better console handling // simple map serialzer
[fishladder.git] / fishladder.c
index bf877e33b19e04f21bf4102ea50a8171f77a7381..4817bdf9a2a20004f7795879f8f96c918fe4b910 100644 (file)
@@ -2,77 +2,7 @@
 
 //#define VG_STEAM
 #include "vg/vg.h"
-
-SHADER_DEFINE( shader_tile_colour,
-
-       // VERTEX
-       "layout (location=0) in vec2 a_co;"
-       "uniform mat3 uPv;"
-       "uniform vec3 uOffset;"
-       ""
-       "void main()"
-       "{"
-               "gl_Position = vec4( uPv * vec3( a_co * uOffset.z + uOffset.xy, 1.0 ), 1.0 );"
-       "}",
-       
-       // FRAGMENT
-       "out vec4 FragColor;"
-       "uniform vec4 uColour;"
-       ""
-       "void main()"
-       "{"
-               "FragColor = uColour;"
-       "}"
-       ,
-       UNIFORMS({ "uPv", "uOffset", "uColour" })
-)
-
-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;"
-       ""
-               "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()"
-       "{"
-               "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 );"
-               "gl_Position = vec4( uPv * vec3( a_co + uOffset.xy, 1.0 ), 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, 1.0 );"
-       "}"
-       ,
-       UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood" })
-)
+#include "fishladder_resources.h"
 
 const char *level_pack[] = 
 {
@@ -129,13 +59,24 @@ const char *level_pack[] =
        "##         ##;\n"
        "##         ##;\n"
        "###+#####+###;aa,aaa\n"
-       "#############;\n"
+       "#############;\n",
+       
+       // Level 5
+       "###############;\n"
+       "####-##########;abcb\n"
+       "##           ##;\n"
+       "##           ##;\n"
+       "##           ##;\n"
+       "##           ##;\n"
+       "##           ##;\n"
+       "##           ##;\n"
+       "##           ##;\n"
+       "##           ##;\n"
+       "##           ##;\n"
+       "##########+####;bcba\n"
+       "###############;\n"
 };
 
-GLuint tex_tile_data;
-GLuint tex_tile_detail;
-GLuint tex_wood;
-
 m3x3f m_projection;
 m3x3f m_view;
 m3x3f m_mdl;
@@ -144,16 +85,40 @@ m3x3f m_mdl;
 #define FLAG_OUTPUT 0x2
 #define FLAG_CANAL 0x4
 #define FLAG_WALL 0x8
-#define FLAG_DROP_L 0x10
-#define FLAG_SPLIT 0x20
-#define FLAG_MERGER 0x40
-#define FLAG_DROP_R 0x80
 #define FLAG_FLIP_FLOP 0x100
+#define FLAG_FLIP_ROTATING 0x200
+
+/*
+       0000 0   | 0001 1   | 0010 2   | 0011 3
+                          |          |    |     |    |
+               X     |           X=    |    X     |    X=
+                          |          |          |     
+       0100 4   | 0101 5   | 0110 6   | 0111 7
+                          |          |    |     |    |
+         =X     |   =X=    |   =X     |   =X=
+                          |          |          |    
+       1000 8   | 1001 9   | 1010 10  | 1011 11
+                     |          |    |     |    |
+               X     |    X=    |    X     |    X=
+               |               |    |     |    |     |    |
+       1100 12  | 1101 13  | 1110 14  | 1111 15
+                     |          |    |     |    |
+         =X     |   =X=    |   =X     |   =X=
+               |          |    |     |    |     |    |
+*/
+
+enum cell_type
+{
+       k_cell_type_ramp_right = 3,
+       k_cell_type_ramp_left = 6,
+       k_cell_type_split = 7,
+       k_cell_type_merge = 13
+};
 
 v3f colour_sets[] =
-{ { 0.9f, 0.2f, 0.01f },
+{ { 0.9f, 0.6f, 0.20f },
   { 0.2f, 0.9f, 0.14f },
-  { 0.1f, 0.3f, 0.85f } };
+  { 0.4f, 0.8f, 1.00f } };
 
 static void colour_code_v3( char cc, v3f target )
 {
@@ -224,6 +189,8 @@ struct world
        float sim_start;
        int simulating;
        
+       float frame_lerp;
+       
        struct cell_terminal
        {
                // TODO: Split into input/output structures
@@ -236,9 +203,13 @@ struct world
        
        u32 w, h;
        
-       struct mesh tile, circle, splitter_l, splitter_r;
+       struct mesh tile, circle;
        
-       int selected;
+       GLuint background_data;
+       GLuint random_samples;
+       
+       int selected, tile_x, tile_y;
+       v2f tile_pos;
        
        struct fish
        {
@@ -246,6 +217,9 @@ struct world
                v2i dir;
                int alive;
                char payload;
+               float death_time;
+               v2f physics_v;
+               v2f physics_co;
        }
        fishes[16];
        
@@ -266,6 +240,7 @@ static void map_free(void)
        world.io = NULL;
 }
 
+static void map_reclassify( v2i start, v2i end, int update_texbuffer );
 static int map_load( const char *str )
 {
        map_free();
@@ -382,6 +357,23 @@ static int map_load( const char *str )
                c ++;
        }
        
+       // Update data texture to fill out the background
+       {
+               u8 info_buffer[64*64*4];
+               for( int i = 0; i < 64*64; i ++ )
+               {
+                       u8 *px = &info_buffer[i*4];
+                       px[0] = 255;
+                       px[1] = 0;
+                       px[2] = 0;
+                       px[3] = 0;
+               }
+               
+               glBindTexture( GL_TEXTURE_2D, world.background_data );
+               glTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 64, 64, GL_RGBA, GL_UNSIGNED_BYTE, info_buffer );
+       }
+       
+       map_reclassify( NULL, NULL, 1 );
        vg_success( "Map loaded! (%u:%u)\n", world.w, world.h );
        return 1;
 }
@@ -391,19 +383,72 @@ static struct cell *pcell( v2i pos )
        return &world.data[ pos[1]*world.w + pos[0] ];
 }
 
