theme selection
[fishladder.git] / fishladder_resources.h
index 1f8c5454da860017005ac429a71fd2353df94cb3..d1f2210fe8b08d0362a676427627a3372507e7af 100644 (file)
+// FONTS
+
+struct sdf_char
+{
+  u16 uvx, uvy, originX, originY, w, h, advance;
+};
+
+struct sdf_font
+{
+  const char *name;
+  int size, width, height;
+  struct sdf_char *characters;
+};
+
+static struct sdf_char characters_Ubuntu[] = {
+  {655, 167, 9, 9, 18, 18, 11},
+  {561, 64, 6, 42, 25, 52, 13},
+  {435, 167, 6, 45, 32, 30, 20},
+  {797, 64, 7, 42, 46, 51, 32},
+  {362, 0, 6, 46, 39, 60, 27},
+  {918, 0, 7, 43, 55, 52, 41},
+  {973, 0, 7, 43, 47, 52, 32},
+  {467, 167, 6, 45, 23, 30, 11},
+  {142, 0, 5, 46, 30, 64, 15},
+  {172, 0, 9, 46, 30, 64, 15},
+  {291, 167, 7, 42, 38, 37, 23},
+  {171, 167, 6, 35, 40, 42, 27},
+  {410, 167, 7, 14, 25, 31, 12},
+  {625, 167, 8, 26, 30, 22, 14},
+  {558, 167, 6, 15, 25, 24, 12},
+  {0, 0, 10, 46, 39, 64, 18},
+  {88, 64, 7, 43, 41, 52, 27},
+  {532, 116, 5, 42, 32, 51, 27},
+  {370, 64, 6, 43, 39, 52, 27},
+  {409, 64, 6, 43, 39, 52, 27},
+  {176, 116, 7, 42, 42, 51, 27},
+  {448, 64, 6, 42, 39, 52, 27},
+  {170, 64, 6, 42, 40, 52, 27},
+  {343, 116, 6, 42, 40, 51, 27},
+  {854, 0, 6, 43, 40, 53, 27},
+  {210, 64, 7, 43, 40, 52, 27},
+  {146, 167, 6, 34, 25, 43, 12},
+  {564, 116, 7, 34, 26, 51, 12},
+  {211, 167, 6, 34, 40, 39, 27},
+  {370, 167, 6, 30, 40, 32, 27},
+  {251, 167, 6, 34, 40, 39, 27},
+  {525, 64, 8, 43, 36, 52, 19},
+  {401, 0, 6, 43, 57, 59, 45},
+  {700, 64, 9, 42, 49, 51, 32},
+  {218, 116, 5, 42, 42, 51, 31},
+  {769, 0, 6, 43, 44, 53, 30},
+  {935, 64, 5, 42, 45, 51, 34},
+  {383, 116, 5, 42, 40, 51, 27},
+  {423, 116, 5, 42, 38, 51, 26},
+  {724, 0, 6, 43, 45, 53, 32},
+  {45, 116, 5, 42, 44, 51, 34},
+  {590, 116, 5, 42, 23, 51, 13},
+  {487, 64, 9, 42, 38, 52, 24},
+  {89, 116, 5, 42, 44, 51, 30},
+  {461, 116, 5, 42, 38, 51, 25},
+  {646, 64, 6, 42, 54, 51, 42},
+  {0, 116, 5, 42, 45, 51, 35},
+  {674, 0, 6, 43, 50, 53, 37},
+  {302, 116, 5, 42, 41, 51, 29},
+  {312, 0, 6, 43, 50, 61, 37},
+  {133, 116, 5, 42, 43, 51, 30},
+  {813, 0, 7, 43, 41, 53, 25},
+  {0, 64, 8, 42, 44, 52, 27},
+  {44, 64, 5, 42, 44, 52, 33},
+  {749, 64, 8, 42, 48, 51, 31},
+  {586, 64, 8, 42, 60, 51, 44},
+  {843, 64, 8, 42, 46, 51, 30},
+  {889, 64, 9, 42, 46, 51, 28},
+  {260, 116, 7, 42, 42, 51, 27},
+  {202, 0, 4, 46, 29, 64, 16},
+  {39, 0, 10, 46, 39, 64, 18},
+  {231, 0, 9, 46, 29, 64, 16},
+  {329, 167, 7, 42, 41, 36, 27},
+  {583, 167, 9, 4, 42, 22, 23},
+  {490, 167, 6, 46, 27, 28, 18},
+  {695, 116, 7, 34, 38, 44, 25},
+  {458, 0, 5, 46, 40, 56, 28},
+  {733, 116, 7, 34, 37, 44, 22},
+  {498, 0, 7, 46, 40, 56, 28},
+  {655, 116, 7, 34, 40, 44, 27},
+  {641, 0, 5, 46, 33, 55, 18},
+  {250, 64, 7, 34, 40, 52, 27},
+  {603, 0, 5, 46, 38, 55, 27},
+  {894, 0, 6, 44, 24, 53, 12},
+  {282, 0, 12, 44, 30, 62, 12},
+  {564, 0, 5, 46, 39, 55, 25},
+  {538, 0, 5, 46, 26, 56, 13},
+  {860, 116, 5, 34, 52, 43, 41},
+  {0, 167, 5, 34, 38, 43, 27},
+  {613, 116, 7, 34, 42, 44, 28},
+  {290, 64, 5, 34, 40, 52, 28},
+  {330, 64, 7, 34, 40, 52, 28},
+  {113, 167, 5, 34, 33, 43, 18},
+  {770, 116, 7, 34, 36, 44, 21},
+  {499, 116, 5, 42, 33, 51, 19},
+  {38, 167, 5, 34, 38, 43, 27},
+  {912, 116, 8, 34, 41, 43, 24},
+  {806, 116, 8, 34, 54, 43, 37},
+  {953, 116, 8, 34, 41, 43, 24},
+  {129, 64, 9, 34, 41, 52, 24},
+  {76, 167, 7, 34, 37, 43, 22},
+  {78, 0, 7, 46, 32, 64, 16},
+  {260, 0, 4, 46, 22, 64, 13},
+  {110, 0, 9, 46, 32, 64, 16},
+  {517, 167, 7, 27, 41, 26, 27},
+};
+
