vg2 port: build script and resource loading master
authorhgn <hgodden00@gmail.com>
Tue, 26 Dec 2023 20:32:02 +0000 (20:32 +0000)
committerhgn <hgodden00@gmail.com>
Tue, 26 Dec 2023 20:32:02 +0000 (20:32 +0000)
.gitignore
build.c [new file with mode: 0644]
build.sh [new file with mode: 0755]
fishladder_resources_vg1.h [new file with mode: 0644]
fishladder_vg1.c [new file with mode: 0644]
marblecomp.c [new file with mode: 0644]
render.h [new file with mode: 0644]

index c4001642301cb5590fc49db1b60b6a680821e34a..8d4aa820a1c7d34d8258c293dd6e939112675530 100755 (executable)
@@ -7,6 +7,7 @@
 
 build.linux/
 build.win32/
+bin/
 restricted/
 .temp_textures/
 
diff --git a/build.c b/build.c
new file mode 100644 (file)
index 0000000..8827489
--- /dev/null
+++ b/build.c
@@ -0,0 +1,121 @@
+#include "vg/vg.h"
+#include "vg/vg_platform.h"
+#include "vg/vg_log.h"
+#include "vg/vg_opt.h"
+#include "vg/vg_build.h"
+#include "vg/vg_build_utils_shader.h"
+#include "vg/vg_msg.h"
+
+u32 optimize_test_compile = 0;
+
+/*
+ * Compilation specifications
+ * -------------------------------------------------------------------------- */
+
+void build_game_content(void){
+   const char *project_name = vg_build.project_name.buffer;
+   vg_low( "Building game content structure\n" );
+   vg_symlink( "textures", "textures" );
+   vg_syscall( "mkdir -p bin/%s/cfg", project_name );
+}
+
+void build_shaders(void);
+void compile_game( int binaries, int content ){
+   static int meta = 0;
+   if( !meta ){
+      meta = 1;
+      build_shaders();
+      vg_low( "\n\n" );
+   }
+
+   vg_build_new( "marblecomp" );
+
+   if( binaries ){
+      vg_add_source( "marblecomp.c" );
+      vg_add_graphics();
+      vg_add_game_stuff();
+      vg_compile( "marblecomp" );
+   }
+
+   if( content )
+      build_game_content();
+}
+
+/*
+ * Scripts
+ * -------------------------------------------------------------------------- */
+
+void s_release_all(void){
+   vg_info( "running script: s_release_all(void)\n" );
+
+   vg_build.optimization = 3;
+   vg_build.fresh = 1;
+   vg_build.arch = k_architecture_x86_64;
+   vg_build.compiler = k_compiler_zigcc;
+   vg_build.libc = k_libc_version_2_23;
+
+   /* binaries for windows and linux */
+   vg_build.platform = k_platform_windows;
+   compile_game( 1, 0 );
+   vg_tarball_last_project(); 
+   vg_success( "Completed 1/3\n" );
+
+   vg_build.platform = k_platform_linux;
+   compile_game( 1, 0 );
+   vg_tarball_last_project(); 
+   vg_success( "Completed 2/3\n" );
+
+   /* content files for any platform */
+   vg_build.platform = k_platform_anyplatform;
+   vg_build.compiler = k_compiler_blob;
+   vg_build.arch = k_architecture_anyarch;
+   vg_build.libc = k_libc_version_native;
+   compile_game( 0, 1 );
+   vg_tarball_last_project(); 
+   vg_success( "Completed 3/3\n" );
+}
+
+void s_testing_build(void){
+   vg_info( "running script: s_testing_build(void)\n" );
+
+   vg_build.optimization = optimize_test_compile;
+   vg_build.fresh = 0;
+   vg_build.platform = k_platform_linux;
+   vg_build.arch = k_architecture_x86_64;
+   vg_build.compiler = k_compiler_clang;
+   vg_build.libc = k_libc_version_native;
+
+   compile_game( 1, 1 );
+
+   vg_success( "Completed 1/1\n" );
+}
+
+int main( int argc, char *argv[] ){
+   char *arg;
+   while( vg_argp( argc, argv ) ){
+      if( vg_long_opt( "release-all" ) )
+         s_release_all();
+
+      if( vg_long_opt( "testing-build" ) )
+         s_testing_build();
+
+      if( vg_opt('r') )
+         optimize_test_compile = 3;
+   }
+
+   if( vg_build.warnings )
+      vg_warn( "Finished with %u warnings\n", vg_build.warnings );
+   else
+      vg_success( "All scripts ran successfully\n" );
+}
+
+#define _S( NAME, VS, FS ) \
+   vg_build_shader( "shaders/" VS, "shaders/" FS, NULL, "shaders", NAME )
+
+void build_shaders(void){
+   vg_info( "Compiling shader headers\n" );
+   vg_shader_set_include_dir( "shaders" );
+
+   /* Scene */
+   //_S( "scene_standard",            "scene.vs", "scene_standard.fs" );
+}
diff --git a/build.sh b/build.sh
new file mode 100755 (executable)
index 0000000..d807648
--- /dev/null
+++ b/build.sh
@@ -0,0 +1 @@
+clang -fsanitize=address -O0 -I./vg build.c -o /tmp/tmpsr && /tmp/tmpsr $@
diff --git a/fishladder_resources_vg1.h b/fishladder_resources_vg1.h
new file mode 100644 (file)
index 0000000..196f0e5
--- /dev/null
@@ -0,0 +1,983 @@
+// TEXTURES
+// ===========================================================================================================
+
+typedef struct vg1_tex2d vg1_tex2d;
+struct vg1_tex2d {
+   const char *path;
+   GLuint name;
+};
+
+vg1_tex2d tex_tile_data    =   { "textures/tileset.qoi" };
+vg1_tex2d tex_tile_glow    =  { "textures/lineset.qoi" };
+vg1_tex2d tex_tile_detail  =  { "textures/tile_overlays.qoi" };
+vg1_tex2d tex_tiles_wood   =   { "textures/tile_wood.qoi" };
+vg1_tex2d tex_tiles_min    =  { "textures/tile_minimal.qoi" };
+vg1_tex2d tex_tiles_lab    =  { "textures/tile_lab.qoi" };
+vg1_tex2d tex_ball_noise   =  { "textures/bnoise.qoi" };
+vg1_tex2d tex_unkown              =  { "textures/unkown.qoi" };
+vg1_tex2d tex_buttons          =  { "textures/buttons.qoi" };
+vg1_tex2d tex_sprites          =  { "textures/autocombine.qoi" };
+
+vg1_tex2d *texture_list[] = { 
+   &tex_tile_detail, 
+   &tex_tile_data, 
+   &tex_tile_glow,
+   &tex_tiles_wood, 
+   &tex_tiles_min, 
+   &tex_tiles_lab, 
+   &tex_ball_noise, 
+   &tex_unkown, 
+   &tex_buttons, 
+   &tex_sprites 
+};
+
+#include "sprites_autocombine.h"
+
+// AUDIO
+// ===========================================================================================================
+
+#if 0
+sfx_vol_control audio_volume_sfx =             { .val = 1.0f, .name = "Sound effects" };
+sfx_vol_control audio_volume_music =   { .val = 1.0f, .name = "Music" };
+
+sfx_system audio_system_sfx = 
+{
+ .vol = 1.f,
+ .ch = 1,
+ .vol_src = &audio_volume_sfx,
+ .name = "sfx"
+};
+#endif
+
+audio_clip audio_tile_mod[] = {
+   { .path="sound/mod_01.ogg" },
+   { .path="sound/mod_02.ogg" },
+   { .path="sound/mod_03.ogg" },
+   { .path="sound/mod_04.ogg" },
+   { .path="sound/mod_05.ogg" },
+   { .path="sound/mod_06.ogg" },
+};
+
+audio_clip audio_splitter[] = {
+   { .path="sound/splitter_01.ogg" },
+};
+
+audio_clip audio_rolls[] = {
+   { .path="sound/rolling_01.ogg" },
+   { .path="sound/rolling_02.ogg" }
+};
+
+audio_clip audio_random[] ={
+   { .path="sound/random_01.ogg" },
+   { .path="sound/random_02.ogg" },
+   { .path="sound/random_03.ogg" },
+   { .path="sound/random_04.ogg" },
+   { .path="sound/random_05.ogg" },
+   { .path="sound/random_06.ogg" },
+   { .path="sound/random_07.ogg" },
+   { .path="sound/random_08.ogg" },
+};
+
+audio_clip audio_clicks[] = {
+   { .path="sound/click_a.ogg" },
+   { .path="sound/click_b.ogg" },
+   { .path="sound/click_c.ogg" },
+};
+
+audio_clip audio_tones[] = {
+   { .path="sound/y0.ogg" },
+   { .path="sound/y1.ogg" },
+   { .path="sound/y2.ogg" },
+   { .path="sound/y3.ogg" },
+   { .path="sound/y4.ogg" },
+   { .path="sound/y5.ogg" },
+   { .path="sound/y6.ogg" },
+   { .path="sound/y7.ogg" },
+   { .path="sound/y8.ogg" },
+   { .path="sound/win.ogg" },
+};
+
+audio_clip audio_music[] = {
+   { .path="sound/mccompt2.ogg" },
+};
+
+#if 0
+static void *load_and_play_bgm( void *_inf )
+{
+   sfx_set_init( &audio_music, NULL );
+   sfx_set_play( &audio_music, &audio_system_music, 0 );
+   return NULL;
+}
+#endif
+
+#define INIT_AUDIO( X ) audio_clip_loadn( X, vg_list_size(X), NULL );
+
+static void resource_load_main(void){
+       // Textures // UI
+   for( u32 i=0; i<vg_list_size(texture_list); i ++ ){
+      struct vg1_tex2d *tex = texture_list[i];
+      vg_tex2d_load_qoi_async_file( tex->path, 0, &tex->name );
+   }
+       
+       // Audio
+   INIT_AUDIO( audio_tile_mod );
+       INIT_AUDIO( audio_tile_mod );
+       INIT_AUDIO( audio_splitter );
+       INIT_AUDIO( audio_rolls );
+       INIT_AUDIO( audio_random );
+       INIT_AUDIO( audio_clicks );
+       INIT_AUDIO( audio_tones );
+
+#if 0
+   vg_thread_run( load_and_play_bgm, NULL );
+#endif
+}
+
+// SHADERS
+// ===========================================================================================================
+
+SHADER_DEFINE( shader_tile_colour,
+
+       // VERTEX
+       "layout (location=0) in vec2 a_co;"
+       "uniform mat3 uPv;"
+       "uniform vec3 uOffset;"
+       ""
+       "void main()"
+       "{"
+               "gl_Position = vec4( uPv * vec3( a_co * uOffset.z + uOffset.xy, 1.0 ), 1.0 );"
+       "}",
+       
+       // FRAGMENT
+       "out vec4 FragColor;"
+       "uniform vec4 uColour;"
+       ""
+       "void main()"
+       "{"
+               "FragColor = uColour;"
+       "}"
+       ,
+       UNIFORMS({ "uPv", "uOffset", "uColour" })
+)
+
+SHADER_DEFINE( shader_ball,
+       // VERTEX
+       "layout (location=0) in vec2 a_co;"
+       "uniform vec3 uOffset;"
+       "uniform mat3 uPv;"
+       ""
+       "out vec4 aTexCoords;"
+       ""
+       "void main()"
+       "{"
+               // Vertex transform
+               "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
+       "out vec4 FragColor;"
+       ""
+       "uniform sampler2D uTexMain;"
+       "uniform vec3 uColour;"
+       "uniform vec2 uTexOffset;"
+       ""
+       "in vec4 aTexCoords;"
+       ""
+       "void main()"
+       "{"
+               "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*0.6 + (noise_sample.x*2.7+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(0.0,0.0,0.0,shadow), vec4(marble_comp,1.0), circle_factor );"
+               
+               "FragColor = colour_comp;"
+       "}"
+       ,
+       UNIFORMS({ "uTexMain", "uColour", "uOffset", "uPv", "uTexOffset" })
+)
+
+SHADER_DEFINE( shader_tile_main,
+       // VERTEX
+       "layout (location=0) in vec2 a_co;"
+       "uniform vec4 uOffset;" // Tile x/y, uv x/y
+       "uniform mat3 uPv;"
+       "uniform mat2 uSubTransform;"
+       "uniform float uVisibility;"
+       ""
+       "out vec4 aTexCoords;"
+       "out vec2 aWorldCoords;"
+       ""
+       "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 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) * 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(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;"           
+       "}",
+       
+       // FRAGMENT
+       "out vec4 FragColor;"
+       ""
+       "uniform sampler2D uTexGlyphs;"
+   "uniform sampler2D uTexGlow;"
+       "uniform sampler2D uTexWood;"
+       "uniform float uGhost;"
+       "uniform float uForeground;"
+       "uniform vec2 uMousePos;"
+       "uniform vec4 uColour;"
+   "uniform vec3 uShadowing;"
+   "uniform vec3 uGlowA;"
+   "uniform vec3 uGlowB;"
+       ""
+       "in vec4 aTexCoords;"
+       "in vec2 aWorldCoords;"
+       ""
+       "void main()"
+       "{"
+               //"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 glyph_glow = texture( uTexGlow, aTexCoords.xy );"
+               "vec4 wood = texture( uTexWood, aTexCoords.zw );"
+               "vec4 wood_secondary = texture( uTexWood, aTexCoords.zw + 0.25 );"
+               "vec3 wood_comp = mix( wood_secondary.rgb * uShadowing, 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( uShadowing, vec3(1.0,1.0,1.0), glyph.r );"
+               
+               "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 );"
+      "vec4 glow_comp = vec4(glyph_glow.b*uGlowA+glyph_glow.g*uGlowB,0.0);"
+               
+               "FragColor = mix( output_regular, output_ghost, uGhost )*uColour + glow_comp;"
+       "}"
+       ,
+       UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform", "uGhost", "uMousePos", 
+         "uColour", "uForeground", "uVisibility", "uShadowing", "uTexGlow",
+         "uGlowA", "uGlowB" })
+)
+
+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()"
+       "{"
+               "vec4 data_this_tile = texture( uTexMain, aTexCoords );"
+
+               "float ao_accum = 0.0;"
+
+      "vec2 random_noise;"
+
+               "for( int i=0; i<10; ++i )"
+               "{"
+                       "random_noise = (texture( uSamplerNoise, aTexCoords * 10.0 + float(i) * 0.2 ).xy - vec2( 0.5, 0.5 )) * uVariance;"
+                       "vec4 background = texture( uTexMain, aTexCoords + random_noise );"
+         "float height_diff = min(data_this_tile.r - background.r,0.0);"
+
+                       "ao_accum += height_diff * clamp((1.0 - length( random_noise )), 0.0, 1.0);"
+               "}"
+               "ao_accum *= 0.15;"
+               
+#if 0
+               "vec3 colour_main = mix( vec3( 0.369768, 0.3654, 0.42 ), vec3( 0.275, 0.388, 0.553 ), data_this_tile.g * uVisibility );"
+#endif
+
+               "vec2 square_coords = fract( aTexCoords * 64.0 );"
+               "vec2 grid_coords = abs( square_coords - 0.5 );"
+      "float gridline = step( 0.49, max(grid_coords.x,grid_coords.y) );"
+
+               "vec3 colour_main = mix( vec3( 0.14 ) + random_noise.x*0.5, vec3( 0.1 ) + gridline*0.02, data_this_tile.g * uVisibility );"
+               "FragColor = vec4( colour_main + ao_accum*0.05, 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_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" })
+)
+
+SHADER_DEFINE( shader_post_darken,
+   "layout (location=0) in vec2 a_co;"
+       "out vec2 aTexCoords;"
+       ""
+       "void main()"
+       "{"
+               "gl_Position = vec4( a_co * 2.0 - 1.0, 0.0, 1.0 );"
+               "aTexCoords = a_co;"
+       "}",
+
+       "uniform sampler2D uTexMain;"
+       "out vec4 FragColor;"
+       ""
+       "in vec2 aTexCoords;"
+       ""
+       "void main()"
+       "{"
+               "vec4 texture_sample = texture( uTexMain, aTexCoords );"
+               "FragColor = vec4(pow(texture_sample.rgb,vec3(2.2)), 1.0);"
+       "}"
+   ,
+   UNIFORMS({"uTexMain"})
+)
+
+SHADER_DEFINE( shader_post_blur,
+   "layout (location=0) in vec2 a_co;"
+       "out vec2 aTexCoords;"
+       ""
+       "void main()"
+       "{"
+               "gl_Position = vec4( a_co * 2.0 - 1.0, 0.0, 1.0 );"
+               "aTexCoords = a_co;"
+       "}",
+
+       "uniform sampler2D uTexMain;"
+   "uniform vec2 uDir;"
+       "out vec4 FragColor;"
+       ""
+       "in vec2 aTexCoords;"
+       ""
+       "void main()"
+       "{"
+      "vec4 colour = vec4(0.0);"
+
+      "vec2 off1 = vec2(1.411764705882353)  * uDir;"
+      "vec2 off2 = vec2(3.2941176470588234) * uDir;"
+      "vec2 off3 = vec2(5.176470588235294)  * uDir;"
+      "colour += texture2D( uTexMain, aTexCoords ) * 0.1964825501511404;"
+      "colour += texture2D( uTexMain, aTexCoords + off1 ) * 0.2969069646728344;"
+      "colour += texture2D( uTexMain, aTexCoords - off1 ) * 0.2969069646728344;"
+      "colour += texture2D( uTexMain, aTexCoords + off2 ) * 0.09447039785044732;"
+      "colour += texture2D( uTexMain, aTexCoords - off2 ) * 0.09447039785044732;"
+      "colour += texture2D( uTexMain, aTexCoords + off3 ) * 0.010381362401148057;"
+      "colour += texture2D( uTexMain, aTexCoords - off3 ) * 0.010381362401148057;"
+               "FragColor = colour;"
+       "}"
+   ,
+   UNIFORMS({"uTexMain","uDir"})
+)
+
+SHADER_DEFINE( shader_post_comp,
+   "layout (location=0) in vec2 a_co;"
+       "out vec2 aTexCoords;"
+       ""
+       "void main()"
+       "{"
+               "gl_Position = vec4( a_co * 2.0 - 1.0, 0.0, 1.0 );"
+               "aTexCoords = a_co;"
+       "}",
+
+       "uniform sampler2D uTexMain;"
+   "uniform sampler2D uTexBloom;"
+   "uniform vec2 uComp;" /* x: bloom, y: vignette */
+       "out vec4 FragColor;"
+       ""
+       "in vec2 aTexCoords;"
+       ""
+       "void main()"
+       "{"
+               "vec4 texture_sample = texture( uTexMain, aTexCoords );"
+      "vec4 bloom_sample = texture( uTexBloom, aTexCoords );"
+      
+      "vec2 vigCoord = aTexCoords - 0.5;"
+      "float vig = pow(1.0 - dot( vigCoord, vigCoord ), 2.0);"
+      
+               "FragColor = (texture_sample + bloom_sample*0.3*uComp.x)"
+                  " * max(uComp.y, vig);"
+       "}"
+   ,
+   UNIFORMS({"uTexMain", "uTexBloom", "uComp"})
+)
+
+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_sprite );
+   SHADER_INIT( shader_post_darken );
+   SHADER_INIT( shader_post_comp );
+   SHADER_INIT( shader_post_blur );
+}
+
+/*
+       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
+{
+   // Basic info
+   int serial_id;
+
+       const char *map_name;
+       const char *title;
+       const char *description;
+       
+   const char *achievement;
+       
+       int _unlock, _linked;   // When completed, unlock this level
+       int is_tutorial;
+
+   // Aesthetic
+   struct world_string
+   {
+      enum placement
+      {
+         k_placement_top,
+         k_placement_bottom
+      }
+      placement;
+
+      const char *str;
+   }
+   strings[2];
+
+   // Persistent stats
+       int unlocked;
+       int completed_score;
+
+   // Runtime
+       struct world_button btn;
+       struct cmp_level *unlock, *linked;
+
+       #ifdef VG_STEAM
+       SteamLeaderboard_t steam_leaderboard;
+       #endif
+};
+
+static struct cmp_level cmp_levels_tutorials[] = 
+{
+       { 
+      0, "cmp_t01", "PRINCIPLE 1", "",
+               ._unlock = 1,
+               .is_tutorial = 1
+       },
+       { 
+      1, "cmp_t02", "PRINCIPLE 2", "",
+               ._unlock = 2,
+               .is_tutorial = 1,
+       },
+       {
+      2, "cmp_t03", "PRINCIPLE 3", "",
+               ._unlock = 12,
+               .is_tutorial = 1
+       },
+       {
+      12, "cmp_t04", "PRINCIPLE 4", "",
+               ._unlock = 6,
+               .is_tutorial = 1,
+               .achievement = "TUTORIALS"
+       },
+       {
+      15, "cmp_b10", "PRINCIPLE 5", "",
+               ._unlock = 16,
+               .is_tutorial = 1
+       },
+       {
+      17, "cmp_b11", "PRINCIPLE 6", "(Right click)",
+               ._unlock = 18,
+               .is_tutorial = 1
+       },
+   {
+      26, "cmp_p7", "PRINCIPLE 7", "Emitters",
+      ._unlock = 27,
+      ._linked = 13,
+      .is_tutorial = 1
+   }
+};
+
+static struct cmp_level cmp_levels_basic[] =
+{
+       {
+      6, "cmp_b04", "PATCH", "",
+               ._unlock = 7,
+               ._linked = 3
+       },
+       {
+      3, "cmp_b01", "SUBDIVISION 1", "",
+               ._linked = 4,
+               ._unlock = 5
+       },
+       {
+      4, "cmp_b02", "SUBDIVISION 2", "",
+               ._unlock = 7
+       },
+       {
+      5, "cmp_b03", "RESTRUCTURE", "",
+               ._unlock = 8,
+      ._linked = 31
+       },
+   {
+      31, "cmp_121", "1-2-1", "",
+      ._unlock = 8
+   },
+       {
+      7, "cmp_b05", "PATTERNS 1", "",
+               ._unlock = 15,
+               ._linked = 8
+       },
+       {
+      8, "cmp_b06", "PATTERNS 2", "",
+               ._unlock = 15
+       },
+       {
+      16, "cmp_routing", "ROUTING PROBLEM", "",
+               ._linked = 9
+       },
+       {
+      9, "cmp_b07", "MIGHTY CONSUMER", "",
+               ._linked = 10,
+               ._unlock = 11,
+               .achievement = "MIGHTY_CONSUMER"
+       },
+       {
+      10, "cmp_b08", "SHIFT", "",
+               ._unlock = 17
+       },
+       {
+      11, "cmp_b09", "REVERSE", "",
+               ._unlock = 17
+       },
+       {
+      18, "cmp_not", "NOT GATE", "",
+               ._linked = 19,
+               ._unlock = 20
+       },
+       {
+      19, "cmp_and", "AND GATE", "",
+               ._unlock = 20
+       },
+       {
+      20, "cmp_xor", "QUALIFICATION PROJECT", "",
+               ._unlock = 26,
+               .achievement = "GRADUATE"
+       },
+   {
+      27, "cmp_expander", "EXPAND", "",
+      ._unlock = 28
+   },
+   {
+      28, "cmp_pattern3", "PATTERNS 3", "",
+      ._linked = 29
+   },
+   {
+      29, "cmp_routing2", "ROUTING PROBLEM 2", "Spaghetti!",
+      ._linked = 30,
+      ._unlock = 32
+   },
+   {
+      30, "cmp_exact5", "EXACTLY 5", "",
+      ._unlock = 32
+   },
+   {
+      32, "cmp_3and2", "THREE AND FOUR", "",
+      ._linked = 34
+   },
+   {
+      34, "doublex2", "DOUBLE DOUBLE", "Delay & repeat",
+      ._linked = 35
+   },
+   {
+      35, "oddoreven", "ODD OR EVEN", ""
+   }
+};
+
+static struct cmp_level cmp_levels_grad[] =
+{
+       {
+      13, "cmp_i01", "SORT", "",
+               ._linked = 14
+       },
+       {
+      14, "cmp_i02", "THIRDS", "",
+               ._linked = 21
+       },
+       {
+      21, "cmp_grad", "SIMPLE ADDITION", "",
+               ._linked = 22,
+               ._unlock = 23
+       },
+       {
+      22, "cmp_secret", "SECRET CODE", "",
+               ._unlock = 23
+       }
+};
+
+static struct cmp_level cmp_levels_computer[] = 
+{
+       {
+      23, "cmp_binary", "3 BIT BINARY", "Convert amount to binary",
+               ._unlock = 24,
+      .strings =
+      {
+         {
+            .placement = k_placement_bottom,
+            .str = 
+"\t\t\t\t\t\t\t\t\t\t\x83                   \x84\n"
+"\t\t\t\t\t\t\t\t\t\t\x83                   \x84 Binary\n"
+"\t\t\t\t\t\t\t\t\t\t\x83 4       2       1 \x84"
+         },
+         {
+            .placement = k_placement_top,
+            .str =
+"\n"
+"\t\t\t\t\t\t\t\t\t\t\t Count"
+         }
+      }
+       },
+       {
+      24, "cmp_add3b", "3 BIT ADDER", "Binary addition",
+               ._unlock = 25,
+      .strings = 
+      {
+         {
+            .placement = k_placement_top,
+            //.str ="\t\t\t\t\t\t\t\t\t|      NUMBER A     |       |      NUMBER B     |\n"
+            .str =""
+"\t\t\t\t\t\t\t\t\t\x8A 4       2       1 \x8B       \x8A 4       2       1 \x8B\n"
+"\t\t\t\t\t\t\t\t\t\x83                   \x84  add  \x83                   \x84\n"
+"\t\t\t\t\t\t\t\t\t\x83                   \x84       \x83                   \x84"
+         },
+         {
+            .placement = k_placement_bottom,
+            .str =
+"\t\t\t\x83                           \x84\n"
+"\t\t\t\x83                           \x84 result a+b\n"
+"\t\t\t\x83 8       4       2       1 \x84"
+         }
+      }
+       },
+       {
+      25, "cmp_plot3x3", "3x3 PLOT", "2 bit x/y",
+      ._unlock = 33,
+      .strings =
+      {
+         {
+            .placement = k_placement_top,
+            .str=
+"\t\t\t\t\t\t\t\t\x8A 2       1 \x8B           \x8A 2       1 \x8B\n"
+"\t\t\t\t\t\t\t\t\x83           \x84 X       Y \x83           \x84\n"
+"\t\t\t\t\t\t\t\t\x83           \x84           \x83           \x84"
+         }
+      }
+       },
+       {
+      33, "compactxor", "Compact XOR", "",
+      .strings =
+      {
+         {
+            .placement = k_placement_top,
+            .str=
+"\t\t\t\t\x8A                   \x8B   \x8A                   \x8B\n"
+"\t\t\t\t\x83                   \x84""A B\x83                   \x84\n"
+"\t\t\t\t\x83                   \x84   \x83                   \x84"
+         },
+         {
+            .placement = k_placement_bottom,
+            .str =
+"\t\t\t\x83                   \x84\n"
+"\t\t\t\x83                   \x84 result a xor b\n"
+"\t\t\t\x83                   \x84"
+         }
+      }
+       }
+};
+
+#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;
+   const char *title;
+       int count;
+
+       v3f primary_colour;
+       v2i origin;
+       v2i dims;
+} 
+career_packs[] =
+{
+       {
+               .pack = cmp_levels_tutorials,
+      .title = "",
+               .count = vg_list_size( cmp_levels_tutorials ),
+               .primary_colour = { 0.204f, 0.345f, 0.553f },
+               .origin = { -4, -2 },
+               .dims = { 1, 7 }
+       },
+       {
+               .pack = cmp_levels_basic,
+      .title = "\x8C\x8D"" Core",
+               .count = vg_list_size( cmp_levels_basic ),
+               .primary_colour = { 0.304f, 0.245f, 0.553f },
+               .origin = { -3, -2 },
+               .dims = { 3, 7 }
+       },
+       {
+               .pack = cmp_levels_grad,
+      .title = "\x8C\x8E"" Challenge",
+               .count = vg_list_size( cmp_levels_grad ),
+               .primary_colour = { 0.75f, 0.23f, 0.39f },
+               .origin = { -4, 5 },
+               .dims = { 4, 1 }
+       },
+       {
+               .pack = cmp_levels_computer,
+      .title = "\x8C\x8F"" 3 Bit computer\n\n (preview)",
+               .count = vg_list_size( cmp_levels_computer ),
+               .primary_colour = { 0.75f, 0.14f, 0.1f },
+               .origin = { -4, 6 },
+               .dims = { 4, 1 }
+       }
+};
+
+// Setup pointers and that
+static void career_local_data_init(void)
+{
+       struct cmp_level *level_ptrs[ NUM_CAMPAIGN_LEVELS ];
+       for( int i = 0; i < NUM_CAMPAIGN_LEVELS; i ++ )
+      level_ptrs[i] = NULL;
+
+       // 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 ++ )
+      {
+         int id = set->pack[j].serial_id;
+
+         if( level_ptrs[ id ] )
+            vg_error( "Serial id %u already used!\n", id );
+         else
+                          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];
+
+         if( lvl->_unlock >= NUM_CAMPAIGN_LEVELS ||
+             lvl->_linked >= NUM_CAMPAIGN_LEVELS )
+         {
+            vg_error( "_unlock / _linked out of range (%d, %d)\n",
+               lvl->_unlock, lvl->_linked );
+         }
+         else
+         {
+                          lvl->unlock = lvl->_unlock? level_ptrs[ lvl->_unlock ]: NULL;
+                          lvl->linked = lvl->_linked? level_ptrs[ lvl->_linked ]: NULL;
+         }
+               }
+       }
+}
diff --git a/fishladder_vg1.c b/fishladder_vg1.c
new file mode 100644 (file)
index 0000000..003505b
--- /dev/null
@@ -0,0 +1,4335 @@
+#define MARBLE_COMP_VERSION 4
+
+enum world_button_mode
+{
+       k_world_button_mode_once,
+       k_world_button_mode_toggle
+};
+
+struct world_button
+{
+       v2i position;
+
+       float light_target, light, extra_light;
+       int state;
+
+       enum world_button_mode mode;
+};
+
+enum world_button_status
+{
+       k_world_button_on_enable,
+       k_world_button_on_disable
+};
+
+#include "fishladder_resources_vg1.h"
+
+#if 0
+ #define STEAM_LEADERBOARDS
+#endif
+
+enum cell_type
+{
+       k_cell_type_stub = 0,
+       k_cell_type_ramp_right = 3,
+       k_cell_type_ramp_left = 6,
+       k_cell_type_split = 7,
+       k_cell_type_merge = 13,
+       k_cell_type_con_r = 1,
+       k_cell_type_con_u = 2,
+       k_cell_type_con_l = 4,
+       k_cell_type_con_d = 8
+};
+
+enum e_fish_state
+{
+       k_fish_state_soon_dead = -1,
+       k_fish_state_dead = 0,
+       k_fish_state_alive,
+       k_fish_state_bg,
+       k_fish_state_soon_alive
+};
+
+enum e_world_button
+{
+       k_world_button_none = -1,
+       k_world_button_sim = 0,
+       k_world_button_pause = 1,
+       k_world_button_speedy = 2,
+       k_world_button_settings = 3
+};
+
+enum e_game_state
+{
+       k_game_state_main,
+       k_game_state_settings,
+   k_game_state_update
+};
+
+#define FLAG_CANAL             0x1
+#define FLAG_IS_TRIGGER 0x2
+#define FLAG_RESERVED0         0x4
+#define FLAG_RESERVED1         0x8
+
+#define FLAG_4B_GROUP (FLAG_CANAL|FLAG_IS_TRIGGER|FLAG_RESERVED0|FLAG_RESERVED1)
+
+#define FLAG_INPUT             0x10
+#define FLAG_OUTPUT            0x20
+#define FLAG_WALL              0x40
+#define FLAG_EMITTER           0x80
+
+#define FLAG_FLIP_FLOP         0x100
+#define FLAG_TRIGGERED         0x200
+#define FLAG_FLIP_ROTATING 0x400
+#define FLAG_TARGETED  0x800
+
+#define FLAG_INPUT_NICE 0x1000
+
+/*
+       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=
+               |          |    |     |    |     |    |
+*/
+
+static struct cell_description
+{
+       v2i start;
+       v2i end;
+       
+       int is_special;
+       int is_linear;
+       
+       v2f trigger_pos;
+   enum sprites_auto_combine_index trigger_sprite;
+}
+cell_descriptions[] =
+{
+   /* 0-3 */
+       { .trigger_pos = { 0.5f, 0.25f }, .trigger_sprite = k_sprite_brk_d },
+       { .start = {  1,  0 }, .end = { -1,  0 }, .trigger_pos = { 0.5f, 0.25f }, 
+      .trigger_sprite = k_sprite_brk_d },
+       { .start = {  0,  1 }, .end = {  0, -1 }, .trigger_pos = { 0.25f, 0.5f }, 
+      .trigger_sprite = k_sprite_brk_l },
+       { .start = {  0,  1 }, .end = {  1,  0 }, .trigger_pos = { 0.25f, 0.5f }, 
+      .trigger_sprite = k_sprite_brk_l },
+       /* 4-7 */
+       { .start = { -1,  0 }, .end = {  1,  0 }, .trigger_pos = { 0.5f, 0.25f }, 
+      .trigger_sprite = k_sprite_brk_d },
+       { .start = { -1,  0 }, .end = {  1,  0 }, .trigger_pos = { 0.5f, 0.25f }, 
+      .trigger_sprite = k_sprite_brk_d, .is_linear = 1 },
+       { .start = {  0,  1 }, .end = { -1,  0 }, .trigger_pos = { 0.5f, 0.25f }, 
+      .trigger_sprite = k_sprite_brk_d },
+       { .start = {  0,  1 }, .is_special = 1 },
+   /* 8-11 */
+       { .start = {  0, -1 }, .end = {  0,  1 }, .trigger_pos = { 0.25f, 0.5f }, 
+      .trigger_sprite = k_sprite_brk_l },
+       { .start = {  1,  0 }, .end = {  0, -1 }, .trigger_pos = { 0.25f, 0.5f }, 
+      .trigger_sprite = k_sprite_brk_l },
+       { .start = {  0,  1 }, .end = {  0, -1 }, .trigger_pos = { 0.25f, 0.5f }, 
+      .trigger_sprite = k_sprite_brk_l, .is_linear = 1 },
+       { },
+   /* 12-15 */
+       { .start = { -1,  0 }, .end = {  0, -1 }, .trigger_pos = { 0.5f, 0.75f }, 
+      .trigger_sprite = k_sprite_brk_u },
+       { .end = { 0, -1 }, .is_special = 1, .trigger_pos = { 0.5f, 0.75f }, 
+      .trigger_sprite = k_sprite_brk_u },
+       { },
+       { }
+};
+
+v2f const curve_3[] = {{0.5f,1.0f},{0.5f,0.625f},{0.625f,0.5f},{1.0f,0.5f}};
+v2f const curve_6[] = {{0.5f,1.0f},{0.5f,0.625f},{0.375f,0.5f},{0.0f,0.5f}};
+v2f const curve_9[] = {{1.0f,0.5f},{0.625f,0.5f},{0.5f,0.375f},{0.5f,0.0f}};
+v2f const curve_12[]= {{0.0f,0.5f},{0.375f,0.5f},{0.5f,0.375f},{0.5f,0.0f}};
+
+v2f const curve_1[] = {{1.0f,0.5f},{0.8f,0.5f},{0.3f,0.5f},{0.2f,0.5f}};
+v2f const curve_4[] = {{0.0f,0.5f},{0.3f,0.5f},{0.5f,0.5f},{0.8f,0.5f}};
+v2f const curve_2[] = {{0.5f,1.0f},{0.5f,0.8f},{0.5f,0.3f},{0.5f,0.2f}};
+v2f const curve_8[] = {{0.5f,0.0f},{0.5f,0.3f},{0.5f,0.5f},{0.5f,0.8f}};
+
+v2f const curve_7[] = 
+   {{0.5f,0.8438f},{0.875f,0.8438f},{0.625f,0.5f},{1.0f,0.5f}};
+v2f const curve_7_1[] = 
+   {{0.5f,0.8438f},{1.0f-0.875f,0.8438f},{1.0-0.625f,0.5f},{0.0f,0.5f}};
+
+float const curve_7_linear_section = 0.1562f;
+
+struct mesh
+{
+       GLuint vao, vbo;
+       u32 elements;
+};
+
+#define EFFECT_BUFFER_RATIO 4
+
+static struct world
+{
+       /* Things that are 'static', aka, initialized once */
+       struct
+       {
+               struct world_button buttons[4];
+               float zoom;
+               enum e_game_state state;
+
+               struct cmp_level *lvl_to_load;
+               float lvl_load_time;
+
+               float world_transition;
+      ui_ctx world_text;
+
+      GLuint framebuffer,
+             colourbuffer,
+             bloomframebuffer[2], /* Quater res */
+             bloomcolourbuffer[2];
+       }
+       st;
+
+       struct cell
+       {
+               u16 state;
+               u16 links[2];
+               u8 config;
+      i8 emit[2];
+
+      v3f glow[2];
+       }
+       *data;
+
+       struct render_cmd
+       {
+               struct cell *ptr;
+               v2i pos;
+       } 
+       *cmd_buf_tiles, *cmd_buf_specials;
+
+       u32 tile_count, tile_special_count, max_commands;
+       
+       int initialzed;
+       int sim_run, max_runs;
+
+       int sim_frame, sim_target;
+       float sim_internal_time,
+               sim_internal_delta,
+               sim_internal_ref,
+               sim_delta_ref,
+               sim_delta_speed,
+               frame_lerp,
+               pause_offset_target;
+       
+       struct cell_terminal
+       {
+               struct terminal_run
+               {
+                       i8 steps[8];
+                       i8 recieved[8];
+                       
+                       int step_count, recv_count;
+               }
+               runs[8];
+               
+               int run_count;
+               v2i pos;
+       }
+       *io;    
+       
+       int w, h;
+       
+       struct mesh shapes;
+       struct mesh_wire
+       {
+               GLuint vao, vbo, ebo;
+               u32 em;
+       } 
+       wire;
+       
+       GLuint background_data;
+       GLuint random_samples;
+       
+       int selected, tile_x, tile_y;
+       v2f tile_pos;
+       
+       struct fish
+       {
+               v2i pos;
+               v2i dir;
+               enum e_fish_state state;
+               i8 colour;
+               int flow_reversed;
+               float death_time;
+               v2f physics_v;
+               v2f physics_co;
+       }
+       fishes[64];
+       
+       int num_fishes;
+       
+       char map_name[64];
+       struct cmp_level *pCmpLevel;
+       
+       u32 score;
+       u32 completed;
+       u32 time;
+       
+       u16 id_drag_from;
+       v2f drag_from_co;
+       v2f drag_to_co;
+}
+world = 
+{
+       .st = 
+       {
+               .buttons = { { .mode = k_world_button_mode_toggle },
+                       { .mode = k_world_button_mode_toggle },
+                       { .mode = k_world_button_mode_toggle },
+                       { .mode = k_world_button_mode_toggle } }
+       },
+   .selected = -1
+};
+
+static void colour_code_v3( i8 cc, v3f target );
+static int hash21i( v2i p, u32 umod );
+
+/* 
+ * Mesh functions
+ */
+static void init_mesh( struct mesh *m, float const *tris, u32 length );
+static void free_mesh( struct mesh *m );
+static void use_mesh( struct mesh *m );
+static void draw_mesh( int const start, int const count );
+
+/* 
+ * World buttons
+ */
+static void level_selection_buttons(void);
+
+/*
+ * Map/world interface
+ */
+static void map_free(void);
+static void io_reset(void);
+static struct cell *pcell( v2i pos );
+static void lcell( int id, v2i pos );
+static void map_reclassify( v2i start, v2i end, int update_texbuffer );
+static void gen_level_text(void);
+static int map_load( const char *str, const char *name );
+static void map_serialize( FILE *stream );
+
+/*
+ * Career
+ */
+static void career_serialize(void);
+static void career_unlock_level( struct cmp_level *lvl );
+static void career_unlock_level( struct cmp_level *lvl );
+static void career_pass_level( struct cmp_level *lvl, int score, int upload );
+static void career_reset_level( struct cmp_level *lvl );
+static void career_load(void);
+static void clear_animation_flags(void);
+
+/*
+ * Gameplay main
+ */
+static void simulation_stop(void);
+static void simulation_start(void);
+static int world_check_pos_ok( v2i co, int dist );
+static int cell_interactive( v2i co );
+
+static void render_tiles( v4f const regular_colour, 
+      v4f const selected_colour, int with_glow );
+static void render_tile_block( v2i start, v2i end, v4f const regular_colour, 
+      v4f const selected_colour );
+
+#ifdef STEAM_LEADERBOARDS
+void leaderboard_set_score( struct cmp_level *cmp_level, u32 score );
+void leaderboard_dispatch_score(void);
+void leaderboard_found( LeaderboardFindResult_t *pCallback );
+void leaderboard_downloaded( LeaderboardScoresDownloaded_t *pCallback );
+void leaderboard_set_score( struct cmp_level *cmp_level, u32 score );
+#endif
+
+static int console_credits( int argc, char const *argv[] );
+static int console_save_map( int argc, char const *argv[] );
+static int console_load_map( int argc, char const *argv[] );
+static int console_changelevel( int argc, char const *argv[] );
+
+void vg_render(void);
+void vg_ui(void);
+void vg_update(void);
+void vg_start(void);
+void vg_free(void);
+int main( int argc, char *argv[] );
+
+/*
+ * Globals -- runtime
+ */
+m3x3f m_projection;
+m3x3f m_view;
+m3x3f m_mdl;
+
+static int colour_set_id = 0;
+static int world_theme_id = 0;
+static int enable_bloom = 1;
+static int enable_vignette = 1;
+static float music_volume = 1.0f;
+
+static void music_volume_update(void)
+{
+   sfx_vol_fset( &audio_volume_music, music_volume );
+}
+
+static v3f colour_sets[][4] =
+{
+       { { 1.0f, 0.9f, 0.3f },
+         { 0.4f, 0.8f, 1.00f },
+         { 0.2f, 0.9f, 0.14f },
+         { 0.882f, 0.204f, 0.922f }
+       },
+       { { 1.0f, 0.9f, 0.3f },
+         { 0.4f, 0.8f, 1.00f },
+         { 0.85f, 0.85f, 0.85f },
+         { 0.2f, 0.2f, 0.2f }
+       },
+       { { 1.0f, 0.9f, 0.3f },
+         { 0.827f, 0.373f, 0.718f },
+         { 0.0f, 0.353f, 0.71f },
+         { 0.863f, 0.196f, 0.125f }
+       },
+};
+
+static struct world_theme
+{
+   const char *name;
+   v3f col_shadow;
+
+   vg_tex2d *tex_tiles;
+}
+world_themes[] =
+{
+   {
+      "Minimal",
+      { 0.6f, 0.6f, 0.6f },
+      &tex_tiles_min
+   },
+   {
+      "Wood",
+      { 0.89f, 0.8f, 0.7f },
+      &tex_tiles_wood
+   },
+   {
+      "Lab",
+      { 0.7f, 0.7f, 0.7f },
+      &tex_tiles_lab
+   }
+};
+
+static void colour_code_v3( i8 cc, v3f target )
+{
+   if( (cc >= 0) && (cc < vg_list_size( colour_sets[0] )) )
+   {
+      v3_copy( colour_sets[colour_set_id][ cc ], target );
+      return;
+   }
+       
+   vg_error( "Invalid colour code used '%d'\n", (int)cc );
+       v3_copy( (v3f){0.0f,0.0f,0.0f}, target );
+}
+
+static int hash21i( v2i p, u32 umod )
+{
+static const int random_noise[] = {
+0x46,0xD5,0xB8,0xD3,0xF2,0xE5,0xCC,0x07,0xD0,0xB3,0x7A,0xA2,0xC3,0xDA,0xDC,0x7F,
+0xE0,0xB7,0x42,0xA0,0xBF,0x41,0x92,0x32,0x6F,0x0D,0x45,0xC7,0x54,0xDB,0x30,0xC2,
+0xD5,0xDA,0x55,0x09,0xDE,0x74,0x48,0x20,0xE1,0x24,0x5C,0x4D,0x6F,0x36,0xD8,0xE9,
+0x8D,0x8F,0x54,0x99,0x98,0x51,0xFE,0xDB,0x26,0x04,0x65,0x57,0x56,0xF3,0x53,0x30,
+0x3D,0x16,0xC0,0xB6,0xF2,0x47,0xCF,0x62,0xB0,0x6C,0x8F,0x4F,0x8C,0x4C,0x17,0xF0,
+0x19,0x7E,0x2D,0x81,0x8D,0xFB,0x10,0xD3,0x49,0x50,0x60,0xFD,0x38,0x15,0x3B,0xEE,
+0x05,0xC1,0xCF,0x62,0x97,0x75,0xDF,0x4E,0x4D,0x89,0x5E,0x88,0x5C,0x30,0x8C,0x54,
+0x1D,0x39,0x41,0xEA,0xA2,0x63,0x12,0x1B,0x8E,0x35,0x22,0x9B,0x98,0xA3,0x7F,0x80,
+0xD6,0x27,0x94,0x66,0xB5,0x1D,0x7E,0xDF,0x96,0x28,0x38,0x3A,0xA0,0xE8,0x71,0x09,
+0x62,0x5E,0x9D,0x53,0x58,0x1B,0x7D,0x0D,0x2D,0x99,0x77,0x83,0xC3,0x89,0xC2,0xA2,
+0xA7,0x1D,0x78,0x80,0x37,0xC1,0x87,0xFF,0x65,0xBF,0x2C,0xF1,0xE5,0xB3,0x09,0xE0,
+0x25,0x92,0x83,0x0F,0x8A,0x57,0x3C,0x0B,0xC6,0xBC,0x44,0x16,0xE3,0xCE,0xC3,0x0D,
+0x69,0xD3,0xC6,0x99,0xB8,0x46,0x44,0xC4,0xF3,0x1E,0xBF,0xF5,0xB4,0xDB,0xFB,0x93,
+0xA1,0x7B,0xC9,0x08,0x77,0x22,0xE5,0x02,0xEF,0x9E,0x90,0x94,0x8A,0xA6,0x3D,0x7E,
+0xA2,0xA0,0x10,0x82,0x47,0x5C,0xAA,0xF8,0x2F,0x0D,0x9F,0x76,0xDA,0x99,0x0F,0xCB,
+0xE2,0x02,0x0C,0x75,0xCA,0x35,0x29,0xA6,0x49,0x83,0x6D,0x91,0xB4,0xEC,0x31,0x69,
+0xBA,0x13,0xF3,0xC7,0x21,0x06,0xC8,0x79,0xEF,0xB1,0x9C,0x6A,0xEE,0x64,0x9A,0xDC,
+0x1E,0xC6,0x18,0x93,0xA9,0x7E,0x89,0x7D,0x96,0xE5,0x44,0xB8,0x00,0x15,0xAF,0x8C,
+0x78,0x8F,0xA8,0x05,0xA7,0x07,0x25,0x9A,0xC8,0x5D,0x90,0x1A,0x41,0x53,0x30,0xD3,
+0x24,0x33,0x71,0xB4,0x50,0x6E,0xE4,0xEA,0x0D,0x2B,0x6D,0xF5,0x17,0x08,0x74,0x49,
+0x71,0xC2,0xAC,0xF7,0xDC,0xB2,0x7E,0xCC,0xB6,0x1B,0xB8,0xA9,0x52,0xCF,0x6B,0x51,
+0xD2,0x4E,0xC9,0x43,0xEE,0x2E,0x92,0x24,0xBB,0x47,0x4D,0x0C,0x3E,0x21,0x53,0x19,
+0xD4,0x82,0xE2,0xC6,0x93,0x85,0x0A,0xF8,0xFA,0x04,0x07,0xD3,0x1D,0xEC,0x03,0x66,
+0xFD,0xB1,0xFB,0x8F,0xC5,0xDE,0xE8,0x29,0xDF,0x23,0x09,0x9D,0x7C,0x43,0x3D,0x4D,
+0x89,0xB9,0x6F,0xB4,0x6B,0x4A,0x51,0xC3,0x94,0xF4,0x7C,0x5E,0x19,0x87,0x79,0xC1,
+0x80,0x0C,0x45,0x12,0xEC,0x95,0xF3,0x31,0x68,0x42,0xE1,0x06,0x57,0x0E,0xA7,0xFB,
+0x78,0x96,0x87,0x23,0xA5,0x20,0x7A,0x09,0x3A,0x45,0xE6,0xD9,0x5E,0x6A,0xD6,0xAA,
+0x29,0x50,0x92,0x4E,0xD0,0xB5,0x91,0xC2,0x9A,0xCF,0x07,0xFE,0xB2,0x15,0xEB,0xE4,
+0x84,0x40,0x14,0x47,0xFA,0x93,0xB9,0x06,0x69,0xDB,0xBD,0x4E,0xEA,0x52,0x9B,0xDE,
+0x5B,0x50,0x36,0xAB,0xB3,0x1F,0xD2,0xCD,0x9C,0x13,0x07,0x7E,0x8B,0xED,0x72,0x62,
+0x74,0x77,0x3B,0x88,0xAC,0x5B,0x6A,0xBC,0xDA,0x99,0xE8,0x24,0x90,0x5A,0xCA,0x8D,
+0x5C,0x2B,0xF8,0xF1,0xE1,0x1D,0x94,0x11,0xEA,0xCC,0x02,0x09,0x1E,0xA2,0x48,0x67,
+0x87,0x5A,0x7E,0xC6,0xCC,0xA3,0xFB,0xC5,0x36,0xEB,0x5C,0xE1,0xAF,0x1E,0xBE,0xE7,
+0xD8,0x8F,0x70,0xAE,0x42,0x05,0xF5,0xCD,0x2D,0xA2,0xB0,0xFD,0xEF,0x65,0x2C,0x22,
+0xCB,0x8C,0x8B,0xAA,0x3D,0x86,0xE2,0xCD,0xBE,0xC3,0x42,0x38,0xE3,0x9C,0x08,0xB5,
+0xAE,0xBD,0x54,0x73,0x83,0x70,0x24,0x47,0xCA,0x4C,0x04,0xC4,0xE0,0x1D,0x40,0xED,
+0xF4,0x2B,0x50,0x8E,0x97,0xB3,0xF0,0xA6,0x76,0xDB,0x49,0x30,0xE5,0xD9,0x71,0x07,
+0xB2,0xF1,0x0F,0xD6,0x77,0xAA,0x72,0xC0,0xAF,0x66,0xD8,0x40,0xC6,0x08,0x19,0x8C,
+0xD9,0x8F,0x5A,0x75,0xAC,0xBE,0xC2,0x40,0x5B,0xBD,0x0D,0x1D,0x00,0xAF,0x26,0x5E,
+0x78,0x43,0xAA,0xC6,0x4F,0xF3,0xD8,0xE2,0x7F,0x0C,0x1E,0x77,0x4D,0x35,0x96,0x23,
+0x32,0x44,0x03,0x8D,0x92,0xE7,0xFD,0x48,0x07,0xD0,0x58,0xFC,0x6D,0xC9,0x91,0x33,
+0xF0,0x23,0x45,0xA4,0x29,0xB9,0xF5,0xB0,0x68,0x8F,0x7B,0x59,0x15,0x8E,0xA6,0x66,
+0x15,0xA0,0x76,0x9B,0x69,0xCB,0x38,0xA5,0xF4,0xB4,0x6B,0xDC,0x1F,0xAB,0xAE,0x12,
+0x77,0xC0,0x8C,0x4A,0x03,0xB9,0x73,0xD3,0x6D,0x52,0xC5,0xF5,0x6E,0x4E,0x4B,0xA3,
+0x24,0x02,0x58,0xEE,0x5F,0xF9,0xD6,0xD0,0x1D,0xBC,0xF4,0xB8,0x4F,0xFD,0x4B,0x2D,
+0x34,0x77,0x46,0xE5,0xD4,0x33,0x7B,0x9C,0x35,0xCD,0xB0,0x5D,0x06,0x39,0x99,0xEB,
+0x0C,0xD0,0x0F,0xF7,0x92,0xB5,0x58,0x5B,0x5E,0x79,0x12,0xF4,0x05,0xF6,0x21,0x07,
+0x0B,0x49,0x1A,0xFB,0xD4,0x98,0xC4,0xEF,0x7A,0xD6,0xCA,0xA1,0xDA,0xB3,0x51,0x00,
+0x76,0xEC,0x08,0x48,0x40,0x35,0xD7,0x94,0xBE,0xF5,0x7B,0xA4,0x20,0x81,0x5F,0x82,
+0xF3,0x6F,0x96,0x24,0x98,0xB6,0x49,0x18,0xC8,0xC5,0x8C,0xD2,0x38,0x7F,0xC4,0xF6,
+0xAA,0x87,0xDC,0x73,0x5B,0xA1,0xAF,0xE5,0x3D,0x37,0x6B,0x85,0xED,0x38,0x62,0x7D,
+0x57,0xBD,0xCF,0xB5,0x1B,0xA8,0xBB,0x32,0x33,0xD3,0x34,0x5A,0xC1,0x5D,0xFB,0x28,
+0x6E,0xE1,0x67,0x51,0xBB,0x31,0x92,0x83,0xAC,0xAA,0x72,0x52,0xFD,0x13,0x4F,0x73,
+0xD3,0xF0,0x5E,0xFC,0xBA,0xB1,0x3C,0x7B,0x08,0x76,0x03,0x38,0x1E,0xD1,0xCC,0x33,
+0xA3,0x1E,0xFC,0xE0,0x82,0x30,0x27,0x93,0x71,0x35,0x75,0x77,0xBA,0x78,0x10,0x33,
+0xCD,0xAB,0xCF,0x8E,0xAD,0xF9,0x32,0xC9,0x15,0x9F,0xD6,0x6D,0xA8,0xAE,0xB1,0x3F,
+0x90,0xEB,0xD4,0xF9,0x31,0x81,0xA3,0x53,0x99,0x4B,0x3C,0x93,0x3B,0xFE,0x55,0xFF,
+0x25,0x9F,0xCC,0x07,0xC5,0x2C,0x14,0xA7,0xA4,0x1E,0x6C,0xB6,0x91,0x2A,0xE0,0x3E,
+0x7F,0x39,0x0A,0xD9,0x24,0x3C,0x01,0xA0,0x30,0x99,0x8E,0xB8,0x1D,0xF9,0xA7,0x78,
+0x86,0x95,0x35,0x0E,0x21,0xDA,0x7A,0x7B,0xAD,0x9F,0x4E,0xF6,0x63,0x5B,0x96,0xBB,
+0x87,0x36,0x3F,0xA7,0x1A,0x66,0x91,0xCD,0xB0,0x3B,0xC0,0x4F,0x54,0xD2,0x5F,0xBB,
+0x38,0x89,0x1C,0x79,0x7E,0xA2,0x02,0xE4,0x80,0x84,0x1E,0x33,0xAB,0x74,0xFA,0xBE,
+0x31,0x46,0x2E,0xC5,0x15,0xB9,0x12,0xE9,0xD3,0x73,0x43,0xEA,0x74,0x11,0xA7,0xC0,
+0xD5,0xD8,0x39,0x08,0x9F,0x4F,0xC7,0x71,0x25,0x09,0x51,0x65,0xD6,0xA8,0x02,0x1F
+};
+
+       return random_noise[ (random_noise[p[1] & 1023] + p[0]) & 1023 ] & umod;
+}
+
+static void init_mesh( struct mesh *m, float const *tris, u32 length )
+{
+       m->elements = length/3;
+       glGenVertexArrays( 1, &m->vao );
+       glGenBuffers( 1, &m->vbo );
+       
+       glBindVertexArray( m->vao );
+       glBindBuffer( GL_ARRAY_BUFFER, m->vbo );
+       glBufferData( GL_ARRAY_BUFFER, length*sizeof(float), tris, GL_STATIC_DRAW );
+       
+       glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (void*)0 );
+       glEnableVertexAttribArray( 0 );
+       
+       VG_CHECK_GL();
+}
+
+static void free_mesh( struct mesh *m )
+{
+       glDeleteVertexArrays( 1, &m->vao );
+       glDeleteBuffers( 1, &m->vbo );
+}
+
+static void draw_mesh( int const start, int const count )
+{
+       glDrawArrays( GL_TRIANGLES, start*3, count*3 );
+}
+
+static void use_mesh( struct mesh *m )
+{
+       glBindVertexArray( m->vao );
+}
+
+void leaderboard_set_score( struct cmp_level *cmp_level, u32 score );
+
+static void map_free(void)
+{      
+       arrfree( world.data );
+       arrfree( world.io );
+
+       free( world.cmd_buf_tiles );
+       world.cmd_buf_tiles = NULL;
+
+       world.w = 0;
+       world.h = 0;
+       world.data = NULL;
+       world.io = NULL;
+       world.score = 0;
+       world.time = 0;
+       world.completed = 0;
+       world.max_runs = 0;
+       world.initialzed = 0;
+}
+
+static void io_reset(void)
+{
+       for( int i = 0; i < arrlen( world.io ); i ++ )
+       {
+               struct cell_terminal *term = &world.io[i];