+static void map_serialize( FILE *stream )
+{
+       for( int y = 0; y < world.h; y ++ )
+       {
+               for( int x = 0; x < world.w; x ++ )
+               {
+                       struct cell *cell = pcell( (v2i){ x, y } );
+                       
+                       if( cell->state & FLAG_WALL ) fputc( '#', stream );
+                       else if( cell->state & FLAG_INPUT ) fputc( '+', stream );
+                       else if( cell->state & FLAG_OUTPUT ) fputc( '-', stream );
+                       else if( cell->state & FLAG_CANAL ) fputc( '*', stream );
+                       else fputc( ' ', stream );
+               }
+               
+               fputc( ';', stream );
+               
+               int terminal_write_count = 0;
+               
+               for( int x = 0; x < world.w; x ++ )
+               {
+                       for( int i = 0; i < arrlen( world.io ); i ++ )
+                       {
+                               struct cell_terminal *term = &world.io[i];
+                               if( term->id == y*world.w+x )
+                               {
+                                       if( terminal_write_count )
+                                               fputc( ',', stream );
+                                       terminal_write_count ++;
+                               
+                                       for( int j = 0; j < arrlen( term->conditions ); j ++ )
+                                               fputc( term->conditions[j], stream );
+                               }
+                       }
+               }
+               
+               fputc( '\n', stream );
+       }
+}
+
 int main( int argc, char *argv[] )
 {
        vg_init( argc, argv, "Fish (Marbles Computer) Ladder Simulator 2022 | N,M: change level | SPACE: Test | LeftClick: Toggle tile" );
 }
 
-void vg_register(void)
+static void console_save_map( int argc, char *argv[] )
 {
-       SHADER_INIT( shader_tile_colour );
-       SHADER_INIT( shader_tile_main );
+       if( argc >= 1 )
+       {
+               FILE *test_writer = fopen( argv[0], "w" );
+               if( test_writer )
+               {
+                       map_serialize( test_writer );
+                       
+                       fclose( test_writer );
+               }
+       }
 }
 
 void vg_start(void)
 {
+       vg_function_push( (struct vg_cmd){
+               .name = "save_map",
+               .function = console_save_map
+       });
+
        // Quad mesh
        {
                float quad_mesh[] =
@@ -451,54 +496,45 @@ void vg_start(void)
                init_mesh( &world.circle, circle_mesh, vg_list_size( circle_mesh ) );
        }
        
-       // splitters (temp)
+       // Create info data texture
        {
-               float splitter_l[] =
-               {
-                       #include "models/splitter_l.obj.h"
-               };
-               float splitter_r[] =
-               {
-                       #include "models/splitter_r.obj.h"
-               };
-               
-               init_mesh( &world.splitter_l, splitter_l, vg_list_size( splitter_l ) );
-               init_mesh( &world.splitter_r, splitter_r, vg_list_size( splitter_r ) );
+               glGenTextures( 1, &world.background_data );
+               glBindTexture( GL_TEXTURE_2D, world.background_data );
+               glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL );
+               vg_tex2d_nearest();
        }
        
-       // Textures
+       // Create random smaples texture
        {
-               tex_tile_detail = vg_tex2d_rgba( "textures/tile_overlays.png" );
-               vg_tex2d_mipmap();
-               vg_tex2d_linear_mipmap();
-               vg_tex2d_repeat();
+               u8 *data = malloc(512*512*2);
+               for( int i = 0; i < 512*512*2; i ++ )
+                       data[ i ] = rand()/(RAND_MAX/255);
                
-               tex_tile_data = vg_tex2d_rgba( "textures/tileset.png" );
-               vg_tex2d_mipmap();
-               vg_tex2d_linear_mipmap();
+               glGenTextures( 1, &world.random_samples );
+               glBindTexture( GL_TEXTURE_2D, world.random_samples );
+               glTexImage2D( GL_TEXTURE_2D, 0, GL_RG, 512, 512, 0, GL_RG, GL_UNSIGNED_BYTE, data );
+               vg_tex2d_linear();
                vg_tex2d_repeat();
                
-               tex_wood = vg_tex2d_rgba( "textures/wood.png" );
-               vg_tex2d_mipmap();
-               vg_tex2d_linear_mipmap();
-               vg_tex2d_repeat();
+               free( data );
        }
        
+       resource_load_main();
+       
        map_load( level_pack[ 0 ] );
 }
 
 void vg_free(void)
 {
+       resource_free_main();
+
+       glDeleteTextures( 1, &world.background_data );
+       glDeleteTextures( 1, &world.random_samples );
+
        free_mesh( &world.tile );
        free_mesh( &world.circle );
-       free_mesh( &world.splitter_l );
-       free_mesh( &world.splitter_r );
-
-       map_free();
        
-       glDeleteTextures( 1, &tex_tile_data );
-       glDeleteTextures( 1, &tex_tile_detail );
-       glDeleteTextures( 1, &tex_wood );
+       map_free();
 }
 
 static int cell_interactive( v2i co )
@@ -514,11 +550,10 @@ static int cell_interactive( v2i co )
        // List of 3x3 configurations that we do not allow
        static u32 invalid_src[][9] = 
        { 
-               /*
                { 0,1,0,
                  1,1,1,
                  0,1,0 
-               },*/
+               },
                { 0,0,0,
                  0,1,1,
                  0,1,1
@@ -535,7 +570,6 @@ static int cell_interactive( v2i co )
                  1,1,0,
                  0,0,0
                },
-               /*
                { 0,1,0,
                  0,1,1,
                  0,1,0
@@ -543,7 +577,7 @@ static int cell_interactive( v2i co )
                { 0,1,0,
                  1,1,0,
                  0,1,0
-               }*/
+               }
        };
        