+static struct sdf_font font_Ubuntu = {"Ubuntu", 48, 1024, 256, characters_Ubuntu};
+
+vg_tex2d tex_ubuntu = { .path = "textures/ubuntu.qoi" };
+
 // TEXTURES
 // ===========================================================================================================
 
-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_tile_data =       { .path = "textures/tileset.qoi" };
+vg_tex2d tex_tile_detail = { .path = "textures/tile_overlays.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 *texture_list[] = { &tex_tile_detail, &tex_tile_data, &tex_wood, &tex_ball };
+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_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"
 
 // AUDIO
 // ===========================================================================================================
@@ -60,17 +198,40 @@ sound/random_07.ogg\0\
 sound/random_08.ogg\0"
 };
 
+sfx_set audio_clicks =
+{
+ .sources = "\
+sound/click_a.ogg\0\
+sound/click_b.ogg\0\
+sound/click_c.ogg\0"
+};
+
+sfx_set audio_tones = 
+{
+       .sources = "\
+sound/y0.ogg\0\
+sound/y1.ogg\0\
+sound/y2.ogg\0\
+sound/y3.ogg\0\
+sound/y4.ogg\0\
+sound/y5.ogg\0\
+sound/y6.ogg\0\
+sound/y7.ogg\0\
+sound/y8.ogg\0\
+sound/win.ogg\0"
+};
+
 // One two or three layers of rolling noise
 sfx_system audio_system_balls_rolling =
 {
-       .vol = 1.f, .ch = 1, .vol_src = &audio_volume_sfx, 
-       .name = "Balls Rolling", .flags = SFX_FLAG_REPEAT
+       .vol = 0.7f, .ch = 1, .vol_src = &audio_volume_sfx, 
+       .name = "Balls Rolling", .flags = SFX_FLAG_REPEAT | SFX_FLAG_PERSISTENT
 };
 
 // Various oneshots
 sfx_system audio_system_balls_switching =
 {
-       .vol = 1.f, .ch = 1, .vol_src = &audio_volume_sfx, 
+       .vol = 0.2f, .ch = 1, .vol_src = &audio_volume_sfx, 
        .name = "Balls Switching"
 };
 
@@ -84,20 +245,42 @@ sfx_system audio_system_balls_important =
 // Suplemental sounds
 sfx_system audio_system_balls_extra = 
 {
-       .vol = 1.f, .ch = 1, .vol_src = &audio_volume_sfx, 
+       .vol = 0.27f, .ch = 1, .vol_src = &audio_volume_sfx, 
        .name = "Balls Extra"
 };
 
+sfx_system audio_system_ui = 
+{
+       .vol = 1.f, .ch = 1, .vol_src = &audio_volume_sfx,
+       .name = "UI"
+};
+
+ui_colourset ui_fl_colours = {
+       .main = 0xff807373,
+       .hover = 0xff918484,
+       .active = 0xffad9f9e
+};
+
+ui_colourset ui_fl_colours_inactive = {
+       .main = 0xff655958,
+       .hover = 0xff655958,
+       .active = 0xff655958
+};
+
 static void resource_load_main(void)
 {
-       // Textures
+       // Textures // UI
        vg_tex2d_init( texture_list, vg_list_size( texture_list ) );
+       ui_global_ctx.colours_main = &ui_fl_colours;
+       gui_reset_colours();
        
        // Audio
        sfx_set_init( &audio_tile_mod, NULL );
        sfx_set_init( &audio_splitter, NULL );
        sfx_set_init( &audio_rolls, NULL );
        sfx_set_init( &audio_random, NULL );
+       sfx_set_init( &audio_clicks, NULL );
+       sfx_set_init( &audio_tones, NULL );
 }
 
 static void resource_free_main(void)
@@ -108,6 +291,8 @@ static void resource_free_main(void)
        sfx_set_free( &audio_splitter );
        sfx_set_free( &audio_rolls );
        sfx_set_free( &audio_random );
+       sfx_set_free( &audio_clicks );
+       sfx_set_free( &audio_tones );
 }
 
 // SHADERS
@@ -140,19 +325,19 @@ SHADER_DEFINE( shader_tile_colour,
 SHADER_DEFINE( shader_ball,
        // VERTEX
        "layout (location=0) in vec2 a_co;"
-       "uniform vec2 uOffset;"
+       "uniform vec3 uOffset;"
        "uniform mat3 uPv;"
        ""
-       "out vec2 aTexCoords;"
