init python: renpy.register_shader("outline_shader", fragment_300=""" const float THICKNESS = 1.0 / 128.0; vec4 col = texture2D(tex0, v_tex_coord); if (col.a <= 0.5) { float a = texture2D(tex0, vec2(v_tex_coord.x + THICKNESS, v_tex_coord.y)).a + texture2D(tex0, vec2(v_tex_coord.x, v_tex_coord.y - THICKNESS)).a + texture2D(tex0, vec2(v_tex_coord.x - THICKNESS, v_tex_coord.y)).a + texture2D(tex0, vec2(v_tex_coord.x, v_tex_coord.y + THICKNESS)).a; if (col.a < 1.0 && a > 0.0) gl_FragColor = vec4(0.0, 1.0, 0.0, 0.8); else gl_FragColor = col; } """) renpy.register_shader("color_temperature_shader", variables=""" uniform float u_factor; uniform float u_strength; """, fragment_functions=""" vec3 ctemp2rgb(float ctemp) { mat3 m = (ctemp <= 6500.0) ? mat3(vec3(0.0, -2902.1955373783176, -8257.7997278925690), vec3(0.0, 1669.5803561666639, 2575.2827530017594), vec3(1.0, 1.3302673723350029, 1.8993753891711275)) : mat3(vec3(1745.0425298314172, 1216.6168361476490, -8257.7997278925690), vec3(-2666.3474220535695, -2173.1012343082230, 2575.2827530017594), vec3(0.55995389139931482, 0.70381203140554553, 1.8993753891711275)); return mix(clamp(vec3(m[0] / (vec3(clamp(ctemp, 1000.0, 40000.0)) + m[1]) + m[2]), vec3(0.0), vec3(1.0)), vec3(1.0), smoothstep(1000.0, 0.0, ctemp)); } """, fragment_300=""" float ctemp = mix(1000.0, 40000.0, u_factor); gl_FragColor = vec4(mix(gl_FragColor.xyz, gl_FragColor.xyz * ctemp2rgb(ctemp), u_strength), 1.0); """) transform color_temperature(factor=1.0, strength=1.0): mesh True shader "color_temperature_shader" u_factor factor # 0.075 dusk, 0.1 dawn, 0.5 evening, 1.0 night u_strength strength