vg_tex2d tex_tile_data = { .path = "textures/tileset.qoi" };
vg_tex2d tex_tile_detail = { .path = "textures/tile_overlays.qoi" };
-vg_tex2d tex_wood = { .path = "textures/wood.qoi" };
+
+vg_tex2d tex_tiles_wood = { .path = "textures/tile_wood.qoi" };
+vg_tex2d tex_tiles_min = { .path = "textures/tile_minimal.qoi" };
+vg_tex2d tex_tiles_lab = { .path = "textures/tile_lab.qoi" };
+
vg_tex2d tex_ball_noise = { .path = "textures/bnoise.qoi" };
vg_tex2d tex_monofur = { .path = "textures/ascii.qoi", .flags = VG_TEXTURE_NO_MIP };
vg_tex2d tex_unkown = { .path = "textures/unkown.qoi" };
vg_tex2d tex_buttons = { .path = "textures/buttons.qoi" };
vg_tex2d tex_sprites = { .path = "textures/autocombine.qoi" };
-vg_tex2d *texture_list[] = { &tex_tile_detail, &tex_tile_data, &tex_wood, &tex_ball_noise, &tex_monofur, &tex_unkown, &tex_buttons, &tex_ubuntu, &tex_sprites };
+vg_tex2d *texture_list[] = {
+ &tex_tile_detail,
+ &tex_tile_data,
+ &tex_tiles_wood,
+ &tex_tiles_min,
+ &tex_tiles_lab,
+ &tex_ball_noise,
+ &tex_monofur,
+ &tex_unkown,
+ &tex_buttons,
+ &tex_ubuntu,
+ &tex_sprites
+};
#include "sprites_autocombine.h"
.name = "UI"
};
-ui_colourset ui_fl_colours = {
- .main = 0xff807373,
- .hover = 0xff918484,
- .active = 0xffad9f9e
-};
-
-ui_colourset ui_fl_colours_inactive = {
- .main = 0xff655958,
- .hover = 0xff655958,
- .active = 0xff655958
-};
-
static void resource_load_main(void)
{
// Textures // UI
vg_tex2d_init( texture_list, vg_list_size( texture_list ) );
- ui_global_ctx.colours_main = &ui_fl_colours;
- gui_reset_colours();
// Audio
sfx_set_init( &audio_tile_mod, NULL );
"float shadow = exp(-((shadow_coords_sqr.x+shadow_coords_sqr.y)-0.0125)*15.0);"
"vec3 marble_comp = uColour*0.9 + (noise_sample.x*0.7+pow(rim_light,3.0)*2.0) * 0.1;"
- "vec4 colour_comp = mix( vec4(0.74,0.53,0.34,shadow), vec4(marble_comp,1.0), circle_factor );"
+ //"vec4 colour_comp = mix( vec4(0.74,0.53,0.34,shadow), vec4(marble_comp,1.0), circle_factor );"
+ "vec4 colour_comp = mix( vec4(0.2,0.2,0.2,shadow), vec4(marble_comp,1.0), circle_factor );"
"FragColor = colour_comp;"
"}"
"uniform float uForeground;"
"uniform vec2 uMousePos;"
"uniform vec4 uColour;"
+ "uniform vec3 uShadowing;"
""
"in vec4 aTexCoords;"
"in vec2 aWorldCoords;"
""
"void main()"
"{"
- "vec3 shadowing_colour = vec3( 0.93, 0.88536, 0.8184 ) * 0.97;"
+ //"vec3 shadowing_colour = vec3( 0.93, 0.88536, 0.8184 ) * 0.97;"
+ //"vec3 shadowing_colour = vec3( 0.8, 0.8, 0.8 );"
+
"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 wood_comp = mix( wood_secondary.rgb * uShadowing, 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 );"
+ //"vec3 shadows = mix( vec3( 0.85, 0.7344, 0.561 ), vec3(1.0,1.0,1.0), glyph.r );"