+       "out vec4 aTexCoords;"
        ""
        "void main()"
        "{"
-               // Create texture coords
-               "aTexCoords = a_co;"
-               
                // Vertex transform
-               "vec3 worldpos = vec3( a_co * 0.5 - 0.25 + uOffset, 1.0 );"
+               "vec3 worldpos = vec3( (a_co * 0.5 - 0.25) * uOffset.z + uOffset.xy, 1.0 );"
                "gl_Position = vec4( uPv * worldpos, 1.0 );"
+
+               // Create texture coords
+               "aTexCoords = vec4( a_co, worldpos.xy );"
        "}",
        
        // FRAGMENT
@@ -160,16 +345,34 @@ SHADER_DEFINE( shader_ball,
        ""
        "uniform sampler2D uTexMain;"
        "uniform vec3 uColour;"
+       "uniform vec2 uTexOffset;"
        ""
-       "in vec2 aTexCoords;"
+       "in vec4 aTexCoords;"
        ""
        "void main()"
        "{"
-               "vec4 glyph = texture( uTexMain, aTexCoords );"
-               "FragColor = vec4( uColour + glyph.rgb * 0.2, glyph.a );"
+               "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(-((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(0.2,0.2,0.2,shadow), vec4(marble_comp,1.0), circle_factor );"
+               
+               "FragColor = colour_comp;"
        "}"
        ,
-       UNIFORMS({ "uTexMain", "uColour", "uOffset", "uPv" })
+       UNIFORMS({ "uTexMain", "uColour", "uOffset", "uPv", "uTexOffset" })
 )
 
 SHADER_DEFINE( shader_tile_main,
@@ -178,6 +381,7 @@ SHADER_DEFINE( shader_tile_main,
        "uniform vec4 uOffset;" // Tile x/y, uv x/y
        "uniform mat3 uPv;"
        "uniform mat2 uSubTransform;"
+       "uniform float uVisibility;"
        ""
        "out vec4 aTexCoords;"
        "out vec2 aWorldCoords;"
@@ -191,13 +395,16 @@ SHADER_DEFINE( shader_tile_main,
        ""
        "void main()"
        "{"
+               "vec2 hash_val = hash22(uOffset.xy);"
+               "float scaling_factor = smoothstep( hash_val.x, hash_val.x+1.0, uVisibility );"
+
                // Vertex transform
-               "vec2 subtransform = uSubTransform * (a_co-0.5) + 0.5;"
+               "vec2 subtransform = uSubTransform * (a_co-0.5) * scaling_factor + 0.5;"
                "vec3 worldpos = vec3( subtransform + uOffset.xy, 1.0 );"
                "gl_Position = vec4( uPv * worldpos, 1.0 );"
 
                // Create texture coords
-               "vec2 random_offset = floor(hash22(uOffset.xy) * 4.0) * 0.25;"
+               "vec2 random_offset = floor(hash_val * 4.0) * 0.25;"
                "vec2 edge_safe_coords = a_co * 0.98 + 0.01;"
                "aTexCoords = vec4((edge_safe_coords + uOffset.zw) * 0.25, edge_safe_coords * 0.25 + random_offset );"
                "aWorldCoords = worldpos.xy;"           
@@ -209,6 +416,7 @@ SHADER_DEFINE( shader_tile_main,
        "uniform sampler2D uTexGlyphs;"
        "uniform sampler2D uTexWood;"
        "uniform float uGhost;"
+       "uniform float uForeground;"
        "uniform vec2 uMousePos;"
        "uniform vec4 uColour;"
        ""
@@ -217,15 +425,18 @@ SHADER_DEFINE( shader_tile_main,
        ""
        "void main()"
        "{"
-               "vec3 shadowing_colour = vec3( 0.93, 0.88536, 0.8184 );"
+               //"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, 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 +444,227 @@ 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", "uVisibility" })
+)
+
+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 = a_co;"
+       "}",
+       
+       // FRAGMENT
+       "out vec4 FragColor;"
+       ""
