Good morning at the time i'm writing this. I've been doing test runs on your shader and it came to my attention that bokeh line of transforms aren't playing well with my version of renpy. I've tried several debugging methods like isolation, using different structures, and looking into the code itself. None of them seem to address the two main errors (tuple out of range and faulty operand). I surely hope this isn't a me thing and just the shaders being strange but from the two machines I tested it on, both yielded the same results.
Here's the error (which is new? said something different before):
I'm sorry, but an uncaught exception occurred.
While running game code:
File "renpy/gl2/gl2shader.pyx", line 342, in renpy.gl2.gl2shader.Program.draw
KeyError: 'a_tex_coord'
During handling of the above exception, another exception occurred:
Traceback (most recent call last):
File "game/script.rpy", line 25, in script
e "Did you change the name and save directory of the game in options.rpy?"
File "renpy/gl2/gl2draw.pyx", line 1041, in renpy.gl2.gl2draw.GL2Draw.draw_screen
File "renpy/gl2/gl2draw.pyx", line 1780, in renpy.gl2.gl2draw.draw_render
File "renpy/gl2/gl2draw.pyx", line 1719, in renpy.gl2.gl2draw.GL2DrawingContext.draw_one
File "renpy/gl2/gl2draw.pyx", line 1719, in renpy.gl2.gl2draw.GL2DrawingContext.draw_one
File "renpy/gl2/gl2draw.pyx", line 1719, in renpy.gl2.gl2draw.GL2DrawingContext.draw_one
[Previous line repeated 6 more times]
File "renpy/gl2/gl2draw.pyx", line 1619, in renpy.gl2.gl2draw.GL2DrawingContext.draw_one
File "renpy/gl2/gl2draw.pyx", line 1551, in renpy.gl2.gl2draw.GL2DrawingContext.draw_model
File "renpy/gl2/gl2shader.pyx", line 346, in renpy.gl2.gl2shader.Program.draw
renpy.gl2.gl2shader.ShaderError: Shader MakeVisualNovels.Bokeh+renpy.geometry+renpy.solid requires attribute a_tex_coord, but it is not in the mesh.
-- Full Traceback ------------------------------------------------------------
Traceback (most recent call last):
File "renpy/gl2/gl2shader.pyx", line 342, in renpy.gl2.gl2shader.Program.draw
KeyError: 'a_tex_coord'
During handling of the above exception, another exception occurred:
Traceback (most recent call last):
File "game/script.rpy", line 25, in script
e "Did you change the name and save directory of the game in options.rpy?"
File "renpy/ast.py", line 2915, in execute
Say.execute(self)
~~~~~~~~~~~^^^^^^
File "renpy/ast.py", line 991, in execute
renpy.exports.say(who, what, *args, **kwargs)
~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "renpy/exports/sayexports.py", line 129, in say
who(what, *args, **kwargs)
~~~^^^^^^^^^^^^^^^^^^^^^^^
File "renpy/character.py", line 1543, in __call__
self.do_display(who, what, cb_args=self.cb_args, dtt=dtt, **display_args)
~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "renpy/character.py", line 1198, in do_display
display_say(who, what, self.do_show, **display_args)
~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "renpy/character.py", line 888, in display_say
rv = renpy.ui.interact(mouse="say", type=type, roll_forward=roll_forward)
~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "renpy/ui.py", line 304, in interact
rv = renpy.game.interface.interact(roll_forward=roll_forward, **kwargs)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "renpy/display/core.py", line 2216, in interact
repeat, rv = self.interact_core(
~~~~~~~~~~~~~~~~~~^
preloads=preloads,
^^^^^^^^^^^^^^^^^^
...<4 lines>...