+               
+               for( int j = 0; j < term->run_count; j ++ )
+                       term->runs[j].recv_count = 0;
+       }
+}
+
+static struct cell *pcell( v2i pos )
+{
+       return &world.data[ pos[1]*world.w + pos[0] ];
+}
+
+static void lcell( int id, v2i pos )
+{
+       pos[0] = id % world.w;
+       pos[1] = (id - pos[0]) / world.w;
+}
+
+static void map_reclassify( v2i start, v2i end, int update_texbuffer )
+{
+       v2i full_start = { 1,1 };
+       v2i full_end = { world.w-1, world.h-1 };
+       
+       if( !start || !end )
+       {
+               start = full_start;
+               end = full_end;
+       }
+       
+       /* Texture data */
+       u8 info_buffer[64*64*4];
+       u32 pixel_id = 0;
+       
+       int px0 = vg_max( start[0], full_start[0] ),
+                px1 = vg_min( end[0], full_end[0] ),
+                py0 = vg_max( start[1], full_start[1] ),
+                py1 = vg_min( end[1], full_end[1] );
+
+       for( int y = py0; y < py1; y ++ )
+       {
+               for( int x = px0; x < px1; x ++ )
+               {
+                       struct cell *cell = pcell((v2i){x,y});
+
+                       v2i dirs[] = {{1,0},{0,1},{-1,0},{0,-1}};
+                       
+                       u8 height = 0;
+                       u8 config = 0x00;
+                       
+                       if( cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT|FLAG_EMITTER) )
+                       {
+                               for( int i = 0; i < vg_list_size( dirs ); i ++ )
+                               {
+                                       struct cell *neighbour = 
+                  pcell((v2i){ x+dirs[i][0], y+dirs[i][1] });
+
+                                       if( neighbour->state & 
+                     (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT|FLAG_EMITTER) )
+               {
+                                               config |= 0x1 << i;
+               }
+                               }
+                               
+                               height = 128;
+                       } 
+                       else 
+                       {
+                               if( cell->state & FLAG_WALL )
+                                       height = 0xFF; /*-0x3F + hash21i( (v2i){x,y}, 0x3F );*/
+                               
+                               config = cell->state & FLAG_INPUT_NICE? 0xB: 0xF;
+                       }
+                       
+                       pcell((v2i){x,y})->config = config;
+                       
+                       u8 *info_px = &info_buffer[ (pixel_id ++)*4 ];
+                       info_px[0] = height;
+                       info_px[1] = cell->state & FLAG_WALL? 0: 255;
+                       info_px[2] = 0;
+                       info_px[3] = 0;
+                       
+         /* 
+          * Detecting hanging links that should be removed
+          */
+         int is_trigger = cell->state & FLAG_IS_TRIGGER;
+         int trigger_invalid = cell->config == 0xF || 
+                               cell->config == k_cell_type_split;
+         int is_targeted = cell->state & FLAG_TARGETED;
+         int target_invalid = (cell->config != k_cell_type_split) && 
+                             !(cell->state & FLAG_EMITTER);
+
+                       if(( 
+              (is_trigger && trigger_invalid) || 
+                                 (is_targeted && target_invalid) 
+                               ) && update_texbuffer)
+         {
+                               cell->state &= ~(FLAG_TARGETED|FLAG_IS_TRIGGER);
+                               for( u32 i = 0; i < 2; i ++ )
+                               {
+                                       if( cell->links[i] )
+                                       {
+                                               struct cell *other_ptr = &world.data[ cell->links[i] ];
+                                               other_ptr->links[ i ] = 0;
+                                               other_ptr->state &= ~FLAG_IS_TRIGGER;
+                                               
+                                               if( other_ptr->links[ i ^ 0x1 ] == 0 )
+                                                       other_ptr->state &= ~FLAG_TARGETED;
+                                       }
+                               }
+                               
+                               cell->links[0] = 0;
+                               cell->links[1] = 0;
+                       }
+               }
+       }
+       
+       if( update_texbuffer )
+       {
+               glBindTexture( GL_TEXTURE_2D, world.background_data );
+               glTexSubImage2D( GL_TEXTURE_2D, 0, 
+            px0 + 16, py0 + 16, 
+            px1-px0, py1-py0, GL_RGBA, GL_UNSIGNED_BYTE, info_buffer );
+       }
+}
+
+static void gen_level_text(void)
+{
+   ui_px const unit_scale_px = 4*UI_GLYPH_SPACING_X;
+   ui_begin( &world.st.world_text, world.w*unit_scale_px, 
+         world.h*unit_scale_px );
+   
+   if( world.pCmpLevel )
+   {
+      for( int i = 0; i < vg_list_size( world.pCmpLevel->strings ); i ++ )
+      {
+         struct world_string *wstr = &world.pCmpLevel->strings[i];
+
+         if( wstr->str )
+         {
+            ui_px pos[2];
+
+            pos[0] = -UI_GLYPH_SPACING_X/2;
+
+            if( wstr->placement == k_placement_bottom )
+               pos[1] = 2*-unit_scale_px;
+            else
+               pos[1] = (world.h-1)*-unit_scale_px -6;
+
+            ui_text( &world.st.world_text, pos, wstr->str, 
+                  1, k_text_align_left );
+         }
+      }
+   }
+
+   // re-create level scores
+   for( int i = 0; i < vg_list_size( career_packs ); i ++ )
+   {
+      struct career_level_pack *set = &career_packs[i];
+      
+      /*
+      ui_text( &world.st.world_text,
+         (ui_px [2]){
+             set->origin[0]*unit_scale_px,
+            -(set->origin[1]+set->dims[1]+1)*unit_scale_px + 18
+         },
+         set->title, 1, k_text_align_left );
+      */
+
+      for( int j = 0; j < set->count; j ++ )
+      {
+         struct cmp_level *lvl = &set->pack[j];
+
+         if( lvl->completed_score && !lvl->is_tutorial )
+         {
+            char num[10];
+            snprintf( num, 9, "%d", lvl->completed_score );
+
+            ui_text( &world.st.world_text, 
+               (ui_px [2]){ 
+                   lvl->btn.position[0]*unit_scale_px + unit_scale_px/2,
+                  -lvl->btn.position[1]*unit_scale_px - unit_scale_px/2 
+               },
+               num, 1, k_text_align_center );
+         }
+      }
+   }
+
+   ui_resolve( &world.st.world_text );
+}
+
+/* Usually for ignoring windows crap */
+static int map_load_char_ignore( char c )
+{
+   if( c == '\r' ) return 1;
+   return 0;
+}
+
+static int map_load_sequence_char( struct terminal_run *run, char c )
+{
+   if( (c >= 'a' && c <= 'z') || c == ' ' )
+   {
+      i8 code = -1;
+      if( c != ' ' )
+         code = c - 'a';
+
+      run->steps[ run->step_count ++ ] = code;
+
+      return 1;
+   }
+
+   return 0;
+}
+
+static int map_load_is_digit( char c )
+{
+   if( (((u32)c >= (u32)'0') && ((u32)c <= (u32)'9')) || c == '-' )
+   {
+      return 1;
+   }
+
+   return 0;
+}
+
+static int map_load_is_terminal( char c )
+{
+   if( c == '+' || c == '-' || c == '*' )
+      return 1;
+   return 0;
+}
+
+static int map_load_apply_emitter_codes( struct cell_terminal *term )
+{
+   struct cell *cell = pcell( term->pos );
+
+   if( cell->state & FLAG_EMITTER )
+   {
+      if( (term->run_count > 0) && (term->runs[0].step_count >= 2) )
+      {
+         cell->emit[0] = term->runs[0].steps[0];
+         cell->emit[1] = term->runs[0].steps[1];
+      }
+      else
+      {
+         vg_error( "Emitter was not assigned emit values\n" );
+         return 0;
+      }
+   }
+
+   return 1;
+}
+
+static void map_load_cell( struct cell *cell, char c, int cx )
+{
+   cell->config = 0xF;
+   
+   cell->links[0] = 0;
+   cell->links[1] = 0;
+
+   v3_zero( cell->glow[0] );
+   v3_zero( cell->glow[1] );
+   
+   /* Input, output, emitter */
+   if( map_load_is_terminal(c) )
+   {
+      struct cell_terminal *term = arraddnptr( world.io, 1 );
+      term->pos[0] = cx;
+      term->pos[1] = world.h;
+      
+      term->run_count = 1;
+      term->runs[0].step_count = 0;
+      
+      switch( c )
+      {
+         case '+': cell->state = FLAG_INPUT; break;
+         case '-': cell->state = FLAG_OUTPUT; break;
+         case '*': cell->state = FLAG_EMITTER; break;
+      }
+   }
+   else if( c == '.' ) cell->state = FLAG_INPUT_NICE;
+   else if( c == '#' ) cell->state = FLAG_WALL;
+   else if( ((u32)c >= (u32)'A') && ((u32)c <= (u32)'A'+0xf) )
+   {
+      /* 
+       * Canal flag bits (4bit/16 value): 
+       *               0: Canal present
+       *               1: Is trigger
+       *               2: Reserved
+       *               3: Reserved
+       */
+      cell->state = ((u32)c - (u32)'A') & (FLAG_CANAL|FLAG_IS_TRIGGER);
+      world.score ++; 
+   }
+   else cell->state = 0x00;
+}
+
+static void map_load_draw_background(void)
+{
+   u8 info_buffer[64*64*4];
+
+   for( int x = 0; x < 64; x ++ )
+   {
+      for( int y = 0; y < 64; y ++ )
+      {
+         u8 *px = &info_buffer[((x*64)+y)*4];
+         
+#if 0
+         /* Fade out edges of world so that there isnt an obvious line */
+         int dx = 16 - VG_MIN( VG_MIN( x, 16 ), 16-VG_MAX( x-16-world.w, 0 ) ),
+             dy = 16 - VG_MIN( VG_MIN( y, 16 ), 16-VG_MAX( y-16-world.h, 0 ) ),
+
+             dist = VG_MAX( dx, dy ) * 16,
+             value = VG_MAX( 0, 0xFF-0x3F + hash21i( (v2i){x,y}, 0x3F ) - dist);
+#endif
+         
+         px[0] = 0xFF;
+         px[1] = 0;
+         px[2] = 0;
+         px[3] = 0;
+      }
+   }
+   
+   /* 
+    * Level selection indentation, to make it look like the buttons are in a
+    * recessed area of the map.
+    */
+   for( int i = 0; i < vg_list_size( career_packs ); i ++ )
+   {
+      struct career_level_pack *grid = &career_packs[ i ];
+   
+      int j = 0;
+
+      for( int y = 0; y < grid->dims[1]; y ++ )
+      {
+         for( int x = 0; x < grid->dims[0]; x ++ )
+         {
+            int cy = y+16+grid->origin[1],
+                cx = 16+x+grid->origin[0];
+
+            u8 *px = &info_buffer[(cy*64+cx)*4];
+            px[0] = 0x10;
+
+            if( j < grid->count )
+            {
+               struct cmp_level *lvl = &grid->pack[ j ++ ];
+               v2i_add( grid->origin, (v2i){x,y}, lvl->btn.position );
+            }
+         }
+      }
+   }
+   
+   /*
+    * Recess the UI buttons, this adds a little bit of a (subtle) outline
+    * to them when the background shader is run
+    */
+   for( int i=0; i<4; i++ )
+      info_buffer[(((16+world.h-(i+2))*64)+world.w+16-1)*4] = 0x30;
+
+   /* 
+    * Digging 'wires' from the output/input terminals, to make it look like
+    * there is something connecting our world.
