+ SHADER_USE( shader_tile_main );
+
+ // Bind textures
+ vg_tex2d_bind( &tex_tile_data, 0 );
+ glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 );
+
+ vg_tex2d_bind( &tex_wood, 1 );
+ glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 );
+
+ glUniform1f( SHADER_UNIFORM( shader_tile_main, "uForeground" ), 1.0f );
+ render_tiles( NULL, NULL, colour_default, colour_selected );
+
+ // Draw splitters
+ for( int y = 2; y < world.h-2; y ++ )
+ {
+ for( int x = 2; x < world.w-2; x ++ )
+ {
+ struct cell *cell = pcell((v2i){x,y});
+
+ if( cell->state & FLAG_CANAL )
+ {
+ if( cell->config == k_cell_type_split )
+ {
+ float rotation = cell->state & FLAG_FLIP_FLOP? vg_rad( -45.0f ): vg_rad( 45.0f );
+
+ if( cell->state & FLAG_FLIP_ROTATING )
+ {
+ if( (world.frame_lerp > curve_7_linear_section) )
+ {
+ float const rotation_speed = 0.4f;
+ if( (world.frame_lerp < 1.0f-rotation_speed) )
+ {
+ float t = world.frame_lerp - curve_7_linear_section;
+ t *= -2.0f * (1.0f/(1.0f-(curve_7_linear_section+rotation_speed)));
+ t += 1.0f;
+
+ rotation *= t;
+ }
+ else
+ rotation *= -1.0f;
+ }
+ }
+
+ m2x2_create_rotation( subtransform, rotation );
+
+ glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform );
+ glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y + 0.125f, cell->state & FLAG_TARGETED? 3.0f: 0.0f, 0.0f );
+ draw_mesh( 0, 2 );
+ }
+ }
+ }
+ }
+
+ // Edit overlay
+ if( world.selected != -1 && !(world.data[ world.selected ].state & FLAG_CANAL) && !id_drag_from )
+ {
+ v2i new_begin = { world.tile_x - 2, world.tile_y - 2 };
+ v2i new_end = { world.tile_x + 2, world.tile_y + 2 };
+
+ world.data[ world.selected ].state ^= FLAG_CANAL;
+ map_reclassify( new_begin, new_end, 0 );
+
+ m2x2_identity( subtransform );
+ glUniform1f( SHADER_UNIFORM( shader_tile_main, "uGhost" ), 1.0f );
+ glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform );
+ glUniform2fv( SHADER_UNIFORM( shader_tile_main, "uMousePos" ), 1, world.tile_pos );
+
+ render_tiles( new_begin, new_end, colour_default, colour_default );
+
+ world.data[ world.selected ].state ^= FLAG_CANAL;
+ map_reclassify( new_begin, new_end, 0 );
+ }
+
+ //glDisable(GL_BLEND);
+
+ // Draw connecting wires
+ glDisable(GL_BLEND);
+
+ SHADER_USE( shader_wire );
+ glBindVertexArray( world.wire.vao );
+
+ glUniformMatrix3fv( SHADER_UNIFORM( shader_wire, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+ glUniform4f( SHADER_UNIFORM( shader_wire, "uColour" ), 0.2f, 0.2f, 0.2f, 1.0f );
+
+ if( id_drag_from )
+ {
+ glUniform1f( SHADER_UNIFORM( shader_wire, "uCurve" ), 0.4f );
+ glUniform3f( SHADER_UNIFORM( shader_wire, "uStart" ), drag_from_co[0], drag_from_co[1], 0.06f );
+ glUniform3f( SHADER_UNIFORM( shader_wire, "uEnd" ), drag_to_co[0], drag_to_co[1], 0.06f );
+ glDrawElements( GL_TRIANGLES, world.wire.em, GL_UNSIGNED_SHORT, (void*)(0) );
+ }
+
+ float rp_x1 = world.frame_lerp*9.0f;
+ float rp_x2 = 1.0f-rp_x1*expf(1.0f-rp_x1)* 0.36f;
+
+ for( int y = 2; y < world.h-2; y ++ )
+ {
+ for( int x = 2; x < world.w-2; x ++ )
+ {
+ struct cell *cell = pcell((v2i){x,y});
+
+ if( cell->state & FLAG_CANAL )
+ {
+ if( cell->state & FLAG_IS_TRIGGER )
+ {
+ int trigger_id = cell->links[0]?0:1;
+
+ int x2 = cell->links[trigger_id] % world.w;
+ int y2 = (cell->links[trigger_id] - x2) / world.w;
+
+ v2f startpoint;
+ v2f endpoint;
+
+ startpoint[0] = (float)x2 + (trigger_id? 0.75f: 0.25f);
+ startpoint[1] = (float)y2 + 0.25f;
+
+ endpoint[0] = x+0.5f;
+ endpoint[1] = y+0.5f;
+
+ glUniform1f( SHADER_UNIFORM( shader_wire, "uCurve" ), cell->state & FLAG_TRIGGERED? rp_x2 * 0.4f: 0.4f );
+ glUniform3f( SHADER_UNIFORM( shader_wire, "uStart" ), startpoint[0], startpoint[1], 0.04f );
+ glUniform3f( SHADER_UNIFORM( shader_wire, "uEnd" ), endpoint[0], endpoint[1], 0.04f );
+ glDrawElements( GL_TRIANGLES, world.wire.em, GL_UNSIGNED_SHORT, (void*)(0) );
+ }
+ }
+ }
+ }
+
+ SHADER_USE( shader_tile_colour );
+ glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv );