+SHADER_DEFINE( shader_ball,
+ // VERTEX
+ "layout (location=0) in vec2 a_co;"
+ "uniform vec2 uOffset;"
+ "uniform mat3 uPv;"
+ ""
+ "out vec2 aTexCoords;"
+ ""
+ "void main()"
+ "{"
+ // Create texture coords
+ "aTexCoords = a_co;"
+
+ // Vertex transform
+ "vec3 worldpos = vec3( a_co * 0.25 - 0.125 + uOffset, 1.0 );"
+ "gl_Position = vec4( uPv * worldpos, 1.0 );"
+ "}",
+
+ // FRAGMENT
+ "out vec4 FragColor;"
+ ""
+ "uniform sampler2D uTexMain;"
+ "uniform vec3 uColour;"
+ ""
+ "in vec2 aTexCoords;"
+ ""
+ "void main()"
+ "{"
+ "vec4 glyph = texture( uTexMain, aTexCoords );"
+ "FragColor = vec4( glyph.rgb * uColour, glyph.a );"
+ "}"
+ ,
+ UNIFORMS({ "uTexMain", "uColour", "uOffset", "uPv" })
+)
+
+SHADER_DEFINE( shader_tile_main,
+ // VERTEX
+ "layout (location=0) in vec2 a_co;"
+ "uniform vec4 uOffset;" // Tile x/y, uv x/y
+ "uniform mat3 uPv;"
+ "uniform mat2 uSubTransform;"
+ ""
+ "out vec4 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()"
+ "{"
+ // Create texture coords
+ "vec2 random_offset = floor(hash22(uOffset.xy) * 4.0) * 0.25;"
+ "vec2 edge_safe_coords = a_co * 0.98 + 0.01;"
+ "aTexCoords = vec4((edge_safe_coords + uOffset.zw) * 0.25, edge_safe_coords * 0.25 + random_offset );"
+
+ // Vertex transform
+ "vec2 subtransform = uSubTransform * (a_co-0.5) + 0.5;"
+ "vec3 worldpos = vec3( subtransform + uOffset.xy, 1.0 );"
+ "gl_Position = vec4( uPv * worldpos, 1.0 );"
+ "}",
+
+ // FRAGMENT
+ "out vec4 FragColor;"
+ ""
+ "uniform sampler2D uTexGlyphs;"
+ "uniform sampler2D uTexWood;"
+ ""
+ "in vec4 aTexCoords;"
+ ""
+ "void main()"
+ "{"
+ "vec3 shadowing_colour = vec3( 0.93, 0.88536, 0.8184 );"
+ "vec4 glyph = texture( uTexGlyphs, aTexCoords.xy );"
+ "vec4 wood = texture( uTexWood, aTexCoords.zw );"
+ "vec4 wood_secondary = texture( uTexWood, aTexCoords.zw + 0.25 );"
+ "vec3 wood_comp = mix( wood_secondary.rgb * shadowing_colour, wood.rgb, clamp( glyph.b * 2.0 - 1.0, 0.0, 1.0 ) );"
+
+ "vec3 shadows = mix( vec3( 0.85, 0.7344, 0.561 ), vec3(1.0,1.0,1.0), glyph.r );"
+
+ "FragColor = vec4( wood_comp * shadows, glyph.b );"
+ "}"
+ ,
+ UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform" })
+)
+
+const char *level_pack[] =
+{
+ // Level 0
+ "#########;\n"
+ "###-#####;acac\n"
+ "## ##;\n"
+ "## ##;\n"
+ "## ##;\n"
+ "## ##;\n"
+ "#####+###;acac\n"
+ "#########;\n",
+
+ // Level 1
+ "#########;\n"
+ "##-###-##;b,b\n"
+ "## ##;\n"
+ "## ##;\n"
+ "## ##;\n"
+ "## ##;\n"
+ "## ##;\n"
+ "####+####;bb\n"
+ "#########;\n",
+
+ // Level 2
+ "###########;\n"
+ "#####-#####;bbbbb\n"
+ "## ##;\n"
+ "## ###;\n"
+ "## # ##;\n"
+ "## ##;\n"
+ "###+##+####;bbb,bb\n"
+ "###########;\n",
+
+ // Level 3
+ "#############;\n"
+ "###-#####-###;a,aaa\n"
+ "## ##;\n"
+ "## ##;\n"
+ "## ##;\n"
+ "## ##;\n"
+ "## ##;\n"
+ "## ##;\n"
+ "######+######;aaaa\n"
+ "#############;\n",
+
+ // Level 4
+ "#############;\n"
+ "###-#####-###;aaa,aa\n"
+ "## ##;\n"
+ "## ##;\n"
+ "## ##;\n"
+ "## ##;\n"
+ "## ##;\n"
+ "## ##;\n"
+ "###+#####+###;aa,aaa\n"
+ "#############;\n"
+};
+
+GLuint tex_tile_data;
+GLuint tex_tile_detail;
+GLuint tex_wood;
+GLuint tex_ball;
+