+    */
+   for( int i = 0; i < arrlen(world.io); i ++ )
+   {
+      struct cell_terminal *term = &world.io[ i ];
+      
+      v2i turtle;
+      v2i turtle_dir;
+      int original_y;
+
+      /* 
+       * Only make breakouts for terminals on the edge,
+       * starting them from every position leads to some weird overlapping
+       * and confusing lines. 
+       * */
+      if( !(term->pos[1] == 1 || term->pos[1] == world.h-2) )
+         continue;
+      
+      turtle[0] = 16+term->pos[0];
+      turtle[1] = 16+term->pos[1];
+      
+      turtle_dir[0] = 0;
+      turtle_dir[1] = 
+         pcell(term->pos)->state & (FLAG_INPUT|FLAG_EMITTER)? 1: -1;
+      original_y = turtle_dir[1];
+      
+      info_buffer[((turtle[1]*64)+turtle[0])*4] = 0;   
+      v2i_add( turtle_dir, turtle, turtle );
+      
+      for( int i = 0; i < 100; i ++ )
+      {
+         info_buffer[((turtle[1]*64)+turtle[0])*4] = 0;
+         
+         v2i_add( turtle_dir, turtle, turtle );
+         
+         if( turtle[0] == 0 ) break;
+         if( turtle[0] == 63 ) break;
+         if( turtle[1] == 0 ) break;
+         if( turtle[1] == 63 ) break;
+         
+         int random_value = hash21i( turtle, 0xFF );
+         if( random_value > 255-40 && !turtle_dir[0] )
+         {
+            turtle_dir[0] = -1;
+            turtle_dir[1] = 0;
+         }
+         else if( random_value > 255-80 && !turtle_dir[0] )
+         {
+            turtle_dir[0] = 1;
+            turtle_dir[1] = 0;
+         }
+         else if( random_value > 255-100 )
+         {
+            turtle_dir[0] = 0;
+            turtle_dir[1] = original_y;
+         }
+      }
+   }
+   
+   glBindTexture( GL_TEXTURE_2D, world.background_data );
+   glTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 64, 64, 
+         GL_RGBA, GL_UNSIGNED_BYTE, info_buffer );
+}
+
+static int map_load_validate(void)
+{
+       for( int i = 0; i < world.h*world.w; i ++ )
+       {
+               struct cell *src = &world.data[i];
+
+               if( src->state & FLAG_IS_TRIGGER )
+               {
+                       int link_id = src->links[0]?0:1;
+                       if( src->links[link_id] <= world.h*world.w )
+                       {               
+                               struct cell *target = &world.data[ src->links[link_id] ];
+
+            int is_canal = target->state & FLAG_CANAL,
+                is_splitter = target->config == k_cell_type_split,
+                is_emitter = target->state & FLAG_EMITTER;
+
+                               if((is_canal && is_splitter) || is_emitter)
+                               {
+                                       if( target->links[ link_id ] )
+                                       {
+                                               vg_error( "Link target was already targeted\n" );
+                  return 0;
+                                       }
+                                       else
+                                       {
+                                               /* 
+                   * Valid link, apply reverse mapping to other cell so it
+                   * knows who is linking to it
+                   */
+                                               target->links[ link_id ] = i;
+                                               target->state |= FLAG_TARGETED;
+                                       }
+                               }
+                               else
+                               {
+                                       vg_error( "Link target was invalid\n" );
+               return 0;
+                               }
+                       }
+                       else
+                       {
+                               vg_error( "Link target out of bounds\n" );
+            return 0;
+                       }
+               }
+       }
+
+   return 1;
+}
+
+static int map_load( const char *str, const char *name )
+{
+       map_free();
+
+       char const *c = str;
+       
+   /* Predetermine width */
+       for(;; world.w ++)
+       {
+               if( c[world.w] == ';' )
+                       break;
+               else if( !c[world.w] )
+               {
+                       vg_error( "Unexpected EOF when parsing level\n" );
+                       return 0;
+               }
+       }
+       
+       struct cell *row = arraddnptr( world.data, world.w );
+       int cx = 0;
+       int reg_start = 0, reg_end = 0;
+       
+       u32 *links_to_make = NULL;
+       int links_satisfied = 0;
+       
+       char link_id_buffer[32];
+       int link_id_n = 0;
+
+       for(;;)
+       {
+               if( !*c )
+                       break;
+          
+      if( map_load_char_ignore( *c ) ) { c++; continue; }
+       
+               if( *c == ';' )
+               {
+                       c ++;
+                       
+                       if( *c == '\r' ) c ++;
+                       
+                       /* Parse attribs */
+                       if( *c != '\n' )
+                       {
+                               while( *c )
+                               {
+               if( map_load_char_ignore( *c ) ) { c++; continue; }
+                                       
+                                       if( reg_start < reg_end )
+                                       {
+                                               struct cell_terminal *terminal = &world.io[ reg_start ];
+                                               struct terminal_run *run = 
+                     &terminal->runs[ terminal->run_count-1 ];
+                  
+                  if( !map_load_sequence_char( run, *c ) )
+                                               {
+                     /* Control characters */
+                                                       if( *c == ',' || *c == '\n' ) /* Next terminal */
+                                                       {
+                                                               reg_start ++;
+                                                               
+                                                               if( *c == '\n' )
+                                                                       break;
+                                                       }
+                                                       else if( *c == ':' ) /* New run starting */
+                                                       {
+                                                               terminal->runs[ terminal->run_count ].step_count = 0;
+                                                               terminal->run_count ++;
+                                                               world.max_runs = 
+                           vg_max( world.max_runs, terminal->run_count );
+                                                       }
+                                                       else
+                                                       {
+                                                               vg_error( "Unkown attribute '%c' (row: %u)\n", 
+                              *c, world.h );
+                                                               goto IL_REG_ERROR;
+                                                       }
+                                               }
+                                       }
+                                       else
+                                       {
+                                               if( links_satisfied < arrlen( links_to_make ) )
+                                               {
+                                                       struct cell *target = 
+                        &world.data[ links_to_make[ links_satisfied ] ];
+                                                       
+                     if( map_load_is_digit( *c ) )
+                     {
+                                                               if( link_id_n >= vg_list_size( link_id_buffer )-1 )
+                                                               {
+                                                                       vg_error( "Number was way too long to be parsed"
+                                     " (row: %u)\n", world.h );
+                                                                       goto IL_REG_ERROR;
+                                                               }
+                                                               
+                                                               link_id_buffer[ link_id_n ++ ] = *c;
+                                                       }
+                                                       else if( *c == ',' || *c == '\n' )
+                                                       {
+                                                               link_id_buffer[ link_id_n ] = 0x00;
+                                                               int value = atoi( link_id_buffer );
+                                                       
+                                                               target->links[value >= 0? 1:0] = abs(value);
+                                                               links_satisfied ++;
+                                                               link_id_n = 0;
+                                                               
+                                                               if( *c == '\n' )
+                                                                       break;
+                                                       }
+                                                       else
+                                                       {
+                                                               vg_error( "Invalid character '%c'"
+                                  " (row: %u)\n", *c, world.h );
+                                                               goto IL_REG_ERROR;
+                                                       }
+                                               }
+                                               else
+                                               {
+                                                       vg_error( "Too many values to assign"
+                               " (row: %u)\n", world.h );
+                                                       goto IL_REG_ERROR;
+                                               }
+                                       }
+                                       
+                                       c ++;
+                               }
+                       }
+                       
+                       /* Registry length-error checks */
+                       if( reg_start != reg_end )
+                       {
+                               vg_error( "Not enough spawn values assigned (row: %u, %u of %u)\n", 
+                  world.h, reg_start, reg_end );
+                               goto IL_REG_ERROR;
+                       }
+                       
+                       if( links_satisfied != arrlen( links_to_make ) )
+                       {
+                               vg_error( "Not enough link values assigned (row: %u, %u of %u)\n", 
+                  world.h, links_satisfied, arrlen( links_to_make ) );
+                               goto IL_REG_ERROR;
+                       }
+                       
+                       if( cx != world.w )
+                       {
+                               vg_error( "Not enough cells to match previous row definition"
+                      " (row: %u, %u<%u)\n", world.h, cx, world.w );
+                               goto IL_REG_ERROR;
+                       }
+                       
+                       row = arraddnptr( world.data, world.w );
+                       cx = 0;
+                       world.h ++;
+                       reg_end = reg_start = arrlen( world.io );
+                       
+                       arrsetlen( links_to_make, 0 );
+                       links_satisfied = 0;
+               }
+               else
+               {
+                       if( cx == world.w )
+                       {
+                               vg_error( "Too many cells to match previous row definition"
+                      " (row: %u, %u>%u)\n", world.h, cx, world.w );
+                               goto IL_REG_ERROR;
+                       }
+                       
+                       struct cell *cell = &row[ cx ];
+         map_load_cell( cell, *c, cx );
+      
+         if( map_load_is_terminal(*c) )
+            reg_end ++;
+
+         if( cell->state & FLAG_IS_TRIGGER )
+            arrpush( links_to_make, cx + world.h*world.w );
+         
+                       cx ++;
+               }
+       
+               c ++;
+       }
+
+       for( int i = 0; i < arrlen( world.io ); i ++ )
+       {
+      if( !map_load_apply_emitter_codes( &world.io[i] ) )
+         goto IL_REG_ERROR;
+       }
+       
+   map_load_draw_background();
+       map_reclassify( NULL, NULL, 1 );
+
+   if( !map_load_validate() )
+      goto IL_REG_ERROR;
+
+       /*
+    * At this point the world is in a fully loaded and complete state
+    */
+
+       arrfree( links_to_make );
+
+       vg_success( "Map '%s' loaded! (%u:%u)\n", name, world.w, world.h );
+       
+       io_reset();
+       
+       strncpy( world.map_name, name, vg_list_size( world.map_name )-1 );
+       world.initialzed = 1;
+
+       /* Setup world button locations */
+       for( int i = 0; i < vg_list_size( world.st.buttons ); i ++ )
+       {
+               struct world_button *btn = &world.st.buttons[i];
+               btn->position[0] = world.w -1;
+               btn->position[1] = world.h -i -2;
+       }
+
+       /* Allocate buffers for render commands */
+       world.cmd_buf_tiles = malloc( world.w*world.h* sizeof( struct render_cmd ) );
+       world.max_commands = world.w*world.h;
+       return 1;
+       
+IL_REG_ERROR:
+       arrfree( links_to_make );
+       map_free();
+       return 0;
+}
+
+static void map_serialize( FILE *stream )
+{
+       for( int y = 0; y < world.h; y ++ )
+       {
+               for( int x = 0; x < world.w; x ++ )
+               {
+                       struct cell *cell = pcell( (v2i){ x, y } );
+                       
+                       if( cell->state & FLAG_WALL ) fputc( '#', stream );
+         else if( cell->state & FLAG_INPUT_NICE ) fputc( '.', stream );
+                       else if( cell->state & FLAG_INPUT ) fputc( '+', stream );
+                       else if( cell->state & FLAG_OUTPUT ) fputc( '-', stream );
+                       else if( cell->state & FLAG_EMITTER ) fputc( '*', stream );
+                       else if( cell->state & FLAG_4B_GROUP )
+                       {
+            /*
+             * Serialize the '4 bit group' into ABCD...
