X-Git-Url: https://harrygodden.com/git/?p=fishladder.git;a=blobdiff_plain;f=fishladder_resources.h;fp=fishladder_resources.h;h=d1f2210fe8b08d0362a676427627a3372507e7af;hp=7b12859d44f94bb993c23fab06b9dd5627826e4f;hb=ec1dd5de4848534241c8bea3841ef36fe047915b;hpb=3cb144985169da3cea1c21a7b0bfba8d43c28fdb diff --git a/fishladder_resources.h b/fishladder_resources.h index 7b12859..d1f2210 100644 --- a/fishladder_resources.h +++ b/fishladder_resources.h @@ -119,14 +119,30 @@ 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_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" @@ -350,7 +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;" "}" @@ -408,13 +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 ) );" @@ -618,8 +638,8 @@ SHADER_DEFINE( shader_sprite, // 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;" "" @@ -627,25 +647,24 @@ SHADER_DEFINE( shader_sprite, "" "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) @@ -657,6 +676,7 @@ void vg_register(void) SHADER_INIT( shader_wire ); SHADER_INIT( shader_buttons ); SHADER_INIT( shader_sdf ); + SHADER_INIT( shader_sprite ); } /*