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				<text Text="Sure. Try it out.&lt;p3&gt;" path="" int="0"/>
			</TextTextLanguages>
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		<Text name="Unnamed" id="77" order="14" lastModified="-1">
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				<text Text="Awesome! That opens up new possibilities." path="" int="0"/>
			</TextTextLanguages>
		</Text>
		<Text name="Unnamed" id="78" order="14" lastModified="-1">
			<TextTextLanguages>
				<text Text="Meh, be quiet!" path="" int="0"/>
			</TextTextLanguages>
		</Text>
		<Text name="Unnamed" id="79" order="14" lastModified="-1">
			<TextTextLanguages>
				<text Text="So I guess we really covered the important things now." path="" int="0"/>
			</TextTextLanguages>
		</Text>
		<Text name="Unnamed" id="80" order="14" lastModified="-1">
			<TextTextLanguages>
				<text Text="You can find a detailed description in the Visionaire Wiki. Just click the link below." path="" int="0"/>
			</TextTextLanguages>
		</Text>
		<Text name="Unnamed" id="81" order="14" lastModified="-1">
			<TextTextLanguages>
				<text Text="What is the &quot;Argo Bubbles&quot; script good for, you ask? - Well, it adds speech bubbles to character texts." path="" int="0"/>
			</TextTextLanguages>
		</Text>
		<Text name="Unnamed" id="87" order="87" lastModified="-1">
			<TextTextLanguages>
				<text Text="" path="" int="0"/>
			</TextTextLanguages>
		</Text>
		<Text name="Unnamed" id="88" order="88" lastModified="-1">
			<TextTextLanguages>
				<text Text="" path="" int="0"/>
			</TextTextLanguages>
		</Text>
		<Text name="Unnamed" id="91" order="14" lastModified="-1">
			<TextTextLanguages>
				<text Text="And the bubble is not displayed over my head but at a fixed position on the screen." path="" int="0"/>
			</TextTextLanguages>
		</Text>
		<Text name="Unnamed" id="92" order="14" lastModified="-1">
			<TextTextLanguages>
				<text Text="Go ahead and play around with the &quot;Argo Bubbles&quot; script." path="" int="0"/>
			</TextTextLanguages>
		</Text>
		<Text name="Unnamed" id="93" order="14" lastModified="-1">
			<TextTextLanguages>
				<text Text="Or how about some color tint&lt;br/&gt;and right-aligned text?" path="" int="0"/>
			</TextTextLanguages>
		</Text>
		<Text name="Unnamed" id="94" order="23" lastModified="-1">
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				<text Text="At least for a skull ..." path="" int="0"/>
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		</Text>
		<Text name="Unnamed" id="95" order="14" lastModified="-1">
			<TextTextLanguages>
				<text Text="That's a really nice feature." path="" int="0"/>
			</TextTextLanguages>
		</Text>
		<Text name="Unnamed" id="96" order="14" lastModified="-1">
			<TextTextLanguages>
				<text Text="You can not just define one bubble style per character, but different styles for the same character - and switch between them." path="" int="0"/>
			</TextTextLanguages>
		</Text>
		<Text name="Unnamed" id="97" order="14" lastModified="-1">
			<TextTextLanguages>
				<text Text="&lt;f rainbow w=30 ts=0.1&gt;Now tell me you don't like that?" path="" int="0"/>
			</TextTextLanguages>
		</Text>
		<Text name="Unnamed" id="98" order="14" lastModified="-1">
			<TextTextLanguages>
				<text Text="Nah, I'm just showing off with&lt;br/&gt;some nice &lt;#FF0000&gt;text styling&lt;/#&gt; examples." path="" int="0"/>
			</TextTextLanguages>
		</Text>
		<Text name="Unnamed" id="99" order="14" lastModified="-1">
			<TextTextLanguages>
				<text Text="Hey, you think you're a unicorn?" path="" int="0"/>
			</TextTextLanguages>
		</Text>
		<Text name="Unnamed" id="100" order="14" lastModified="-1">
			<TextTextLanguages>
				<text Text="&lt;t Fade lw d=0.1 s=0.03 NoneOut&gt;Because these are working in the bubbles, too." path="" int="0"/>
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		<Script name="ArgoBubbles" id="0" order="0" lastModified="-1" ScriptScript="--[[&lt;br/&gt;&lt;br/&gt;Argo Bubbles&lt;br/&gt;------------&lt;br/&gt;This script turns character texts into speech bubbles. It allows defining differently styled bubbles for each character, or even different speech bubble styles for the same character to switch between during the game.&lt;br/&gt;&lt;br/&gt;Authors:         The Argonauts&lt;br/&gt;                 (with contributions by Mulewa and some lines of code&lt;br/&gt;                 taken from the Visionaire Shader Toolkit by Simon Scheckel)&lt;br/&gt;Version:         2.3.1&lt;br/&gt;Date:            2026-06-01&lt;br/&gt;Requirements:    Visionaire Studio 5.3 or higher&lt;br/&gt;License:         MIT License (details at the bottom of the script)&lt;br/&gt;Based on:        Advanced Speechbubble Script [v1.1] (10/13/2018), written by Sebastian/TURBOMODUS (with permission)&lt;br/&gt;Instructions:    https://wiki.visionaire-tracker.net/wiki/Argo_Bubbles&lt;br/&gt;&lt;br/&gt;Argonauts games: https://the-argonauts.itch.io/&lt;br/&gt;&lt;br/&gt;]]&lt;br/&gt;&lt;br/&gt;&lt;br/&gt;&lt;br/&gt;-------------------------------&lt;br/&gt;-- DEFINE YOUR SETTINGS HERE --&lt;br/&gt;-------------------------------&lt;br/&gt;&lt;br/&gt;-- Detailed description of the settings:&lt;br/&gt;-- https://wiki.visionaire-tracker.net/wiki/Argo_Bubbles#Settings&lt;br/&gt;-- or in the &quot;readme.txt&quot; file coming with this script&lt;br/&gt;&lt;br/&gt;&lt;br/&gt;-- GENERAL SETTINGS&lt;br/&gt;local enable_shader_viewport_adjustments = true&lt;br/&gt;&lt;br/&gt;&lt;br/&gt;-- DEFAULT BUBBLE STYLE&lt;br/&gt;local default_style = {&lt;br/&gt;  align_h = &quot;center&quot;,&lt;br/&gt;  align_v = &quot;top&quot;,&lt;br/&gt;  flip_v_align_on_edge = true,&lt;br/&gt;  bubble_offset_x = 0,&lt;br/&gt;  bubble_top_offset_y = 40,&lt;br/&gt;  bubble_bottom_offset_y = 150,&lt;br/&gt;  adjust_v_offset_to_char_scale = true,&lt;br/&gt;  color = 0xffffff,&lt;br/&gt;  text_align_h = &quot;center&quot;,&lt;br/&gt;  text_align_v = &quot;center&quot;,&lt;br/&gt;  padding = { top = 15, right = 20, bottom = 12, left = 20 },&lt;br/&gt;  fixed_width = 0,&lt;br/&gt;  fixed_height = 0,&lt;br/&gt;  fixed_pos = false,&lt;br/&gt;  expand_fixed_dims = true,&lt;br/&gt;  file_bubble = &quot;vispath:gui/bubble.png&quot;,&lt;br/&gt;  ninerect = { x = 20, y = 15, width = 30, height = 20 },&lt;br/&gt;  file_portrait = &quot;&quot;,&lt;br/&gt;  portrait_align_h = &quot;left&quot;,&lt;br/&gt;  portrait_align_v = &quot;top&quot;,&lt;br/&gt;  file_pointer_bottom_right = &quot;vispath:gui/bubble_pointer_br.png&quot;,&lt;br/&gt;  file_pointer_bottom_left = &quot;vispath:gui/bubble_pointer_bl.png&quot;,&lt;br/&gt;  pointer_bottom_right_offset_x = 35,&lt;br/&gt;  pointer_bottom_left_offset_x = 5,&lt;br/&gt;  pointer_bottom_offset_y = 3,&lt;br/&gt;  file_pointer_top_right = &quot;vispath:gui/bubble_pointer_tr.png&quot;,&lt;br/&gt;  file_pointer_top_left = &quot;vispath:gui/bubble_pointer_tl.png&quot;,&lt;br/&gt;  pointer_top_right_offset_x = 25,&lt;br/&gt;  pointer_top_left_offset_x = 25,&lt;br/&gt;  pointer_top_offset_y = 3,&lt;br/&gt;  pointer_min_distance = 15,&lt;br/&gt;  min_distance = 15&lt;br/&gt;}&lt;br/&gt;&lt;br/&gt;&lt;br/&gt;-- CUSTOM BUBBLE STYLES&lt;br/&gt;local custom_styles = {&lt;br/&gt;  {&lt;br/&gt;    char = &quot;Skull&quot;,&lt;br/&gt;    bubble_offset_x = 50,&lt;br/&gt;    bubble_top_offset_y = 20,&lt;br/&gt;    padding = { top = 20, right = 25, bottom = 10, left = 25 },&lt;br/&gt;    fixed_width = 500,&lt;br/&gt;    fixed_height = 150,&lt;br/&gt;    file_bubble = &quot;vispath:gui/bubble2.png&quot;&lt;br/&gt;  },&lt;br/&gt;  {&lt;br/&gt;    char = &quot;Hero&quot;,&lt;br/&gt;    align_h = &quot;char_facing&quot;,&lt;br/&gt;    align_v =&quot;bottom&quot;&lt;br/&gt;  },&lt;br/&gt;  {&lt;br/&gt;    char = &quot;Hero&quot;,&lt;br/&gt;    align_v =&quot;bottom&quot;&lt;br/&gt;  },&lt;br/&gt;  {&lt;br/&gt;    char = &quot;Hero&quot;,&lt;br/&gt;    padding = { top = 15, right = 90, bottom = 12, left = 20 },&lt;br/&gt;    fixed_height = 100,&lt;br/&gt;    file_portrait = &quot;vispath:gui/portrait_hero.png&quot;,&lt;br/&gt;    portrait_align_h = &quot;right&quot;,&lt;br/&gt;    portrait_align_v = &quot;bottom&quot;&lt;br/&gt;  },&lt;br/&gt;  {&lt;br/&gt;    char = &quot;Goldguy&quot;,&lt;br/&gt;    align_h = &quot;right&quot;,&lt;br/&gt;    text_align_h = &quot;left&quot;,&lt;br/&gt;    text_align_v = &quot;top&quot;,&lt;br/&gt;    padding = { top = 15, right = 20, bottom = 12, left = 90 },&lt;br/&gt;    fixed_width = 500,&lt;br/&gt;    fixed_height = 100,&lt;br/&gt;    fixed_pos = { x = 1316, y = 50 },&lt;br/&gt;    file_bubble = &quot;vispath:gui/bubble3.png&quot;,&lt;br/&gt;    file_portrait = &quot;vispath:gui/portrait_goldguy.png&quot;,&lt;br/&gt;    file_pointer_bottom_right = &quot;&quot;,&lt;br/&gt;    file_pointer_bottom_left = &quot;&quot;,&lt;br/&gt;  },&lt;br/&gt;  {&lt;br/&gt;    char = &quot;Hero&quot;,&lt;br/&gt;    color = 0xfbefb6,&lt;br/&gt;    text_align_h = &quot;right&quot;&lt;br/&gt;  }&lt;br/&gt;}&lt;br/&gt;&lt;br/&gt;&lt;br/&gt;-- ADVANCED SETTINGS&lt;br/&gt;local ab_bind_to_handler = true&lt;br/&gt;&lt;br/&gt;function ab_on_text_stopped(text)&lt;br/&gt;  -- add your functions here&lt;br/&gt;&lt;br/&gt;end&lt;br/&gt;&lt;br/&gt;&lt;br/&gt;&lt;br/&gt;&lt;br/&gt;&lt;br/&gt;--------------------------------------------------------&lt;br/&gt;-- USUALLY NO NEED TO CHANGE ANYTHING BELOW THIS LINE --&lt;br/&gt;--------------------------------------------------------&lt;br/&gt;&lt;br/&gt;&lt;br/&gt;-- Build new custom styles table &quot;c_styles&quot; and fill up with default values&lt;br/&gt;local c_styles = {}&lt;br/&gt;&lt;br/&gt;if custom_styles ~= nil then&lt;br/&gt;  for key, styles in pairs(custom_styles) do&lt;br/&gt;    local num_char_styles = 1&lt;br/&gt;&lt;br/&gt;    if c_styles[ styles[&quot;char&quot;] ] ~= nil then&lt;br/&gt;      num_char_styles = #c_styles[ styles[&quot;char&quot;] ] + 1&lt;br/&gt;      c_styles[ styles[&quot;char&quot;] ][num_char_styles] = {}&lt;br/&gt;    else&lt;br/&gt;      c_styles[ styles[&quot;char&quot;] ] = {{}}&lt;br/&gt;    end&lt;br/&gt;&lt;br/&gt;    for k, v in pairs(default_style) do&lt;br/&gt;      c_styles[ styles[&quot;char&quot;] ][num_char_styles][k] = v&lt;br/&gt;    end&lt;br/&gt;&lt;br/&gt;    for k, v in pairs(styles) do&lt;br/&gt;      c_styles[ styles[&quot;char&quot;] ][num_char_styles][k] = v&lt;br/&gt;    end&lt;br/&gt;  end&lt;br/&gt;end&lt;br/&gt;&lt;br/&gt;&lt;br/&gt;&lt;br/&gt;-- CALL FUNCTIONS&lt;br/&gt;&lt;br/&gt;local bubbles = {}&lt;br/&gt;local killed = {}&lt;br/&gt;&lt;br/&gt;-- New mode: create bubbles in &quot;textRender&quot; function&lt;br/&gt;function show_argo_bubble(text)&lt;br/&gt;  if text.Owner.tableId == eCharacters then &lt;br/&gt;    -- Add current character text to the bubbles table, if not already there (and bubbles not killed early)&lt;br/&gt;    if bubbles[text.id] == nil and killed[text.id] == nil then&lt;br/&gt;      bubbles[text.id] = {&lt;br/&gt;        Text = text.CurrentText,&lt;br/&gt;        Owner = text.Owner.name,&lt;br/&gt;        Background = text.Background,&lt;br/&gt;        Object = text&lt;br/&gt;      }&lt;br/&gt;    end&lt;br/&gt;&lt;br/&gt;    -- override the default text rendering&lt;br/&gt;    return true&lt;br/&gt;  end&lt;br/&gt;  &lt;br/&gt;  return