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The document provides technical details about the execution of a Ren'Py application on an Infinix X6816C device running Android 11. It includes information on initialization times, screen dimensions, and rendering processes, along with error messages related to shader loading. The total time until the interface was ready was approximately 25.67 seconds.
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© © All Rights Reserved
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0% found this document useful (0 votes)
2 views

log

The document provides technical details about the execution of a Ren'Py application on an Infinix X6816C device running Android 11. It includes information on initialization times, screen dimensions, and rendering processes, along with error messages related to shader loading. The total time until the interface was ready was approximately 25.67 seconds.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
You are on page 1/ 26

2024-12-20 11:25:17 UTC

Wills747's Alternative_Saves_Android_Port
Ren'Py 8.3.2.24090902

Manufacturer INFINIX MOBILITY LIMITED Model Infinix X6816C


Android Version: 11
Device Arch: android-arm64_v8a

Screen diagonal is 6.271813146005572 inches.


Version: Ren'Py 8.3.2.24090902
Mobile search paths: /data/user/0/amn.esia/files/game
/storage/emulated/0/Android/data/amn.esia/files/game
/storage/emulated/0/Android/data/amn.esia/files/../../../../Documents/Wills747/
amn.esia/game
Early init took 0.49s
Early init took 0.49s
Loading error handling took 2.14s
Loading error handling took 2.14s
Loading script took 10.85s
Loading script took 10.85s
Saving to /storage/emulated/0/Android/data/amn.esia/files/../../../../Documents/
Wills747/amn.esia
Loading save slot metadata took 0.95s
Loading save slot metadata took 0.95s
Loading persistent took 0.04s
Loading persistent took 0.04s
Set script version to: (8, 3, 2)
- Init at 00images.rpyc:55 took 0.58943 s.
- Init at scripts/Global/defines.rpyc:464 took 0.55125 s.
Running init code took 1.89s
Running init code took 1.89s
Loading analysis data took 1.52s
Loading analysis data took 1.52s
Analyze and compile ATL took 0.17s
Analyze and compile ATL took 0.17s
Reloading save slot metadata took 0.58s
Reloading save slot metadata took 0.58s
Index archives took 0.00s
Index archives took 0.00s
Dump and make backups took 0.00s
Dump and make backups took 0.00s
Cleaning cache took 0.00s
Cleaning cache took 0.00s
Making clean stores took 0.00s
Making clean stores took 0.00s
Initial gc took 1.06s
Initial gc took 1.06s
DPI scale factor: 1.000000
Creating interface object took 0.05s
Creating interface object took 0.05s
Cleaning stores took 0.00s
Cleaning stores took 0.00s
Init translation took 1.15s
Init translation took 1.15s
Build styles took 0.01s
Build styles took 0.01s
Load screen analysis took 0.67s
Load screen analysis took 0.67s
Analyze screens took 0.05s
Analyze screens took 0.05s
Save screen analysis took 0.02s
Save screen analysis took 0.02s
Prepare screens took 1.87s
Prepare screens took 1.87s
Save pyanalysis. took 0.01s
Save pyanalysis. took 0.01s
Save bytecode. took 0.03s
Save bytecode. took 0.03s
Running _start took 0.03s
Running _start took 0.03s
Interface start took 1.42s
Interface start took 1.42s

Initializing gles2 renderer:


primary display bounds: (0, 0, 1568, 672)
swap interval: 1 frames
Fullscreen mode.
Vendor: "b'ARM'"
Renderer: b'Mali-G52'
Version: b'OpenGL ES 3.2 v1.r27p0-01eac0.560a3910a3367e0bb739a6eb4e910d0f'
Display Info: None
Screen sizes: virtual=(1920, 1080) physical=(1568, 720) drawable=(1568, 720)
Could not open 'cache/shaders.txt':
Maximum texture size: 4096x4096
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() {

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


}

--------------------------------------------------------------------------------
Total time until interface ready: 25.66679549217224s.
vertex renpy.geometry, renpy.solid ---------------------------------------------
#version 100
attribute vec4 a_position;
uniform mat4 u_transform;

void main() {
gl_Position = a_position;

gl_Position = u_transform * gl_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.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() {

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


}

--------------------------------------------------------------------------------
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;
gl_Position = u_transform * gl_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() {

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


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

gl_FragColor = mix(color0, color1, u_renpy_dissolve);