+       "uniform sampler2D uTexMain;"
+       "uniform sampler2D uSamplerNoise;"
+       "uniform float uVariance;"
+       "uniform float uVisibility;"
+       ""
+       "in vec2 aTexCoords;"
+       ""
+       "void main()"
+       "{"
+               "float ao_accum = 0.0;"
+               "for( int i=0; i<10; ++i )"
+               "{"
+                       "vec2 random_noise = (texture( uSamplerNoise, aTexCoords * 20.0 + float(i) * 0.2 ).xy - vec2( 0.5, 0.5 )) * uVariance;"
+                       "vec4 background = texture( uTexMain, aTexCoords + random_noise );"
+                       "ao_accum += background.r * clamp((1.0 - length( random_noise )), 0.0, 1.0);"
+               "}"
+               "ao_accum *= 0.15;"
+               
+               "vec4 data_this_tile = texture( uTexMain, aTexCoords );"
+               
+               "ao_accum -= data_this_tile.r;"
+               "ao_accum *= uVisibility;"
+               
+               "vec3 colour_main = mix( vec3( 0.369768, 0.3654, 0.42 ), vec3( 0.275, 0.388, 0.553 ), data_this_tile.g * uVisibility );"
+               
+               "vec2 square_coords = fract( aTexCoords * 64.0 );"
+               "vec2 grid_coords = abs( square_coords - 0.5 );"
+               "float edge_contrast = (1.0-ao_accum*0.2);"
+               
+               "float gridline = step( 0.49, max(grid_coords.x,grid_coords.y) );"
+               "float gridline_fadeout = min(max(edge_contrast-1.0, 0.0)*40.0 + data_this_tile.g,10.0);"
+               
+               "FragColor = vec4( colour_main * edge_contrast + gridline * 0.02 * gridline_fadeout, 1.0 );"
+       "}"
+       ,
+       UNIFORMS({ "uPv", "uOffset", "uTexMain", "uVariance", "uSamplerNoise", "uVisibility" })
+)
+
+SHADER_DEFINE( shader_wire,
+       // VERTEX
+       "layout (location=0) in vec2 a_co;"
+       "uniform vec3 uStart;"
+       "uniform vec3 uEnd;"
+       "uniform mat3 uPv;"
+       "uniform float uCurve;"
+       ""
+       "out vec2 aTexCoords;"
+       ""
+       "vec3 sample_curve_time( float t )"
+       "{"
+               "vec3 line_coord = mix( uStart, uEnd, t );"
+
+               "float curve_amt = 1.0-(pow((t*2.0-1.0),2.0));"
+               "return vec3( line_coord.x, line_coord.y - curve_amt*uCurve, line_coord.z );"
+       "}"
+       ""
+       "void main()"
+       "{"
+               // Vertex transform
+               "vec3 p0 = sample_curve_time( a_co.x );"
+               "vec3 p1 = sample_curve_time( a_co.x + 0.025 );"
+               
+               "vec2 line_tangent = normalize(p1.xy-p0.xy);"
+               "vec2 line_normal = vec2( -line_tangent.y, line_tangent.x );"
+               
+               "vec2 worldfinal = p0.xy + line_normal*a_co.y*p0.z;"
+               
+               "gl_Position = vec4( uPv * vec3(worldfinal, 1.0), 1.0 );"
+
+               // Create texture coords (todo: include stretch adjusted coords?)
+               "aTexCoords = vec2( a_co.x, a_co.y + 0.5 );"
+       "}",
+       
+       // FRAGMENT
+       "out vec4 FragColor;"
+       ""
+       "uniform sampler2D uTexMain;"
+       "uniform vec4 uColour;"
+       "uniform float uTime;"
+       "uniform float uGlow;"
+       ""
+       "in vec2 aTexCoords;"
+       ""
+       "void main()"
+       "{"
+               // Compute shadowing
+               "float shadow = 1.0 - abs(aTexCoords.y - 0.5) * 2.0;"
+               "float masking = smoothstep( 0.5, 0.8, shadow );"
+               
+               "vec3 colour_comp = mix( vec3(0.0,0.0,0.0), uColour.rgb, masking );"