false&lt;br/&gt;end&lt;br/&gt;&lt;br/&gt;&lt;br/&gt;&lt;br/&gt;function destroy_argo_bubble(text)&lt;br/&gt;  -- Remove current text from bubbles table&lt;br/&gt;  bubbles[text.id] = nil&lt;br/&gt;&lt;br/&gt;  -- Call external functions that use the &quot;textStopped&quot; event handler&lt;br/&gt;  if ab_on_text_stopped ~= nil then&lt;br/&gt;    ab_on_text_stopped(text)&lt;br/&gt;  end&lt;br/&gt;end&lt;br/&gt;&lt;br/&gt;&lt;br/&gt;&lt;br/&gt;-- Call this function to immediately destroy all bubbles&lt;br/&gt;function kill_argo_bubbles()&lt;br/&gt;  -- Since we use the render hook, the bubbles table gets quickly filled again;&lt;br/&gt;  -- so we store the ids of texts to be killed in a separate table&lt;br/&gt;  for key, val in pairs(bubbles) do&lt;br/&gt;    killed[key] = key&lt;br/&gt;  end&lt;br/&gt;  &lt;br/&gt;  bubbles = {}&lt;br/&gt;end&lt;br/&gt;&lt;br/&gt;&lt;br/&gt;&lt;br/&gt;-- Register hook function and bind to event handler&lt;br/&gt;registerHookFunction(&quot;textRender&quot;, &quot;show_argo_bubble&quot;)&lt;br/&gt;&lt;br/&gt;if ab_bind_to_handler then&lt;br/&gt;  registerEventHandler(&quot;textStopped&quot;,&quot;destroy_argo_bubble&quot;)&lt;br/&gt;end&lt;br/&gt;&lt;br/&gt;&lt;br/&gt;&lt;br/&gt;&lt;br/&gt;&lt;br/&gt;-- DRAW FUNCTIONS&lt;br/&gt;&lt;br/&gt;-- Draw background texts from bubbles table below interfaces (and cursors)&lt;br/&gt;function bubble_below_interface()&lt;br/&gt;  for key, val in pairs(bubbles) do&lt;br/&gt;    if val.Background then&lt;br/&gt;      create_bubble(key, val)&lt;br/&gt;    end&lt;br/&gt;  end&lt;br/&gt;end&lt;br/&gt;&lt;br/&gt;&lt;br/&gt;&lt;br/&gt;-- Draw non-background texts from bubbles table above interfaces&lt;br/&gt;function bubble_above_interface()&lt;br/&gt;  for key, val in pairs(bubbles) do&lt;br/&gt;    if not val.Background then&lt;br/&gt;      create_bubble(key, val)&lt;br/&gt;    end&lt;br/&gt;  end&lt;br/&gt;end&lt;br/&gt;&lt;br/&gt;&lt;br/&gt;&lt;br/&gt;-- Main bubble function&lt;br/&gt;function create_bubble(key, val)&lt;br/&gt;  -- Get talking character&lt;br/&gt;  local char = Characters[val.Owner]&lt;br/&gt;  local pos = graphics.getCharacterTextPosition(char)&lt;br/&gt;&lt;br/&gt;  -- Get bubble style&lt;br/&gt;  local bubble_style = get_style(key, val, char)&lt;br/&gt;  &lt;br/&gt;  -- Get shader toolkit viewport adjustments&lt;br/&gt;  local shader_adjusted_viewport = get_viewport_adjustments(bubble_style)&lt;br/&gt;&lt;br/&gt;  -- Facing direction (if bubble alignment is set to &quot;left&quot; or &quot;right&quot;, the actual facing direction is irrelevant)&lt;br/&gt;  local char_facing = &quot;right&quot;&lt;br/&gt;  &lt;br/&gt;  if bubble_style.align_h == &quot;left&quot; then&lt;br/&gt;    char_facing = &quot;left&quot;&lt;br/&gt;  elseif bubble_style.align_h ~= &quot;right&quot; then&lt;br/&gt;    if char.Direction &gt; 90 and char.Direction &lt; 270 then&lt;br/&gt;      char_facing = &quot;left&quot;&lt;br/&gt;    end&lt;br/&gt;  end&lt;br/&gt;&lt;br/&gt;  -- Get text and bubble dimensions&lt;br/&gt;  local text_and_bubble_dims = get_text_and_dims(key, val, char, bubble_style)&lt;br/&gt;  &lt;br/&gt;  local text_dim = text_and_bubble_dims.text_dim&lt;br/&gt;  local bubble_dim = text_and_bubble_dims.bubble_dim&lt;br/&gt;&lt;br/&gt;   -- Get the bubble position&lt;br/&gt;  pos = get_bubble_position(pos, bubble_style, bubble_dim, char, char_facing, shader_adjusted_viewport)&lt;br/&gt;&lt;br/&gt;  -- Get bubble graphic and define ninerect geometry&lt;br/&gt;  local bubble_sprite&lt;br/&gt;  local dest_rect = { x = pos.x, y = pos.y, width = bubble_dim.x, height = bubble_dim.y }&lt;br/&gt;  &lt;br/&gt;  -- Take sprite from bubbles table, if cached&lt;br/&gt;  if val.bubble_sprite ~= nil then&lt;br/&gt;    bubble_sprite = val.bubble_sprite&lt;br/&gt;  else&lt;br/&gt;    bubble_sprite = graphics.loadFromFile(bubble_style.file_bubble)&lt;br/&gt;&lt;br/&gt;    -- Cache bubble sprite&lt;br/&gt;    bubbles[key].bubble_sprite = bubble_sprite&lt;br/&gt;  end&lt;br/&gt;&lt;br/&gt;  -- Draw the bubble&lt;br/&gt;  graphics.drawSpriteWithNineRect(bubble_sprite, dest_rect, bubble_style.ninerect, bubble_style.color, 1.0)&lt;br/&gt;&lt;br/&gt;  -- Get portrait graphic&lt;br/&gt;  local portrait_sprite = nil&lt;br/&gt;&lt;br/&gt;  -- Take sprite from bubbles table, if cached&lt;br/&gt;  if val.portrait_sprite ~= nil then&lt;br/&gt;    portrait_sprite = val.portrait_sprite&lt;br/&gt;  elseif bubble_style.file_portrait ~= nil and bubble_style.file_portrait ~= &quot;&quot; then&lt;br/&gt;    portrait_sprite = graphics.loadFromFile(bubble_style.file_portrait)&lt;br/&gt;    &lt;br/&gt;    -- Cache bubble sprite&lt;br/&gt;    bubbles[key].portrait_sprite = portrait_sprite&lt;br/&gt;  end&lt;br/&gt;  &lt;br/&gt;  -- Continue with portrait, if graphic has been defined&lt;br/&gt;  if portrait_sprite ~= nil then&lt;br/&gt;    -- Get position of portrait image&lt;br/&gt;    portrait_sprite.position = get_portrait_position(pos, bubble_style, bubble_dim, portrait_sprite)&lt;br/&gt;&lt;br/&gt;    -- Draw the portrait&lt;br/&gt;    graphics.drawSprite(portrait_sprite, 1.0)&lt;br/&gt;  end&lt;br/&gt;&lt;br/&gt;  -- Get pointer graphic&lt;br/&gt;  local pointer_sprite = nil&lt;br/&gt;  local pointer_offset = 0&lt;br/&gt;&lt;br/&gt;  if char_facing == &quot;left&quot; then&lt;br/&gt;    -- right pointer when char facing left&lt;br/&gt;    if (bubble_style.align_v_temp ~= nil and bubble_style.align_v_temp == &quot;bottom&quot;) or (bubble_style.align_v_temp == nil and bubble_style.align_v == &quot;bottom&quot;) then&lt;br/&gt;      -- top pointer when bubble aligned to bottom&lt;br/&gt;      if bubble_style.file_pointer_top_right ~= nil and bubble_style.file_pointer_top_right ~= &quot;&quot; then&lt;br/&gt;        pointer_sprite = graphics.loadFromFile(bubble_style.file_pointer_top_right)&lt;br/&gt;        pointer_offset = -bubble_style.pointer_top_right_offset_x&lt;br/&gt;      end&lt;br/&gt;    else&lt;br/&gt;      -- bottom pointer when bubble aligned to top&lt;br/&gt;      if bubble_style.file_pointer_bottom_right ~= nil and bubble_style.file_pointer_bottom_right ~= &quot;&quot; then&lt;br/&gt;        pointer_sprite = graphics.loadFromFile(bubble_style.file_pointer_bottom_right)&lt;br/&gt;        pointer_offset = -bubble_style.pointer_bottom_right_offset_x&lt;br/&gt;      end&lt;br/&gt;    end&lt;br/&gt;  else&lt;br/&gt;    -- left pointer when char facing right&lt;br/&gt;    if (bubble_style.align_v_temp ~= nil and bubble_style.align_v_temp == &quot;bottom&quot;) or (bubble_style.align_v_temp == nil and bubble_style.align_v == &quot;bottom&quot;) then&lt;br/&gt;      -- top pointer when bubble aligned to bottom&lt;br/&gt;      if bubble_style.file_pointer_top_left ~= nil and bubble_style.file_pointer_top_left ~= &quot;&quot; then&lt;br/&gt;        pointer_sprite = graphics.loadFromFile(bubble_style.file_pointer_top_left)&lt;br/&gt;        pointer_offset = bubble_style.pointer_top_left_offset_x&lt;br/&gt;      end&lt;br/&gt;    else&lt;br/&gt;      -- bottom pointer when bubble aligned to top&lt;br/&gt;      if bubble_style.file_pointer_bottom_left ~= nil and bubble_style.file_pointer_bottom_left ~= &quot;&quot; then&lt;br/&gt;        pointer_sprite = graphics.loadFromFile(bubble_style.file_pointer_bottom_left)&lt;br/&gt;        pointer_offset = bubble_style.pointer_bottom_left_offset_x&lt;br/&gt;      end&lt;br/&gt;    end&lt;br/&gt;  end&lt;br/&gt;&lt;br/&gt;  -- Continue with pointer, if graphic has been defined&lt;br/&gt;  if pointer_sprite ~= nil then&lt;br/&gt;    -- Get position of pointer image&lt;br/&gt;    pointer_sprite.position = get_pointer_position(pos, bubble_style, bubble_dim, pointer_offset, char, char_facing, shader_adjusted_viewport, pointer_sprite)&lt;br/&gt;&lt;br/&gt;    -- Draw the pointer&lt;br/&gt;    graphics.drawSprite(pointer_sprite, 1.0, bubble_style.color)&lt;br/&gt;  end&lt;br/&gt;&lt;br/&gt;  -- Draw the text&lt;br/&gt;  -- Calculate vertical alignment of text inside bubble (only if fixed height and not at the top)&lt;br/&gt;  local text_box_pos_y = pos.y + bubble_style.padding.top&lt;br/&gt;    &lt;br/&gt;  if bubble_style.fixed_height ~= nil then&lt;br/&gt;    if bubble_style.text_align_v == &quot;center&quot; then&lt;br/&gt;      text_box_pos_y = pos.y + bubble_style.padding.top + (bubble_dim.y - bubble_style.padding.top - bubble_style.padding.bottom - text_dim.y) / 2&lt;br/&gt;    elseif bubble_style.text_align_v == &quot;bottom&quot; then&lt;br/&gt;      text_box_pos_y = pos.y + bubble_dim.y - bubble_style.padding.bottom - text_dim.y&lt;br/&gt;    end&lt;br/&gt;  end&lt;br/&gt;&lt;br/&gt;  -- Draw the text object&lt;br/&gt;  local text_pos = {x = 0, y = text_box_pos_y}&lt;br/&gt;  local alignment = 2&lt;br/&gt;  &lt;br/&gt;  if bubble_style.text_align_h == &quot;left&quot; then&lt;br/&gt;    text_pos.x = pos.x + bubble_style.padding.left&lt;br/&gt;    alignment = 0&lt;br/&gt;  elseif bubble_style.text_align_h == &quot;right&quot; then&lt;br/&gt;    text_pos.x = pos.x + bubble_dim.x - bubble_style.padding.right&lt;br/&gt;    alignment = 1&lt;br/&gt;  else -- center&lt;br/&gt;    text_pos.x = pos.x + bubble_style.padding.left + (bubble_dim.x - bubble_style.padding.left - bubble_style.padding.right) / 2&lt;br/&gt;  end&lt;br/&gt;&lt;br/&gt;  graphics.drawTextObject(val.Object, text_pos.x, text_pos.y, alignment)&lt;br/&gt;end&lt;br/&gt;&lt;br/&gt;&lt;br/&gt;&lt;br/&gt;-- Get style for the current bubble&lt;br/&gt;function get_style(key, val, char)&lt;br/&gt;  local bubble_style = default_style&lt;br/&gt;  &lt;br/&gt;  -- Take style from bubbles table, if cached&lt;br/&gt;  if val.style ~= nil then&lt;br/&gt;    bubble_style = val.style&lt;br/&gt;  else&lt;br/&gt;    if c_styles ~= nil and c_styles[char.name] ~= nil then&lt;br/&gt;      if Characters[char.name].Values[&quot;argo_bubble&quot;] ~= nil then&lt;br/&gt;        if c_styles[char.name][ Characters[char.name].Values[&quot;argo_bubble&quot;].Int ] ~= nil then&lt;br/&gt;          bubble_style = c_styles[char.name][ Characters[char.name].Values[&quot;argo_bubble&quot;].Int ]&lt;br/&gt;        end&lt;br/&gt;      else&lt;br/&gt;        bubble_style = c_styles[char.name][1]&lt;br/&gt;      end&lt;br/&gt;    end&lt;br/&gt;&lt;br/&gt;    -- Cache style&lt;br/&gt;    bubbles[key].style = bubble_style&lt;br/&gt;  end&lt;br/&gt;&lt;br/&gt;  return bubble_style&lt;br/&gt;end&lt;br/&gt;&lt;br/&gt;&lt;br/&gt;&lt;br/&gt;-- Get shader toolkit viewport adjustments (probably not fully supported yet)&lt;br/&gt;function get_viewport_adjustments(bubble_style)&lt;br/&gt;  local shader_adjusted_viewport = {x = 0, y = 0, scale = 1}&lt;br/&gt;  &lt;br/&gt;  if enable_shader_viewport_adjustments and shader_newViewport ~= nil and bubble_style.fixed_pos == false then&lt;br/&gt;    if shader_viewportTransition &gt; 0.0 and shader_viewportTransition &lt; 1.0 then&lt;br/&gt;      shader_adjusted_viewport.scale = (1.0 - shader_viewportTransition) * shader_oldViewport.scale + shader_viewportTransition * shader_newViewport.scale&lt;br/&gt;&lt;br/&gt;      local startCenter = {&lt;br/&gt;        x = shader_oldViewport.x + c_res.x / shader_oldViewport.scale * shader_interpolationPoint.x,&lt;br/&gt;        y = shader_oldViewport.y + c_res.y / shader_oldViewport.scale * shader_interpolationPoint.y&lt;br/&gt;      }&lt;br/&gt;&lt;br/&gt;      local endCenter = {&lt;br/&gt;        x = shader_newViewport.x + c_res.x / shader_newViewport.scale * shader_interpolationPoint.x,&lt;br/&gt;        y = shader_newViewport.y + c_res.y / shader_newViewport.scale * shader_interpolationPoint.y&lt;br/&gt;      }&lt;br/&gt;&lt;br/&gt;      local interpolatedCenter = {&lt;br/&gt;        x = startCenter.x * (1.0 - shader_viewportTransition) + endCenter.x * shader_viewportTransition,&lt;br/&gt;        y = startCenter.y * (1.0 - shader_viewportTransition) + endCenter.y * shader_viewportTransition&lt;br/&gt;      }&lt;br/&gt;&lt;br/&gt;      shader_adjusted_viewport.x = interpolatedCenter.x - c_res.x / shader_scale * shader_interpolationPoint.x&lt;br/&gt;      shader_adjusted_viewport.y = interpolatedCenter.y - c_res.y / shader_scale * shader_interpolationPoint.y&lt;br/&gt;    else&lt;br/&gt;      shader_adjusted_viewport = shader_newViewport&lt;br/&gt;    end&lt;br/&gt;  end&lt;br/&gt;&lt;br/&gt;  return shader_adjusted_viewport&lt;br/&gt;end&lt;br/&gt;&lt;br/&gt;&lt;br/&gt;&lt;br/&gt; -- Calculate text and bubble dimensions&lt;br/&gt;function get_text_and_dims(key, val, char, bubble_style)&lt;br/&gt;  local txt = &quot;&quot;&lt;br/&gt;  local lines = {}&lt;br/&gt;  local text_dim = {x = 0, y = 0}&lt;br/&gt;  local bubble_dim = {x = 0, y = 0}&lt;br/&gt;&lt;br/&gt;  graphics.font = char.Font&lt;br/&gt;&lt;br/&gt;  -- Take from bubbles table, if cached&lt;br/&gt;  if val.text_dim ~= nil then&lt;br/&gt;    txt = val.txt&lt;br/&gt;    lines = val.lines&lt;br/&gt;    text_dim = val.text_dim&lt;br/&gt;    bubble_dim = val.bubble_dim&lt;br/&gt;  else&lt;br/&gt;    txt = val.Text:gsub(&quot;&lt;br/&quot;..&quot;&gt;&quot;, &quot;\n&quot;)&lt;br/&gt;    lines = graphics.performLinebreaks(txt)&lt;br/&gt;&lt;br/&gt;    for k, line in ipairs(lines) do &lt;br/&gt;      local tempdim = graphics.fontDimension(line)&lt;br/&gt;      &lt;br/&gt;      if text_dim.x &lt; tempdim.x then&lt;br/&gt;        text_dim.x = tempdim.x&lt;br/&gt;      end &lt;br/&gt;    end&lt;br/&gt;&lt;br/&gt;    -- TrueType Font&lt;br/&gt;    local letter_h = char.Font.Size&lt;br/&gt;    &lt;br/&gt;    -- Bitmap Font&lt;br/&gt;    if not char.Font.TrueTypeFont then&lt;br/&gt;      letter_h = char.Font.Letters[1].height&lt;br/&gt;    end&lt;br/&gt;&lt;br/&gt;    text_dim.y = #lines * (letter_h + char.Font.VerticalLetterSpacing) - char.Font.VerticalLetterSpacing&lt;br/&gt;    &lt;br/&gt;    bubble_dim.x = text_dim.x + bubble_style.padding.right + bubble_style.padding.left&lt;br/&gt;    bubble_dim.y = text_dim.y + bubble_style.padding.top + bubble_style.padding.bottom&lt;br/&gt;&lt;br/&gt;    if bubble_style.fixed_width &gt; 0 then&lt;br/&gt;      if not bubble_style.expand_fixed_dims or bubble_style.fixed_width &gt; bubble_dim.x then&lt;br/&gt;        bubble_dim.x = bubble_style.fixed_width&lt;br/&gt;      end&lt;br/&gt;    end&lt;br/&gt;   &lt;br/&gt;    if bubble_style.fixed_height &gt; 0 then&lt;br/&gt;      if not bubble_style.expand_fixed_dims or bubble_style.fixed_height &gt; bubble_dim.y then&lt;br/&gt;        bubble_dim.y = bubble_style.fixed_height&lt;br/&gt;      end&lt;br/&gt;    end&lt;br/&gt;&lt;br/&gt;    -- Cache dimensions&lt;br/&gt;    bubbles[key].txt = txt&lt;br/&gt;    bubbles[key].lines = lines&lt;br/&gt;    bubbles[key].text_dim = text_dim&lt;br/&gt;    bubbles[key].bubble_dim = bubble_dim&lt;br/&gt;  end&lt;br/&gt;&lt;br/&gt;  return { lines = lines, text_dim = text_dim, bubble_dim = bubble_dim }&lt;br/&gt;end&lt;br/&gt;&lt;br/&gt;&lt;br/&gt;  &lt;br/&gt;-- Calculate the bubble position&lt;br/&gt;function get_bubble_position(pos, bubble_style, bubble_dim, char, char_facing, shader_adjusted_viewport)&lt;br/&gt;  -- Change reference point for bubble with fixed position&lt;br/&gt;  if bubble_style.fixed_pos ~= false then&lt;br/&gt;    pos.x = bubble_style.fixed_pos.x + game.ScrollPosition.x&lt;br/&gt;    pos.y = bubble_style.fixed_pos.y + game.ScrollPosition.y&lt;br/&gt;  end&lt;br/&gt;  &lt;br/&gt;  -- X position&lt;br/&gt;  if bubble_style.align_h == &quot;right&quot; or (bubble_style.align_h == &quot;char_facing&quot; and char_facing == &quot;right&quot;) then&lt;br/&gt;    pos.x = (pos.x - game.ScrollPosition.x - shader_adjusted_viewport.x) * shader_adjusted_viewport.scale&lt;br/&gt;  elseif bubble_style.align_h == &quot;left&quot; or (bubble_style.align_h == &quot;char_facing&quot; and char_facing == &quot;left&quot;) then&lt;br/&gt;    pos.x = (pos.x - game.ScrollPosition.x - shader_adjusted_viewport.x) * shader_adjusted_viewport.scale - bubble_dim.x&lt;br/&gt;  else -- center&lt;br/&gt;    pos.x = (pos.x - game.ScrollPosition.x - shader_adjusted_viewport.x) * shader_adjusted_viewport.scale - bubble_dim.x / 2&lt;br/&gt;  end&lt;br/&gt;&lt;br/&gt;  if char_facing == &quot;left&quot; then&lt;br/&gt;    pos.x = pos.x - bubble_style.bubble_offset_x&lt;br/&gt;  else -- right&lt;br/&gt;    pos.x = pos.x + bubble_style.bubble_offset_x&lt;br/&gt;  end&lt;br/&gt;&lt;br/&gt;  if pos.x &lt; bubble_style.min_distance then&lt;br/&gt;    pos.x = bubble_style.min_distance&lt;br/&gt;  elseif pos.x &gt; game.WindowResolution.x - bubble_dim.x - bubble_style.min_distance then&lt;br/&gt;    pos.x = game.WindowResolution.x - bubble_dim.x - bubble_style.min_distance&lt;br/&gt;  end&lt;br/&gt;&lt;br/&gt;  -- Y position&lt;br/&gt;  local temp_y = 0&lt;br/&gt;  local char_scale = 1&lt;br/&gt;&lt;br/&gt;  if bubble_style.adjust_v_offset_to_char_scale then&lt;br/&gt;    char_scale = (char.ScaleFactor / 100) * shader_adjusted_viewport.scale&lt;br/&gt;&lt;br/&gt;    if char.Scale then&lt;br/&gt;      char_scale = char_scale * (char.Size / 100)&lt;br/&gt;    end&lt;br/&gt;  end&lt;br/&gt;&lt;br/&gt;  if bubble_style.align_v == &quot;bottom&quot; then&lt;br/&gt;    temp_y = (pos.y - game.ScrollPosition.y - shader_adjusted_viewport.y) * shader_adjusted_viewport.scale + math.floor(bubble_style.bubble_bottom_offset_y * char_scale)&lt;br/&gt;  else -- top&lt;br/&gt;    temp_y = (pos.y - game.ScrollPosition.y - shader_adjusted_viewport.y) * shader_adjusted_viewport.scale - bubble_dim.y - math.floor(bubble_style.bubble_top_offset_y * char_scale)&lt;br/&gt;  end&lt;br/&gt;&lt;br/&gt;  if temp_y &lt; bubble_style.min_distance then&lt;br/&gt;    if bubble_style.flip_v_align_on_edge and bubble_style.fixed_pos == false then&lt;br/&gt;      bubble_style.align_v_temp = &quot;bottom&quot;&lt;br/&gt;      pos.y = (pos.y - game.ScrollPosition.y - shader_adjusted_viewport.y) * shader_adjusted_viewport.scale + math.floor(bubble_style.bubble_bottom_offset_y * char_scale)&lt;br/&gt;    else&lt;br/&gt;      pos.y = bubble_style.min_distance&lt;br/&gt;    end&lt;br/&gt;  elseif temp_y &gt; game.WindowResolution.y - bubble_dim.y - bubble_style.min_distance then&lt;br/&gt;    if bubble_style.flip_v_align_on_edge and bubble_style.fixed_pos == false then&lt;br/&gt;      bubble_style.align_v_temp = &quot;top&quot;&lt;br/&gt;      pos.y = (pos.y - game.ScrollPosition.y - shader_adjusted_viewport.y) * shader_adjusted_viewport.scale - bubble_dim.y - math.floor(bubble_style.bubble_top_offset_y * char_scale) &lt;br/&gt;    else&lt;br/&gt;      pos.y = game.WindowResolution.y - bubble_dim.y - bubble_style.min_distance&lt;br/&gt;    end&lt;br/&gt;  else&lt;br/&gt;    pos.y = temp_y&lt;br/&gt;    bubble_style.align_v_temp = nil&lt;br/&gt;  end&lt;br/&gt;&lt;br/&gt;  return pos&lt;br/&gt;end&lt;br/&gt;&lt;br/&gt;&lt;br/&gt;&lt;br/&gt;-- Calculate position of portrait image&lt;br/&gt;function get_portrait_position(pos, bubble_style, bubble_dim, portrait_sprite)&lt;br/&gt;  local portrait_pos = { x = pos.x, y = pos.y }&lt;br/&gt;  &lt;br/&gt;  if bubble_style.portrait_align_h == &quot;right&quot; then&lt;br/&gt;    portrait_pos.x = pos.x + bubble_dim.x - portrait_sprite.width&lt;br/&gt;  end&lt;br/&gt;  &lt;br/&gt;  if bubble_style.portrait_align_v == &quot;center&quot; then&lt;br/&gt;    portrait_pos.y = pos.y + (bubble_dim.y - portrait_sprite.height) / 2&lt;br/&gt;  elseif bubble_style.portrait_align_v == &quot;bottom&quot; then&lt;br/&gt;    portrait_pos.y = pos.y + bubble_dim.y - portrait_sprite.height&lt;br/&gt;  end&lt;br/&gt;  &lt;br/&gt;  return portrait_pos&lt;br/&gt;end&lt;br/&gt;&lt;br/&gt;&lt;br/&gt;&lt;br/&gt;-- Calculate position of pointer image&lt;br/&gt;function get_pointer_position(pos, bubble_style, bubble_dim, pointer_offset, char, char_facing, shader_adjusted_viewport, pointer_sprite)&lt;br/&gt;  -- Calculate pointer position&lt;br/&gt;  local pointer_pos = {x = 0, y = 0}&lt;br/&gt;&lt;br/&gt;  if bubble_style.align_h == &quot;right&quot; or (bubble_style.align_h == &quot;char_facing&quot; and char_facing == &quot;right&quot;) then&lt;br/&gt;    -- if bubble is aligned right, pointer is positioned leftmost&lt;br/&gt;    pointer_pos.x = pos.x + pointer_offset&lt;br/&gt;&lt;br/&gt;    -- Adjust position, if bubble is too close to the edge&lt;br/&gt;    if bubble_style.fixed_pos == false then&lt;br/&gt;      if pointer_pos.x &lt; (char.Position.x - game.ScrollPosition.x - shader_adjusted_viewport.x) * shader_adjusted_viewport.scale + pointer_offset then&lt;br/&gt;        pointer_pos.x =  (char.Position.x - game.ScrollPosition.x - shader_adjusted_viewport.x) * shader_adjusted_viewport.scale + pointer_offset&lt;br/&gt;      end&lt;br/&gt;    end&lt;br/&gt;  elseif bubble_style.align_h == &quot;left&quot; or (bubble_style.align_h == &quot;char_facing&quot; and char_facing == &quot;left&quot;) then&lt;br/&gt;    -- if bubble is aligned left, pointer is positioned rightmost&lt;br/&gt;    pointer_pos.x = pos.x + bubble_dim.x - pointer_sprite.width + pointer_offset&lt;br/&gt;&lt;br/&gt;    -- Adjust position, if bubble is too close to the edge&lt;br/&gt;    if bubble_style.fixed_pos == false then&lt;br/&gt;      if pointer_pos.x &gt; (char.Position.x - game.ScrollPosition.x - shader_adjusted_viewport.x) * shader_adjusted_viewport.scale + pointer_offset then&lt;br/&gt;        pointer_pos.x =  (char.Position.x - game.ScrollPosition.x - shader_adjusted_viewport.x) * shader_adjusted_viewport.scale + pointer_offset&lt;br/&gt;      end&lt;br/&gt;    end&lt;br/&gt;  else -- center&lt;br/&gt;    -- if bubble is aligned center, pointer is positioned at character&lt;br/&gt;    if bubble_style.fixed_pos == false then&lt;br/&gt;      pointer_pos.x = (char.Position.x - game.ScrollPosition.x - shader_adjusted_viewport.x) * shader_adjusted_viewport.scale + pointer_offset&lt;br/&gt;    else&lt;br/&gt;      pointer_pos.x = pos.x + bubble_dim.x / 2&lt;br/&gt;    end&lt;br/&gt;  end&lt;br/&gt;&lt;br/&gt;  -- Adjust position, if character is too close to the edge&lt;br/&gt;  if bubble_style.fixed_pos == false then&lt;br/&gt;    if pointer_pos.x &lt; pos.x - pointer_offset then&lt;br/&gt;      pointer_pos.x = pos.x - pointer_offset&lt;br/&gt;    elseif pointer_pos.x &gt; pos.x + bubble_dim.x - pointer_sprite.width - pointer_offset then&lt;br/&gt;      pointer_pos.x = pos.x + bubble_dim.x - pointer_sprite.width - pointer_offset&lt;br/&gt;    end&lt;br/&gt;    &lt;br/&gt;    if pointer_pos.x &lt; pos.x + bubble_style.pointer_min_distance then&lt;br/&gt;      pointer_pos.x = pos.x + bubble_style.pointer_min_distance&lt;br/&gt;    elseif pointer_pos.x &gt; pos.x + bubble_dim.x - pointer_sprite.width - bubble_style.pointer_min_distance then&lt;br/&gt;      pointer_pos.x = pos.x + bubble_dim.x - pointer_sprite.width - bubble_style.pointer_min_distance&lt;br/&gt;    end&lt;br/&gt;  end&lt;br/&gt;&lt;br/&gt;  if (bubble_style.align_v_temp ~= nil and bubble_style.align_v_temp == &quot;bottom&quot;) or (bubble_style.align_v_temp == nil and bubble_style.align_v == &quot;bottom&quot;) then&lt;br/&gt;    -- pointer on top when bubble aligned to bottom&lt;br/&gt;    pointer_pos.y = pos.y - pointer_sprite.height + bubble_style.pointer_top_offset_y&lt;br/&gt;  else&lt;br/&gt;    -- pointer on bottom when bubble aligned to top&lt;br/&gt;    pointer_pos.y = pos.y + bubble_dim.y - bubble_style.pointer_bottom_offset_y&lt;br/&gt;  end&lt;br/&gt;&lt;br/&gt;  return pointer_pos&lt;br/&gt;end&lt;br/&gt;&lt;br/&gt;&lt;br/&gt;&lt;br/&gt;-- ADD DRAW FUNCTIONS TO THE RENDERING&lt;br/&gt;graphics.addDrawFunc(&quot;bubble_below_interface()&quot;, 0)&lt;br/&gt;graphics.addDrawFunc(&quot;bubble_above_interface()&quot;, 1)&lt;br/&gt;&lt;br/&gt;&lt;br/&gt;&lt;br/&gt;--[[&lt;br/&gt;&lt;br/&gt;MIT License&lt;br/&gt;&lt;br/&gt;Copyright 2024 The Argonauts&lt;br/&gt;&lt;br/&gt;Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the &quot;Software&quot;), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:&lt;br/&gt;&lt;br/&gt;The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.&lt;br/&gt;&lt;br/&gt;THE SOFTWARE IS PROVIDED &quot;AS IS&quot;, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.&lt;br/&gt;&lt;br/&gt;]]" ScriptType="1">