**kwargs,
^^^^^^^^^
) # type: ignore
^
File "renpy/display/core.py", line 2887, in interact_core
self.draw_screen(root_widget, fullscreen_video, (not fullscreen_video) or video_frame_drawn)
~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "renpy/display/core.py", line 1384, in draw_screen
renpy.display.draw.draw_screen(surftree)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^
File "renpy/gl2/gl2draw.pyx", line 1041, in renpy.gl2.gl2draw.GL2Draw.draw_screen
File "renpy/gl2/gl2draw.pyx", line 1780, in renpy.gl2.gl2draw.draw_render
File "renpy/gl2/gl2draw.pyx", line 1719, in renpy.gl2.gl2draw.GL2DrawingContext.draw_one
File "renpy/gl2/gl2draw.pyx", line 1719, in renpy.gl2.gl2draw.GL2DrawingContext.draw_one
File "renpy/gl2/gl2draw.pyx", line 1719, in renpy.gl2.gl2draw.GL2DrawingContext.draw_one
[Previous line repeated 6 more times]
File "renpy/gl2/gl2draw.pyx", line 1619, in renpy.gl2.gl2draw.GL2DrawingContext.draw_one
File "renpy/gl2/gl2draw.pyx", line 1551, in renpy.gl2.gl2draw.GL2DrawingContext.draw_model
File "renpy/gl2/gl2shader.pyx", line 346, in renpy.gl2.gl2shader.Program.draw
renpy.gl2.gl2shader.ShaderError: Shader MakeVisualNovels.Bokeh+renpy.geometry+renpy.solid requires attribute a_tex_coord, but it is not in the mesh.
Windows-11-10.0.26100-SP0 AMD64
Ren'Py 8.4.0.25071206
abbberation 1.0
Wed Jul 16 08:56:13 2025
Here's the code I used:
scene black
show black at CreateBokeh(12.0,0.5,"add",0.05) as boke
scene black
show black at Bokeh as boke
You're free to take your time as this might be the last I'll make mention of it. Have a great day and keep chuggin along.
Thanks for the error report, I'll dig into it and figure out what's going on. Someone in the Discord was also talking about it and I think something goofy might be happening with it. I might have used an older version of my test code for it instead of the tested one I had ready. I gotta look at it to be sure.
Do you happen to know which version of RenPy this was in? I doubt it's an issue with RenPy, but it helps me reproduce it.
Sorry for the wait, I figured out what was going on.
Early on when I started working on this pack, Bokeh originally was only going to move in one dimension, so speed was expressed as a float originally. Before I released, I made speed an expression of vec2 so that it could have two dimensional speed. I completely forgot that I did that, so I even included in the instructions to make it a float.
I've updated the templates to use the correct ones. You can replace your MVNRomFXTemplates.rpy and it should straighten it out.
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Good morning at the time i'm writing this. I've been doing test runs on your shader and it came to my attention that bokeh line of transforms aren't playing well with my version of renpy. I've tried several debugging methods like isolation, using different structures, and looking into the code itself. None of them seem to address the two main errors (tuple out of range and faulty operand). I surely hope this isn't a me thing and just the shaders being strange but from the two machines I tested it on, both yielded the same results.
Here's the error (which is new? said something different before):
Here's the code I used:
You're free to take your time as this might be the last I'll make mention of it. Have a great day and keep chuggin along.
Thanks for the error report, I'll dig into it and figure out what's going on. Someone in the Discord was also talking about it and I think something goofy might be happening with it. I might have used an older version of my test code for it instead of the tested one I had ready. I gotta look at it to be sure.
Do you happen to know which version of RenPy this was in? I doubt it's an issue with RenPy, but it helps me reproduce it.
I tested it both on 8.3.7 and 8.4.0. Ty!
Perfect. I'll get to work on it and have it sorted soon.
Sorry for the wait, I figured out what was going on.
Early on when I started working on this pack, Bokeh originally was only going to move in one dimension, so speed was expressed as a float originally. Before I released, I made speed an expression of vec2 so that it could have two dimensional speed. I completely forgot that I did that, so I even included in the instructions to make it a float.
I've updated the templates to use the correct ones. You can replace your MVNRomFXTemplates.rpy and it should straighten it out.
Thanks
Is there a way to add the shaders to UI elements like adding it to text to make it glow?
For displayables in the UI, you can apply these to them. For text itself, no, but I have another pack that works with text.
https://makevisualnovels.itch.io/text-pack
Thank you!
question for the vignette, can that change color?
transform MVNVignetteGreen
or whatever.
u_vint_tint (0.1, 0.8, 0.1)
for a green.
camera at MVNVignetteGreen
You can change all the other parameters too. Everything is commented nicely so you can figure out stuff.
If you check transform OtomeBrains that is a vignette with a different colour so you can see what is changed.
You can do this for any of the other effects too to make custom ones.
The transforms in MVNRomFXTemplates are intended to be copied and changed to customize the effects without having to dive into the shader code itself.
Here's a few quick ones I did, but you can tool with the numbers yourself and produce whatever variations you'd like:
YOOOOO!!!!