In theory, one could fiddle with things so that some text was rendered "normally" and some rendered with a fragment shader that implemented blurring.
Hmm. I haven't had the time to really looks at the way Ren'py works now that it use vertex ; few things have changed (the way cursor are handle seem to be really different), so perhaps it's possible. But the main problem I see is that Ren'py really treat text differently than images.
For the game I'm (too) slowly working on, I made few glitch effects for the images, and I had to pass directly by PyGame to adapt them for text. Prior to 7.4.0, nothing was effectively an image before the very last moment, when Ren'py finally generate the screen.
By example, you can have a user defined displayable with a
render method that would looks like :
Python:
# create the Render object
r = renpy.render()
# Put an image for the background
r.blit( image1, ( 0, 0 ) )
# Add another image (with alpha channel)
r.blit( image2, ( 0, 0 ) )
It will stay two different images until the very last moment. And the introduction of vertex probably enforced this way to do ; Ren'py already considered images as texture to apply to a surface, and now they really are textures and really are applied to a surface...
Therefore, like text isn't an image before the very last moment, I'm not sure that you can apply a shader to them.
But since the two displayable dedicated to text exist to offer you the possibility to apply a transform, perhaps that it also works with shaders ; or would in the future.
This said, it fall back to what I said previously, for Ren'py it would now be an image, not text. So you'll need something like
add
or
imagebutton
to display them, and can't rely on a simple
text
.
If the text displayable also works with shaders, there's no problem. The text will be split on as many lines as needed, depending of the available width, then the shader will be applied.
But if you've to transform it yourself into an image before the shader can be applied, you'll also have to do the computation by yourself ; PyGame will write everything on a single line. Therefore, you'll end with an algorithm that start to really grow, what lead you to a benefit/cost thinking: does having a blurred text is really more interesting than simply showing the text on demand ?
Personally, my conclusion was that screens showing only text are reliable screens and totally glitch free ; the glitches can add something when applied to images, and are just flourishes when it come to text.
you just got me pondering... LOL
What is always interesting. It's how I learned so many things regarding Ren'py ; after the many failure while effective pondering