        // Statically compile invalid configurations into bitmasks
@@ -588,6 +622,86 @@ static int cell_interactive( v2i co )
        return 1;
 }
 
+static void map_reclassify( v2i start, v2i end, int update_texbuffer )
+{
+       v2i full_start = { 1,1 };
+       v2i full_end = { world.w-1, world.h-1 };
+       
+       if( !start || !end )
+       {
+               start = full_start;
+               end = full_end;
+       }
+       
+       // Texture data
+       u8 info_buffer[64*64*4];
+       u32 pixel_id = 0;
+       
+       int px0 = vg_max( start[0], full_start[0] ),
+                px1 = vg_min( end[0], full_end[0] ),
+                py0 = vg_max( start[1], full_start[1] ),
+                py1 = vg_min( end[1], full_end[1] );
+
+       for( int y = py0; y < py1; y ++ )
+       {
+               for( int x = px0; x < px1; x ++ )
+               {
+                       struct cell *cell = pcell((v2i){x,y});
+               
+                       v2i dirs[] = {{1,0},{0,1},{-1,0},{0,-1}};
+                       
+                       u8 height = 0;
+                       u8 config = 0x00;
+                       
+                       if( cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) )
+                       {
+                               for( int i = 0; i < vg_list_size( dirs ); i ++ )
+                               {
+                                       struct cell *neighbour = pcell((v2i){x+dirs[i][0], y+dirs[i][1]});
+                                       if( neighbour->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) )
+                                               config |= 0x1 << i;
+                               }
+                               
+                               height = 128;
+                       } 
+                       else 
+                       {
+                               if( cell->state & FLAG_WALL )
+                                       height = 255;
+                               
+                               config = 0xF;
+                       }
+                       
+                       pcell((v2i){x,y})->config = config;
+                       
+                       u8 *info_px = &info_buffer[ (pixel_id ++)*4 ];
+                       info_px[0] = height;
+                       info_px[1] = cell->state & FLAG_WALL? 0: 255;
+                       info_px[2] = 0;
+                       info_px[3] = 0;
+               }
+       }
+       
+       if( update_texbuffer )
+       {
+               glBindTexture( GL_TEXTURE_2D, world.background_data );
+               glTexSubImage2D( GL_TEXTURE_2D, 0, px0 + 16, py0 + 16, px1-px0, py1-py0, GL_RGBA, GL_UNSIGNED_BYTE, info_buffer );
+       }
+}
+
+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_2[] = {{0.5f,1.0f},{0.5f,0.8f},{0.5f,0.3f},{0.5f,0.2f}};
+v2f const curve_8[] = {{0.5f,0.8f},{0.5f,0.5f},{0.5f,0.3f},{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;
+
 void vg_update(void)
 {
        static int curlevel = 0;
@@ -611,43 +725,55 @@ void vg_update(void)
                vg_info( "Stopping simulation!\n" );
        }
        
-       float ratio = (float)vg_window_y / (float)vg_window_x;
-       float const size = 9.5f;
+       // Fit within screen
+
+       float r1 = (float)vg_window_y / (float)vg_window_x,
+                       r2 = (float)world.h / (float)world.w,
+                       size;
+       
+       size = ( r2 < r1? (float)world.w * 0.5f: ((float)world.h * 0.5f) / r1 ) + 2.5f; 
+       m3x3_projection( m_projection, -size, size, -size*r1, size*r1 );
        
        v3f origin;
-       origin[0] = -0.5f * world.w;
-       origin[1] = -0.5f * world.h;
+       origin[0] = floorf( -0.5f * world.w );
+       origin[1] = floorf( -0.5f * world.h );
        origin[2] = 0.0f;
        
-       m3x3_projection( m_projection, -size, size, -size*ratio, size*ratio );
        m3x3_identity( m_view );
        m3x3_translate( m_view, origin );
        m3x3_mul( m_projection, m_view, vg_pv );
        vg_projection_update();
        
        // Input stuff
+       v2_copy( vg_mouse_ws, world.tile_pos );
        
-       v2f tile_pos;
-       v2_copy( vg_mouse_ws, tile_pos );
-       
-       int tile_x = floorf( tile_pos[0] );
-       int tile_y = floorf( tile_pos[1] );
+       world.tile_x = floorf( world.tile_pos[0] );
+       world.tile_y = floorf( world.tile_pos[1] );
 
        // Tilemap editing
        if( !world.simulating )
        {
-               if( cell_interactive( (v2i){ tile_x, tile_y } ))
+               if( cell_interactive( (v2i){ world.tile_x, world.tile_y } ))
                {
-                       world.selected = tile_y * world.w + tile_x;
+                       world.selected = world.tile_y * world.w + world.tile_x;
                        
                        if( vg_get_button_down("primary") )
                        {
                                world.data[ world.selected ].state ^= FLAG_CANAL;
+                               
+                               if( world.data[ world.selected ].state & FLAG_CANAL )
+                                       sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 3, 6 );
+                               else
+                                       sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 0, 3 );
+                                       
+                               map_reclassify(         (v2i){ world.tile_x -2, world.tile_y -2 }, 
+                                                                               (v2i){ world.tile_x +2, world.tile_y +2 }, 1 );
                        }
                }
                else
                        world.selected = -1;
        }
+       else world.selected = -1;
        
