X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=fishladder_resources.h;h=ddc1f00926e05f19549a32aed40f8dd6c55dc413;hb=7d33b1d4576c1e35cd03ee3034840b8053914ae1;hp=d5a9a6eaa566b86008a0ab82f171e39564988315;hpb=b5886bcf2a79ad14e586d69ee9fd01f87bac9c95;p=fishladder.git diff --git a/fishladder_resources.h b/fishladder_resources.h index d5a9a6e..ddc1f00 100644 --- a/fishladder_resources.h +++ b/fishladder_resources.h @@ -361,7 +361,7 @@ SHADER_DEFINE( shader_tile_main, "uniform vec4 uOffset;" // Tile x/y, uv x/y "uniform mat3 uPv;" "uniform mat2 uSubTransform;" - //"uniform float uVisibility;" + "uniform float uVisibility;" "" "out vec4 aTexCoords;" "out vec2 aWorldCoords;" @@ -376,10 +376,10 @@ SHADER_DEFINE( shader_tile_main, "void main()" "{" "vec2 hash_val = hash22(uOffset.xy);" - //"float scaling_factor = smoothstep( hash_val.x, hash_val.x+1.0, uVisibility );" + "float scaling_factor = smoothstep( hash_val.x, hash_val.x+1.0, uVisibility );" // Vertex transform - "vec2 subtransform = uSubTransform * (a_co-0.5) + 0.5;" + "vec2 subtransform = uSubTransform * (a_co-0.5) * scaling_factor + 0.5;" "vec3 worldpos = vec3( subtransform + uOffset.xy, 1.0 );" "gl_Position = vec4( uPv * worldpos, 1.0 );" @@ -445,6 +445,7 @@ SHADER_DEFINE( shader_background, "uniform sampler2D uTexMain;" "uniform sampler2D uSamplerNoise;" "uniform float uVariance;" + "uniform float uVisibility;" "" "in vec2 aTexCoords;" "" @@ -463,7 +464,7 @@ SHADER_DEFINE( shader_background, "ao_accum -= data_this_tile.r;" - "vec3 colour_main = mix( vec3( 0.369768, 0.3654, 0.42 ),vec3( 0.275, 0.388, 0.553 ), data_this_tile.g );" + "vec3 colour_main = mix( vec3( 0.369768, 0.3654, 0.42 ), vec3( 0.275, 0.388, 0.553 ), data_this_tile.g * uVisibility );" "vec2 square_coords = fract( aTexCoords * 64.0 );" "vec2 grid_coords = abs( square_coords - 0.5 );" @@ -475,7 +476,7 @@ SHADER_DEFINE( shader_background, "FragColor = vec4( colour_main * edge_contrast + gridline * 0.02 * gridline_fadeout, 1.0 );" "}" , - UNIFORMS({ "uPv", "uOffset", "uTexMain", "uVariance", "uSamplerNoise" }) + UNIFORMS({ "uPv", "uOffset", "uTexMain", "uVariance", "uSamplerNoise", "uVisibility" }) ) SHADER_DEFINE( shader_wire, @@ -656,7 +657,7 @@ struct cmp_level int serial_id; int is_tutorial; - v2i world_pos; + struct world_button btn; #ifdef VG_STEAM SteamLeaderboard_t steam_leaderboard;