpy.geometry, renpy.texture ----------------------------
#version 100
precision mediump float;
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.alpha, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
gl_Position = u_transform * gl_Position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.mask, renpy.alpha, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
precision mediump float;
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.blur, renpy.geometry, renpy.matrixcolor ---------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.blur, renpy.geometry, renpy.matrixcolor -------------------------
#version 100
precision mediump float;
uniform float u_renpy_blur_log2;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
gl_FragColor = vec4(0.);
float renpy_blur_norm = 0.;
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.imagedissolve, renpy.texture ----------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.imagedissolve, renpy.texture --------------------
#version 100
precision mediump float;
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.colors, live2d.flip_texture, renpy.alpha, renpy.geometry,
renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, renpy.alpha, renpy.geometry,
renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform sampler2D tex0;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_tex_coord;
void main() {
gl_FragColor = texture2D(tex0, v_tex_coord.xy, u_lod_bias);
--------------------------------------------------------------------------------
vertex live2d.flip_texture, renpy.alpha, renpy.geometry, renpy.texture ---------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, renpy.alpha, renpy.geometry, renpy.texture -------
#version 100
precision mediump float;
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.geometry ----------------------------------------------------------
#version 100
attribute vec4 a_position;
uniform mat4 u_transform;
void main() {
gl_Position = a_position;
--------------------------------------------------------------------------------
fragment renpy.geometry --------------------------------------------------------
#version 100
precision mediump float;
void main() {
}
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.imagedissolve, renpy.matrixcolor ------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.imagedissolve, renpy.matrixcolor ----------------
#version 100
precision mediump float;
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.matrixcolor, renpy.texture ------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.matrixcolor, renpy.texture ----------------------
#version 100
precision mediump float;
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.mask, renpy.geometry, renpy.texture ---------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.mask, renpy.geometry, renpy.texture -------
#version 100
precision mediump float;
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.colors, live2d.flip_texture, live2d.mask, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
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.geometry, renpy.mask ----------------------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.mask --------------------------------------------
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_mask_multiplier;
uniform float u_renpy_mask_offset;
uniform sampler2D tex0;
uniform sampler2D tex1;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.flip_texture, renpy.geometry, renpy.matrixcolor, renpy.texture ---
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, renpy.geometry, renpy.matrixcolor, renpy.texture -
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.matrixcolor, renpy.solid --------------------------
#version 100
attribute vec4 a_position;
uniform mat4 u_transform;
void main() {
gl_Position = a_position;
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.matrixcolor, renpy.solid ------------------------
#version 100
precision mediump float;
uniform mat4 u_renpy_matrixcolor;
uniform vec4 u_renpy_solid_color;
void main() {
gl_FragColor = u_renpy_solid_color;
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, renpy.alpha, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, renpy.alpha, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, renpy.geometry, renpy.matrixcolor,
renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord.y = 1.0 - v_tex_coord.y;
}
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, renpy.geometry, renpy.matrixcolor,
renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.flip_texture, live2d.mask, renpy.alpha, renpy.geometry, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.mask, renpy.alpha, renpy.geometry,
renpy.texture
#version 100
precision mediump float;
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.geometry, renpy.texture -------------------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.texture -----------------------------------------
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.alpha, renpy.blur, renpy.geometry, renpy.matrixcolor --------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.alpha, renpy.blur, renpy.geometry, renpy.matrixcolor ------------
#version 100
precision mediump float;
uniform float u_renpy_alpha;
uniform float u_renpy_blur_log2;
uniform float u_renpy_over;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
gl_FragColor = vec4(0.);
float renpy_blur_norm = 0.;
--------------------------------------------------------------------------------
vertex renpy.alpha, renpy.geometry, renpy.matrixcolor, renpy.texture -----------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.alpha, renpy.geometry, renpy.matrixcolor, renpy.texture ---------
#version 100
precision mediump float;
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.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
v_tex_coord.y = 1.0 - v_tex_coord.y;
}
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor, renpy.texture
#version 100
precision mediump float;
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;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry, renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.flip_texture, live2d.mask, renpy.geometry, renpy.matrixcolor,
renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.mask, renpy.geometry, renpy.matrixcolor,
renpy.texture
#version 100
precision mediump float;