+             */
+                               fputc( (cell->state & FLAG_4B_GROUP) + (u32)'A', stream );
+                       }
+                       else fputc( ' ', stream );
+               }
+               
+               fputc( ';', stream );
+               int terminal_write_count = 0;
+               
+               for( int x = 0; x < world.w; x ++ )
+               {
+                       for( int i = 0; i < arrlen( world.io ); i ++ )
+                       {
+                               struct cell_terminal *term = &world.io[i];
+                               if( v2i_eq( term->pos, (v2i){x,y} ) )
+                               {
+                                       if( terminal_write_count )
+                                               fputc( ',', stream );
+                                       terminal_write_count ++;
+                               
+                                       for( int j = 0; j < term->run_count; j ++ )
+                                       {
+                                               struct terminal_run *run = &term->runs[j];
+                                               
+                                               for( int k = 0; k < run->step_count; k ++ )
+                  {
+                     i8 step = run->steps[k];
+                                                       fputc( step == -1? ' ': ('a' + run->steps[k]), stream );
+                  }
+                                                       
+                                               if( j < term->run_count-1 )
+                                                       fputc( ':', stream );
+                                       }
+                               }
+                       }
+               }
+               
+               for( int x = 0; x < world.w; x ++ )
+               {
+                       struct cell *cell = pcell( (v2i){ x,y } );
+                       if( cell->state & FLAG_IS_TRIGGER )
+                       {
+                               if( terminal_write_count )
+                                       fputc( ',', stream );
+                               terminal_write_count ++;
+                               
+                               fprintf( stream, "%d", 
+                  cell->links[0]? -cell->links[0]: cell->links[1] );
+                       }
+               }
+               
+               fputc( '\n', stream );
+       }
+}
+
+/*
+ * Career state
+ */
+#pragma pack(push,1)
+struct dcareer_state
+{
+       u32 version;
+       i32 in_map;
+       
+       u32 reserved[14];
+
+       struct dlevel_state
+       {
+               i32 score;
+
+               i32 unlocked;
+               i32 reserved[2];
+       }
+       levels[ NUM_CAMPAIGN_LEVELS ];  
+};
+#pragma pack(pop)
+
+static int career_load_success = 0;
+
+static void career_serialize(void)
+{
+       if( !career_load_success )
+               return;
+
+       struct dcareer_state encoded;
+       encoded.version = MARBLE_COMP_VERSION;
+       encoded.in_map = world.pCmpLevel? world.pCmpLevel->serial_id: -1;
+       
+       memset( encoded.reserved, 0, sizeof( encoded.reserved ) );
+
+       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];
+                       struct dlevel_state *dest = &encoded.levels[lvl->serial_id];
+                       
+                       dest->score = lvl->completed_score;
+                       dest->unlocked = lvl->unlocked;
+                       dest->reserved[0] = 0;
+         dest->reserved[1] = 0;
+               }
+       }
+
+       vg_asset_write( "sav/game.sv2", &encoded, sizeof( struct dcareer_state ) );
+}
+
+static void career_unlock_level( struct cmp_level *lvl );
+static void career_unlock_level( struct cmp_level *lvl )
+{
+       lvl->unlocked = 1;
+       
+       if( lvl->linked )
+               career_unlock_level( lvl->linked );
+}
+
+static void career_pass_level( struct cmp_level *lvl, int score, int upload )
+{
+       if( score > 0 )
+   {
+      lvl->completed_score = score;
+      gen_level_text();
+               
+               if( lvl->unlock ) 
+         career_unlock_level( lvl->unlock );
+               
+               #ifdef VG_STEAM
+               if( lvl->achievement )
+                       sw_set_achievement( lvl->achievement );
+
+               /* Check ALL maps to trigger master engineer */
+               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 ++ )
+                       {
+                               if( set->pack[j].completed_score == 0 )
+                                       return;
+                       }
+               }
+               
+               sw_set_achievement( "MASTER_ENGINEER" );
+               #endif
+       }
+}
+
+static void career_reset_level( struct cmp_level *lvl )
+{
+       lvl->unlocked = 0;
+       lvl->completed_score = 0;
+}
+
+static void career_load(void)
+{
+       i64 sz;
+       struct dcareer_state encoded;
+
+       /* Blank save state */
+       memset( (void*)&encoded, 0, sizeof( struct dcareer_state ) );   
+       encoded.in_map = 0;
+       encoded.levels[0].unlocked = 1;
+       
+       /* 
+    * Load and copy, this step is just to ensure old/newer saves can be loaded
+    * without crashing. Old saves will load fine, too new saves will lose data,
+    * such a situation should rarely (never) happen with the steam version.
+    */
+       void *cr = vg_asset_read_s( "sav/game.sv2", &sz );
+       
+       if( cr )
+       {
+               if( sz > sizeof( struct dcareer_state ) )
+                       vg_warn( "This save file is too big! Some levels will be lost\n" );
+               
+               if( sz <= offsetof( struct dcareer_state, levels ) )
+               {
+                       vg_warn( "This save file is too small to have a header. "
+                  "Creating a blank one\n" );
+                       free( cr );
+               }
+               
+               memcpy( (void*)&encoded, cr, VG_MIN( sizeof( struct dcareer_state ), sz));
+               free( cr );
+       }
+       else
+               vg_info( "No save file... Using blank one\n" );
+       
+       /* Reset memory */
+       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 ++ )
+                       career_reset_level( &set->pack[j] );
+       }
+       
+       /* Header information */
+       
+       struct cmp_level *lvl_to_load = &career_packs[0].pack[0];
+
+       /* Decode everything from dstate */
+       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];
+                       struct dlevel_state *src = &encoded.levels[lvl->serial_id];
+                       
+                       if( src->unlocked ) career_unlock_level( lvl );
+                       if( src->score )
+         {
+            lvl->completed_score = src->score;
+
+            /* 
+             * Apply unlocking trigger to next levels,
+             * in case the level graph was updated in the future
+             */
+            if( lvl->unlock )
+               career_unlock_level( lvl->unlock );
+         }
+                       
+                       if( lvl->serial_id == encoded.in_map )
+                               lvl_to_load = lvl;
+               }
+       }
+       
+       if( console_changelevel( 1, &lvl_to_load->map_name ) )
+       {
+               world.pCmpLevel = lvl_to_load;
+               gen_level_text();
+       }
+
+       career_load_success = 1;
+
+#if 0
+   if( encoded.version < MARBLE_COMP_VERSION )
+      world.st.state = k_game_state_update;
+#endif
+}
+
+/*
+ * Main gameplay
+ */
+static int is_simulation_running(void)
+{
+       return world.st.buttons[ k_world_button_sim ].state;
+}
+
+static void clear_animation_flags(void)
+{
+       for( int i = 0; i < world.w*world.h; i ++ )
+               world.data[ i ].state &= ~(FLAG_FLIP_FLOP|FLAG_FLIP_ROTATING);
+}
+
+static void simulation_stop(void)
+{
+       world.st.buttons[ k_world_button_sim ].state = 0;
+       world.st.buttons[ k_world_button_pause ].state = 0;
+       
+       world.num_fishes = 0;
+       world.sim_frame = 0;
+       world.sim_run = 0;
+       world.frame_lerp = 0.0f;
+       
+       io_reset();
+       
+       sfx_system_fadeout( &audio_system_balls_rolling, 44100 );
+       
+       clear_animation_flags();
+       
+       vg_info( "Stopping simulation!\n" );
+}
+
+static void simulation_start(void)
+{
+       vg_success( "Starting simulation!\n" );
+                               
+       sfx_set_playrnd( &audio_rolls, &audio_system_balls_rolling, 0, 1 );
+       
+       world.num_fishes = 0;
+       world.sim_frame = 0;
+       world.sim_run = 0;
+       
+       world.sim_delta_speed = world.st.buttons[ k_world_button_speedy ].state? 10.0f: 2.5f;
+       world.sim_delta_ref = vg_time;
+       world.sim_internal_ref = 0.0f;
+       world.sim_internal_time = 0.0f;
+       world.pause_offset_target = 0.0f;
+       
+       world.sim_target = 0;
+       
+       clear_animation_flags();
+       
+       io_reset();
+       
+       if( world.pCmpLevel )
+       {
+               world.pCmpLevel->completed_score = 0;
+      gen_level_text();
+       }
+}
+
+static int world_check_pos_ok( v2i co, int dist )
+{
+       return (co[0] < dist || co[0] >= world.w-dist || co[1] < dist || co[1] >= world.h-dist)? 0: 1;
+}
+
+static int cell_interactive( v2i co )
+{
+       struct cell *cell = NULL;
+
+       // Bounds check
+       if( world_check_pos_ok( co, 1 ) )
+       {
+               cell = pcell( co );
+               if( cell->state & FLAG_EMITTER )
+                       return 1;
+       }
+
+       if( !world_check_pos_ok( co, 2 ) )
+               return 0;
+
+       // Flags check
+       if( cell->state & (FLAG_WALL|FLAG_INPUT|FLAG_OUTPUT) )
+               return 0;
+
+       // List of 3x3 configurations that we do not allow
+       static u32 invalid_src[][9] = 
+       { 
+               { 0,1,0,
+                 1,1,1,
+                 0,1,0 
+               },
+               { 0,0,0,
+                 0,1,1,
+                 0,1,1
+               },
+               { 0,0,0,
+                 1,1,0,
+                 1,1,0
+               },
+               { 0,1,1,
+                 0,1,1,
+                 0,0,0
+               },
+               { 1,1,0,
+                 1,1,0,
+                 0,0,0
+               },
+               { 0,1,0,
+                 0,1,1,
+                 0,1,0
+               },
+               { 0,1,0,
+                 1,1,0,
+                 0,1,0
+               }
+       };
+       
+       // Statically compile invalid configurations into bitmasks
+       static u32 invalid[ vg_list_size(invalid_src) ];
+       
+       for( int i = 0; i < vg_list_size(invalid_src); i ++ )
+       {
+               u32 comped = 0x00;
+       
+               for( int j = 0; j < 3; j ++ )
+                       for( int k = 0; k < 3; k ++ )
+                               comped |= invalid_src[i][ j*3+k ] << ((j*5)+k);
+               
+               invalid[i] = comped;
+       }
+
+       // Extract 5x5 grid surrounding tile
+       u32 blob = 0x1000;
+       for( int y = co[1]-2; y < co[1]+3; y ++ )
+               for( int x = co[0]-2; x < co[0]+3; x ++ )
+               {                
+                       struct cell *cell = pcell((v2i){x,y});
+
+                       if( cell && (cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT|FLAG_EMITTER)) )
+                               blob |= 0x1 << ((y-(co[1]-2))*5 + x-(co[0]-2));
+               }
+
+       // Run filter over center 3x3 grid to check for invalid configurations
+       int kernel[] = { 0, 1, 2, 5, 6, 7, 10, 11, 12 };
+       for( int i = 0; i < vg_list_size(kernel); i ++ )
+       {
+               if( blob & (0x1 << (6+kernel[i])) )
+               {
+                       u32 window = blob >> kernel[i];
+
+                       for( int j = 0; j < vg_list_size(invalid); j ++ )
+                               if((window & invalid[j]) == invalid[j])
+                       return 0;
+               }
+       }
+
+       return 1;
+}
+
+static void vg_update(void)
+{
+       // Async events
+       if( world.st.lvl_to_load )
+       {
+               world.st.world_transition = (world.st.lvl_load_time-vg_time) * 4.0f;
+
+               if( vg_time > world.st.lvl_load_time )
+               {       
+                       if( console_changelevel( 1, &world.st.lvl_to_load->map_name ) )
+                       {
+                               world.pCmpLevel = world.st.lvl_to_load;
+                               gen_level_text();
+                       }
+
+                       world.st.lvl_to_load = NULL;
+               }
+       }
+       else
+       {
+               world.st.world_transition = vg_minf( 1.0f, (vg_time-world.st.lvl_load_time) * 4.0f );
+       }
+
+       // Camera
+       // ========================================================================================================
+       
+       float r1 = (float)vg_window_y / (float)vg_window_x,
+                       r2 = (float)world.h / (float)world.w,
+                       size;
+       
+       static float size_current = 2.0f;
+       static v3f origin_current = { 0.0f, 0.0f, 0.0f };
+       static v2f drag_offset = { 0.0f, 0.0f };
+       static v2f view_point = { 0.0f, 0.0f };
+       v2f result_view;
+
+       size = ( r2 < r1? (float)(world.w+5) * 0.5f: ((float)(world.h+5) * 0.5f) / r1 ) + 0.5f;
+       
+       v2f origin;
+       v2f vt_target;
+
+       origin[0] = floorf( -0.5f * ((float)world.w-4.5f) );
+       origin[1] = floorf( -0.5f * world.h );
+       
+       // Create and clamp result view
+       v2_add( view_point, drag_offset, result_view );
+       result_view[0] = vg_clampf( result_view[0], -world.st.zoom, world.st.zoom );
+       result_view[1] = vg_clampf( result_view[1], -world.st.zoom*r1, world.st.zoom*r1 );
+       
+       v2_add( origin, result_view, vt_target );
+
+       // Lerp towards target
+       size_current = vg_lerpf( size_current, size - world.st.zoom, vg_time_delta * 6.0f );
+       v2_lerp( origin_current, vt_target, vg_time_delta * 6.0f, origin_current ); 
+       
+       m3x3_projection( m_projection, -size_current, size_current, -size_current*r1, size_current*r1 );
+       m3x3_identity( m_view );
+       m3x3_translate( m_view, origin_current );
+       m3x3_mul( m_projection, m_view, vg_pv );
+       vg_projection_update();
+
+   if( world.st.state == k_game_state_update )
+      return;
+       
+       // Mouse input
+       // ========================================================================================================
+       v2_copy( vg_mouse_ws, world.tile_pos );
+       
+       world.tile_x = floorf( world.tile_pos[0] );
+       world.tile_y = floorf( world.tile_pos[1] );
+
+       // Camera dragging
+       {
+               static v2f drag_origin; // x/y pixel
+
+               if( vg_get_button_down( "tertiary" ) )
+                       v2_copy( vg_mouse, drag_origin );
+               else if( vg_get_button( "tertiary" ) )
+               {
+                       // get offset
+                       v2_sub( vg_mouse, drag_origin, drag_offset );
+                       v2_div( drag_offset, (v2f){ vg_window_x, vg_window_y }, drag_offset );
+                       v2_mul( drag_offset, (v2f){ size_current*2.0f, -size_current*r1*2.0f }, drag_offset );
+               }
+               else
+               {
+                       v2_copy( result_view, view_point );
+                       v2_copy( (v2f){0.0f,0.0f}, drag_offset );
+               }
+       }
+
+       // Zooming
+       {
+               v2f mview_local;
+               v2f mview_new;
+               v2f mview_cur;
+               v2f mview_delta;
+               float rsize;
+
+               rsize = size-world.st.zoom;
+
+               v2_div( vg_mouse, (v2f){ vg_window_x*0.5f, vg_window_y*0.5f }, mview_local );
+               v2_add( (v2f){ -rsize, -rsize*r1 }, (v2f){ mview_local[0]*rsize, (2.0f-mview_local[1])*rsize*r1 }, mview_cur );
+
+               world.st.zoom = vg_clampf( world.st.zoom + vg_mouse_wheel[1], 0.0f, size - 4.0f );
+
+               // Recalculate new position
+               rsize = size-world.st.zoom;
+               v2_add( (v2f){ -rsize, -rsize*r1 }, (v2f){ mview_local[0]*rsize, (2.0f-mview_local[1])*rsize*r1 }, mview_new );
+
+               // Apply offset
+               v2_sub( mview_new, mview_cur, mview_delta );
+               v2_add( mview_delta, view_point, view_point );
+       }
+       
+       // Tilemap
+       // ========================================================================================================
+       if( !is_simulation_running() && !gui_want_mouse() )
+       {
+               v2_copy( vg_mouse_ws, world.drag_to_co );
+               
+               if( cell_interactive( (v2i){ world.tile_x, world.tile_y } ))
+               {
+                       world.selected = world.tile_y * world.w + world.tile_x;
+                       
+                       static u32 modify_state = 0;
+                       struct cell *cell_ptr = &world.data[world.selected];
+               
+                       if( !(cell_ptr->state & FLAG_EMITTER) )
+                       {
+                               if( vg_get_button_down("primary") )
+                                       modify_state = (cell_ptr->state & FLAG_CANAL) ^ FLAG_CANAL;
+                               
+                               if( vg_get_button("primary") && ((cell_ptr->state & FLAG_CANAL) != modify_state) )
+                               {
+                                       cell_ptr->state &= ~FLAG_CANAL;
+                                       cell_ptr->state |= modify_state;
+                                       
+                                       if( cell_ptr->state & FLAG_CANAL )
+                                       {
+                                               cell_ptr->links[0] = 0;
+                                               cell_ptr->links[1] = 0;
+                                               
+                                               sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 3, 6 );
+                                               world.score ++;
+                                       }
+                                       else
+                                       {                                       
+                                               sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 0, 3 );
+                                               world.score --;
+                                       }
+
+                                       map_reclassify((v2i){ world.tile_x -2, world.tile_y -2 }, 
+                                                                               (v2i){ world.tile_x +2, world.tile_y +2 }, 1 );
+                               }
+                               
+                               if( vg_get_button_down("secondary") && (cell_ptr->state & FLAG_CANAL) && !(cell_ptr->config == k_cell_type_split) )
+                               {
+                                       world.id_drag_from = world.selected;
+                               
+                                       struct cell_description *desc = &cell_descriptions[ world.data[world.id_drag_from].config ];
+                                       v2_add( desc->trigger_pos, (v2f){ world.tile_x, world.tile_y }, world.drag_from_co );
+                               }
+                       }
+                       
+                       float local_x = vg_mouse_ws[0] - (float)world.tile_x;
+                       
+                       if( vg_get_button_up("secondary") && world.id_drag_from == world.selected )
+                       {
+                               u32 link_id = cell_ptr->links[ 0 ]? 0: 1;
+                               
+                               // break existing connection off