+               
+               "float flow_thing = fract( aTexCoords.x + uTime );"
+               "vec3 final_comp = colour_comp + flow_thing * uGlow;"
+               
+               "FragColor = vec4( final_comp, max( shadow* 0.2, masking ) * uColour.a );"
+       "}"
+       ,
+       UNIFORMS({ "uPv", "uColour", "uTexMain", "uStart", "uEnd", "uCurve", "uTime", "uGlow" })
+)
+
+SHADER_DEFINE( shader_buttons,
+       // VERTEX
+       "layout (location=0) in vec2 a_co;"
+       "uniform vec4 uOffset;" // Tile x/y, uv x/y
+       "uniform mat3 uPv;"
+       ""
+       "out vec2 aTexCoords;"
+       ""
+       "void main()"
+       "{"
+               // Vertex transform
+               "vec3 worldpos = vec3( a_co + uOffset.xy, 1.0 );"
+               "gl_Position = vec4( uPv * worldpos, 1.0 );"
+
+               // Create texture coords
+               "vec2 edge_safe_coords = a_co * 0.98 + 0.01;"
+               "aTexCoords = (edge_safe_coords + uOffset.zw) * 0.25;"  
+       "}",
+       
+       // FRAGMENT
+       "out vec4 FragColor;"
+       ""
+       "uniform sampler2D uTexMain;"
+       "uniform vec4 uColour;" // rgb, light amount
+       ""
+       "in vec2 aTexCoords;"
+       ""
+       "void main()"
+       "{"
+               "vec4 glyph = texture( uTexMain, aTexCoords.xy );"
+               
+               "FragColor = vec4( uColour.rgb * (mix(glyph.r, glyph.g, uColour.a)+0.02)*2.6 + glyph.b * 0.4, glyph.a );"
+       "}"
+       ,
+       UNIFORMS({ "uPv", "uOffset", "uTexMain", "uColour" })
+)
+
+SHADER_DEFINE( shader_sdf,
+
+       // VERTEX
+       "layout (location=0) in vec2 a_co;"
+       "layout (location=1) in vec2 a_uv;"
+       "uniform mat3 uPv;"
+       ""
+       "out vec2 aTexCoords;"
+       ""
+       "void main()"
+       "{"
+               "gl_Position = vec4( uPv * vec3( a_co, 1.0 ), 1.0 );"
+               "aTexCoords = a_uv;"
+       "}",
+       
+       // FRAGMENT
+       "uniform sampler2D uTexGlyphs;"
+       "uniform vec4 uColour;"
+       "out vec4 FragColor;"
+       ""
+       "in vec2 aTexCoords;"
+       ""
+       "void main()"
+       "{"
+               "vec4 glyph = texture( uTexGlyphs, aTexCoords );"
+               "FragColor = vec4( uColour.rgb, smoothstep( 0.46, 0.54, glyph.r ) * uColour.a );"
+               //"FragColor = glyph;"
+       "}"
+       ,
+       UNIFORMS({ "uPv", "uTexGlyphs", "uColour" })
+)
+
+SHADER_DEFINE( shader_sprite,
+
+       // VERTEX
+       "layout (location=0) in vec2 a_co;" // quad mesh
+       "uniform vec4 uUv;"
+       "uniform vec3 uPos;"
+       ""
+       "uniform mat3 uPv;"
+       ""
+       "out vec2 aTexCoords;"
+       ""
+       "void main()"
+       "{"
+               "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 = uUv.xy + a_co*uUv.zw;"
+       "}",
+       
+       // FRAGMENT
+       "uniform sampler2D uTexMain;"
+       "out vec4 FragColor;"
+       ""
+       "in vec2 aTexCoords;"
+       ""
+       "void main()"
+       "{"
+               "vec4 texture_sample = texture( uTexMain, aTexCoords );"
+               "FragColor = texture_sample;"
+       "}"
+       ,
+       UNIFORMS({ "uPv", "uTexMain", "uUv", "uPos" })
 )
 
 void vg_register(void)
@@ -241,4 +672,397 @@ void vg_register(void)
        SHADER_INIT( shader_tile_colour );
        SHADER_INIT( shader_tile_main );
        SHADER_INIT( shader_ball );
+       SHADER_INIT( shader_background );
+       SHADER_INIT( shader_wire );
+       SHADER_INIT( shader_buttons );
+       SHADER_INIT( shader_sdf );
+       SHADER_INIT( shader_sprite );