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 -------------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.imagedissolve -----------------------------------
#version 100
precision mediump float;
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.colors, live2d.flip_texture, live2d.mask, renpy.alpha,
renpy.geometry, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.alpha,
renpy.geometry, renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_FragColor = texture2D(tex0, v_tex_coord.xy, u_lod_bias);
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
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.geometry, renpy.imagedissolve, renpy.matrixcolor, renpy.texture ---
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.imagedissolve, renpy.matrixcolor, renpy.texture -
#version 100
precision mediump float;
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() {
void main() {
gl_Position = a_position;
--------------------------------------------------------------------------------
fragment renpy.alpha, renpy.geometry, renpy.solid ------------------------------
#version 100
precision mediump float;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform vec4 u_renpy_solid_color;
void main() {
gl_FragColor = u_renpy_solid_color;
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
void main() {
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.solid ---------------------------------------------
#version 100
attribute vec4 a_position;
uniform mat4 u_transform;
void main() {
gl_Position = a_position;
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.solid -------------------------------------------
#version 100
precision mediump float;
uniform vec4 u_renpy_solid_color;
void main() {
gl_FragColor = u_renpy_solid_color;
}
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.matrixcolor ---------------------------------------
#version 100
attribute vec4 a_position;
uniform mat4 u_transform;
void main() {
gl_Position = a_position;
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.matrixcolor -------------------------------------
#version 100
precision mediump float;
uniform mat4 u_renpy_matrixcolor;
void main() {
--------------------------------------------------------------------------------
vertex live2d.flip_texture, live2d.inverted_mask, renpy.alpha, renpy.geometry,
renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.inverted_mask, renpy.alpha, renpy.geometry,
renpy.texture
#version 100
precision mediump float;
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.colors, live2d.flip_texture, live2d.mask, renpy.geometry,
renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.geometry,
renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.mask, renpy.alpha, renpy.geometry
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.alpha,
renpy.geometry
#version 100
precision mediump float;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor
#version 100
precision mediump float;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor
#version 100
precision mediump float;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.ftl ---------------------------------------------------------------
#version 100
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 100
precision mediump float;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.dissolve, renpy.geometry ------------------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.dissolve, renpy.geometry ----------------------------------------
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_dissolve;
uniform sampler2D tex0;
uniform sampler2D tex1;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry
#version 100
precision mediump float;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry
#version 100
precision mediump float;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.blur, renpy.geometry ----------------------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.blur, renpy.geometry --------------------------------------------
#version 100
precision mediump float;
uniform float u_renpy_blur_log2;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
gl_FragColor = vec4(0.);
float renpy_blur_norm = 0.;
--------------------------------------------------------------------------------
vertex live2d.flip_texture, live2d.inverted_mask, renpy.geometry, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.inverted_mask, renpy.geometry, renpy.texture
#version 100
precision mediump float;
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.colors, live2d.flip_texture, live2d.mask, renpy.geometry,
renpy.matrixcolor
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
v_tex_coord.y = 1.0 - v_tex_coord.y;
}
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.geometry,
renpy.matrixcolor
#version 100
precision mediump float;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.alpha, renpy.blur, renpy.geometry ---------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.alpha, renpy.blur, renpy.geometry -------------------------------
#version 100
precision mediump float;
uniform float u_renpy_alpha;
uniform float u_renpy_blur_log2;
uniform float u_renpy_over;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
gl_FragColor = vec4(0.);
float renpy_blur_norm = 0.;
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry,
renpy.matrixcolor
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry,
renpy.matrixcolor
#version 100
precision mediump float;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry,
renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry,
renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.flip_texture, renpy.geometry, renpy.texture ----------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, renpy.geometry, renpy.texture --------------------
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.mask, renpy.matrixcolor ---------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.mask, renpy.matrixcolor -------------------------
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_mask_multiplier;
uniform float u_renpy_mask_offset;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.mask, renpy.geometry ---------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
void main() {
--------------------------------------------------------------------------------
Maximum texture size: 2624x2048
Pausing audio.
Disabling periodic events.
Saving.
Freeing memory.
Releasing wakelock.
