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"
"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;"
"}"
""
"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 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( shadowing_colour, vec3(1.0,1.0,1.0), glyph.r );"
"vec4 output_regular = vec4( wood_comp * shadows, mix( glyph.a, glyph.b, uForeground ) );"
// 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 );
}
/*