float const curve_7_linear_section = 0.1562f;
v3f colour_sets[] =
-{ { 0.9f, 0.6f, 0.20f },
+{ { 1.0f, 0.9f, 0.3f },
{ 0.2f, 0.9f, 0.14f },
{ 0.4f, 0.8f, 1.00f } };
SHADER_USE( shader_ball );
glUniformMatrix3fv( SHADER_UNIFORM( shader_ball, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
- vg_tex2d_bind( &tex_ball, 0 );
+ vg_tex2d_bind( &tex_ball_noise, 0 );
glUniform1i( SHADER_UNIFORM( shader_ball, "uTexMain" ), 0 );
// Draw 'fish'
glUniform3fv( SHADER_UNIFORM( shader_ball, "uColour" ), 1, dot_colour );
glUniform2fv( SHADER_UNIFORM( shader_ball, "uOffset" ), 1, fish->physics_co );
- draw_mesh( 0, 32 );
+ glUniform2f( SHADER_UNIFORM( shader_ball, "uTexOffset" ), (float)i * 1.2334, (float)i * -0.3579f );
+ draw_mesh( 0, 2 );
}
}
vg_tex2d tex_wood = { .path = "textures/wood.qoi" };
vg_tex2d tex_ball = { .path = "textures/ball.qoi", .flags = VG_TEXTURE_CLAMP };
vg_tex2d tex_background = { .path = "textures/background.qoi" };
+vg_tex2d tex_ball_noise = { .path = "textures/bnoise.qoi" };
-vg_tex2d *texture_list[] = { &tex_tile_detail, &tex_tile_data, &tex_wood, &tex_ball, &tex_background };
+vg_tex2d *texture_list[] = { &tex_tile_detail, &tex_tile_data, &tex_wood, &tex_ball, &tex_background, &tex_ball_noise };
// AUDIO
// ===========================================================================================================
UNIFORMS({ "uPv", "uOffset", "uColour" })
)
+/*
SHADER_DEFINE( shader_ball,
// VERTEX
"layout (location=0) in vec2 a_co;"
,
UNIFORMS({ "uTexMain", "uColour", "uOffset", "uPv" })
)
+*/
+
+SHADER_DEFINE( shader_ball,
+ // VERTEX
+ "layout (location=0) in vec2 a_co;"
+ "uniform vec2 uOffset;"
+ "uniform mat3 uPv;"
+ ""
+ "out vec4 aTexCoords;"
+ ""
+ "void main()"
+ "{"
+ // Vertex transform
+ "vec3 worldpos = vec3( a_co * 0.5 - 0.25 + uOffset, 1.0 );"
+ "gl_Position = vec4( uPv * worldpos, 1.0 );"
+
+ // Create texture coords
+ "aTexCoords = vec4( a_co, worldpos.xy );"
+ "}",
+
+ // FRAGMENT
+ "out vec4 FragColor;"
+ ""
+ "uniform sampler2D uTexMain;"
+ "uniform vec3 uColour;"
+ "uniform vec2 uTexOffset;"
+ ""
+ "in vec4 aTexCoords;"
+ ""
+ "void main()"
+ "{"
+ "vec2 center_coords = aTexCoords.xy - 0.5;"
+ "vec2 center_coords_sqr = center_coords*center_coords;"
+ "float circle_factor = smoothstep( 0.07, 0.0625, center_coords_sqr.x+center_coords_sqr.y );"
+
+ "float bulge_amt = center_coords_sqr.x+center_coords_sqr.y;"
+ "vec2 warped_coords = aTexCoords.zw+uTexOffset - center_coords;"
+ "vec4 noise_sample = texture( uTexMain, warped_coords );"
+
+ "float rim_light = (center_coords_sqr.x+center_coords_sqr.y)*15.0;"
+
+ "vec2 shadow_coords = center_coords + vec2(0.02,0.07);"
+ "vec2 shadow_coords_sqr = shadow_coords*shadow_coords;"
+ //"float shadow = exp(-abs(shadow_coords_sqr.x+shadow_coords_sqr.y)*20.0);"
+ "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 );"
+
+ "FragColor = colour_comp;"
+ "}"
+ ,
+ UNIFORMS({ "uTexMain", "uColour", "uOffset", "uPv", "uTexOffset" })
+)
SHADER_DEFINE( shader_tile_main,
// VERTEX