        // Simulation stop/start
        if( vg_get_button_down("go") )
@@ -662,11 +788,15 @@ void vg_update(void)
                                world.io[i].recv_count = 0;
                        
                        vg_info( "Stopping simulation!\n" );
+                       
+                       sfx_system_fadeout( &audio_system_balls_rolling, 44100 );
                }
                else
                {
                        vg_success( "Starting simulation!\n" );
                        
+                       sfx_set_playrnd( &audio_rolls, &audio_system_balls_rolling, 0, 1 );
+                       
                        world.simulating = 1;
                        world.num_fishes = 0;
                        world.sim_frame = 0;
@@ -681,61 +811,146 @@ void vg_update(void)
                                world.io[i].recv_count = 0;
                }
        }
-       
-       // Simulation stuff
-       // ========================================================
-       
-       for( int y = 2; y < world.h-2; y ++ )
-       {
-               for( int x = 2; x < world.w-2; x ++ )
+
+       // Fish ticks
+       if( world.simulating )
+       {       
+               while( world.sim_frame < (int)((vg_time-world.sim_start)*2.0f) )
                {
-                       v2i dirs[] = {{1,0},{0,1},{-1,0},{0,-1}};
-                       
-                       u8 config = 0x00;
-                       
-                       if( pcell((v2i){x,y})->state & FLAG_CANAL )
+                       //vg_info( "frame: %u\n", world.sim_frame );
+                       sfx_set_playrnd( &audio_random, &audio_system_balls_switching, 0, 9 );
+
+                       // Update splitter deltas
+                       for( int i = 0; i < world.h*world.w; i ++ )
                        {
-                               for( int i = 0; i < vg_list_size( dirs ); i ++ )
+                               struct cell *cell = &world.data[i];
+                               if( cell->config == k_cell_type_split )
                                {
-                                       struct cell *neighbour = pcell((v2i){x+dirs[i][0], y+dirs[i][1]});
-                                       if( neighbour->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) )
-                                               config |= 0x1 << i;
+                                       cell->state &= ~FLAG_FLIP_ROTATING;
                                }
-                       } else config = 0xF;
-                       
-                       pcell((v2i){x,y})->config = config;
-                       pcell((v2i){x,y})->state &= ~(FLAG_DROP_L|FLAG_DROP_R|FLAG_SPLIT|FLAG_MERGER);
-               }
-       }
-       
-       for( int y = 2; y < world.h-2; y ++ )
-               for( int x = 2; x < world.w-2; x ++ )
-               {
-                       // R,D,L,-   1110 (splitter, 1 drop created)
-                       
-                       // R,-,L,U - 1011 (merger, 2 drop created)
-                       
-                       u8 config = pcell((v2i){x,y})->config;
+                       }
                        
-                       if( config == 0x7 ) // splitter
+                       // Update fish positions
+                       for( int i = 0; i < world.num_fishes; i ++ )
                        {
-                               world.data[y*world.w+x ].state |= (FLAG_SPLIT | FLAG_DROP_L | FLAG_DROP_R);
+                               struct fish *fish = &world.fishes[i];
+                               struct cell *cell_current = pcell( fish->pos );
+                               
+                               if( fish->alive == -1 )
+                                       fish->alive = 0;
+                               
+                               if( fish->alive != 1 )
+                                       continue;
+                               
+                               // Apply to output
+                               if( cell_current->state & FLAG_OUTPUT )
+                               {
+                                       for( int j = 0; j < arrlen( world.io ); j ++ )
+                                       {
+                                               struct cell_terminal *term = &world.io[j];
+                                               
+                                               if( term->id == fish->pos[1]*world.w + fish->pos[0] )
+                                               {
+                                                       term->recv[ term->recv_count ++ ] = fish->payload;
+                                                       break;
+                                               }
+                                       }
+                                       
+                                       fish->alive = 0;
+                                       continue;
+                               }
+                               
+                               if( cell_current->config == k_cell_type_split )
+                               {
+                                       // Flip flop L/R
+                                       fish->dir[0] = cell_current->state&FLAG_FLIP_FLOP?1:-1;
+                                       fish->dir[1] = 0;
+                                       
+                                       cell_current->state ^= FLAG_FLIP_FLOP;
+                               }
+                               else if( cell_current->config == k_cell_type_merge )
+                               {
+                                       // Can only move up
+                                       fish->dir[0] = 0;
+                                       fish->dir[1] = -1;
+                               }
+                               else
+                               {
+                                       struct cell *cell_next = pcell( (v2i){ fish->pos[0]+fish->dir[0], fish->pos[1]+fish->dir[1] } );
+                                       if( !(cell_next->state & (FLAG_CANAL|FLAG_OUTPUT)) )
+                                       {
+                                               // Try other directions for valid, so down, left, right..
+                                               v2i dirs[] = {{1,0},{-1,0},{0,-1}};
+                                               vg_info( "Trying some other directions...\n" );
+                                               
+                                               for( int j = 0; j < vg_list_size(dirs); j ++ )
+                                               {
+                                                       if( (dirs[j][0] == -fish->dir[0]) && (dirs[j][1] == -fish->dir[1]) )
+                                                               continue;
+                                               
+                                                       if( pcell( (v2i){ fish->pos[0]+dirs[j][0], fish->pos[1]+dirs[j][1] } )->state & (FLAG_CANAL|FLAG_OUTPUT) )
+                                                       {
+                                                               fish->dir[0] = dirs[j][0];
+                                                               fish->dir[1] = dirs[j][1];
+                                                       }
+                                               }
+                                       }
+                               }
+                               
+                               fish->pos[0] += fish->dir[0];
+                               fish->pos[1] += fish->dir[1];
+                               
+                               struct cell *cell_entry = pcell( fish->pos );
+                               
+                               if( !(cell_entry->state & (FLAG_INPUT|FLAG_CANAL|FLAG_OUTPUT) ))
+                                       fish->alive = 0;
+                               else
+                               {
+                                       if( fish->dir[0] )
+                                       {
+                                               if( cell_entry->config == k_cell_type_split ||
+                                                        cell_entry->config == k_cell_type_ramp_right ||
+                                                        cell_entry->config == k_cell_type_ramp_left )
+                                               {
+                                                       // Special death (FALL)                                                 
+                                                       v2_sub( fish->physics_co, fish->physics_v, fish->physics_v );
+                                                       v2_divs( fish->physics_v, vg_time_delta, fish->physics_v );
+
+                                                       fish->alive = -2;
+                                                       vg_warn( "Special death (fall)\n" );
+                                                       continue;
+                                               }
+                                       }
+                               
+                                       if( cell_entry->config == k_cell_type_split )
+                                       {
+                                               sfx_set_playrnd( &audio_splitter, &audio_system_balls_important, 0, 1 );
+                                               cell_entry->state |= FLAG_FLIP_ROTATING;
+                                       }
+                               }
                        }
-                       else if( config == 0xD )
+                       
+                       // Check for collisions
+                       for( int i = 0; i < world.num_fishes; i ++ )
                        {
-                               world.data[y*world.w+x-1].state |= FLAG_DROP_R;
-                               world.data[y*world.w+x+1].state |= FLAG_DROP_L;
-                               world.data[y*world.w+x].state |= FLAG_MERGER;
+                               if( world.fishes[i].alive == 1 )
+                               {
+                                       for( int j = i+1; j < world.num_fishes; j ++ )
+                                       {
+                                               if( (world.fishes[j].alive == 1) && (world.fishes[i].pos[0] == world.fishes[j].pos[0]) &&
+                                                        (world.fishes[i].pos[1] == world.fishes[j].pos[1]) )
+                                               {
+                                                       // Shatter death (+0.5s)
+                                                       world.fishes[i].alive = -1;
+                                                       world.fishes[j].alive = -1;
+                                                       world.fishes[i].death_time = 0.5f;
+                                                       world.fishes[j].death_time = 0.5f;
+                                               }
+                                       }
+                               }
                        }
-               }
-               
-       // Fish ticks
-       if( world.simulating )
-       {
-               while( world.sim_frame < (int)((vg_time-world.sim_start)*2.0f) )
-               {
-                       vg_info( "frame: %u\n", world.sim_frame );
                        