}

--------------------------------------------------------------------------------
Hid presplash.
AttributeError: 'renpy.gl2.gl2draw.GL2Draw' object has no attribute 'loader'
Exception ignored in: 'renpy.gl2.gl2shader.UniformSampler2D.assign'
Traceback (most recent call last):
File "renpy/display\core.py", line 1388, in draw_screen
AttributeError: 'renpy.gl2.gl2draw.GL2Draw' object has no attribute 'loader'
AttributeError: 'renpy.gl2.gl2draw.GL2Draw' object has no attribute 'loader'
Exception ignored in: 'renpy.gl2.gl2shader.UniformSampler2D.assign'
Traceback (most recent call last):
File "renpy/display\core.py", line 1388, in draw_screen
AttributeError: 'renpy.gl2.gl2draw.GL2Draw' object has no attribute 'loader'
AttributeError: 'renpy.gl2.gl2draw.GL2Draw' object has no attribute 'loader'
Exception ignored in: 'renpy.gl2.gl2shader.UniformSampler2D.assign'
Traceback (most recent call last):
File "renpy/display\core.py", line 1388, in draw_screen
AttributeError: 'renpy.gl2.gl2draw.GL2Draw' object has no attribute 'loader'
AttributeError: 'renpy.gl2.gl2draw.GL2Draw' object has no attribute 'loader'
Exception ignored in: 'renpy.gl2.gl2shader.UniformSampler2D.assign'
Traceback (most recent call last):
File "renpy/display\core.py", line 1388, in draw_screen
AttributeError: 'renpy.gl2.gl2draw.GL2Draw' object has no attribute 'loader'
AttributeError: 'renpy.gl2.gl2draw.GL2Draw' object has no attribute 'loader'
Exception ignored in: 'renpy.gl2.gl2shader.UniformSampler2D.assign'
Traceback (most recent call last):
File "renpy/display\core.py", line 1388, in draw_screen
AttributeError: 'renpy.gl2.gl2draw.GL2Draw' object has no attribute 'loader'
AttributeError: 'renpy.gl2.gl2draw.GL2Draw' object has no attribute 'loader'
Exception ignored in: 'renpy.gl2.gl2shader.UniformSampler2D.assign'
Traceback (most recent call last):
File "renpy/display\core.py", line 1388, in draw_screen
AttributeError: 'renpy.gl2.gl2draw.GL2Draw' object has no attribute 'loader'
AttributeError: 'renpy.gl2.gl2draw.GL2Draw' object has no attribute 'loader'
Exception ignored in: 'renpy.gl2.gl2shader.UniformSampler2D.assign'
Traceback (most recent call last):
File "renpy/display\core.py", line 1388, in draw_screen
AttributeError: 'renpy.gl2.gl2draw.GL2Draw' object has no attribute 'loader'
AttributeError: 'renpy.gl2.gl2draw.GL2Draw' object has no attribute 'loader'
Exception ignored in: 'renpy.gl2.gl2shader.UniformSampler2D.assign'
Traceback (most recent call last):
File "renpy/display\core.py", line 1388, in draw_screen
AttributeError: 'renpy.gl2.gl2draw.GL2Draw' object has no attribute 'loader'
AttributeError: 'renpy.gl2.gl2draw.GL2Draw' object has no attribute 'loader'
Exception ignored in: 'renpy.gl2.gl2shader.UniformSampler2D.assign'
Traceback (most recent call last):
File "renpy/display\core.py", line 1388, in draw_screen
AttributeError: 'renpy.gl2.gl2draw.GL2Draw' object has no attribute 'loader'
AttributeError: 'renpy.gl2.gl2draw.GL2Draw' object has no attribute 'loader'
Exception ignored in: 'renpy.gl2.gl2shader.UniformSampler2D.assign'
Traceback (most recent call last):
File "renpy/display\core.py", line 1388, in draw_screen
AttributeError: 'renpy.gl2.gl2draw.GL2Draw' object has no attribute 'loader'
AttributeError: 'renpy.gl2.gl2draw.GL2Draw' object has no attribute 'loader'
Exception ignored in: 'renpy.gl2.gl2shader.UniformSampler2D.assign'
Traceback (most recent call last):
File "renpy/display\core.py", line 1388, in draw_screen
AttributeError: 'renpy.gl2.gl2draw.GL2Draw' object has no attribute 'loader'
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;

gl_Position = u_transform * gl_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() {

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

gl_FragColor = gl_FragColor * vec4(u_renpy_alpha, u_renpy_alpha,


u_renpy_alpha, u_renpy_alpha * u_renpy_over);
}

--------------------------------------------------------------------------------
Pausing audio.
Disabling periodic events.
Saving.
Freeing memory.
Releasing wakelock.
Entered background. --------------------------------------------
Entering foreground. -------------------------------------------
Screen sizes: virtual=(1920, 1080) physical=(1568, 720) drawable=(1568, 720)
Could not open 'cache/shaders.txt':
Maximum texture size: 4096x4096
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() {

