fix movement bugs
[fishladder.git] / fishladder_resources.h
index e3abf07bd3da513c1a24328f5244fc3829468b97..4e48534bc82bcf2f6ff0a00d2eb891924d135f67 100644 (file)
@@ -4,11 +4,10 @@
 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_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, &tex_ball_noise };
+vg_tex2d *texture_list[] = { &tex_tile_detail, &tex_tile_data, &tex_wood, &tex_background, &tex_ball_noise };
 
 // AUDIO
 // ===========================================================================================================
@@ -139,43 +138,6 @@ SHADER_DEFINE( shader_tile_colour,
        UNIFORMS({ "uPv", "uOffset", "uColour" })
 )
 
-/*
-SHADER_DEFINE( shader_ball,
-       // VERTEX
-       "layout (location=0) in vec2 a_co;"
-       "uniform vec2 uOffset;"
-       "uniform mat3 uPv;"
-       ""
-       "out vec2 aTexCoords;"
-       ""
-       "void main()"
-       "{"
-               // Create texture coords
-               "aTexCoords = a_co;"
-               
-               // Vertex transform
-               "vec3 worldpos = vec3( a_co * 0.5 - 0.25 + uOffset, 1.0 );"
-               "gl_Position = vec4( uPv * worldpos, 1.0 );"
-       "}",
-       
-       // FRAGMENT
-       "out vec4 FragColor;"
-       ""
-       "uniform sampler2D uTexMain;"
-       "uniform vec3 uColour;"
-       ""
-       "in vec2 aTexCoords;"
-       ""
-       "void main()"
-       "{"
-               "vec4 glyph = texture( uTexMain, aTexCoords );"
-               "FragColor = vec4( uColour + glyph.rgb * 0.2, glyph.a );"
-       "}"
-       ,
-       UNIFORMS({ "uTexMain", "uColour", "uOffset", "uPv" })
-)
-*/
-
 SHADER_DEFINE( shader_ball,
        // VERTEX
        "layout (location=0) in vec2 a_co;"
@@ -217,7 +179,6 @@ SHADER_DEFINE( shader_ball,
                
                "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;"