		</Script>
		<Script name="Shader toolkit" id="1" order="2" lastModified="-1" ScriptScript="--[VISMODULE,id,version,chksum]&lt;br/&gt;--&lt;br/&gt;-- Shader Toolkit Hue, Saturation, Luminance, Blur, Noise, Camera Control, Bloom, Random Effects&lt;br/&gt;-- (c) 2015 Simon Scheckel, Visionaire Studio Engine - with edits by AFRLme&lt;br/&gt;-- Version 0.96&lt;br/&gt;-- updated 29/09/2014 for 4.1&lt;br/&gt;-- added some save functionality 9/10&lt;br/&gt;-- bugfix version 16/10&lt;br/&gt;-- update 10/6/15 radial glow, use per object matrices&lt;br/&gt;-- update 3/2/16 cross platform shaders requires 4.3&lt;br/&gt;-- update 28/9/18 lua 5.3&lt;br/&gt;--&lt;br/&gt;-- Matrix functions from https://github.com/davidm/lua-matrix/blob/master/lua/matrix.lua&lt;br/&gt;-- Developers:    Michael Lutz (chillcode) - original author    David Manura http://lua-users.org/wiki/DavidManura&lt;br/&gt;--&lt;br/&gt;-- Usage:&lt;br/&gt;--&lt;br/&gt;-- all factors like zoom, scale are normally 1 to have no change&lt;br/&gt;-- delay in ms&lt;br/&gt;-- hue in 0-1 (0 = red, 0.5 = cyan, 1 = red again)&lt;br/&gt;--&lt;br/&gt;-- easing functions: Back, Bounce, Circ, Cubic, Elastic, Linear, None, Quad, Quint, Sine, all In/Out/InOut&lt;br/&gt;-- examples: easeBackOut, easeLinearIn, easeElasticInOut etc&lt;br/&gt;-- More information about that: http://easings.net&lt;br/&gt;--&lt;br/&gt;-- shaderZoomCharacter(name, c_scale, delay, easing)&lt;br/&gt;-- shaderZoomObject(object, c_scale, delay, easing)&lt;br/&gt;-- shaderFollowCharacter(name, c_scale, delay)&lt;br/&gt;-- shaderStopFollow()&lt;br/&gt;-- shaderViewportInterpolationPoint(x,y)&lt;br/&gt;-- shaderViewport(zoom, x, y, rotation, delay, easing) rotation in 0-2Pi (full turn)&lt;br/&gt;-- shaderPan(offset, delay, easing, axis)&lt;br/&gt;-- shaderRotate(degree, delay, easing) -- degree values 0 to 359 (automatically converts value to Pi)&lt;br/&gt;-- shaderZoom(zoom, delay, easing)&lt;br/&gt;-- on: 1 = on, 0 = off&lt;br/&gt;--&lt;br/&gt;-- shaderNoise(on, strength, delay) -- strength * noise + color, so strength &lt; 0 creates black noise and &gt; 0 white&lt;br/&gt;-- shaderBlur(radius, delay)&lt;br/&gt;-- shaderSaturation(factor, delay)&lt;br/&gt;-- shaderLightness(offset, delay)&lt;br/&gt;-- shaderContrast(contrast, delay)&lt;br/&gt;-- shaderHue(target, delay)&lt;br/&gt;-- shaderColorize(hue, strength, delay)&lt;br/&gt;--&lt;br/&gt;-- shaderActivate()&lt;br/&gt;-- shaderDeactivate()&lt;br/&gt;--&lt;br/&gt;-- shaderGlow(on, radius, exposure)&lt;br/&gt;-- shaderAddEffect(name)&lt;br/&gt;-- shaderRemoveEffect(name)&lt;br/&gt;-- shaderEffectParam(shader, name, value)&lt;br/&gt;-- shaderLamp(index, type, position, targetpos, falloff, ambient, diffuse, diffusefactor, exponent, cutoff)&lt;br/&gt;--&lt;br/&gt;-- Effects at the time:&lt;br/&gt;--[[&lt;br/&gt;warp1&lt;br/&gt;tv1&lt;br/&gt;ripple1&lt;br/&gt;ripple2&lt;br/&gt;ascii&lt;br/&gt;edgeglow&lt;br/&gt;chroma&lt;br/&gt;ripple3&lt;br/&gt;warp2&lt;br/&gt;ripple4&lt;br/&gt;pearls&lt;br/&gt;highlight&lt;br/&gt;fourbit&lt;br/&gt;tv2&lt;br/&gt;tv3&lt;br/&gt;tv4&lt;br/&gt;--&lt;br/&gt;-- Read no further if the word matrix multiplication frightens you&lt;br/&gt;--]]&lt;br/&gt;&lt;br/&gt;local matrix = {_TYPE='module', _NAME='matrix', _VERSION='0.2.11.20120416'}&lt;br/&gt;local matrix_meta = { }&lt;br/&gt;&lt;br/&gt;function matrix:new( rows, columns, value )&lt;br/&gt;  if type( rows ) == &quot;table&quot; then&lt;br/&gt;    if type(rows[1]) ~= &quot;table&quot; then&lt;br/&gt;      return setmetatable( {{rows[1]},{rows[2]},{rows[3]}},matrix_meta )&lt;br/&gt;    end&lt;br/&gt;    return setmetatable( rows,matrix_meta )&lt;br/&gt;  end&lt;br/&gt;  local mtx = {}&lt;br/&gt;  local value = value or 0&lt;br/&gt;  if columns == &quot;I&quot; then&lt;br/&gt;    for i = 1,rows do&lt;br/&gt;      mtx[i] = {}&lt;br/&gt;      for j = 1,rows do&lt;br/&gt;        if i == j then&lt;br/&gt;          mtx[i][j] = 1&lt;br/&gt;        else&lt;br/&gt;          mtx[i][j] = 0&lt;br/&gt;        end&lt;br/&gt;      end&lt;br/&gt;    end&lt;br/&gt;  else&lt;br/&gt;    for i = 1,rows do&lt;br/&gt;      mtx[i] = {}&lt;br/&gt;      for j = 1,columns do&lt;br/&gt;        mtx[i][j] = value&lt;br/&gt;      end&lt;br/&gt;    end&lt;br/&gt;  end&lt;br/&gt;  return setmetatable( mtx,matrix_meta )&lt;br/&gt;end&lt;br/&gt;&lt;br/&gt;function matrix.mul( m1, m2 )&lt;br/&gt;  local mtx = {}&lt;br/&gt;  for i = 1,#m1 do&lt;br/&gt;    mtx[i] = {}&lt;br/&gt;    for j = 1,#m2[1] do&lt;br/&gt;      local num = m1[i][1] * m2[1][j]&lt;br/&gt;      for n  = 2,#m1[1] do&lt;br/&gt;        num = num + m1[i][n] * m2[n][j]&lt;br/&gt;      end&lt;br/&gt;      mtx[i][j] = num&lt;br/&gt;    end&lt;br/&gt;  end&lt;br/&gt;  return setmetatable( mtx, matrix_meta )&lt;br/&gt;end&lt;br/&gt;&lt;br/&gt;function matrix.type( mtx )&lt;br/&gt;  local e = mtx[1][1]&lt;br/&gt;  if type(e) == &quot;table&quot; then&lt;br/&gt;    if e.type then&lt;br/&gt;      return e:type()&lt;br/&gt;    end&lt;br/&gt;    return &quot;tensor&quot;&lt;br/&gt;  end&lt;br/&gt;  return &quot;number&quot;&lt;br/&gt;end&lt;br/&gt;&lt;br/&gt;local num_copy = function( num )&lt;br/&gt;  return num&lt;br/&gt;end&lt;br/&gt;local t_copy = function( t )&lt;br/&gt;  local newt = setmetatable( {}, getmetatable( t ) )&lt;br/&gt;  for i,v in ipairs( t ) do&lt;br/&gt;    newt[i] = v&lt;br/&gt;  end&lt;br/&gt;  return newt&lt;br/&gt;end&lt;br/&gt;&lt;br/&gt;function matrix.transpose( m1 )&lt;br/&gt;  local docopy = matrix.type( m1 ) == &quot;number&quot; and num_copy or t_copy&lt;br/&gt;  local mtx = {}&lt;br/&gt;  for i = 1,#m1[1] do&lt;br/&gt;    mtx[i] = {}&lt;br/&gt;    for j = 1,#m1 do&lt;br/&gt;      mtx[i][j] = docopy( m1[j][i] )&lt;br/&gt;    end&lt;br/&gt;  end&lt;br/&gt;  return setmetatable( mtx, matrix_meta )&lt;br/&gt;end&lt;br/&gt;&lt;br/&gt;function matrix.tofloat( m1 )&lt;br/&gt;  local mtx = {}&lt;br/&gt;  local pos = 1&lt;br/&gt;  for i = 1,#m1 do&lt;br/&gt;    for j = 1,#m1[1] do&lt;br/&gt;      mtx[pos] = m1[i][j]&lt;br/&gt;      pos=pos+1&lt;br/&gt;    end&lt;br/&gt;  end&lt;br/&gt;  return mtx&lt;br/&gt;end&lt;br/&gt;&lt;br/&gt;matrix_meta.__mul = matrix.mul&lt;br/&gt;matrix_meta.__index = {tofloat = matrix.tofloat, transpose = matrix.transpose}&lt;br/&gt;&lt;br/&gt;setmetatable( matrix, { __call = function( ... ) return matrix.new( ... ) end } )&lt;br/&gt;&lt;br/&gt;-- End of matrix functions&lt;br/&gt;&lt;br/&gt;&lt;br/&gt;function string.fromhex(str)&lt;br/&gt;  return (str:gsub('..', function (cc)&lt;br/&gt;    return string.char(tonumber(cc, 16))&lt;br/&gt;  end))&lt;br/&gt;end&lt;br/&gt;&lt;br/&gt;function string.tohex(str)&lt;br/&gt;  return (str:gsub('.', function (c)&lt;br/&gt;    return string.format('%02X', string.byte(c))&lt;br/&gt;  end))&lt;br/&gt;end&lt;br/&gt;&lt;br/&gt;--&lt;br/&gt;-- Source: http://lua-users.org/wiki/DataDumper&lt;br/&gt;&lt;br/&gt;--[[ DataDumper.lua&lt;br/&gt;Copyright (c) 2007 Olivetti-Engineering SA&lt;br/&gt;&lt;br/&gt;Permission is hereby granted, free of charge, to any person&lt;br/&gt;obtaining a copy of this software and associated documentation&lt;br/&gt;files (the &quot;Software&quot;), to deal in the Software without&lt;br/&gt;restriction, including without limitation the rights to use,&lt;br/&gt;copy, modify, merge, publish, distribute, sublicense, and/or sell&lt;br/&gt;copies of the Software, and to permit persons to whom the&lt;br/&gt;Software is furnished to do so, subject to the following&lt;br/&gt;conditions:&lt;br/&gt;&lt;br/&gt;The above copyright notice and this permission notice shall be&lt;br/&gt;included in all copies or substantial portions of the Software.&lt;br/&gt;&lt;br/&gt;THE SOFTWARE IS PROVIDED &quot;AS IS&quot;, WITHOUT WARRANTY OF ANY KIND,&lt;br/&gt;EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES&lt;br/&gt;OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND&lt;br/&gt;NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT&lt;br/&gt;HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,&lt;br/&gt;WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING&lt;br/&gt;FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR&lt;br/&gt;OTHER DEALINGS IN THE SOFTWARE.&lt;br/&gt;]]&lt;br/&gt;&lt;br/&gt;local dumplua_closure = [[&lt;br/&gt;local closures = {}&lt;br/&gt;local function closure(t)&lt;br/&gt;  closures[#closures+1] = t&lt;br/&gt;  t[1] = assert(load(t[1]))&lt;br/&gt;  return t[1]&lt;br/&gt;end&lt;br/&gt;&lt;br/&gt;for _,t in pairs(closures) do&lt;br/&gt;  for i = 2,#t do&lt;br/&gt;    debug.setupvalue(t[1], i-1, t[i])&lt;br/&gt;  end&lt;br/&gt;end&lt;br/&gt;]]&lt;br/&gt;&lt;br/&gt;local lua_reserved_keywords = {&lt;br/&gt;  'and', 'break', 'do', 'else', 'elseif', 'end', 'false', 'for',&lt;br/&gt;  'function', 'if', 'in', 'local', 'nil', 'not', 'or', 'repeat',&lt;br/&gt;    'return', 'then', 'true', 'until', 'while' }&lt;br/&gt;&lt;br/&gt;    local function keys(t)&lt;br/&gt;      local res = {}&lt;br/&gt;      local oktypes = { stringstring = true, numbernumber = true }&lt;br/&gt;      local function cmpfct(a,b)&lt;br/&gt;        if oktypes[type(a)..type(b)] then&lt;br/&gt;          return a &lt; b&lt;br/&gt;        else&lt;br/&gt;          return type(a) &lt; type(b)&lt;br/&gt;        end&lt;br/&gt;      end&lt;br/&gt;      for k in pairs(t) do&lt;br/&gt;        res[#res+1] = k&lt;br/&gt;      end&lt;br/&gt;      table.sort(res, cmpfct)&lt;br/&gt;      return res&lt;br/&gt;    end&lt;br/&gt;&lt;br/&gt;    local c_functions = {}&lt;br/&gt;    for _,lib in pairs{'_G', 'string', 'table', 'math',&lt;br/&gt;    'io', 'os', 'coroutine', 'package', 'debug'} do&lt;br/&gt;      local t = _G[lib] or {}&lt;br/&gt;      lib = lib .. &quot;.&quot;&lt;br/&gt;      if lib == &quot;_G.