+}
+
+/*
+       0000 0   | 0001 1   | 0010 2   | 0011 3
+                          |          |    |     |    |
+               X     |           X=    |    X     |    X=
+                          |          |          |     
+       0100 4   | 0101 5   | 0110 6   | 0111 7
+                          |          |    |     |    |
+         =X     |   =X=    |   =X     |   =X=
+                          |          |          |    
+       1000 8   | 1001 9   | 1010 10  | 1011 11
+                     |          |    |     |    |
+               X     |    X=    |    X     |    X=
+               |               |    |     |    |     |    |
+       1100 12  | 1101 13  | 1110 14  | 1111 15
+                     |          |    |     |    |
+         =X     |   =X=    |   =X     |   =X=
+               |          |    |     |    |     |    |
+*/
+
+struct cmp_level
+{
+       const char *map_name;
+       const char *title;
+       const char *description;
+       const char *achievement;
+       
+       int unlocked;
+       int completed_score;
+       
+       int _unlock, _linked;   // When completed, unlock this level
+       struct cmp_level *unlock, *linked;
+       
+       int serial_id;
+       int is_tutorial;
+
+       struct world_button btn;
+
+       #ifdef VG_STEAM
+       SteamLeaderboard_t steam_leaderboard;
+       #endif
+};
+
+static struct cmp_level cmp_levels_tutorials[] = 
+{
+       // r1
+       {
+               .serial_id = 0,
+               .title = "PRINCIPLE 1",
+               .map_name = "cmp_t01",
+               .description = 
+                       "",
+               
+               ._unlock = 1,
+               .is_tutorial = 1
+       },
+       // r1
+       {
+               .serial_id = 1,
+               .title = "PRINCIPLE 2",
+               .map_name = "cmp_t02",
+               .description = 
+                       "",
+               
+               ._unlock = 2,
+               .is_tutorial = 1,
+       },
+       // r1
+       {
+               .serial_id = 2,
+               .title = "PRINCIPLE 3",
+               .map_name = "cmp_t03",
+               .description = 
+                       "",
+               
+               ._unlock = 12,
+               .is_tutorial = 1
+       },
+       // r1
+       {
+               .serial_id = 12,
+               .title = "PRINCIPLE 4",
+               .map_name = "cmp_t04",
+               .description = 
+                       "",
+               
+               ._unlock = 6,
+               .is_tutorial = 1,
+               .achievement = "TUTORIALS"
+       }
+};
+
+static struct cmp_level cmp_levels_basic[] =
+{
+       // r2 GM
+       {
+               .serial_id = 6,
+               .title = "PATCH",
+               .map_name = "cmp_b04",
+               .description = 
+                       "",
+               
+               ._unlock = 7,
+               ._linked = 3
+       },
+       // r1 GM
+       {
+               .serial_id = 3,
+               .title = "SUBDIVISION 1",
+               .map_name = "cmp_b01",
+               .description = 
+                       "",
+               
+               ._linked = 4,
+               ._unlock = 5
+       },
+       // r1 GM
+       {
+               .serial_id = 4,
+               .title = "SUBDIVISION 2",
+               .map_name = "cmp_b02",
+               .description = 
+                       "",
+               
+               ._unlock = 7
+       },
+       // r1 GM
+       {
+               .serial_id = 5,
