vg_tex2d tex_tile_detail = { .path = "textures/tile_overlays.png" };
vg_tex2d tex_wood = { .path = "textures/wood.png" };
vg_tex2d tex_ball = { .path = "textures/ball.png", .flags = VG_TEXTURE_CLAMP };
+vg_tex2d tex_background = { .path = "textures/background.png" };
-vg_tex2d *texture_list[] = { &tex_tile_detail, &tex_tile_data, &tex_wood, &tex_ball };
+vg_tex2d *texture_list[] = { &tex_tile_detail, &tex_tile_data, &tex_wood, &tex_ball, &tex_background };
// AUDIO
// ===========================================================================================================
.vol = 1.f,
.ch = 1,
.vol_src = &audio_volume_sfx,
- .fadeout_length = FADEOUT_LENGTH,
.name = "sfx"
};
sound/rolling_02.ogg\0"
};
+sfx_set audio_random =
+{
+ .sources = "\
+sound/random_01.ogg\0\
+sound/random_02.ogg\0\
+sound/random_03.ogg\0\
+sound/random_04.ogg\0\
+sound/random_05.ogg\0\
+sound/random_06.ogg\0\
+sound/random_07.ogg\0\
+sound/random_08.ogg\0"
+};
+
// One two or three layers of rolling noise
sfx_system audio_system_balls_rolling =
{
sfx_system audio_system_balls_switching =
{
.vol = 1.f, .ch = 1, .vol_src = &audio_volume_sfx,
- .name = "Balls Switching", .fadeout_length = FADEOUT_LENGTH
+ .name = "Balls Switching"
};
// Gameplay critical sounds eg. splitter sound rocking
sfx_system audio_system_balls_important =
{
.vol = 1.f, .ch = 1, .vol_src = &audio_volume_sfx,
- .name = "Balls Gameplay", .fadeout_length = FADEOUT_LENGTH
+ .name = "Balls Gameplay"
};
// Suplemental sounds
sfx_system audio_system_balls_extra =
{
.vol = 1.f, .ch = 1, .vol_src = &audio_volume_sfx,
- .name = "Balls Extra", .fadeout_length = FADEOUT_LENGTH
+ .name = "Balls Extra"
};
static void resource_load_main(void)
sfx_set_init( &audio_tile_mod, NULL );
sfx_set_init( &audio_splitter, NULL );
sfx_set_init( &audio_rolls, NULL );
+ sfx_set_init( &audio_random, NULL );
}
static void resource_free_main(void)
{
- vg_tex2d_free( texture_list, vg_list_size( texture_list ) );
+ vg_tex2d_free( texture_list, vg_list_size( texture_list ) );
+
sfx_set_free( &audio_tile_mod );
sfx_set_free( &audio_splitter );
sfx_set_free( &audio_rolls );
+ sfx_set_free( &audio_random );
}
// SHADERS
"uniform sampler2D uTexGlyphs;"
"uniform sampler2D uTexWood;"
"uniform float uGhost;"
+ "uniform float uForeground;"
"uniform vec2 uMousePos;"
"uniform vec4 uColour;"
""
"vec3 shadows = mix( vec3( 0.85, 0.7344, 0.561 ), vec3(1.0,1.0,1.0), glyph.r );"
- "vec4 output_regular = vec4( wood_comp * shadows, glyph.b );"
+ "vec4 output_regular = vec4( wood_comp * shadows, mix( glyph.a, glyph.b, uForeground ) );"
"float ghost_dist = clamp( 1.5 - distance(uMousePos, aWorldCoords), 0.0, 1.0 );"
"vec4 output_ghost = vec4( 1.0, 1.0, 1.0, glyph.g * ghost_dist );"
"FragColor = mix( output_regular, output_ghost, uGhost ) * uColour;"
"}"
,
- UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform", "uGhost", "uMousePos", "uColour" })
+ UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform", "uGhost", "uMousePos", "uColour", "uForeground" })
+)
+
+SHADER_DEFINE( shader_background,
+ // VERTEX
+ "layout (location=0) in vec2 a_co;"
+ "uniform mat3 uPv;"
+ "uniform vec3 uOffset;"
+ ""
+ "out vec2 aTexCoords;"
+ ""
+ "void main()"
+ "{"
+ "vec2 world_pos = a_co * uOffset.z + uOffset.xy;"
+ "gl_Position = vec4( uPv * vec3( world_pos, 1.0 ), 1.0 );"
+ "aTexCoords = world_pos * 0.25;"
+ "}",
+
+ // FRAGMENT
+ "out vec4 FragColor;"
+ ""
+ "uniform sampler2D uTexMain;"
+ ""
+ "in vec2 aTexCoords;"
+ ""
+ "vec2 hash22(vec2 p)"
+ "{"
+ "vec3 p3 = fract(vec3(p.xyx) * vec3(.1031, .1030, .0973));"
+ "p3 += dot(p3, p3.yzx+33.33);"
+ "return fract((p3.xx+p3.yz)*p3.zy);"
+ "}"
+ ""
+ "void main()"
+ "{"
+ "vec2 random_offset = floor( hash22( floor( aTexCoords * 4.0 ) ) * 4.0 ) * 0.25;"
+ "vec4 background = texture( uTexMain, aTexCoords );"
+ "FragColor = vec4( background.rgb * (1.0+random_offset.r*0.015), 1.0 );"
+ "}"
+ ,
+ UNIFORMS({ "uPv", "uOffset", "uTexMain" })
)
void vg_register(void)
SHADER_INIT( shader_tile_colour );
SHADER_INIT( shader_tile_main );
SHADER_INIT( shader_ball );
+ SHADER_INIT( shader_background );
}