&quot; then lib = &quot;&quot; end&lt;br/&gt;      for k,v in pairs(t) do&lt;br/&gt;        if type(v) == 'function' and not pcall(string.dump, v) then&lt;br/&gt;          c_functions[v] = lib..k&lt;br/&gt;        end&lt;br/&gt;      end&lt;br/&gt;    end&lt;br/&gt;&lt;br/&gt;    function DataDumper(value, varname, fastmode, ident)&lt;br/&gt;      local defined, dumplua = {}&lt;br/&gt;      -- Local variables for speed optimization&lt;br/&gt;      local string_format, type, string_dump, string_rep =&lt;br/&gt;      string.format, type, string.dump, string.rep&lt;br/&gt;      -- local tostring, pairs, table_concat =&lt;br/&gt;      -- tostring, pairs, table.concat&lt;br/&gt;      local pairs, table_concat =&lt;br/&gt;      pairs, table.concat&lt;br/&gt;      local keycache, strvalcache, out, closure_cnt = {}, {}, {}, 0&lt;br/&gt;      setmetatable(strvalcache, {__index = function(t,value)&lt;br/&gt;        local res = string_format('%q', value)&lt;br/&gt;        t[value] = res&lt;br/&gt;        return res&lt;br/&gt;      end})&lt;br/&gt;      local fcts = {&lt;br/&gt;        string = function(value) return strvalcache[value] end,&lt;br/&gt;        number = function(value) return value end,&lt;br/&gt;        boolean = function(value) return tostring(value) end,&lt;br/&gt;        ['nil'] = function(value) return 'nil' end,&lt;br/&gt;        ['function'] = function(value)&lt;br/&gt;          return string_format(&quot;load(%q)&quot;, string_dump(value))&lt;br/&gt;        end,&lt;br/&gt;        userdata = function(value)&lt;br/&gt;          --if value.getId ~= nil then&lt;br/&gt;          --    return value:getId().id .. &quot; &quot; .. value:getName()&lt;br/&gt;          --else&lt;br/&gt;          --    return &quot;userdata&quot;&lt;br/&gt;          --end&lt;br/&gt;        end,&lt;br/&gt;        thread = function() error(&quot;Cannot dump threads&quot;) end,&lt;br/&gt;      }&lt;br/&gt;      local function test_defined(value, path)&lt;br/&gt;        if defined[value] then&lt;br/&gt;          if path:match(&quot;^getmetatable.*%)$&quot;) then&lt;br/&gt;            out[#out+1] = string_format(&quot;s%s, %s)\n&quot;, path:sub(2,-2), defined[value])&lt;br/&gt;          else&lt;br/&gt;            out[#out+1] = path .. &quot; = &quot; .. defined[value] .. &quot;\n&quot;&lt;br/&gt;          end&lt;br/&gt;          return true&lt;br/&gt;        end&lt;br/&gt;        defined[value] = path&lt;br/&gt;      end&lt;br/&gt;      local function make_key(t, key)&lt;br/&gt;        local s&lt;br/&gt;        if type(key) == 'string' and key:match('^[_%a][_%w]*$') then&lt;br/&gt;          s = key .. &quot;=&quot;&lt;br/&gt;        else&lt;br/&gt;          s = &quot;[&quot; .. dumplua(key, 0) .. &quot;]=&quot;&lt;br/&gt;        end&lt;br/&gt;        t[key] = s&lt;br/&gt;        return s&lt;br/&gt;      end&lt;br/&gt;      for _,k in ipairs(lua_reserved_keywords) do&lt;br/&gt;        keycache[k] = '[&quot;'..k..'&quot;] = '&lt;br/&gt;      end&lt;br/&gt;      if fastmode then&lt;br/&gt;        fcts.table = function (value)&lt;br/&gt;          -- Table value&lt;br/&gt;          local numidx = 1&lt;br/&gt;          out[#out+1] = &quot;{&quot;&lt;br/&gt;          for key,val in pairs(value) do&lt;br/&gt;            if key == numidx then&lt;br/&gt;              numidx = numidx + 1&lt;br/&gt;            else&lt;br/&gt;              out[#out+1] = keycache[key]&lt;br/&gt;            end&lt;br/&gt;            local str = dumplua(val)&lt;br/&gt;            out[#out+1] = str..&quot;,&quot;&lt;br/&gt;          end&lt;br/&gt;          if string.sub(out[#out], -1) == &quot;,&quot; then&lt;br/&gt;            out[#out] = string.sub(out[#out], 1, -2);&lt;br/&gt;          end&lt;br/&gt;          out[#out+1] = &quot;}&quot;&lt;br/&gt;          return &quot;&quot;&lt;br/&gt;        end&lt;br/&gt;      else&lt;br/&gt;        fcts.table = function (value, ident, path)&lt;br/&gt;          if test_defined(value, path) then return &quot;nil&quot; end&lt;br/&gt;          -- Table value&lt;br/&gt;          local sep, str, numidx, totallen = &quot; &quot;, {}, 1, 0&lt;br/&gt;          local meta, metastr = (debug or getfenv()).getmetatable(value)&lt;br/&gt;          if meta then&lt;br/&gt;            ident = ident + 1&lt;br/&gt;            metastr = dumplua(meta, ident, &quot;getmetatable(&quot;..path..&quot;)&quot;)&lt;br/&gt;            totallen = totallen + #metastr + 16&lt;br/&gt;          end&lt;br/&gt;          for _,key in pairs(keys(value)) do&lt;br/&gt;            local val = value[key]&lt;br/&gt;            local s = &quot;&quot;&lt;br/&gt;            local subpath = path&lt;br/&gt;            if key == numidx then&lt;br/&gt;              subpath = subpath .. &quot;[&quot; .. numidx .. &quot;]&quot;&lt;br/&gt;              numidx = numidx + 1&lt;br/&gt;            else&lt;br/&gt;              s = keycache[key]&lt;br/&gt;              if not s:match &quot;^%[&quot; then subpath = subpath .. &quot;.&quot; end&lt;br/&gt;              subpath = subpath .. s:gsub(&quot;%s*=%s*$&quot;,&quot;&quot;)&lt;br/&gt;            end&lt;br/&gt;            local res = dumplua(val, ident+1, subpath)&lt;br/&gt;            if res ~= nil then&lt;br/&gt;              s = s .. res&lt;br/&gt;            end&lt;br/&gt;            str[#str+1] = s&lt;br/&gt;            totallen = totallen + #s + 2&lt;br/&gt;          end&lt;br/&gt;          if totallen &gt; 80 then&lt;br/&gt;            sep = &quot;\n&quot; .. string_rep(&quot;  &quot;, ident+1)&lt;br/&gt;          end&lt;br/&gt;          str = &quot;{&quot;..sep..table_concat(str, &quot;,&quot;..sep)..&quot; &quot;..sep:sub(1,-3)..&quot;}&quot;&lt;br/&gt;          if meta then&lt;br/&gt;            sep = sep:sub(1,-3)&lt;br/&gt;            return &quot;setmetatable(&quot;..sep..str..&quot;,&quot;..sep..metastr..sep:sub(1,-3)..&quot;)&quot;&lt;br/&gt;          end&lt;br/&gt;          return str&lt;br/&gt;        end&lt;br/&gt;        fcts['function'] = function (value, ident, path)&lt;br/&gt;          if test_defined(value, path) then return &quot;nil&quot; end&lt;br/&gt;          if c_functions[value] then&lt;br/&gt;            return c_functions[value]&lt;br/&gt;          elseif debug == nil or debug.getupvalue(value, 1) == nil then&lt;br/&gt;            return string_format(&quot;load(%q)&quot;, string_dump(value))&lt;br/&gt;          end&lt;br/&gt;          closure_cnt = closure_cnt + 1&lt;br/&gt;          local res = {string.dump(value)}&lt;br/&gt;          for i = 1,math.huge do&lt;br/&gt;            local name, v = debug.getupvalue(value,i)&lt;br/&gt;            if name == nil then break end&lt;br/&gt;            res[i+1] = v&lt;br/&gt;          end&lt;br/&gt;    print(res)&lt;br/&gt;          return &quot;closure &quot; .. dumplua(res, ident, &quot;closures[&quot;..closure_cnt..&quot;]&quot;)&lt;br/&gt;        end&lt;br/&gt;      end&lt;br/&gt;      function dumplua(value, ident, path)&lt;br/&gt;        return fcts[type(value)](value, ident, path)&lt;br/&gt;      end&lt;br/&gt;      if varname == nil then&lt;br/&gt;        varname = &quot;return &quot;&lt;br/&gt;      elseif varname:match(&quot;^[%a_][%w_]*$&quot;) then&lt;br/&gt;        varname = varname .. &quot; = &quot;&lt;br/&gt;      end&lt;br/&gt;      if fastmode then&lt;br/&gt;        setmetatable(keycache, {__index = make_key })&lt;br/&gt;        out[1] = varname&lt;br/&gt;        table.insert(out,dumplua(value, 0))&lt;br/&gt;        return table.concat(out)&lt;br/&gt;      else&lt;br/&gt;        setmetatable(keycache, {__index = make_key })&lt;br/&gt;        local items = {}&lt;br/&gt;        for i=1,10 do items[i] = '' end&lt;br/&gt;        items[3] = dumplua(value, ident or 0, &quot;t&quot;)&lt;br/&gt;        if closure_cnt &gt; 0 then&lt;br/&gt;          items[1], items[6] = dumplua_closure:match(&quot;(.*\n)\n(.*)&quot;)&lt;br/&gt;          out[#out+1] = &quot;&quot;&lt;br/&gt;        end&lt;br/&gt;        if #out &gt; 0 then&lt;br/&gt;          items[2], items[4] = &quot;local t = &quot;, &quot;\n&quot;&lt;br/&gt;          items[5] = table.concat(out)&lt;br/&gt;          items[7] = varname .. &quot;t&quot;&lt;br/&gt;        else&lt;br/&gt;          items[2] = varname&lt;br/&gt;        end&lt;br/&gt;        return table.concat(items)&lt;br/&gt;      end&lt;br/&gt;    end&lt;br/&gt;&lt;br/&gt;    -- End of DataDumper&lt;br/&gt;    --&lt;br/&gt;    -- Shader Metatable&lt;br/&gt;&lt;br/&gt;    shaders_compiled = {}&lt;br/&gt;    local shader_meta = {}&lt;br/&gt;    local shader = {}&lt;br/&gt;    function shader:new (this, id, file)&lt;br/&gt;      local shader = {}&lt;br/&gt;      shader.num = shaderCompile(file)&lt;br/&gt;      shader.id = id&lt;br/&gt;      if shaders_compiled[id] == nil then&lt;br/&gt;        shaders_compiled[id] = {}&lt;br/&gt;      end&lt;br/&gt;      return setmetatable( shader, shader_meta )&lt;br/&gt;    end&lt;br/&gt;    shader_meta.__call = function(this)&lt;br/&gt;      return this.num&lt;br/&gt;    end&lt;br/&gt;    shader_meta.__newindex = function(this, field, value)&lt;br/&gt;      shaders_compiled[this.id][field] = value&lt;br/&gt;      graphics.shaderUniform(this.num, field, value)&lt;br/&gt;    end&lt;br/&gt;    setmetatable( shader, { __call = function( ... ) return shader:new( ... ) end } )&lt;br/&gt;    function tween(val,newval,delay,ease)&lt;br/&gt;      startTween(val, _G[val], newval, delay,ease)&lt;br/&gt;    end&lt;br/&gt;&lt;br/&gt;    shaders = {&lt;br/&gt;  _temporary_=0, c_scene = game.CurrentScene,&lt;br/&gt;  glownum = shader(&quot;glow&quot;,&quot;sht_glow.bin&quot;),&lt;br/&gt;  rglownum = shader(&quot;rglow&quot;,&quot;sht_glowradial.bin&quot;),&lt;br/&gt;  bnum = shader(&quot;blur&quot;,&quot;sht_blur.bin&quot;),&lt;br/&gt;  num = shader(&quot;num&quot;,&quot;sht_color.bin&quot;)&lt;br/&gt; }&lt;br/&gt;&lt;br/&gt;    shader_coeff0=0&lt;br/&gt;    shader_coeff1=1&lt;br/&gt;    shader_coeff2=1&lt;br/&gt;    shader_coeff3=0&lt;br/&gt;    shader_blur=0&lt;br/&gt;    shader_downsize=1&lt;br/&gt;    shader_colorize=0&lt;br/&gt;    shader_color=0&lt;br/&gt;    shader_iTime = 0&lt;br/&gt;    shader_noise=0&lt;br/&gt;    shader_noiseStrength=0.0&lt;br/&gt;    shader_passes=2&lt;br/&gt;    shader_active = true&lt;br/&gt;    shader_glow = 0&lt;br/&gt;    shader_glowradius = 0&lt;br/&gt;    shader_glowexp = 1&lt;br/&gt;&lt;br/&gt;    shader_rotate=0.0&lt;br/&gt;    shader_scale = 1.0&lt;br/&gt;    shader_offsetx = 0.0&lt;br/&gt;    shader_offsety = 0.0&lt;br/&gt;    shader_follow = {on=0, name=&quot;&quot;, c_scale=1, easing = easeQuintOut, delay = 0}&lt;br/&gt;&lt;br/&gt;    c_res=game.WindowResolution&lt;br/&gt;&lt;br/&gt;    shaders.num.weights = {shader_colorize,shader_color}&lt;br/&gt;    shaders.num.shader_coeff = {shader_coeff0,shader_coeff1,shader_coeff2,shader_coeff3}&lt;br/&gt;    shaders.glownum.resolution = {c_res.x,c_res.y}&lt;br/&gt;    if graphics.isUpsideDown() then&lt;br/&gt;      shaders.bnum.upsideDown = 1.0&lt;br/&gt;      shaders.rglownum.upsideDown = 1.0&lt;br/&gt;      shaders.glownum.upsideDown = 1.0&lt;br/&gt;    else&lt;br/&gt;      shaders.glownum.upsideDown = 0.0&lt;br/&gt;      shaders.bnum.upsideDown = 0.0&lt;br/&gt;      shaders.rglownum.upsideDown = 0.0&lt;br/&gt;    end&lt;br/&gt;    shaders.bnum.resolution = {c_res.x,c_res.y}&lt;br/&gt;&lt;br/&gt;    -- * function that stops following specified