+               .title = "RESTRUCTURE",
+               .map_name = "cmp_b03",
+               .description = 
+                       "",
+               
+               ._unlock = 8
+       },
+       // r2 GM
+       {
+               .serial_id = 7,
+               .title = "PATTERNS 1",
+               .map_name = "cmp_b05",
+               .description = 
+                       "",
+               
+               ._unlock = 15,
+               ._linked = 8
+       },
+       // r2 GM
+       {
+               .serial_id = 8,
+               .title = "PATTERNS 2",
+               .map_name = "cmp_b06",
+               .description = 
+                       "",
+               
+               ._unlock = 15
+       },
+       // r2 GM
+       {
+               .serial_id = 15,
+               .title = "PRINCIPLE 5",
+               .map_name = "cmp_b10",
+               .description = 
+                       "",
+
+               ._unlock = 16,
+               .is_tutorial = 1
+       },
+       // r2 GM
+       {
+               .serial_id = 16,
+               .title = "ROUTING PROBLEM",
+               .map_name = "cmp_routing",
+               .description = 
+                       "",
+               
+               ._linked = 9
+       },
+       // r2 GM
+       {
+               .serial_id = 9,
+               .title = "MIGHTY CONSUMER",
+               .map_name = "cmp_b07",
+               .description = 
+                       "",
+               
+               ._linked = 10,
+               ._unlock = 11,
+               .achievement = "MIGHTY_CONSUMER"
+       },
+       {
+               .serial_id = 10,
+               .title = "SHIFT",
+               .map_name = "cmp_b08",
+               .description = 
+                       "",
+
+               ._unlock = 17
+       },
+       // r2 GM
+       {
+               .serial_id = 11,
+               .title = "REVERSE",
+               .map_name = "cmp_b09",
+               .description = 
+                       "",
+               
+               ._unlock = 17
+       },
+       // r2 GM
+       {
+               .serial_id = 17,
+               .title = "PRINCIPLE 6",
+               .map_name = "cmp_b11",
+               .description =
+                       "(Right click)",
+
+               ._unlock = 18,
+               .is_tutorial = 1
+       },
+       // r2 GM
+       {
+               .serial_id = 18,
+               .title = "NOT GATE",
+               .map_name = "cmp_not",
+               .description = "",
+               
+               ._linked = 19,
+               ._unlock = 20
+       },
+       // r2 GM
+       {
+               .serial_id = 19,
+               .title = "AND GATE",
+               .map_name = "cmp_and",
+               .description = "",
+               
+               ._unlock = 20
+       },
+       // r2 GM
+       {
+               .serial_id = 20,
+               .title = "QUALIFICATION PROJECT",
+               .map_name = "cmp_xor",
+               .description =  "",
+
+               ._unlock = 13,
+               .achievement = "GRADUATE"
+       }
+};
+
+static struct cmp_level cmp_levels_grad[] =
+{
+       // r2
+       {
+               .serial_id = 13,
+               .title = "SORT",
+               .map_name = "cmp_i01",
+               .description = "",
+               ._linked = 14
+               
+       },
+       // r2
+       {
+               .serial_id = 14,
+               .title = "THIRDS",
+               .map_name = "cmp_i02",
+               .description = "",
