+ float scaled_time = 0.0f, frame_lerp = 0.0f;
+
+ if( world.simulating )
+ {
+ scaled_time = (vg_time-world.sim_start)*2.0f;
+ frame_lerp = scaled_time - (float)world.sim_frame;
+ }
+
+ v2f const curve_3[] = {{0.5f,1.0f},{0.5f,0.625f},{0.625f,0.5f},{1.0f,0.5f}};
+ v2f const curve_6[] = {{0.5f,1.0f},{0.5f,0.625f},{0.375f,0.5f},{0.0f,0.5f}};
+ v2f const curve_9[] = {{1.0f,0.5f},{0.625f,0.5f},{0.5f,0.375f},{0.5f,0.0f}};
+ v2f const curve_12[]= {{0.0f,0.5f},{0.375f,0.5f},{0.5f,0.375f},{0.5f,0.0f}};
+
+ v2f const curve_7[] = {{0.5f,0.8438f},{0.875f,0.8438f},{0.625f,0.5f},{1.0f,0.5f}};
+ v2f const curve_7_1[] = {{0.5f,0.8438f},{1.0f-0.875f,0.8438f},{1.0-0.625f,0.5f},{0.0f,0.5f}};
+
+ float const curve_7_linear_section = 0.1562f;
+
+ // TILE SET RENDERING
+ // ======================================================================
+ use_mesh( &world.tile );
+ SHADER_USE( shader_tile_main );
+
+ m2x2f subtransform;
+ m2x2_identity( subtransform );
+ glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform );
+ glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_main, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+
+ // Bind textures
+ glActiveTexture( GL_TEXTURE0 );
+ glBindTexture( GL_TEXTURE_2D, tex_tile_data );
+ glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 );
+
+ glActiveTexture( GL_TEXTURE1 );
+ glBindTexture( GL_TEXTURE_2D, tex_wood );
+ glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 );
+
+ for( int y = 0; y < world.h; y ++ )
+ {
+ for( int x = 0; x < world.w; x ++ )
+ {
+ struct cell *cell = pcell((v2i){x,y});
+ int selected = world.selected == y*world.w + x;
+
+ int tile_offsets[][2] =
+ {
+ {2, 0}, {0, 3}, {0, 2}, {2, 2},
+ {1, 0}, {2, 3}, {3, 2}, {1, 3},
+ {3, 1}, {0, 1}, {1, 2}, {2, 1},
+ {1, 1}, {3, 3}, {2, 1}, {2, 1}
+ };
+
+ int uv[2] = { 3, 0 };
+
+ if( cell->state & FLAG_CANAL )
+ {
+ uv[0] = tile_offsets[ cell->config ][0];
+ uv[1] = tile_offsets[ cell->config ][1];
+ }
+
+ glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y, uv[0], uv[1] );
+ draw_mesh( 0, 2 );
+ }
+ }
+
+ // Draw splitters
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glBlendEquation(GL_FUNC_ADD);