character &amp; resets camera back to default * --&lt;br/&gt;    function shaderStopFollow(easing)&lt;br/&gt;      shader_follow.on = 0&lt;br/&gt;      shaderViewport(1, 0, 0, 0, shader_follow.delay, easing)&lt;br/&gt;      unregisterEventHandler(&quot;mainLoop&quot;, &quot;followCharacter&quot;)&lt;br/&gt;    end&lt;br/&gt;&lt;br/&gt;    -- * function that smoothly follows specified character * --&lt;br/&gt;    function shaderFollowCharacter(name, c_scale, delay, easing)&lt;br/&gt;      if name == &quot;&quot; then name = game.CurrentCharacter:getName() end&lt;br/&gt;      if shader_follow.on == 0 then registerEventHandler(&quot;mainLoop&quot;, &quot;followCharacter&quot;) end&lt;br/&gt;      shader_follow.on = 1&lt;br/&gt;      shader_follow.name = name&lt;br/&gt;      shader_follow.c_scale = c_scale&lt;br/&gt;      shader_follow.delay = delay&lt;br/&gt;      shader_follow.easing = easing or easeQuintOut&lt;br/&gt;    end&lt;br/&gt;&lt;br/&gt;    function shaderZoomCharacter(name, c_scale, delay, easing)&lt;br/&gt;      local c_position={}&lt;br/&gt;      if(name==&quot;&quot;)then&lt;br/&gt;        c_position=game.CurrentCharacter.Position&lt;br/&gt;      else&lt;br/&gt;        c_position=Characters[name].Position&lt;br/&gt;      end&lt;br/&gt;      local c_scroll=game.ScrollPosition&lt;br/&gt;      c_position.x=c_position.x-c_scroll.x&lt;br/&gt;      c_position.y=c_position.y-c_scroll.y&lt;br/&gt;      c_position.x=c_position.x-(c_res.x/c_scale/2)&lt;br/&gt;      c_position.y=c_position.y-(c_res.y/c_scale/1.2)&lt;br/&gt;      c_position.x = math.min(math.max(0,c_position.x), game.CurrentScene.Sprite:getSize().x - c_res.x/c_scale)&lt;br/&gt;      c_position.y = math.min(math.max(0,c_position.y), game.CurrentScene.Sprite:getSize().y - c_res.y/c_scale) &lt;br/&gt;      shaderViewport(c_scale, c_position.x, c_position.y, 0, delay, easing)&lt;br/&gt;    end&lt;br/&gt;&lt;br/&gt;    function shaderZoomObject(object, c_scale, delay, easing)&lt;br/&gt;      local c_position=object.Position&lt;br/&gt;      local c_scroll=game.ScrollPosition&lt;br/&gt;      c_position.x=c_position.x-c_scroll.x&lt;br/&gt;      c_position.y=c_position.y-c_scroll.y&lt;br/&gt;      c_position.x=c_position.x-(c_res.x/c_scale/2)&lt;br/&gt;      c_position.y=c_position.y-(c_res.y/c_scale/1.2)&lt;br/&gt;      c_position.x = math.min(math.max(0,c_position.x), game.CurrentScene.Sprite:getSize().x - c_res.x/c_scale)&lt;br/&gt;      c_position.y = math.min(math.max(0,c_position.y), game.CurrentScene.Sprite:getSize().y - c_res.y/c_scale) &lt;br/&gt;      shaderViewport(c_scale, c_position.x, c_position.y, 0, delay, easing)&lt;br/&gt;    end&lt;br/&gt;&lt;br/&gt;    function shaderNoise(on, strength,delay)&lt;br/&gt;      shaders.num.noise = on&lt;br/&gt;      startTween(&quot;shader_noiseStrength&quot;, shader_noiseStrength, strength, delay,easeLinearInOut)&lt;br/&gt;      shader_noise=on&lt;br/&gt;    end&lt;br/&gt;&lt;br/&gt;    function shaderSaturation(factor, delay)&lt;br/&gt;      startTween(&quot;shader_coeff1&quot;,shader_coeff1,factor,delay,easeLinearInOut)&lt;br/&gt;    end&lt;br/&gt;&lt;br/&gt;    function shaderLightness(offset, delay)&lt;br/&gt;      startTween(&quot;shader_coeff3&quot;,shader_coeff3,offset,delay,easeLinearInOut)&lt;br/&gt;    end&lt;br/&gt;&lt;br/&gt;    function shaderContrast(contrast, delay)&lt;br/&gt;      startTween(&quot;shader_coeff2&quot;,shader_coeff2,contrast,delay,easeLinearInOut)&lt;br/&gt;    end&lt;br/&gt;&lt;br/&gt;    function shaderHue(target, delay)&lt;br/&gt;      startTween(&quot;shader_coeff0&quot;,shader_coeff0,target,delay,easeLinearInOut)&lt;br/&gt;    end&lt;br/&gt;&lt;br/&gt;    function shaderColorize(hue, strength, delay)&lt;br/&gt;      startTween(&quot;shader_colorize&quot;,shader_colorize,strength,delay,easeLinearIn)&lt;br/&gt;      shader_color=hue&lt;br/&gt;    end&lt;br/&gt;&lt;br/&gt;    shader_viewportTransition = 1.0&lt;br/&gt;    shader_oldViewport = { x = 0.0, y=0.0, scale = 1.0, rotate = 0.0}&lt;br/&gt;    shader_newViewport = { x = 0.0, y=0.0, scale = 1.0, rotate = 0.0}&lt;br/&gt;    shader_interpolationPoint = {x=0.0, y=0.0}&lt;br/&gt;    function shaderViewportInterpolationPoint(x,y)&lt;br/&gt;      shader_interpolationPoint = {x=x, y=y}&lt;br/&gt;    end&lt;br/&gt;    function shaderViewport(zoom, x, y, rotation, delay, easing)&lt;br/&gt;      shader_viewportTransition = 0.0&lt;br/&gt;      shader_oldViewport.x = shader_offsetx&lt;br/&gt;      shader_oldViewport.y = shader_offsety&lt;br/&gt;      shader_oldViewport.scale = shader_scale&lt;br/&gt;      shader_oldViewport.rotate = shader_rotate&lt;br/&gt;      shader_newViewport.x = x&lt;br/&gt;      shader_newViewport.y = y&lt;br/&gt;      shader_newViewport.scale = zoom&lt;br/&gt;      shader_newViewport.rotate = rotation&lt;br/&gt;      startTween(&quot;shader_viewportTransition&quot;, 0.0, 1.0, delay,easing)&lt;br/&gt;      currentlyZoomedParameters = { zoomFactor = zoom, x = x, y = y, rotationFactor = rotation }&lt;br/&gt;      if delay == 0 then return end&lt;br/&gt;    end&lt;br/&gt;&lt;br/&gt;    -- * allows you to pan the camera left or right * --&lt;br/&gt;    function shaderPan(offset, delay, easing, axis)&lt;br/&gt;      if axis then&lt;br/&gt;        startTween(&quot;shader_offsety&quot;, shader_offsety, offset, delay, easing)&lt;br/&gt;      else&lt;br/&gt;        startTween(&quot;shader_offsetx&quot;, shader_offsetx, offset, delay, easing)&lt;br/&gt;      end&lt;br/&gt;    end&lt;br/&gt;&lt;br/&gt;    -- * allows you to zoom the camera in or out * --&lt;br/&gt;    function shaderZoom(zoom, delay, easing)&lt;br/&gt;      startTween(&quot;shader_scale&quot;, shader_scale, zoom, delay, easing)&lt;br/&gt;    end&lt;br/&gt;&lt;br/&gt;    -- * allows you to rotate the screen (w/ degree instead of pi) * --&lt;br/&gt;    function shaderRotate(degree, delay, easing)&lt;br/&gt;      degree = (degree / 360 * 2 * 3.14) -- convert degree to pi&lt;br/&gt;      startTween(&quot;shader_rotate&quot;, shader_rotate, degree, delay, easing)&lt;br/&gt;    end&lt;br/&gt;&lt;br/&gt;    -- * function that follows character; only active when loop enabled * --&lt;br/&gt;    function followCharacter()&lt;br/&gt;      shaderZoomCharacter(shader_follow.name, shader_follow.c_scale, shader_follow.delay, shader_follow.easing)&lt;br/&gt;    end&lt;br/&gt;&lt;br/&gt;    shader_effects = {_temporary_=0,&lt;br/&gt;    transition={shader= &quot;sht_transition.bin&quot;} ,&lt;br/&gt;    warp1={shader= &quot;sht_warp1.bin&quot;} ,&lt;br/&gt;    light1={shader=&quot;sht_light.bin&quot;},&lt;br/&gt;    tv1 = {shader = &quot;sht_tv1.bin&quot;},&lt;br/&gt;    ripple1 = {shader = &quot;sht_ripple1.bin&quot;, vars={speed=0.2, speed_x=0.3, speed_y=0.3, intensity=0.0, frequency=6.0}},&lt;br/&gt;    ripple2 = {shader = &quot;sht_ripple2.bin&quot;},&lt;br/&gt;    ascii = {shader = &quot;sht_ascii.bin&quot;},&lt;br/&gt;    edgeglow = {shader = &quot;sht_edgeglow.bin&quot;},&lt;br/&gt;    chroma = {shader = &quot;sht_chroma.bin&quot;},&lt;br/&gt;    ripple3 = {shader = &quot;sht_ripple3.bin&quot;},&lt;br/&gt;    warp2 = {shader = &quot;sht_warp2.bin&quot;},&lt;br/&gt;    ripple4 = {shader = &quot;sht_ripple4.bin&quot;},&lt;br/&gt;    pearls={shader=&quot;sht_pearls.bin&quot;},&lt;br/&gt;    highlight={shader=&quot;sht_hightlight.bin&quot;},&lt;br/&gt;    fourbit={shader=&quot;sht_fourbit.bin&quot;},&lt;br/&gt;    tv2={shader=&quot;sht_tv2.bin&quot;},&lt;br/&gt;    tv3={shader=&quot;sht_tv3.bin&quot;},&lt;br/&gt;    tv4={shader=&quot;sht_tv4.bin&quot;}&lt;br/&gt;  }&lt;br/&gt;&lt;br/&gt;  function clamp(a,b,c)&lt;br/&gt;    return math.min(math.max(a,b),c)&lt;br/&gt;  end&lt;br/&gt;&lt;br/&gt;  function modf(a)&lt;br/&gt;    local a,b = math.modf(a)&lt;br/&gt;    return b&lt;br/&gt;  end&lt;br/&gt;&lt;br/&gt;  --[[vector = &lt;br/&gt;  {&lt;br/&gt;    add = function(a,b) return {a[1]+b[1],a[2]+b[2],a[3]+b[3]} end,&lt;br/&gt; sub = function(a,b) return {a[1]-b[1],a[2]-b[2],a[3]-b[3]} end,&lt;br/&gt; mult = function(a,b) return {a*b[1],a*b[2],a*b[3]} end,&lt;br/&gt; abs = function(a) return {math.abs(a[1]),math.abs(a[2]),math.abs(a[3])} end,&lt;br/&gt; modf = function(a) return {modf(a[1]),modf(a[2]),modf(a[3])} end,&lt;br/&gt; mix = function(a,b,c) return {a[1]*(1-c)+b[1]*c,a[2]*(1-c)+b[2]*c,a[3]*(1-c)+b[3]*c} end,&lt;br/&gt; clamp = function(a,b,c) return {clamp(a[1],b,c),clamp(a[2],b,c),clamp(a[3],b,c)} end &lt;br/&gt;  }&lt;br/&gt;&lt;br/&gt;  function fromHSV(h, s, v)&lt;br/&gt;    local K = {1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0}&lt;br/&gt;    local p = vector.abs(vector.sub(vector.mult(6.0,vector.modf(vector.add({h,h,h},{K[1],K[2],K[3]}))), {K[4],K[4],K[4]}))&lt;br/&gt;    return vector.mult(v, vector.mix({K[1],K[1],K[1]}, vector.clamp(vector.sub(p,{K[1],K[1],K[1]}), 0.0, 1.0), s))&lt;br/&gt;  end]]&lt;br/&gt;&lt;br/&gt;  function standardparam(param, standard)&lt;br/&gt;    if param==nil then&lt;br/&gt;      return standard&lt;br/&gt;    else&lt;br/&gt;      return param&lt;br/&gt;    end&lt;br/&gt;  end&lt;br/&gt;&lt;br/&gt;  function shaderGlow(on, blurradius, alpha)&lt;br/&gt;    if on == 0 then&lt;br/&gt;      passesRemove(5,&quot;glow&quot;)&lt;br/&gt;      shader_glow = on&lt;br/&gt;      shader_glowradius = blurradius&lt;br/&gt;      shader_glowexp = alpha&lt;br/&gt;    else&lt;br/&gt;      passesAdd(5,&quot;glow&quot;,{{ shader = shaders.glownum(), source=1, target = 2, clear = 0, variable = &quot;shaders.glownum._i_firstpass&quot; },&lt;br/&gt;      { shader = shaders.glownum(), source=2, target = 1, clear = 0 },&lt;br/&gt;      { shader = shaders.glownum(), source=1, target = 2, clear = 0 },&lt;br/&gt;      { shader = shaders.glownum(), source=2, target = 1, clear = 0 },&lt;br/&gt;      { shader = shaders.glownum(), source=1, target = 2, clear = 0 },&lt;br/&gt;      { shader = shaders.glownum(), source=2, target = 1, clear = 0 },&lt;br/&gt;      { shader = shaders.glownum(), source=1, target = 0, clear = 0, comp_dst=1, comp_src=1, variable = &quot;shaders.glownum._i_lastpass&quot; }}) -- 5 4 for cutout&lt;br/&gt;      shader_glow = on&lt;br/&gt;      shader_glowradius = blurradius&lt;br/&gt;      shader_glowexp = alpha&lt;br/&gt;    end&lt;br/&gt;  end&lt;br/&gt;&lt;br/&gt;  function shaderRadialGlow(on, blurradius, alpha)&lt;br/&gt;    if on == 0 then&lt;br/&gt;      passesRemove(6,&quot;rglow&quot;)&lt;br/&gt;      shader_rglow = on&lt;br/&gt;      shader_rglowradius = blurradius&lt;br/&gt;      shader_rglowexp = alpha&lt;br/&gt;    else&lt;br/&gt;      passesAdd(6,&quot;rglow&quot;,{{ shader = shaders.rglownum(), source=1, target = 2, clear = 0, variable = &quot;shaders.rglownum._i_firstpass&quot; },&lt;br/&gt;      { shader = shaders.rglownum(), source=2, target = 1, clear = 0 },&lt;br/&gt;      { shader = shaders.rglownum(), source=1, target = 2, clear = 0 },&lt;br/&gt;      { shader = shaders.rglownum(), source=2, target = 0, clear = 0, comp_dst=1, comp_src=1, variable = &quot;shaders.rglownum._i_lastpass&quot; }})&lt;br/&gt;      shader_rglow = on&lt;br/&gt;      shader_rglowradius = blurradius&lt;br/&gt;      shader_rglowexp = alpha&lt;br/&gt;    end&lt;br/&gt;  end&lt;br/&gt;&lt;br/&gt;  function shaderActivateLighting(lights)&lt;br/&gt;    if(shader_effects.light1.num==nil)then&lt;br/&gt;      shader_effects.light1.num = shader(&quot;light1&quot;, shader_effects.light1.shader)&lt;br/&gt;    end&lt;br/&gt;    shader_effects.light1.num.resolution = {game.WindowResolution.x, game.WindowResolution.y}&lt;br/&gt;&lt;br/&gt;    passesAdd(2,&quot;light1&quot;,{ { shader = shader_effects.light1.num(), source=1, target = 2, clear = 0 } })&lt;br/&gt;&lt;br/&gt;    local sh = shader_effects.light1.num&lt;br/&gt;    sh.lights_count = lights&lt;br/&gt;  end&lt;br/&gt;&lt;br/&gt;  function shaderDeactivateLighting()&lt;br/&gt;    passesRemove(2,&quot;light1&quot;)&lt;br/&gt;  end&lt;br/&gt;&lt;br/&gt;  function table.join(t1, t2)&lt;br/&gt;    local t3 = {}&lt;br/&gt;    local offset = #t1&lt;br/&gt;    for k,v in pairs(t1) do&lt;br/&gt;      t3[k] = v&lt;br/&gt;    end&lt;br/&gt;    for k,v in pairs(t2) do&lt;br/&gt;      if(type(k)==&quot;string&quot;)then&lt;br/&gt;        t3[k] = v&lt;br/&gt;      else&lt;br/&gt;        t3[offset + k] = v&lt;br/&gt;      end&lt;br/&gt;    end&lt;br/&gt;    return t3&lt;br/&gt;  end&lt;br/&gt;&lt;br/&gt;  function shaderLamp(index, type, position, targetpos, falloff, ambient, diffuse, diffusefactor, exponent, cutoff)&lt;br/&gt;    local l = &quot;lights[&quot;..index..&quot;].&quot;&lt;br/&gt;    position[3]=standardparam(position[3],1.0)&lt;br/&gt;    targetpos[3]=standardparam(targetpos[3],10.0)&lt;br/&gt;    local sh = shader_effects[&quot;light1&quot;].num&lt;br/&gt;    sh[l..&quot;position&quot;] = position&lt;br/&gt;    sh[l..&quot;targetpos&quot;] = targetpos&lt;br/&gt;    sh[&quot;_i_&quot;..l..&quot;type&quot;] = type&lt;br/&gt;    sh[l..&quot;lightfalloff&quot;] = standardparam(falloff,{0.01,0.0001,0.0})&lt;br/&gt;    sh[l..&quot;ambient&quot;] = standardparam(ambient,{0,0,0})&lt;br/&gt;    sh[l..&quot;diffuse&quot;] = standardparam(diffuse,{1,1,1})&lt;br/&gt;    sh[l..&quot;diffusefactor&quot;] = standardparam(diffusefactor,1)&lt;br/&gt;    if type==0 then --point light&lt;br/&gt;      sh[l..&quot;exponent&quot;] = standardparam(exponent,90)&lt;br/&gt;      sh[l..&quot;cutoff&quot;] = standardparam(cutoff,0)&lt;br/&gt;    end&lt;br/&gt;  end&lt;br/&gt;&lt;br/&gt;  -- * function that blurs the screen * --&lt;br/&gt;  function shaderBlur(strength, delay)&lt;br/&gt;    passesAdd(2, &quot;blur&quot;, {&lt;br/&gt;  { shader = shaders.bnum(), source=1, target = 2, clear = 0, variable = &quot;shaders.bnum._i_firstpass&quot; },&lt;br/&gt;  { shader = shaders.bnum(), source=2, target = 1, clear = 0},&lt;br/&gt;  { shader = shaders.bnum(), source=1, target = 2, clear = 0 },&lt;br/&gt;  { shader = shaders.bnum(), source=2, target = 1, clear = 0 },&lt;br/&gt;  { shader = shaders.bnum(), source=1, target = 2, clear = 0 },&lt;br/&gt;  { shader = shaders.bnum(), source=2, target = 0, clear = 0, comp_dst=0, variable = &quot;shaders.bnum._i_lastpass&quot; }})&lt;br/&gt;    startTween(&quot;shader_blur&quot;,shader_blur,strength, delay,easeBackInOut)&lt;br/&gt;  end&lt;br/&gt;&lt;br/&gt;  function shaderActivate()&lt;br/&gt;    shader_active = true&lt;br/&gt;    passesUpdate()&lt;br/&gt;  end&lt;br/&gt;&lt;br/&gt;  function shaderDeactivate()&lt;br/&gt;    shader_active = false&lt;br/&gt;    passesUpdate()&lt;br/&gt;  end&lt;br/&gt;&lt;br/&gt;  -- Passes&lt;br/&gt;&lt;br/&gt;  shader_passes = {&lt;br/&gt;    {&quot;basic&quot;,{renderbuffers = 2, { shader = shaders.num(), source=0, target = 1 }}}, -- basic slot, hue, sat, lightness&lt;br/&gt;    {}, -- slot 2 takes many effects&lt;br/&gt;    {}, -- slot 3 takes blur&lt;br/&gt;    {&quot;composite&quot;, {{source = 1, target = 0 }}}, -- slot 4 takes compositing everything&lt;br/&gt;    {}, -- slot 5 is for glow&lt;br/&gt;    {} -- slot 6 is for radial glow&lt;br/&gt;  }&lt;br/&gt;  shader_slots = {&lt;br/&gt;    {shader = 0, comp_src = 5, comp_dst = 4}&lt;br/&gt;  }&lt;br/&gt;&lt;br/&gt;  function passesRemove(position, id)&lt;br/&gt;    if position==2 then -- effects slot&lt;br/&gt;      for k,v in pairs(shader_passes[2]) do&lt;br/&gt;        if(v[1]==id)then&lt;br/&gt;          table.remove(shader_passes[2], k)&lt;br/&gt;          break&lt;br/&gt;        end&lt;br/&gt;      end&lt;br/&gt;    else&lt;br/&gt;      if shader_passes[position][1]==id then&lt;br/&gt;        shader_passes[position]={}&lt;br/&gt;      end&lt;br/&gt;    end&lt;br/&gt;    passesUpdate()&lt;br/&gt;  end&lt;br/&gt;&lt;br/&gt;  function passesAdd(position, id, passes)&lt;br/&gt;    if position==2 then -- effects slot&lt;br/&gt;      local found = false&lt;br/&gt;      for k,v in pairs(shader_passes[2]) do&lt;br/&gt;        if(v[1]==id)then&lt;br/&gt;          found = true&lt;br/&gt;        end&lt;br/&gt;      end&lt;br/&gt;      if not found then&lt;br/&gt;        table.insert(shader_passes[2], {id, passes})&lt;br/&gt;      end&lt;br/&gt;    else&lt;br/&gt;      if(shader_passes[position][1]==nil)then&lt;br/&gt;        shader_passes[position]={id, passes}&lt;br/&gt;      end&lt;br/&gt;    end&lt;br/&gt;    passesUpdate()&lt;br/&gt;  end&lt;br/&gt;&lt;br/&gt;  function passesUpdate()&lt;br/&gt;    for k,v in pairs(shaders_compiled) do&lt;br/&gt;      if(k~=&quot;glow&quot; and k~=&quot;num&quot; and k~=&quot;blur&quot; and k~=&quot;rglow&quot; and shader_effects[k].num==nil)then&lt;br/&gt;        shader_effects[k].num = shader(k, &quot;&quot;, shader_effects[k].shader)&lt;br/&gt;      end&lt;br/&gt;    end&lt;br/&gt;&lt;br/&gt;    if shader_active == false then&lt;br/&gt;      shaderSetOptions({ { shader = shaders.num(), source=0, target = 0, clear = 0 } })&lt;br/&gt;    else&lt;br/&gt;      -- composite passes&lt;br/&gt;      local worktable = {}&lt;br/&gt;      local lastpass = 0&lt;br/&gt;      for k,v in pairs(shader_passes) do&lt;br/&gt;        if(k==2)then&lt;br/&gt;          for k,v in pairs(shader_passes[2]) do&lt;br/&gt;            for i,v in pairs(shader_passes[2][k][2]) do&lt;br/&gt;              v.source = lastpass + 1&lt;br/&gt;              lastpass = (lastpass + 1) % 2&lt;br/&gt;              v.target = lastpass + 1&lt;br/&gt;            end&lt;br/&gt;            worktable = table.join(worktable,v[2])&lt;br/&gt;          end&lt;br/&gt;        elseif v[2] ~= nil then&lt;br/&gt;          if k~=1 then&lt;br/&gt;            if k==5 or k==6 then&lt;br/&gt;              lastpass = (lastpass + 1) % 2&lt;br/&gt;            end&lt;br/&gt;            for i,v in pairs(shader_passes[k][2]) do&lt;br/&gt;              if type(v)==&quot;table&quot; then&lt;br/&gt;                v.source = lastpass + 1&lt;br/&gt;                lastpass = (lastpass + 1) % 2&lt;br/&gt;                v.target = lastpass + 1&lt;br/&gt;                if (k==4 or k==5 or k==6) and i==#shader_passes[k][2] then&lt;br/&gt;                  v.target = 0&lt;br/&gt;                end&lt;br/&gt;              end&lt;br/&gt;            end&lt;br/&gt;          end&lt;br/&gt;          worktable = table.join(worktable,v[2])&lt;br/&gt;        end&lt;br/&gt;      end&lt;br/&gt;      for k,v in pairs(worktable) do&lt;br/&gt;        if type(v) == &quot;table&quot; and v.variable ~= nil then&lt;br/&gt;          load(v.variable..&quot;=&quot;..(k-1))()&lt;br/&gt;        end&lt;br/&gt;      end&lt;br/&gt;      shaderSetOptions(worktable)&lt;br/&gt;    end&lt;br/&gt;  end&lt;br/&gt;&lt;br/&gt;  function shaderAddEffect(name, _table)&lt;br/&gt;    if(shader_effects[name].num==nil)then&lt;br/&gt;      shader_effects[name].num = shader(name, shader_effects[name].shader)&lt;br/&gt;      if shader_effects[name].vars~=nil then&lt;br/&gt;        for k,v in pairs(shader_effects[name].vars) do&lt;br/&gt;          shader_effects[name].num[k] = v&lt;br/&gt;        end&lt;br/&gt;      end&lt;br/&gt;    end&lt;br/&gt;&lt;br/&gt;    passesAdd(2,name,{ { shader = shader_effects[name].num(), source=0, target = 0, clear = 0 } })&lt;br/&gt;&lt;br/&gt;    local sh = shader_effects[name].num&lt;br/&gt;    sh.resolution = {game.WindowResolution.x, game.WindowResolution.y}&lt;br/&gt;    bind(name, &quot;time&quot;, field(&quot;shader_iTime&quot;))&lt;br/&gt;    sh.strength=1&lt;br/&gt;&lt;br/&gt;    if _table~=nil then&lt;br/&gt;      for k,v in pairs(_table) do&lt;br/&gt;        sh[k] = v&lt;br/&gt;      end&lt;br/&gt;    end&lt;br/&gt;  end&lt;br/&gt;&lt;br/&gt;  function shaderRemoveEffect(name)&lt;br/&gt;    passesRemove(2,name)&lt;br/&gt;    unbind(name, &quot;time&quot;)&lt;br/&gt;  end&lt;br/&gt;&lt;br/&gt;  function shaderEffectParam(name, param, value)&lt;br/&gt;    shader_effects[name].num[param] = value&lt;br/&gt;  end&lt;br/&gt;&lt;br/&gt;  function matrixFastInverse(mat)&lt;br/&gt;    local invers = mat * matrix:new({{1,0,0},{0,1,0},{0,0,1}})&lt;br/&gt;    invers[1][3], invers[2][3] = invers[3][1], invers[3][2]&lt;br/&gt;    invers[3][1], invers[3][2] = 0,0&lt;br/&gt;    invers[1][1] = 1 / invers[1][1]&lt;br/&gt;    invers[2][2] = 1 / invers[2][2]&lt;br/&gt;    invers[1][3] = - invers[1][3] * invers[1][1]&lt;br/&gt;    invers[2][3] = - invers[2][3] * invers[2][2]&lt;br/&gt;    return invers:transpose()&lt;br/&gt;  end&lt;br/&gt;&lt;br/&gt;  function shaderMain()&lt;br/&gt;    if shaders.c_scene:getId().id~=game.CurrentScene:getId().id then&lt;br/&gt;      shaders.c_scene = game.CurrentScene&lt;br/&gt;      passesUpdate()&lt;br/&gt;      for k,v in pairs(shaders_compiled) do&lt;br/&gt;        local sh = shader_effects[k]&lt;br/&gt;        if sh ~= nil then&lt;br/&gt;          sh = sh.num&lt;br/&gt;        elseif k==&quot;glow&quot; then&lt;br/&gt;          sh = shaders.glownum&lt;br/&gt;        elseif k==&quot;rglow&quot; then&lt;br/&gt;          sh = shaders.rglownum&lt;br/&gt;        elseif k==&quot;num&quot; then&lt;br/&gt;          sh = shaders.num&lt;br/&gt;        elseif k==&quot;blur&quot; then&lt;br/&gt;          sh = shaders.bnum&lt;br/&gt;        end&lt;br/&gt;        for k,f in pairs(v) do&lt;br/&gt;          sh[k] = f&lt;br/&gt;        end&lt;br/&gt;      end&lt;br/&gt;    end&lt;br/&gt;    shader_iTime=shader_iTime+0.0166&lt;br/&gt;    if(shader_iTime&gt;2000)then&lt;br/&gt;      shader_iTime=0&lt;br/&gt;    end&lt;br/&gt;&lt;br/&gt;    shaders.num.iTime = shader_iTime*0.1&lt;br/&gt;    shaders.num.noiseFactor=shader_noiseStrength&lt;br/&gt;    shaders.num.weights ={shader_colorize,shader_color}&lt;br/&gt;    shaders.num.shader_coeff={shader_coeff0,shader_coeff1,shader_coeff2,shader_coeff3}&lt;br/&gt;&lt;br/&gt;    if shader_blur==0 and #(shader_passes[3])==1 then&lt;br/&gt;      passesRemove(2, &quot;blur&quot;)&lt;br/&gt;    else&lt;br/&gt;      local streng = math.max(shader_blur,0)&lt;br/&gt;      shaders.bnum.down = math.max(streng,1)&lt;br/&gt;      shaders.bnum.weights={math.min(streng,1)*0.15,1-math.min(streng,1)*(1-0.4)}&lt;br/&gt;      shaders.bnum.exposure = 1&lt;br/&gt;    end&lt;br/&gt;    if shader_glow == 1 then&lt;br/&gt;      local streng = math.max(shader_glowradius,0)&lt;br/&gt;      shaders.glownum.down = math.max(streng,1)&lt;br/&gt;      shaders.glownum.weights={math.min(streng,1)*0.15,1-math.min(streng,1)*(1-0.4)}&lt;br/&gt;      shaders.glownum.exposure = shader_glowexp&lt;br/&gt;    end&lt;br/&gt;&lt;br/&gt;    if shader_rglow == 1 then&lt;br/&gt;      local streng = math.max(shader_rglowradius,0)&lt;br/&gt;      shaders.rglownum.down = math.max(streng,1)&lt;br/&gt;      shaders.rglownum.weights={math.min(streng,1)*0.15,1-math.min(streng,1)*(1-0.4)}&lt;br/&gt;      