theme selection
[fishladder.git] / fishladder_resources.h
index 82efc47100aee05fcf6954141cd26c17cd6816dc..d1f2210fe8b08d0362a676427627a3372507e7af 100644 (file)
@@ -119,13 +119,32 @@ vg_tex2d tex_ubuntu = { .path = "textures/ubuntu.qoi" };
 
 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_tiles_wood, 
+   &tex_tiles_min, 
+   &tex_tiles_lab, 
+   &tex_ball_noise, 
+   &tex_monofur, 
+   &tex_unkown, 
+   &tex_buttons, 
+   &tex_ubuntu, 
+   &tex_sprites 
+};
 
-vg_tex2d *texture_list[] = { &tex_tile_detail, &tex_tile_data, &tex_wood, &tex_ball_noise, &tex_monofur, &tex_unkown, &tex_buttons, &tex_ubuntu };
+#include "sprites_autocombine.h"
 
 // AUDIO
 // ===========================================================================================================
@@ -347,7 +366,8 @@ SHADER_DEFINE( shader_ball,
                "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;"
        "}"
@@ -405,13 +425,16 @@ SHADER_DEFINE( shader_tile_main,
        ""
        "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 ) );"
                
@@ -600,7 +623,6 @@ SHADER_DEFINE( shader_sdf,
        "out vec4 FragColor;"
        ""
        "in vec2 aTexCoords;"
-       "in vec4 aColour;"
        ""
        "void main()"
        "{"
@@ -612,6 +634,39 @@ SHADER_DEFINE( shader_sdf,
        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)
 {
        SHADER_INIT( shader_tile_colour );
@@ -621,6 +676,7 @@ void vg_register(void)
        SHADER_INIT( shader_wire );
        SHADER_INIT( shader_buttons );
        SHADER_INIT( shader_sdf );
+       SHADER_INIT( shader_sprite );
 }
 
 /*