+                       // Spawn fishes
                        for( int i = 0; i < arrlen( world.io ); i ++ )
                        {
                                struct cell_terminal *term = &world.io[ i ];
@@ -770,232 +985,316 @@ void vg_update(void)
                                        }
                                }
                        }
-
-                       for( int i = 0; i < world.num_fishes; i ++ )
+                       
+                       world.sim_frame ++;
+               }
+               
+               float scaled_time = 0.0f;
+               scaled_time = (vg_time-world.sim_start)*2.0f;
+               world.frame_lerp = scaled_time - (float)world.sim_frame;
+               
+               // Update positions
+               for( int i = 0; i < world.num_fishes; i ++ )
+               {
+                       struct fish *fish = &world.fishes[i];
+                       
+                       if( fish->alive == 0 )
+                               continue;
+                       
+                       if( fish->alive == -1 && (world.frame_lerp > fish->death_time) )
+                               continue; // Todo: particle thing?
+                       
+                       if( fish->alive == -2 )
                        {
-                               struct fish *fish = &world.fishes[i];
-                               struct cell *cell_current = pcell( fish->pos );
+                               v2_muladds( fish->physics_v, (v2f){ 0.0, -9.8f }, vg_time_delta, fish->physics_v );
+                               v2_muladds( fish->physics_co, fish->physics_v, vg_time_delta, fish->physics_co );
+                       }
+                       else
+                       {               
+                               struct cell *cell = pcell(fish->pos);
+                               v2f const *curve;
                                
-                               if( !fish->alive )
-                                       continue;
+                               float t = world.frame_lerp;
                                