+               ._linked = 21
+               
+       },
+       // r2 GM
+       {
+               .serial_id = 21,
+               .title = "SIMPLE ADDITION",
+               .map_name = "cmp_grad",
+               .description = "",
+
+               ._linked = 22,
+               ._unlock = 23
+       },
+       // r2 GM
+       {
+               .serial_id = 22,
+               .title = "SECRET CODE",
+               .map_name = "cmp_secret",
+               .description = "",
+
+               ._unlock = 23
+       }
+};
+
+static struct cmp_level cmp_levels_computer[] = 
+{
+       {
+               .serial_id = 23,
+               .title = "3 BIT BINARY",
+               .map_name = "cmp_binary",
+               .description = "",
+               
+               ._unlock = 24
+       },
+       {
+               .serial_id = 24,
+               .title = "3 BIT ADDITION",
+               .map_name = "cmp_add3b",
+               .description = "",
+
+               ._unlock = 25
+       },
+       {
+               .serial_id = 25,
+               .title = "3x3 PLOT",
+               .map_name = "cmp_plot3x3",
+               .description = ""
+       }
+};
+
+#define NUM_CAMPAIGN_LEVELS (vg_list_size( cmp_levels_tutorials ) + vg_list_size( cmp_levels_basic ) + vg_list_size( cmp_levels_grad ) + vg_list_size( cmp_levels_computer ) )
+
+static struct career_level_pack 
+{
+       struct cmp_level *pack;
+       int count;
+
+       v3f primary_colour;
+       v2i origin;
+       v2i dims;
+} 
+career_packs[] =
+{
+       {
+               .pack = cmp_levels_tutorials,
+               .count = vg_list_size( cmp_levels_tutorials ),
+               .primary_colour = { 0.204f, 0.345f, 0.553f },
+               .origin = { -5, 0 },
+               .dims = { 1, 4 }
+       },
+       {
+               .pack = cmp_levels_basic,
+               .count = vg_list_size( cmp_levels_basic ),
+               .primary_colour = { 0.304f, 0.245f, 0.553f },
+               .origin = { -3, 0 },
+               .dims = { 3, 5 }
+       },
+       {
+               .pack = cmp_levels_grad,
+               .count = vg_list_size( cmp_levels_grad ),
+               .primary_colour = { 0.553f, 0.345f, 0.204f },
+               .origin = { -5, 6 },
+               .dims = { 4, 1 }
+       },
+       {
+               .pack = cmp_levels_computer,
+               .count = vg_list_size( cmp_levels_computer ),
+               .primary_colour = { 0.75f, 0.23f, 0.39f },
+               .origin = { -5, 8 },
+               .dims = { 5, 1 }
+       }
+};
+
+// Setup pointers and that
+static void career_local_data_init(void)
+{
+       struct cmp_level *level_ptrs[ NUM_CAMPAIGN_LEVELS ];
+       
+       // COllect pointers
+       for( int i = 0; i < vg_list_size( career_packs ); i ++ )
+       {
+               struct career_level_pack *set = &career_packs[i];
+               
+               for( int j = 0; j < set->count; j ++ )
+                       level_ptrs[ set->pack[j].serial_id ] = &set->pack[j];
+       }
+       
+       // Apply
+       for( int i = 0; i < vg_list_size( career_packs ); i ++ )
+       {
+               struct career_level_pack *set = &career_packs[i];
+               
+               for( int j = 0; j < set->count; j ++ )
+               {
+                       struct cmp_level *lvl = &set->pack[j];
+                       lvl->unlock = lvl->_unlock? level_ptrs[ lvl->_unlock ]: NULL;
+                       lvl->linked = lvl->_linked? level_ptrs[ lvl->_linked ]: NULL;
+               }
+       }
 }