dont remember what i did
[fishladder.git] / fishladder_resources.h
index 1f8c5454da860017005ac429a71fd2353df94cb3..00cb199a780b3334f02ed0eb9201c46fc7939d0a 100644 (file)
@@ -5,8 +5,9 @@ vg_tex2d tex_tile_data =        { .path = "textures/tileset.png" };
 vg_tex2d tex_tile_detail = { .path = "textures/tile_overlays.png" };
 vg_tex2d tex_wood =                    { .path = "textures/wood.png" };
 vg_tex2d tex_ball =                    { .path = "textures/ball.png", .flags = VG_TEXTURE_CLAMP };
+vg_tex2d tex_background =      { .path = "textures/background.png" };
 
-vg_tex2d *texture_list[] = { &tex_tile_detail, &tex_tile_data, &tex_wood, &tex_ball };
+vg_tex2d *texture_list[] = { &tex_tile_detail, &tex_tile_data, &tex_wood, &tex_ball, &tex_background };
 
 // AUDIO
 // ===========================================================================================================
@@ -209,6 +210,7 @@ SHADER_DEFINE( shader_tile_main,
        "uniform sampler2D uTexGlyphs;"
        "uniform sampler2D uTexWood;"
        "uniform float uGhost;"
+       "uniform float uForeground;"
        "uniform vec2 uMousePos;"
        "uniform vec4 uColour;"
        ""
@@ -225,7 +227,7 @@ SHADER_DEFINE( shader_tile_main,
                
                "vec3 shadows = mix( vec3( 0.85, 0.7344, 0.561 ), vec3(1.0,1.0,1.0), glyph.r );"
                
-               "vec4 output_regular = vec4( wood_comp * shadows, glyph.b );"
+               "vec4 output_regular = vec4( wood_comp * shadows, mix( glyph.a, glyph.b, uForeground ) );"
                
                "float ghost_dist = clamp( 1.5 - distance(uMousePos, aWorldCoords), 0.0, 1.0 );"
                "vec4 output_ghost = vec4( 1.0, 1.0, 1.0, glyph.g * ghost_dist );"
@@ -233,7 +235,46 @@ SHADER_DEFINE( shader_tile_main,
                "FragColor = mix( output_regular, output_ghost, uGhost ) * uColour;"
        "}"
        ,
-       UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform", "uGhost", "uMousePos", "uColour" })
+       UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform", "uGhost", "uMousePos", "uColour", "uForeground" })
+)
+
+SHADER_DEFINE( shader_background,
+       // VERTEX
+       "layout (location=0) in vec2 a_co;"
+       "uniform mat3 uPv;"
+       "uniform vec3 uOffset;"
+       ""
+       "out vec2 aTexCoords;"
+       ""
+       "void main()"
+       "{"
+               "vec2 world_pos = a_co * uOffset.z + uOffset.xy;"
+               "gl_Position = vec4( uPv * vec3( world_pos, 1.0 ), 1.0 );"
+               "aTexCoords = world_pos * 0.25;"
+       "}",
+       
+       // FRAGMENT
+       "out vec4 FragColor;"
+       ""
+       "uniform sampler2D uTexMain;"
+       ""
+       "in vec2 aTexCoords;"
+       ""
+       "vec2 hash22(vec2 p)"
+       "{"
+               "vec3 p3 = fract(vec3(p.xyx) * vec3(.1031, .1030, .0973));"
+               "p3 += dot(p3, p3.yzx+33.33);"
+               "return fract((p3.xx+p3.yz)*p3.zy);"
+       "}"
+       ""
+       "void main()"
+       "{"
+               "vec2 random_offset = floor( hash22( floor( aTexCoords * 4.0 ) ) * 4.0 ) * 0.25;"
+               "vec4 background = texture( uTexMain, aTexCoords );"
+               "FragColor = vec4( background.rgb * (1.0+random_offset.r*0.015), 1.0 );"
+       "}"
+       ,
+       UNIFORMS({ "uPv", "uOffset", "uTexMain" })
 )
 
 void vg_register(void)
@@ -241,4 +282,5 @@ void vg_register(void)
        SHADER_INIT( shader_tile_colour );
        SHADER_INIT( shader_tile_main );
        SHADER_INIT( shader_ball );
+       SHADER_INIT( shader_background );
 }