-                               // Apply to output
-                               if( cell_current->state & FLAG_OUTPUT )
+                               v2_copy( fish->physics_co, fish->physics_v );
+                               
+                               switch( cell->config )
                                {
-                                       for( int j = 0; j < arrlen( world.io ); j ++ )
-                                       {
-                                               struct cell_terminal *term = &world.io[j];
-                                               
-                                               if( term->id == fish->pos[1]*world.w + fish->pos[0] )
+                                       case 13:
+                                               if( fish->dir[0] == 1 )
+                                                       curve = curve_12;
+                                               else
+                                                       curve = curve_9;
+                                       break;
+                                       case 2: curve = curve_2; break;
+                                       case 8: curve = curve_8; break;
+                                       case 3: curve = curve_3; break;
+                                       case 6: curve = curve_6; break;
+                                       case 9: curve = curve_9; break;
+                                       case 12: curve = curve_12; break;
+                                       case 7:
+                                               if( t > curve_7_linear_section )
                                                {
-                                                       term->recv[ term->recv_count ++ ] = fish->payload;
-                                                       break;
+                                                       t -= curve_7_linear_section;
+                                                       t *= (1.0f/(1.0f-curve_7_linear_section));
+                                                       
+                                                       curve = cell->state & FLAG_FLIP_FLOP? curve_7: curve_7_1;
                                                }
-                                       }
-                                       
-                                       fish->alive = 0;
-                                       continue;
+                                               else curve = NULL;
+                                       break;
+                                       default: curve = NULL; break;
                                }
-                               
-                               if( !(cell_current->state & (FLAG_INPUT|FLAG_CANAL)) )
+
+                               if( curve )
                                {
-                                       fish->alive = 0;
+                                       float t2 = t * t;
+                                       float t3 = t * t * t;
+
+                                       float cA = 3.0f*t2 - 3.0f*t3;
+                                       float cB = 3.0f*t3 - 6.0f*t2 + 3.0f*t;
+                                       float cC = 3.0f*t2 - t3 - 3.0f*t + 1.0f;
+
+                                       fish->physics_co[0] = t3*curve[3][0] + cA*curve[2][0] + cB*curve[1][0] + cC*curve[0][0];
+                                       fish->physics_co[1] = t3*curve[3][1] + cA*curve[2][1] + cB*curve[1][1] + cC*curve[0][1];
+                                       fish->physics_co[0] += (float)fish->pos[0];
+                                       fish->physics_co[1] += (float)fish->pos[1];
                                }
                                else
                                {
-                                       if( cell_current->state & FLAG_SPLIT )
-                                       {
-                                               // Flip flop L/R
-                                               fish->dir[0] = cell_current->state&FLAG_FLIP_FLOP?1:-1;
-                                               fish->dir[1] = 0;
-                                               
-                                               cell_current->state ^= FLAG_FLIP_FLOP;
-                                       }
-                                       else if( cell_current->state & FLAG_MERGER )
-                                       {
-                                               // Can only move up
-                                               fish->dir[0] = 0;
-                                               fish->dir[1] = -1;
-                                       }
-                                       else
-                                       {
-                                               struct cell *cell_next = pcell( (v2i){ fish->pos[0]+fish->dir[0], fish->pos[1]+fish->dir[1] } );
-                                               if( !(cell_next->state & (FLAG_CANAL|FLAG_OUTPUT)) )
-                                               {
-                                                       // Try other directions for valid, so down, left, right..
-                                                       v2i dirs[] = {{1,0},{-1,0},{0,-1}};
-                                                       vg_info( "Trying some other directions...\n" );
-                                                       
-                                                       for( int j = 0; j < vg_list_size(dirs); j ++ )
-                                                       {
-                                                               if( (dirs[j][0] == -fish->dir[0]) && (dirs[j][1] == -fish->dir[1]) )
-                                                                       continue;
-                                                       
-                                                               if( pcell( (v2i){ fish->pos[0]+dirs[j][0], fish->pos[1]+dirs[j][1] } )->state & (FLAG_CANAL|FLAG_OUTPUT) )
-                                                               {
-                                                                       fish->dir[0] = dirs[j][0];
-                                                                       fish->dir[1] = dirs[j][1];
-                                                               }
-                                                       }
-                                               }
-                                       }
+                                       v2f origin;
+                                       origin[0] = (float)fish->pos[0] + (float)fish->dir[0]*-0.5f + 0.5f;
+                                       origin[1] = (float)fish->pos[1] + (float)fish->dir[1]*-0.5f + 0.5f;
                                        
-                                       fish->pos[0] += fish->dir[0];
-                                       fish->pos[1] += fish->dir[1];
+                                       fish->physics_co[0] = origin[0] + (float)fish->dir[0]*t;
+                                       fish->physics_co[1] = origin[1] + (float)fish->dir[1]*t;
                                }
                        }
-                       
-                       world.sim_frame ++;
                }
        }
 }
 
-void vg_render(void)
+static void render_tiles( v2i start, v2i end, v4f const regular_colour, v4f const selected_colour )
 {
-       glViewport( 0,0, vg_window_x, vg_window_y );
-
-       glDisable( GL_DEPTH_TEST );
-       glClearColor( 0.8f, 0.8f, 0.8f, 1.0f );
-       glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+       v2i full_start = { 0,0 };
+       v2i full_end = { world.w, world.h };
        
-       // Shadow layer
-       /*
-       glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.5f, 0.5f, 0.5f, 1.0f );
-       for( int y = 0; y < world.h; y ++ )
-               for( int x = 0; x < world.w; x ++ )
-               {                       
-                       struct cell *cell = pcell((v2i){x,y});
-                       
-                       if( cell->state & FLAG_CANAL )
-                       {
-                               continue;
-                       }
-                       
-                       glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)x - 0.2f, (float)y - 0.15f, 1.0f );
-                       draw_mesh( 0, 2 );
-               }
+       if( !start || !end )
+       {
+               start = full_start;
+               end = full_end;
+       }
        
-       for( int y = 0; y < world.h; y ++ )
+       glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, regular_colour );
+
+       for( int y = start[1]; y < end[1]; y ++ )
        {
-               for( int x = 0; x < world.w; x ++ )
+               for( int x = start[0]; x < end[0]; x ++ )
                {
                        struct cell *cell = pcell((v2i){x,y});
                        int selected = world.selected == y*world.w + x;
-               
-                       if( cell->state & FLAG_SPLIT )
+                       
+                       int tile_offsets[][2] =
                        {
-                               glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.9f, 0.9f, 0.9f, 1.0f );
-                               glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)x, (float)y, 1.0f );
-                               
-                               struct mesh *splitter = cell->state & FLAG_FLIP_FLOP? &world.splitter_r: &world.splitter_l;
-                               
-                               use_mesh( splitter );
-                               draw_mesh( 0, splitter->elements );
-                               use_mesh( &world.tile );
-                       }
-               
-                       if( (cell->state & FLAG_CANAL) && !selected )
-                               continue;
-               
-                       glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)x, (float)y, 1.0f );
+                               {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}
+                       };
                        
