// VERTEX
"layout (location=0) in vec2 a_co;"
"layout (location=1) in vec2 a_uv;"
- "layout (location=2) in vec4 a_colour;"
"uniform mat3 uPv;"
""
"out vec2 aTexCoords;"
- "out vec4 aColour;"
""
"void main()"
"{"
"gl_Position = vec4( uPv * vec3( a_co, 1.0 ), 1.0 );"
"aTexCoords = a_uv;"
- "aColour = a_colour;"
"}",
// FRAGMENT
"uniform sampler2D uTexGlyphs;"
+ "uniform vec4 uColour;"
"out vec4 FragColor;"
""
"in vec2 aTexCoords;"
"void main()"
"{"
"vec4 glyph = texture( uTexGlyphs, aTexCoords );"
- "FragColor = vec4( aColour.rgb, smoothstep( 0.48, 0.52, glyph.r ) * aColour.a );"
+ "FragColor = vec4( uColour.rgb, smoothstep( 0.46, 0.54, glyph.r ) * uColour.a );"
//"FragColor = glyph;"
"}"
,
- UNIFORMS({ "uPv", "uTexGlyphs" })
+ UNIFORMS({ "uPv", "uTexGlyphs", "uColour" })
)
void vg_register(void)
const char *map_name;
const char *title;
const char *description;
+ const char *achievement;
int unlocked;
int completed_score;
.title = "PRINCIPLE 1",
.map_name = "cmp_t01",
.description =
- "Utilize basic transport methods",
+ "",
._unlock = 1,
.is_tutorial = 1
.title = "PRINCIPLE 2",
.map_name = "cmp_t02",
.description =
- "Utilize the twisty turny(TM) piece to split the marble\n"
- "stream into two",
+ "",
._unlock = 2,
.is_tutorial = 1,
.title = "PRINCIPLE 3",
.map_name = "cmp_t03",
.description =
- "Merge transport into one path",
+ "",
._unlock = 12,
.is_tutorial = 1
.title = "PRINCIPLE 4",
.map_name = "cmp_t04",
.description =
- "Some stages require multiple runs to succeed in order to\n"
- "pass",
+ "",
._unlock = 6,
- .is_tutorial = 1
+ .is_tutorial = 1,
+ .achievement = "TUTORIALS"
}
};
.title = "PATCH",
.map_name = "cmp_b04",
.description =
- "For some reason, the division module our intern built\n"
- "for us is sending twice as many yellows as needed. Send\n"
- "the excess to be recycled!",
+ "",
._unlock = 7,
._linked = 3
.title = "SUBDIVISION 1",
.map_name = "cmp_b01",
.description =
- "Sometimes getting the desired amount takes dividing up\n"
- "the input and recombining it.",
+ "",
._linked = 4,
._unlock = 5
.title = "RESTRUCTURE",
.map_name = "cmp_b03",
.description =
- "It is possible to swap these values using simple\n"
- "division and addition.",
+ "",
._unlock = 8
},
.title = "PATTERNS 1",
.map_name = "cmp_b05",
.description =
- "Replicate the pattern",
+ "",
+ ._unlock = 15,
._linked = 8
},
// r2 GM
.title = "PATTERNS 2",
.map_name = "cmp_b06",
.description =
- "Replicate MORE",
+ "",
._unlock = 15
},
.title = "PRINCIPLE 5",
.map_name = "cmp_b10",
.description =
- "The sharp engineers among you may have already spotted\n"
- "and utilized this part of the system\n"
- "\n"
- "We forgot to include the relevant principle tasks as\n"
- "of your training package, you will now be tasked to\n"
- "complete them",
+ "",
._unlock = 16,
.is_tutorial = 1
.title = "ROUTING PROBLEM",
.map_name = "cmp_routing",
.description =
- "Things can get a little chaotic on tight boards, do your\n"
- "best to utilize principle 5 to get the job done\n",
+ "",
._linked = 9
},
.title = "MIGHTY CONSUMER",
.map_name = "cmp_b07",
.description =
- "Build a greedy system",
+ "",
._linked = 10,
- ._unlock = 11
+ ._unlock = 11,
+ .achievement = "MIGHTY_CONSUMER"
},
{
.serial_id = 10,
.title = "REVERSE",
.map_name = "cmp_b09",
.description =
- "Reverse the incoming order. Always length 4",
+ "",
._unlock = 17
},
.title = "PRINCIPLE 6",
.map_name = "cmp_b11",
.description =
- "Usually the splitter piece will flip flop between left\n"
- "and right, however it can be forced to only rotate in\n"
- "one direction if trigger wires are attached.\n"
- "\n"
- "Right click and drag from a regular block, and attach it\n"
- "to a splitter. This creates a trigger.\n"
- "The default state is left, and once a marble hits the\n"
- "trigger it will switch to rotating that direction.",
+ "(Right click)",
._unlock = 18,
.is_tutorial = 1
.serial_id = 18,
.title = "NOT GATE",
.map_name = "cmp_not",
- .description =
- "Test your knowledge of triggers, build an 'NOT GATE'\n"
- "emulated by marble logic.",
+ .description = "",
._linked = 19,
._unlock = 20
.serial_id = 19,
.title = "AND GATE",
.map_name = "cmp_and",
- .description =
- "A slightly more complicated gate, but shouldn't be\n"
- "too difficult for your skillset.",
+ .description = "",
._unlock = 20
},
.serial_id = 20,
.title = "QUALIFICATION PROJECT",
.map_name = "cmp_xor",
- .description =
- "Significantly more complicated than an AND or NOT gate,\n"
- "but possible.",
+ .description = "",
- ._unlock = 13
+ ._unlock = 13,
+ .achievement = "GRADUATE"
}
};
.serial_id = 13,
.title = "SORT",
.map_name = "cmp_i01",
- .description =
- "Devise a scheme to filter and sort the inputs. If you\n"
- "believe you lack the tools required to solve this one,\n"
- "take a harder look at the inputs.",
+ .description = "",
._linked = 14
},
.serial_id = 14,
.title = "THIRDS",
.map_name = "cmp_i02",
- .description =
- "Split the inputs up into a third of their values\n"
- "\n"
- "Is this possible? -HG",
+ .description = "",
._linked = 21
},
.serial_id = 21,
.title = "SIMPLE ADDITION",
.map_name = "cmp_grad",
- .description =
- "Take the amount of yellows coming in, and add them\n"
- "together. Send your result using the stream of blues.",
+ .description = "",
._linked = 22
},
.serial_id = 22,
.title = "SECRET CODE",
.map_name = "cmp_secret",
- .description =
- ""
+ .description = ""
}
};
}
}
}
+
+static struct button_grid
+{
+ v3f primary_colour;
+ v2i origin;
+ v2i dims;
+ struct cmp_level *levels;
+ int count;
+}
+button_grids[] =
+{
+ {
+ .primary_colour = { 0.204f, 0.345f, 0.553f },
+ .origin = { -5, 0 },
+ .dims = { 1, 4 },
+ .levels = cmp_levels_tutorials,
+ .count = vg_list_size( cmp_levels_tutorials )
+ },
+ {
+ .primary_colour = { 0.304f, 0.245f, 0.553f },
+ .origin = { -3, 0 },
+ .dims = { 3, 6 },
+ .levels = cmp_levels_basic,
+ .count = vg_list_size( cmp_levels_basic )
+ },
+ {
+ .primary_colour = { 0.553f, 0.345f, 0.204f },
+ .origin = { -5, 7 },
+ .dims = { 4, 1 },
+ .levels = cmp_levels_grad,
+ .count = vg_list_size( cmp_levels_grad )
+ }
+};