Entered background. --------------------------------------------
Entering foreground. -------------------------------------------
Screen sizes: virtual=(2560, 1440) physical=(1920, 1200) drawable=(1920, 1200)
vertex live2d.flip_texture, renpy.alpha, renpy.geometry, renpy.matrixcolor,
renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, renpy.alpha, renpy.geometry, renpy.matrixcolor,
renpy.texture
#version 100
precision mediump float;
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.colors, live2d.flip_texture, renpy.geometry, renpy.texture -------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, renpy.geometry, renpy.texture -----
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform sampler2D tex0;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.alpha, renpy.geometry, renpy.texture ------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.alpha, renpy.geometry, renpy.texture ----------------------------
#version 100
precision mediump float;
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.alpha, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.mask, renpy.alpha, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
precision mediump float;
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.blur, renpy.geometry, renpy.matrixcolor ---------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.blur, renpy.geometry, renpy.matrixcolor -------------------------
#version 100
precision mediump float;
uniform float u_renpy_blur_log2;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
gl_FragColor = vec4(0.);
float renpy_blur_norm = 0.;
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.imagedissolve, renpy.texture ----------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.imagedissolve, renpy.texture --------------------
#version 100
precision mediump float;
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() {
gl_FragColor = texture2D(tex0, v_tex_coord.xy, u_lod_bias);
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, renpy.alpha, renpy.geometry,
renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, renpy.alpha, renpy.geometry,
renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform sampler2D tex0;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.flip_texture, renpy.alpha, renpy.geometry, renpy.texture ---------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, renpy.alpha, renpy.geometry, renpy.texture -------
#version 100
precision mediump float;
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.geometry ----------------------------------------------------------
#version 100
attribute vec4 a_position;
uniform mat4 u_transform;
void main() {
gl_Position = a_position;
--------------------------------------------------------------------------------
fragment renpy.geometry --------------------------------------------------------
#version 100
precision mediump float;
void main() {
}
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.imagedissolve, renpy.matrixcolor ------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.imagedissolve, renpy.matrixcolor ----------------
#version 100
precision mediump float;
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.matrixcolor, renpy.texture ------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.matrixcolor, renpy.texture ----------------------
#version 100
precision mediump float;
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.mask, renpy.geometry, renpy.texture ---------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.mask, renpy.geometry, renpy.texture -------
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform sampler2D tex0;
uniform sampler2D tex1;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.mask --------------------------------------------
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_mask_multiplier;
uniform float u_renpy_mask_offset;
uniform sampler2D tex0;
uniform sampler2D tex1;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.flip_texture, renpy.geometry, renpy.matrixcolor, renpy.texture ---
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, renpy.geometry, renpy.matrixcolor, renpy.texture -
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.matrixcolor, renpy.solid --------------------------
#version 100
attribute vec4 a_position;
uniform mat4 u_transform;
void main() {
gl_Position = a_position;
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.matrixcolor, renpy.solid ------------------------
#version 100
precision mediump float;
uniform mat4 u_renpy_matrixcolor;
uniform vec4 u_renpy_solid_color;
void main() {
gl_FragColor = u_renpy_solid_color;
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, renpy.alpha, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, renpy.geometry, renpy.matrixcolor,
renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, renpy.geometry, renpy.matrixcolor,
renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.flip_texture, live2d.mask, renpy.alpha, renpy.geometry, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.mask, renpy.alpha, renpy.geometry,
renpy.texture
#version 100
precision mediump float;
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.geometry, renpy.texture -------------------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.texture -----------------------------------------
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.alpha, renpy.blur, renpy.geometry, renpy.matrixcolor --------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.alpha, renpy.blur, renpy.geometry, renpy.matrixcolor ------------
#version 100
precision mediump float;
uniform float u_renpy_alpha;
uniform float u_renpy_blur_log2;
uniform float u_renpy_over;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
gl_FragColor = vec4(0.);
float renpy_blur_norm = 0.;
--------------------------------------------------------------------------------
vertex renpy.alpha, renpy.geometry, renpy.matrixcolor, renpy.texture -----------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.alpha, renpy.geometry, renpy.matrixcolor, renpy.texture ---------
#version 100
precision mediump float;
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.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor, renpy.texture
#version 100
precision mediump float;
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;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry, renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.flip_texture, live2d.mask, renpy.geometry, renpy.matrixcolor,
renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.mask, renpy.geometry, renpy.matrixcolor,
renpy.texture
#version 100
precision mediump float;
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 -------------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.imagedissolve -----------------------------------
#version 100
precision mediump float;
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.colors, live2d.flip_texture, live2d.mask, renpy.alpha,
renpy.geometry, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.alpha,
renpy.geometry, renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry,
renpy.matrixcolor, renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.imagedissolve, renpy.matrixcolor, renpy.texture ---
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.imagedissolve, renpy.matrixcolor, renpy.texture -
#version 100