-                       v4f colour;
-                               
-                       if( cell->state & FLAG_WALL ) { v4_copy( (v4f){ 0.2f, 0.2f, 0.2f, 1.0f }, colour ); }
-                       else if( cell->state & FLAG_CANAL ) { v4_copy( (v4f){ 0.6f, 0.6f, 0.6f, 1.0f }, colour ); }
-                       else if( cell->state & FLAG_INPUT ) { v4_copy( (v4f){ 0.5f, 0.5f, 0.5f, 1.0f }, colour ); }
-                       else if( cell->state & FLAG_OUTPUT ) { v4_copy( (v4f){ 0.4f, 0.4f, 0.4f, 1.0f }, colour ); }
-                       else v4_copy( (v4f){ 0.9f, 0.9f, 0.9f, 1.0f }, colour );
+                       int uv[2] = { 3, 0 };
                        
-                       //if( cell->water[world.frame&0x1] )
-                       //      v4_copy( (v4f){ 0.2f, 0.3f, 0.7f * (float)(cell->water[world.frame&0x1]) * (1.0f/16.0f), 1.0f }, colour );
+                       if( cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) )
+                       {
+                               uv[0] = tile_offsets[ cell->config ][0];
+                               uv[1] = tile_offsets[ cell->config ][1];
+                       } else continue;
                        
+                       glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y, uv[0], uv[1] );
                        if( selected )
-                               v3_muls( colour, sinf( vg_time )*0.25f + 0.5f, colour );
-                       
-                       //if( cell->state & (FLAG_SPLIT) )
-                       //      v4_copy( (v4f){ 0.75f, 0.75f, 0.02f, 1.0f }, colour );
-                       //if( cell->state & (FLAG_MERGER) )
-                       //      v4_copy( (v4f){ 0.75f, 0.02f, 0.75f, 1.0f }, colour );
-                       
-                       glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, colour );
-                       
-                       draw_mesh( 0, 2 );
+                       {
+                               glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, selected_colour );
+                               draw_mesh( 0, 2 );
+                               glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, regular_colour );
+                       }
+                       else                    
+                               draw_mesh( 0, 2 );
                }
        }
-       */
+}
+
+void vg_render(void)
+{
+       glViewport( 0,0, vg_window_x, vg_window_y );
+
+       glDisable( GL_DEPTH_TEST );
+       glClearColor( 0.369768f, 0.3654f, 0.42f, 1.0f );
+       glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+       
+       v4f const colour_default = {1.0f, 1.0f, 1.0f, 1.0f};
+       v4f const colour_selected = {0.90f, 0.92f, 1.0f, 1.0f};
+
+       // TILE SET RENDERING 
+       //      todo: just slam everything into a mesh...
+       //          when user modifies a tile the neighbours can be easily uploaded to gpu mem
+       //          in ~3 subBuffers
+       //          Currently we're uploading a fair amount of data every frame anyway.
+       //          NOTE: this is for final optimisations ONLY!
+       // ======================================================================
+
+       use_mesh( &world.tile );
+       
+       // Draw background
+       
+       if(1){
+       
+       SHADER_USE( shader_background );
+       glUniformMatrix3fv( SHADER_UNIFORM( shader_background, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+       
+       glActiveTexture( GL_TEXTURE0 );
+       glBindTexture( GL_TEXTURE_2D, world.background_data );
+       glUniform1i( SHADER_UNIFORM( shader_background, "uTexMain" ), 0 );
+       
+       glUniform3f( SHADER_UNIFORM( shader_background, "uOffset" ), -16, -16, 64 );
+       glUniform1f( SHADER_UNIFORM( shader_background, "uVariance" ), 0.02f );
+       
+       glActiveTexture( GL_TEXTURE1 );
+       glBindTexture( GL_TEXTURE_2D, world.random_samples );
+       glUniform1i( SHADER_UNIFORM( shader_background, "uSamplerNoise" ), 1 );
+       
+       draw_mesh( 0, 2 );
+
+       }
+       
+       
+       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 );
+       glUniform1f( SHADER_UNIFORM( shader_tile_main, "uGhost" ), 0.0f );
+       glUniform1f( SHADER_UNIFORM( shader_tile_main, "uForeground" ), 0.0f );
        
        glEnable(GL_BLEND);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        glBlendEquation(GL_FUNC_ADD);
        
-       use_mesh( &world.tile );
-       SHADER_USE( shader_tile_main );
-       glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_main, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+       // 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 );
+       
+       render_tiles( NULL, NULL, colour_default, colour_default );
+       
+
+       
+       SHADER_USE( shader_ball );
+       glUniformMatrix3fv( SHADER_UNIFORM( shader_ball, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+       
+       vg_tex2d_bind( &tex_ball, 0 );
+       glUniform1i( SHADER_UNIFORM( shader_ball, "uTexMain" ), 0 );
+       
+       // Draw 'fish'
+       if( world.simulating )
+       {
+               for( int i = 0; i < world.num_fishes; i ++ )
+               {
+                       struct fish *fish = &world.fishes[i];
+                       
+                       if( fish->alive == 0 )
+                               continue;
+                       
+                       if( fish->alive == -1 && (world.frame_lerp > fish->death_time) )
+                               continue;
+                       
+                       v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
+                       colour_code_v3( fish->payload, dot_colour );
+                       
+                       glUniform3fv( SHADER_UNIFORM( shader_ball, "uColour" ), 1, dot_colour );
+                       glUniform2fv( SHADER_UNIFORM( shader_ball, "uOffset" ), 1, fish->physics_co );
+                       draw_mesh( 0, 32 );
+               }
+       }
        
+       SHADER_USE( shader_tile_main );
+
        // Bind textures
-       glActiveTexture( GL_TEXTURE0 );
-       glBindTexture( GL_TEXTURE_2D, tex_tile_data );
+       vg_tex2d_bind( &tex_tile_data, 0 );
        glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 );
        