+ "vec3 shadows = mix( uShadowing, vec3(1.0,1.0,1.0), glyph.r );"
"vec4 output_regular = vec4( wood_comp * shadows, mix( glyph.a, glyph.b, uForeground ) );"
"FragColor = mix( output_regular, output_ghost, uGhost ) * uColour;"
"}"
,
- UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform", "uGhost", "uMousePos", "uColour", "uForeground", "uVisibility" })
+ UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform", "uGhost", "uMousePos",
+ "uColour", "uForeground", "uVisibility", "uShadowing" })
)
SHADER_DEFINE( shader_background,
// VERTEX
"layout (location=0) in vec2 a_co;" // quad mesh
- "layout (location=1) in vec4 ins_uv;" // instanced data (uv)
- "layout (location=2) in vec3 ins_pos;" // position + scale
+ "uniform vec4 uUv;"
+ "uniform vec3 uPos;"
""
"uniform mat3 uPv;"
""
""
"void main()"
"{"
- "vec2 vertex_world = ins_uv.zw * a_co * ins_pos.z + ins_pos.xy;"
+ "vec2 vertex_world = uUv.zw * (a_co-0.5) * uPos.z + uPos.xy;"
"gl_Position = vec4( uPv * vec3( vertex_world, 1.0 ), 1.0 );"
- "aTexCoords = ins_uv.xy + (a_co+0.5)*ins_uv.zw;"
+ "aTexCoords = uUv.xy + a_co*uUv.zw;"
"}",
// FRAGMENT
"uniform sampler2D uTexMain;"
- "uniform vec4 uColour;"
"out vec4 FragColor;"
""
"in vec2 aTexCoords;"
""
"void main()"
"{"
- "vec4 glyph = texture( uTexGlyphs, aTexCoords );"
- "FragColor = glyph;"
+ "vec4 texture_sample = texture( uTexMain, aTexCoords );"
+ "FragColor = texture_sample;"
"}"
,
- UNIFORMS({ "uPv", "uTexMain", "uColour" })
+ UNIFORMS({ "uPv", "uTexMain", "uUv", "uPos" })
)
void vg_register(void)
SHADER_INIT( shader_wire );
SHADER_INIT( shader_buttons );
SHADER_INIT( shader_sdf );
+ SHADER_INIT( shader_sprite );
}
/*
int _unlock, _linked; // When completed, unlock this level
struct cmp_level *unlock, *linked;
+
+ struct world_string
+ {
+ enum placement
+ {
+ k_placement_top,
+ k_placement_bottom
+ }
+ placement;
+
+ const char *str;
+ }
+ strings[2];
int serial_id;
int is_tutorial;
.title = "3 BIT ADDITION",
.map_name = "cmp_add3b",
.description = "",
+ .strings =
+ {
+ {
+ .placement = k_placement_top,
+ //.str ="\t\t\t\t\t\t\t\t\t| NUMBER A | | NUMBER B |\n"
+ .str =""
+"\t\t\t\t\t\t\t\t\t\x80\x81\x81\x81\x81\x81\x81\x81\x81\x81\x81\x81\x81\x81\x81\x81\x81\x81\x81\x81\x82 \x80\x81\x81\x81\x81\x81\x81\x81\x81\x81\x81\x81\x81\x81\x81\x81\x81\x81\x81\x81\x82\n"
+"\t\t\t\t\t\t\t\t\t\x83 4 2 1 \x84 add \x83 4 2 1 \x84\n"
+"\t\t\t\t\t\t\t\t\t\x83 \x84 \x83 \x84"
+ },
+ {
+ .placement = k_placement_bottom,
+ .str =
+"\t\t\t\x83 \x84\n"
+"\t\t\t\x83 8 4 2 1 \x84 result a+b\n"
+"\t\t\t\x85\x87\x87\x87\x87\x87\x87\x87\x87\x87\x87\x87\x87\x87\x87\x87\x87\x87\x87\x87\x87\x87\x87\x87\x87\x87\x87\x87\x86"
+ }
+ },
._unlock = 25
},