precision mediump float;
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.alpha, renpy.geometry, renpy.solid --------------------------------
#version 100
attribute vec4 a_position;
uniform mat4 u_transform;
void main() {
gl_Position = a_position;
void main() {
gl_FragColor = u_renpy_solid_color;
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor, renpy.texture
#version 100
precision mediump float;
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;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.solid ---------------------------------------------
#version 100
attribute vec4 a_position;
uniform mat4 u_transform;
void main() {
gl_Position = a_position;
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.solid -------------------------------------------
#version 100
precision mediump float;
uniform vec4 u_renpy_solid_color;
void main() {
gl_FragColor = u_renpy_solid_color;
}
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.matrixcolor ---------------------------------------
#version 100
attribute vec4 a_position;
uniform mat4 u_transform;
void main() {
gl_Position = a_position;
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.matrixcolor -------------------------------------
#version 100
precision mediump float;
uniform mat4 u_renpy_matrixcolor;
void main() {
--------------------------------------------------------------------------------
vertex live2d.flip_texture, live2d.inverted_mask, renpy.alpha, renpy.geometry,
renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.inverted_mask, renpy.alpha, renpy.geometry,
renpy.texture
#version 100
precision mediump float;
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.colors, live2d.flip_texture, live2d.mask, renpy.geometry,
renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.geometry,
renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.alpha,
renpy.geometry
#version 100
precision mediump float;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor
#version 100
precision mediump float;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry, renpy.matrixcolor
#version 100
precision mediump float;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.ftl ---------------------------------------------------------------
#version 100
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 100
precision mediump float;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.dissolve, renpy.geometry ------------------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.dissolve, renpy.geometry ----------------------------------------
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_dissolve;
uniform sampler2D tex0;
uniform sampler2D tex1;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.alpha,
renpy.geometry
#version 100
precision mediump float;
uniform float u_renpy_alpha;
uniform float u_renpy_over;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry
#version 100
precision mediump float;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.blur, renpy.geometry ----------------------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.blur, renpy.geometry --------------------------------------------
#version 100
precision mediump float;
uniform float u_renpy_blur_log2;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
gl_FragColor = vec4(0.);
float renpy_blur_norm = 0.;
--------------------------------------------------------------------------------
vertex live2d.flip_texture, live2d.inverted_mask, renpy.geometry, renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
v_tex_coord.y = 1.0 - v_tex_coord.y;
}
--------------------------------------------------------------------------------
fragment live2d.flip_texture, live2d.inverted_mask, renpy.geometry, renpy.texture
#version 100
precision mediump float;
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.colors, live2d.flip_texture, live2d.mask, renpy.geometry,
renpy.matrixcolor
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.geometry,
renpy.matrixcolor
#version 100
precision mediump float;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.alpha, renpy.blur, renpy.geometry ---------------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.alpha, renpy.blur, renpy.geometry -------------------------------
#version 100
precision mediump float;
uniform float u_renpy_alpha;
uniform float u_renpy_blur_log2;
uniform float u_renpy_over;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
gl_FragColor = vec4(0.);
float renpy_blur_norm = 0.;
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry,
renpy.matrixcolor
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry,
renpy.matrixcolor
#version 100
precision mediump float;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
vec4 color = texture2D(tex0, v_tex_coord);
vec4 mask = texture2D(tex1, v_mask_coord);
gl_FragColor = color * (1.0 - mask.a);
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry,
renpy.texture
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.inverted_mask, renpy.geometry,
renpy.texture
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.flip_texture, renpy.geometry, renpy.texture ----------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
--------------------------------------------------------------------------------
fragment live2d.flip_texture, renpy.geometry, renpy.texture --------------------
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform sampler2D tex0;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.mask, renpy.matrixcolor ---------------------------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform mat4 u_transform;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
}
--------------------------------------------------------------------------------
fragment renpy.geometry, renpy.mask, renpy.matrixcolor -------------------------
#version 100
precision mediump float;
uniform float u_lod_bias;
uniform float u_renpy_mask_multiplier;
uniform float u_renpy_mask_offset;
uniform mat4 u_renpy_matrixcolor;
uniform sampler2D tex0;
uniform sampler2D tex1;
varying vec2 v_tex_coord;
void main() {
--------------------------------------------------------------------------------
vertex live2d.colors, live2d.flip_texture, live2d.mask, renpy.geometry ---------
#version 100
attribute vec2 a_tex_coord;
attribute vec4 a_position;
uniform float u_live2d_ppu;
uniform mat4 u_transform;
uniform vec2 u_live2d_offset;
uniform vec2 u_model_size;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
gl_Position = a_position;
v_tex_coord = a_tex_coord;
v_mask_coord = (a_position.xy * u_live2d_ppu + u_live2d_offset) /
u_model_size;
v_mask_coord.y = 1.0 - v_mask_coord.y;
--------------------------------------------------------------------------------
fragment live2d.colors, live2d.flip_texture, live2d.mask, renpy.geometry -------
#version 100
precision mediump float;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_multiply;
uniform vec4 u_screen;
varying vec2 v_mask_coord;
varying vec2 v_tex_coord;
void main() {
vec4 color = texture2D(tex0, v_tex_coord);
vec4 mask = texture2D(tex1, v_mask_coord);
gl_FragColor = color * mask.a;
--------------------------------------------------------------------------------
Maximum texture size: 2624x2048
Pausing audio.
Disabling periodic events.
Saving.
Freeing memory.
Releasing wakelock.
Entered background. --------------------------------------------