-       glActiveTexture( GL_TEXTURE1 );
-       glBindTexture( GL_TEXTURE_2D, tex_wood );
+       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 = 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;
-                       
-                       /*
-                               0000 0   | 0001 1   | 0010 2   | 0011 3
-                                                  |          |    |     |    |
-                                       X     |           X=    |    X     |    X=
-                                                  |          |          |     
-                               0100 4   | 0101 5   | 0110 6   | 0111 7
-                                                  |          |    |     |    |
-                                 =X     |   =X=    |   =X     |   =X=
-                                                  |          |          |    
-                               1000 8   | 1001 9   | 1010 10  | 1011 11
-                                             |          |    |     |    |
-                                       X     |    X=    |    X     |    X=
-                                       |               |    |     |    |     |    |
-                               1100 12  | 1101 13  | 1110 14  | 1111 15
-                                             |          |    |     |    |
-                                 =X     |   =X=    |   =X     |   =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 )
+                       if( cell->config == k_cell_type_split )
                        {
-                               uv[0] = tile_offsets[ cell->config ][0];
-                               uv[1] = tile_offsets[ cell->config ][1];
+                               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, 0.0f, 0.0f );
+                               draw_mesh( 0, 2 );
                        }
-                       
-                       glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y, uv[0], uv[1] ); // TODO: PICK GLYPH
-                       draw_mesh( 0, 2 );
                }
        }
        
-       SHADER_USE( shader_tile_colour );
-       glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
-       
-       glDisable(GL_BLEND);
+       // Edit overlay
+       if( world.selected != -1 && !(world.data[ world.selected ].state & FLAG_CANAL) )
+       {
+               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);
        
+       glDisable(GL_BLEND);
+
+       SHADER_USE( shader_tile_colour );
+       glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
        use_mesh( &world.circle );
        
        // Draw i/o arrays
@@ -1015,7 +1314,8 @@ void vg_render(void)
                
                for( int j = 0; j < arrlen( term->conditions ); j ++ )
                {
-                       glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)posx + 0.2f + 0.2f * (float)j, (float)posy + 0.2f, 0.1f );
+                       float y_offset = is_input? 1.2f: -0.2f;
+                       glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)posx + 0.2f + 0.2f * (float)j, (float)posy + y_offset, 0.1f );
                        
                        if( is_input )
                        {
@@ -1047,100 +1347,6 @@ void vg_render(void)
                }
        }
        
-       // Draw 'fish'
-       if( world.simulating )
-       {
-               float scaled_time = (vg_time-world.sim_start)*2.0f;
-               float lerp = scaled_time - (float)world.sim_frame;
-               
-               v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
-               
-               for( int i = 0; i < world.num_fishes; i ++ )
-               {
-                       struct fish *fish = &world.fishes[i];
-                       
-                       if( !fish->alive )
-                               continue;
-                       
-                       colour_code_v3( fish->payload, dot_colour );
-                       glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
-                       
-                       // Evaluate position
-                       struct cell *cell = pcell(fish->pos);
-                       v2f fish_pos;
-                       
-                       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 linear_section = 0.1562f;
-                       
-                       v2f const *curve;
-                       
-                       float t = lerp;
-                       
-                       switch( cell->config )
-                       {
-                               case 13:
-                                       if( fish->dir[0] == 1 )
-                                               curve = curve_12;
-                                       else
-                                               curve = curve_9;
-                               break;
-                               case 3: curve = curve_3; break;
-                               case 6: curve = curve_6; break;
-                               case 9: curve = curve_9; break;
-                               case 12: curve = curve_12; break;
-                               case 7:
-                                       if( t > linear_section )
-                                       {
-                                               t -= linear_section;
-                                               t *= (1.0f/(1.0f-linear_section));
-                                               
-                                               curve = cell->state & FLAG_FLIP_FLOP? curve_7: curve_7_1;
-                                       }
-                                       else curve = NULL;
-                               break;
-                               default: curve = NULL; break;
-                       }
-                       
-                       if( curve )
-                       {
-                               // bezier thing
-                               float t2 = t * t;
-                               float t3 = t * t * t;
-
-                               float cA = 3.0f*t2 - 3.0f*t3;
-                               float cB = 3.0f*t3 - 6.0f*t2 + 3.0f*t;
-                               float cC = 3.0f*t2 - t3 - 3.0f*t + 1.0f;
-
-                               fish_pos[0] = t3*curve[3][0] + cA*curve[2][0] + cB*curve[1][0] + cC*curve[0][0];
-                               fish_pos[1] = t3*curve[3][1] + cA*curve[2][1] + cB*curve[1][1] + cC*curve[0][1];
-                               fish_pos[0] += (float)fish->pos[0];
-                               fish_pos[1] += (float)fish->pos[1];
-                       }
-                       else
-                       {
-                               v2f origin;
-                               origin[0] = (float)fish->pos[0] + (float)fish->dir[0]*-0.5f + 0.5f;
-                               origin[1] = (float)fish->pos[1] + (float)fish->dir[1]*-0.5f + 0.5f;
-                               
-                               fish_pos[0] = origin[0] + (float)fish->dir[0]*t;
-                               fish_pos[1] = origin[1] + (float)fish->dir[1]*t;
-                       }
-                       
-                       vg_line_box( (v2f){fish->pos[0],fish->pos[1]}, 
-                       (v2f){ (float)fish->pos[0]+1.0f, (float)fish->pos[1]+1.0f }, 0xffffffff );
-                       
-                       glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), fish_pos[0], fish_pos[1], 0.125f );
-                       draw_mesh( 0, 32 );
-               }
-       }
-       
        if( world.simulating )
        {
                glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.0f, 0.0f, 0.0f, 1.0f );