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


}

--------------------------------------------------------------------------------
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() {

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


}

--------------------------------------------------------------------------------
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;

gl_Position = u_transform * gl_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() {

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


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

gl_FragColor = mix(color0, color1, u_renpy_dissolve);


}

--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.solid ---------------------------------------------
#version 100
attribute vec4 a_position;
uniform mat4 u_transform;

void main() {

gl_Position = a_position;

gl_Position = u_transform * gl_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;
}

--------------------------------------------------------------------------------
Pausing audio.
Disabling periodic events.
Saving.
Freeing memory.
Releasing wakelock.
Entered background. --------------------------------------------
Entering foreground. -------------------------------------------
Screen sizes: virtual=(1920, 1080) physical=(1568, 720) drawable=(1568, 720)
Could not open 'cache/shaders.txt':
Maximum texture size: 4096x4096
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() {

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


}

--------------------------------------------------------------------------------
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() {

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


}

--------------------------------------------------------------------------------
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;

gl_Position = u_transform * gl_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() {

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


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

gl_FragColor = mix(color0, color1, u_renpy_dissolve);


}

--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.solid ---------------------------------------------
#version 100
attribute vec4 a_position;
uniform mat4 u_transform;

void main() {

gl_Position = a_position;

gl_Position = u_transform * gl_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;
}

--------------------------------------------------------------------------------
Pausing audio.
Disabling periodic events.
Saving.
Freeing memory.
Releasing wakelock.
Entered background. --------------------------------------------
Entering foreground. -------------------------------------------
Screen sizes: virtual=(1920, 1080) physical=(1568, 720) drawable=(1568, 720)
Could not open 'cache/shaders.txt':
Maximum texture size: 4096x4096
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() {

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


}

--------------------------------------------------------------------------------
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() {

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


}

--------------------------------------------------------------------------------
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;

gl_Position = u_transform * gl_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() {

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


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

gl_FragColor = mix(color0, color1, u_renpy_dissolve);


}

--------------------------------------------------------------------------------
Pausing audio.
Disabling periodic events.
Saving.
Freeing memory.
Releasing wakelock.
Entered background. --------------------------------------------
Entering foreground. -------------------------------------------
Screen sizes: virtual=(1920, 1080) physical=(1568, 720) drawable=(1568, 720)
Could not open 'cache/shaders.txt':
Maximum texture size: 4096x4096
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() {

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


}

--------------------------------------------------------------------------------
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() {

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


}

--------------------------------------------------------------------------------
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;

gl_Position = u_transform * gl_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() {

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


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

gl_FragColor = mix(color0, color1, u_renpy_dissolve);


}

--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.solid ---------------------------------------------
#version 100
attribute vec4 a_position;
uniform mat4 u_transform;

void main() {

gl_Position = a_position;

gl_Position = u_transform * gl_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;
}

--------------------------------------------------------------------------------
Pausing audio.
Disabling periodic events.
Saving.
Freeing memory.
Releasing wakelock.
Entered background. --------------------------------------------
Entering foreground. -------------------------------------------
Screen sizes: virtual=(1920, 1080) physical=(1568, 720) drawable=(1568, 720)
Could not open 'cache/shaders.txt':
Maximum texture size: 4096x4096
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() {

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


}

--------------------------------------------------------------------------------
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() {

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


}

--------------------------------------------------------------------------------
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;

gl_Position = u_transform * gl_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() {

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


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

gl_FragColor = mix(color0, color1, u_renpy_dissolve);


}

--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.solid ---------------------------------------------
#version 100
attribute vec4 a_position;
uniform mat4 u_transform;

void main() {

gl_Position = a_position;

gl_Position = u_transform * gl_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;
}

--------------------------------------------------------------------------------
Pausing audio.
Disabling periodic events.
Saving.
Freeing memory.
Releasing wakelock.
Entered background. --------------------------------------------
Entering foreground. -------------------------------------------
Screen sizes: virtual=(1920, 1080) physical=(1568, 720) drawable=(1568, 720)
Could not open 'cache/shaders.txt':
Maximum texture size: 4096x4096
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() {

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


}

--------------------------------------------------------------------------------
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() {

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


}

--------------------------------------------------------------------------------
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;

gl_Position = u_transform * gl_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() {

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


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

gl_FragColor = mix(color0, color1, u_renpy_dissolve);


}

--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.solid ---------------------------------------------
#version 100
attribute vec4 a_position;
uniform mat4 u_transform;

void main() {

gl_Position = a_position;

gl_Position = u_transform * gl_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;
}