shaders.rglownum.exposure = shader_rglowexp&lt;br/&gt;    end&lt;br/&gt;&lt;br/&gt;    if shader_viewportTransition &gt; 0.0 and shader_viewportTransition &lt; 1.0 then&lt;br/&gt;      shader_scale = (1.0 -shader_viewportTransition) * shader_oldViewport.scale + shader_viewportTransition * shader_newViewport.scale&lt;br/&gt;      shader_rotate = (1.0 -shader_viewportTransition) * shader_oldViewport.rotate + shader_viewportTransition * shader_newViewport.rotate&lt;br/&gt;&lt;br/&gt;      local startCenter = {x = shader_oldViewport.x + c_res.x / shader_oldViewport.scale * shader_interpolationPoint.x,&lt;br/&gt;      y = shader_oldViewport.y + c_res.y / shader_oldViewport.scale * shader_interpolationPoint.y}&lt;br/&gt;      local endCenter = {x = shader_newViewport.x + c_res.x / shader_newViewport.scale * shader_interpolationPoint.x,&lt;br/&gt;      y = shader_newViewport.y + c_res.y / shader_newViewport.scale * shader_interpolationPoint.y}&lt;br/&gt;      local interpolatedCenter = {x = startCenter.x * (1.0 -shader_viewportTransition) + endCenter.x * shader_viewportTransition,&lt;br/&gt;      y = startCenter.y * (1.0 -shader_viewportTransition) + endCenter.y * shader_viewportTransition}&lt;br/&gt;&lt;br/&gt;      shader_offsetx = interpolatedCenter.x - c_res.x / shader_scale * shader_interpolationPoint.x&lt;br/&gt;      shader_offsety = interpolatedCenter.y - c_res.y / shader_scale * shader_interpolationPoint.y&lt;br/&gt;&lt;br/&gt;    elseif shader_viewportTransition == 1.0 then&lt;br/&gt;      shader_offsetx = shader_newViewport.x&lt;br/&gt;      shader_offsety = shader_newViewport.y&lt;br/&gt;      shader_scale = shader_newViewport.scale&lt;br/&gt;      shader_rotate = shader_newViewport.rotate&lt;br/&gt;      shader_viewportTransition = 0.0&lt;br/&gt;    end&lt;br/&gt;&lt;br/&gt;    local rot = matrix{{math.cos(shader_rotate),math.sin(shader_rotate),0},{-math.sin(shader_rotate),math.cos(shader_rotate),0},{0,0,1}}&lt;br/&gt;    local scale = matrix{{shader_scale,0,0},{0,shader_scale,0},{0,0,1}}&lt;br/&gt;    local translate = matrix{{1,0,0},{0,1,0},{-c_res.x/2,-c_res.y/2,1}}&lt;br/&gt;    local translate2 = matrix{{1,0,0},{0,1,0},{c_res.x/2,c_res.y/2,1}}&lt;br/&gt;    local translate3 = matrix{{1,0,0},{0,1,0},{-shader_offsetx/shader_downsize,-shader_offsety/shader_downsize,1}}&lt;br/&gt;&lt;br/&gt;    local cam_mat = ((((translate*rot)*translate2)*translate3)*scale)&lt;br/&gt;    graphics.matrix1 = cam_mat:tofloat()&lt;br/&gt;    graphics.invMatrix1 = matrixFastInverse(cam_mat):tofloat()&lt;br/&gt;    graphics.textMatrix = cam_mat:tofloat()&lt;br/&gt;&lt;br/&gt;    if(binding~=nil)then&lt;br/&gt;      for k,v in pairs(binding.binding) do&lt;br/&gt;        if(v[3]==nil)then&lt;br/&gt;          if(v[4]==&quot;&quot;)then&lt;br/&gt;            binding = {active=false, binding = {}}&lt;br/&gt;            break&lt;br/&gt;          end&lt;br/&gt;          v[3]=load(v[4]:fromhex())()&lt;br/&gt;        end&lt;br/&gt;        shader_effects[v[1]].num[v[2]] = v[3]()&lt;br/&gt;      end&lt;br/&gt;    end&lt;br/&gt;  end&lt;br/&gt;  registerEventHandler(&quot;mainLoop&quot;, &quot;shaderMain&quot;)&lt;br/&gt;  shaderMain()&lt;br/&gt;  passesUpdate()&lt;br/&gt;&lt;br/&gt;  --- BINDING LIB&lt;br/&gt;&lt;br/&gt;  binding = {active=false, binding = {}}&lt;br/&gt;  cursor = function()&lt;br/&gt;    return getCursorPos()&lt;br/&gt;  end&lt;br/&gt;  function inteval(a)&lt;br/&gt;    if(type(a)==&quot;function&quot;)then&lt;br/&gt;      return a()&lt;br/&gt;    else&lt;br/&gt;      return a&lt;br/&gt;    end&lt;br/&gt;  end&lt;br/&gt;  function pointeval(a, b, c)&lt;br/&gt;    local a = inteval(a)&lt;br/&gt;    if(type(a)==&quot;table&quot;)then&lt;br/&gt;      if(a.x~=nil)then&lt;br/&gt;        if(b~=nil)then&lt;br/&gt;          return {a.x,a.y,inteval(b)}&lt;br/&gt;        else&lt;br/&gt;          return {a.x,a.y}&lt;br/&gt;        end&lt;br/&gt;      else if(a[0]~=nil)then&lt;br/&gt;        if(c~=nil)then&lt;br/&gt;          return {a[0],a[1],inteval(c)}&lt;br/&gt;        else&lt;br/&gt;          return {a[0],a[1]}&lt;br/&gt;        end&lt;br/&gt;      end&lt;br/&gt;    end&lt;br/&gt;  else&lt;br/&gt;    local b = inteval(b)&lt;br/&gt;    if(type(b)==&quot;table&quot;)then&lt;br/&gt;      if(b.x~=nil)then&lt;br/&gt;        return {a,b.x,b.y}&lt;br/&gt;      else&lt;br/&gt;        return {a,b[0],b[1]}&lt;br/&gt;      end&lt;br/&gt;    else&lt;br/&gt;      if(c~=nil)then&lt;br/&gt;        return {a, b, inteval(c)}&lt;br/&gt;      else&lt;br/&gt;        return {a, b}&lt;br/&gt;      end&lt;br/&gt;    end&lt;br/&gt;  end&lt;br/&gt;end&lt;br/&gt;function shaderPoint(a, b, c)&lt;br/&gt;  return function ()&lt;br/&gt;    return pointeval(a,b,c)&lt;br/&gt;  end&lt;br/&gt;end&lt;br/&gt;function field(a)&lt;br/&gt;  return load(&quot;return function() return &quot;..a..&quot; end&quot;)()&lt;br/&gt;end&lt;br/&gt;function inverty(a)&lt;br/&gt;  return function()&lt;br/&gt;    local pos = inteval(a)&lt;br/&gt; if not graphics.isUpsideDown() then&lt;br/&gt;  pos.y = c_res.y-pos.y&lt;br/&gt; end&lt;br/&gt;    return pos&lt;br/&gt;  end&lt;br/&gt;end&lt;br/&gt;function scrollfix(a)&lt;br/&gt;  return function()&lt;br/&gt;    local pos = inteval(a)&lt;br/&gt;    local scroll = game.ScrollPosition&lt;br/&gt;    pos.x = pos.x - scroll.x&lt;br/&gt;    pos.y = pos.y - scroll.y&lt;br/&gt;    return pos&lt;br/&gt;  end&lt;br/&gt;end&lt;br/&gt;function bind(shader, name, source)&lt;br/&gt;  local t = string.dump(source)&lt;br/&gt;  table.insert(binding.binding, {shader, name, source, t:tohex()})&lt;br/&gt;end&lt;br/&gt;function unbind(shader, name)&lt;br/&gt;  for k,v in pairs(binding.binding) do&lt;br/&gt;    if v[2] == name and v[1] == shader then&lt;br/&gt;      table.remove(binding.binding, k)&lt;br/&gt;      break&lt;br/&gt;    end&lt;br/&gt;  end&lt;br/&gt;end&lt;br/&gt;function offset(a,b)&lt;br/&gt;  return function()&lt;br/&gt;    local pos = inteval(a)&lt;br/&gt;    pos.x = pos.x + b[1]&lt;br/&gt;    pos.y = pos.y + b[2]&lt;br/&gt;    return pos&lt;br/&gt;  end&lt;br/&gt;end&lt;br/&gt;function dist(a,b)&lt;br/&gt;  return function()&lt;br/&gt;    local a = inteval(a)&lt;br/&gt;    local b = inteval(b)&lt;br/&gt;    a.x = a.x - b.x&lt;br/&gt;    a.y = a.y - b.y&lt;br/&gt;    return math.sqrt(a.x*a.x + a.y*a.y)&lt;br/&gt;  end&lt;br/&gt;end&lt;br/&gt;function factor(a,b)&lt;br/&gt;  return function()&lt;br/&gt;    return inteval(a)*b&lt;br/&gt;  end&lt;br/&gt;end&lt;br/&gt;&lt;br/&gt;&lt;br/&gt;shader_effects[&quot;lut&quot;] = {shader=&quot;sht_lut.bin&quot;}&lt;br/&gt;&lt;br/&gt;--[[shader_effects[&quot;fisheye&quot;] = {shader=basic_fsh..&lt;br/&gt;uniform float amount;&lt;br/&gt;&lt;br/&gt;void mainImage( out vec4 fragColor, in vec2 fragCoord )&lt;br/&gt;{&lt;br/&gt;  vec2 p = fragCoord.xy / iResolution.x;//normalized coords with some cheat&lt;br/&gt;  //(assume 1:1 prop)&lt;br/&gt;  float prop = iResolution.x / iResolution.y;//screen proroption&lt;br/&gt;  vec2 m = vec2(0.5, 0.5 / prop);//center coords&lt;br/&gt;  vec2 d = p - m;//vector from center to current fragment&lt;br/&gt;  float r = sqrt(dot(d, d)); // distance of pixel from center&lt;br/&gt;&lt;br/&gt;  float power = ( 2.0 * 3.141592 / (2.0 * sqrt(dot(m, m))) ) *&lt;br/&gt;  (amount - 0.5);//amount of effect&lt;br/&gt;&lt;br/&gt;  float bind;//radius of 1:1 effect&lt;br/&gt;  if (power &gt; 0.0) bind = sqrt(dot(m, m));//stick to corners&lt;br/&gt;else {if (prop &lt; 1.0) bind = m.x; else bind = m.y;}//stick to borders&lt;br/&gt;&lt;br/&gt;  //Weird formulas&lt;br/&gt;  vec2 uv;&lt;br/&gt;  if (power &gt; 0.0)//fisheye&lt;br/&gt;  uv = m + normalize(d) * tan(r * power) * bind / tan( bind * power);&lt;br/&gt;else if (power &lt; 0.0)//antifisheye&lt;br/&gt;  uv = m + normalize(d) * atan(r * -power * 10.0) * bind / atan(-power * bind * 10.0);&lt;br/&gt;else uv = p;//no effect for power = 1.0&lt;br/&gt;&lt;br/&gt;  vec3 col = texture2D(iChannel0, vec2(uv.x, uv.y * prop)).xyz;//Second part of cheat&lt;br/&gt;  //for round effect, not elliptical&lt;br/&gt;  fragColor = vec4(col, 1.0);&lt;br/&gt;}&lt;br/&gt;&lt;br/&gt;void main()&lt;br/&gt;{&lt;br/&gt;  vec4 color;&lt;br/&gt;  mainImage(color, texcoord.xy*iResolution.xy);&lt;br/&gt;  gl_FragColor = color;&lt;br/&gt;}&lt;br/&gt;}]]" ScriptType="1">
		</Script>
	</Scripts>
	<InterfaceClasses newId="5" versionedId="-1" tableId="31">
		<InterfaceClass name="Main interface" id="0" order="0" lastModified="-1" InterfaceClassName="MainInterface">
		</InterfaceClass>
		<InterfaceClass name="Inventory" id="1" order="1" lastModified="-1" InterfaceClassName="Inventory">
		</InterfaceClass>
		<InterfaceClass name="Secondary interface" id="2" order="2" lastModified="-1" InterfaceClassName="SecondaryInterface">
		</InterfaceClass>
		<InterfaceClass name="Options interface" id="3" order="3" lastModified="-1" InterfaceClassName="OptionsInterface">
		</InterfaceClass>
		<InterfaceClass name="Miscellaneous" id="4" order="4" lastModified="-1" InterfaceClassName="Miscellaneous">
		</InterfaceClass>
	</InterfaceClasses>
	<ActionAreas newId="0" versionedId="-1" tableId="32">
	</ActionAreas>
	<AreaActions newId="0" versionedId="-1" tableId="33">
	</AreaActions>
	<Shaders newId="0" versionedId="-1" tableId="36">
	</Shaders>
	<AudioBusses newId="4" versionedId="-1" tableId="37">
		<AudioBus name="eMusicVolume" id="0" order="0" lastModified="-1" AudioBusType="1" AudioBusSettings="" AudioBusLocked="F">
			<AudioBusLinks>
			</AudioBusLinks>
			<AudioBusValues>
			</AudioBusValues>
			<AudioBusEvents>
			</AudioBusEvents>
			<AudioBusOutputBus parentLink="F" id="-1" tableId="-1" LinkAny="F"/>
			<AudioBusLinkedObjects>
			</AudioBusLinkedObjects>
		</AudioBus>
		<AudioBus name="eSoundVolume" id="1" order="1" lastModified="-1" AudioBusType="1" AudioBusSettings="" AudioBusLocked="F">
			<AudioBusLinks>
			</AudioBusLinks>
			<AudioBusValues>
			</AudioBusValues>
			<AudioBusEvents>
			</AudioBusEvents>
			<AudioBusOutputBus parentLink="F" id="-1" tableId="-1" LinkAny="F"/>
			<AudioBusLinkedObjects>
			</AudioBusLinkedObjects>
		</AudioBus>
		<AudioBus name="eSpeechVolume" id="2" order="2" lastModified="-1" AudioBusType="1" AudioBusSettings="" AudioBusLocked="F">
			<AudioBusLinks>
			</AudioBusLinks>
			<AudioBusValues>
			</AudioBusValues>
			<AudioBusEvents>
			</AudioBusEvents>
			<AudioBusOutputBus parentLink="F" id="-1" tableId="-1" LinkAny="F"/>
			<AudioBusLinkedObjects>
			</AudioBusLinkedObjects>
		</AudioBus>
		<AudioBus name="eMovieVolume" id="3" order="3" lastModified="-1" AudioBusType="1" AudioBusSettings="" AudioBusLocked="F">
			<AudioBusLinks>
			</AudioBusLinks>
			<AudioBusValues>
			</AudioBusValues>
			<AudioBusEvents>
			</AudioBusEvents>
			<AudioBusOutputBus parentLink="F" id="-1" tableId="-1" LinkAny="F"/>
			<AudioBusLinkedObjects>
			</AudioBusLinkedObjects>
		</AudioBus>
	</AudioBusses>
	<Events newId="0" versionedId="-1" tableId="38">
	</Events>
	<Plugins newId="0" versionedId="-1" tableId="39">
	</Plugins>
	<BlockContainers newId="0" versionedId="-1" tableId="40">
	</BlockContainers>
	<Blocks newId="0" versionedId="-1" tableId="41">
	</Blocks>
	<Curves newId="0" versionedId="-1" tableId="42">
	</Curves>
	<Components newId="0" versionedId="-1" tableId="43">
	</Components>
</VisionaireAdventure>