--------------------------------------------------------------------------------
Pausing audio.
Disabling periodic events.
Saving.
Freeing memory.
Releasing wakelock.
Entered background. --------------------------------------------
Entering foreground. -------------------------------------------
Screen sizes: virtual=(1920, 1080) physical=(1568, 720) drawable=(1568, 720)
Could not open 'cache/shaders.txt':
Maximum texture size: 4096x4096
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() {

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


}

--------------------------------------------------------------------------------
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() {

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


}

--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.solid ---------------------------------------------
#version 100
attribute vec4 a_position;
uniform mat4 u_transform;

void main() {

gl_Position = a_position;

gl_Position = u_transform * gl_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.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;

gl_Position = u_transform * gl_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() {

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


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

gl_FragColor = mix(color0, color1, u_renpy_dissolve);


}

--------------------------------------------------------------------------------
vertex renpy.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 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() {

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

gl_FragColor = u_renpy_matrixcolor * gl_FragColor;


}

--------------------------------------------------------------------------------
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;
gl_Position = u_transform * gl_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.;

for (float i = -5.; i < 1.; i += 1.) {


float renpy_blur_weight = exp(-0.5 * pow(u_renpy_blur_log2 - i, 2.));
renpy_blur_norm += renpy_blur_weight;
}

gl_FragColor += renpy_blur_norm * texture2D(tex0, v_tex_coord.xy, 0.);

for (float i = 1.; i < 14.; i += 1.) {

if (i >= u_renpy_blur_log2 + 5.) {


break;
}

float renpy_blur_weight = exp(-0.5 * pow(u_renpy_blur_log2 - i, 2.));


gl_FragColor += renpy_blur_weight * texture2D(tex0, v_tex_coord.xy, i);
renpy_blur_norm += renpy_blur_weight;
}

if (renpy_blur_norm > 0.0) {


gl_FragColor /= renpy_blur_norm;
} else {
gl_FragColor = texture2D(tex0, v_tex_coord.xy, 0.0);
}
}

--------------------------------------------------------------------------------
Pausing audio.
Disabling periodic events.
Saving.
Freeing memory.
Releasing wakelock.
Entered background. --------------------------------------------
Entering foreground. -------------------------------------------
Screen sizes: virtual=(1920, 1080) physical=(1568, 720) drawable=(1568, 720)
Could not open 'cache/shaders.txt':
Maximum texture size: 4096x4096
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() {

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


}

--------------------------------------------------------------------------------
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;

gl_Position = u_transform * gl_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() {

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

gl_FragColor = u_renpy_matrixcolor * gl_FragColor;


}

--------------------------------------------------------------------------------
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() {

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


}

--------------------------------------------------------------------------------
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;

gl_Position = u_transform * gl_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.;

for (float i = -5.; i < 1.; i += 1.) {


float renpy_blur_weight = exp(-0.5 * pow(u_renpy_blur_log2 - i, 2.));
renpy_blur_norm += renpy_blur_weight;
}

gl_FragColor += renpy_blur_norm * texture2D(tex0, v_tex_coord.xy, 0.);


for (float i = 1.; i < 14.; i += 1.) {

if (i >= u_renpy_blur_log2 + 5.) {


break;
}

float renpy_blur_weight = exp(-0.5 * pow(u_renpy_blur_log2 - i, 2.));


gl_FragColor += renpy_blur_weight * texture2D(tex0, v_tex_coord.xy, i);
renpy_blur_norm += renpy_blur_weight;
}

if (renpy_blur_norm > 0.0) {


gl_FragColor /= renpy_blur_norm;
} else {
gl_FragColor = texture2D(tex0, v_tex_coord.xy, 0.0);
}
}

--------------------------------------------------------------------------------
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;

gl_Position = u_transform * gl_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() {

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

gl_FragColor = gl_FragColor * vec4(u_renpy_alpha, u_renpy_alpha,


u_renpy_alpha, u_renpy_alpha * u_renpy_over);
}

--------------------------------------------------------------------------------
vertex renpy.geometry, renpy.solid ---------------------------------------------
#version 100
attribute vec4 a_position;
uniform mat4 u_transform;
void main() {

gl_Position = a_position;

gl_Position = u_transform * gl_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.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;

gl_Position = u_transform * gl_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() {

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


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

gl_FragColor = mix(color0, color1, u_renpy_dissolve);


}

--------------------------------------------------------------------------------
Pausing audio.
Disabling periodic events.
Saving.
Freeing memory.
Releasing wakelock.
Entered background. --------------------------------------------

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