+                               if( cell_ptr->links[ link_id ] )
+                               {
+                                       struct cell *current_connection = &world.data[ cell_ptr->links[ link_id ]];
+                                       
+                                       if( !current_connection->links[ link_id ^ 0x1 ] )
+                                               current_connection->state &= ~FLAG_TARGETED;
+                                       
+                                       current_connection->links[ link_id ] = 0;
+                                       cell_ptr->links[ link_id ] = 0;
+                               }
+                               
+                               cell_ptr->state &= ~FLAG_IS_TRIGGER;
+                               world.id_drag_from = 0;
+                       }
+                       
+                       else if( world.id_drag_from && (cell_ptr->state & (FLAG_CANAL|FLAG_EMITTER)) && 
+                               ((cell_ptr->config == k_cell_type_split) || (cell_ptr->state & FLAG_EMITTER)) )
+                       {
+                               world.drag_to_co[0] = (float)world.tile_x + (local_x > 0.5f? 0.75f: 0.25f);
+                               world.drag_to_co[1] = (float)world.tile_y + 0.25f;
+
+                               if( vg_get_button_up("secondary") )
+                               {
+                                       struct cell *drag_ptr = &world.data[world.id_drag_from];
+                                       u32 link_id = local_x > 0.5f? 1: 0;
+                                       
+                                       // Cleanup existing connections
+                                       if( cell_ptr->links[ link_id ] )
+                                       {
+                                               vg_warn( "Destroying existing connection on link %u (%hu)\n", link_id, cell_ptr->links[ link_id ] );
+                                               
+                                               struct cell *current_connection = &world.data[ cell_ptr->links[ link_id ]];
+                                               current_connection->state &= ~FLAG_IS_TRIGGER;
+                                               current_connection->links[ link_id ] = 0;
+                                       }
+                               
+                                       for( u32 i = 0; i < 2; i ++ )
+                                       {
+                                               if( drag_ptr->links[ i ] )
+                                               {
+                                                       vg_warn( "Destroying link %u (%hu)\n", i, drag_ptr->links[ i ] );
+                                                       
+                                                       struct cell *current_connection = &world.data[ drag_ptr->links[ i ]];
+                                                       if( current_connection->links[ i ^ 0x1 ] == 0 )
+                                                               current_connection->state &= ~FLAG_TARGETED;
+                                                       
+                                                       current_connection->links[ i ] = 0;
+                                                       drag_ptr->links[ i ] = 0;
+                                               }
+                                       }
+                                       
+                                       // Create the new connection
+                                       vg_success( "Creating connection on link %u (%hu)\n", link_id, world.id_drag_from );
+                                               
+                                       cell_ptr->links[ link_id ] = world.id_drag_from;
+                                       drag_ptr->links[ link_id ] = world.selected;
+                                       
+                                       cell_ptr->state |= FLAG_TARGETED;
+                                       drag_ptr->state |= FLAG_IS_TRIGGER;
+                                       world.id_drag_from = 0;
+                               }
+                       }
+               }
+               else
+               {
+                       world.selected = -1;
+               }
+                       
+               if( !(vg_get_button("secondary") && world.id_drag_from) )
+                       world.id_drag_from = 0;
+       }
+       else
+       {
+               world.selected = -1;
+               world.id_drag_from = 0;
+       }
+       
+       // Marble state updates
+       // ========================================================================================================
+       if( is_simulation_running() )
+       {       
+               float old_time = world.sim_internal_time;
+       
+               if( !world.st.buttons[ k_world_button_pause ].state )
+                       world.sim_internal_time = world.sim_internal_ref + (vg_time-world.sim_delta_ref) * world.sim_delta_speed;
+               else
+                       world.sim_internal_time = vg_lerpf( world.sim_internal_time, world.sim_internal_ref + world.pause_offset_target, vg_time_delta*15.0f );
+               world.sim_internal_delta = world.sim_internal_time-old_time;
+               
+               world.sim_target = (int)floorf(world.sim_internal_time);
+               
+               int success_this_frame = 0;
+               int failure_this_frame = 0;
+               
+               while( world.sim_frame < world.sim_target )
+               {
+                       sfx_set_playrnd( &audio_random, &audio_system_balls_switching, 0, 8 );
+
+                       // Update splitter deltas
+                       for( int i = 0; i < world.h*world.w; i ++ )
+                       {
+                               struct cell *cell = &world.data[i];
+                               if( cell->config == k_cell_type_split )
+                               {
+                                       cell->state &= ~FLAG_FLIP_ROTATING;
+                               }
+                               if( cell->state & (FLAG_IS_TRIGGER|FLAG_EMITTER) )
+                                       cell->state &= ~FLAG_TRIGGERED;
+                       }
+                       
+                       int alive_count = 0;
+                       
+                       // Update fish positions
+                       for( int i = 0; i < world.num_fishes; i ++ )
+                       {
+                               struct fish *fish = &world.fishes[i];
+                               
+                               if( fish->state == k_fish_state_soon_dead )
+                                       fish->state = k_fish_state_dead;
+                               
+                               if( fish->state == k_fish_state_soon_alive )
+                                       fish->state = k_fish_state_alive;
+                               
+                               if( fish->state < k_fish_state_alive )
+                                       continue;
+                               
+                               struct cell *cell_current = pcell( fish->pos );
+
+                               if( fish->state == k_fish_state_alive )
+                               {
+                                       // Apply to output
+                                       if( cell_current->state & FLAG_OUTPUT )
+                                       {
+                                               for( int j = 0; j < arrlen( world.io ); j ++ )
+                                               {
+                                                       struct cell_terminal *term = &world.io[j];
+                                                       
+                                                       if( v2i_eq( term->pos, fish->pos ) )
+                                                       {
+                                                               struct terminal_run *run = &term->runs[ world.sim_run ];
+                                                               if( run->recv_count < vg_list_size( run->recieved ) )
+                                                               {
+                                                                       if( fish->colour == run->steps[ run->recv_count ] )
+                                                                               success_this_frame = 1;
+                                                                       else
+                                                                               failure_this_frame = 1;
+                                                               
+                                                                       run->recieved[ run->recv_count ++ ] = fish->colour;
+                                                               }
+                                                               else
+                                                                       failure_this_frame = 1;
+                                                               
+                                                               break;
+                                                       }
+                                               }
+                                               
+                                               fish->state = k_fish_state_dead;
+                                               fish->death_time = -1000.0f;
+                                               continue;
+                                       }
+                                       
+
+                                       if( cell_current->config == k_cell_type_merge )
+                                       {
+                                               // Can only move up
+                                               fish->dir[0] = 0;
+                                               fish->dir[1] = -1;
+                                               fish->flow_reversed = 0;
+                                       }
+                                       else
+                                       {
+                                               if( cell_current->config == k_cell_type_split )
+                                               {
+                                                       // Flip flop L/R
+                                                       fish->dir[0] = cell_current->state&FLAG_FLIP_FLOP?1:-1;
+                                                       fish->dir[1] = 0;
+                                                       
+                                                       if( !(cell_current->state & FLAG_TARGETED) )
+                                                               cell_current->state ^= FLAG_FLIP_FLOP;
+                                               }
+                                               else
+                                               {
+                                                       // Apply cell out-flow
+                                                       struct cell_description *desc = &cell_descriptions[ cell_current->config ];
+                                                       
+                                                       v2i_copy( fish->flow_reversed? desc->start: desc->end, fish->dir );
+                                               }
+                                               
+                                               v2i pos_next;
+                                               v2i_add( fish->pos, fish->dir, pos_next );
+                                               
+                                               struct cell *cell_next = pcell( pos_next );
+                                               
+                                               if( cell_next->state & (FLAG_CANAL|FLAG_OUTPUT) )
+                                               {
+                                                       struct cell_description *desc = &cell_descriptions[ cell_next->config ];
+                                                       
+                                                       if( cell_next->config == k_cell_type_merge )
+                                                       {
+                                                               if( fish->dir[0] == 0 )
+                                                               {
+                                                                       fish->state = k_fish_state_dead;
+                                                                       fish->death_time = world.sim_internal_time;
+                                                               }
+                                                               else
+                                                                       fish->flow_reversed = 0;
+                                                       }
+                                                       else
+                                                       {
+                                                               if( cell_next->config == k_cell_type_split )
+                                                               {
+                                                                       if( fish->dir[0] == 0 )
+                                                                       {
+                                                                               sfx_set_playrnd( &audio_splitter, &audio_system_balls_important, 0, 1 );
+                                                                               cell_next->state |= FLAG_FLIP_ROTATING;
+                                                                               
+                                                                               fish->flow_reversed = 0;
+                                                                       }
+                                                                       else
+                                                                       {
+                                                                               fish->state = k_fish_state_dead;
+                                                                               fish->death_time = world.sim_internal_time;
+                                                                       }
+                                                               }
+                                                               else
+                                                                       fish->flow_reversed = ( fish->dir[0] != -desc->start[0] || 
+                                                                                                                                       fish->dir[1] != -desc->start[1] )? 1: 0;
+                                                       }
+                                               }
+                                               else
+                                               {
+                                                       if( world_check_pos_ok( fish->pos, 2 ) )
+                                                               fish->state = k_fish_state_bg;
+                                                       else
+                                                       {
+                                                               fish->state = k_fish_state_dead;
+                                                               fish->death_time = world.sim_internal_time;     
+                                                       }
+                                               }
+                                       }
+                                       
+                                       //v2i_add( fish->pos, fish->dir, fish->pos );
+                               }
+                               else if( fish->state == k_fish_state_bg )
+                               {
+                                       v2i_add( fish->pos, fish->dir, fish->pos );
+                                       
+                                       if( !world_check_pos_ok( fish->pos, 2 ) )
+                                       {
+                                               fish->state = k_fish_state_dead;
+                                               fish->death_time = -1000.0f;
+                                       }
+                                       else
+                                       {
+                                               struct cell *cell_entry = pcell( fish->pos );
+                                               
+                                               if( cell_entry->state & FLAG_CANAL )
+                                               {
+                                                       if( cell_entry->config == k_cell_type_con_r || cell_entry->config == k_cell_type_con_u 
+                                                               || cell_entry->config == k_cell_type_con_l || cell_entry->config == k_cell_type_con_d )
+                                                       {
+                                                               #ifdef VG_STEAM
+                                                               sw_set_achievement( "CAN_DO_THAT" );
+                                                               #endif
+
+                                                               fish->state = k_fish_state_soon_alive;
+                                                               
+                                                               fish->dir[0] = 0;
+                                                               fish->dir[1] = 0;
+                                                               fish->flow_reversed = 1;
+                                                               
+                                                               switch( cell_entry->config )
+                                                               {
+                                                                       case k_cell_type_con_r: fish->dir[0] =  1; break;
+                                                                       case k_cell_type_con_l: fish->dir[0] = -1; break;
+                                                                       case k_cell_type_con_u: fish->dir[1] =  1; break;
+                                                                       case k_cell_type_con_d: fish->dir[1] = -1; break;
+                                                               }
+                                                       }
+                                               }
+                                       }
+                               }
+                               else { vg_error( "fish behaviour unimplemented for behaviour type (%d)\n" ); }
+                               
+                               if( fish->state >= k_fish_state_alive )
+                                       alive_count ++;
+                       }
+                       
+                       // Second pass (triggers)
+                       for( int i = 0; i < world.num_fishes; i ++ )
+                       {
+                               struct fish *fish = &world.fishes[i];
+
+                               // Apply movement
+                               if( fish->state == k_fish_state_alive )
+                                       v2i_add( fish->pos, fish->dir, fish->pos );
+
+                               if( fish->state == k_fish_state_alive || fish->state == k_fish_state_soon_alive )
+                               {
+                                       struct cell *cell_current = pcell( fish->pos );
+               
+                                       if( cell_current->state & FLAG_IS_TRIGGER )
+                                       {
+                                               int trigger_id = cell_current->links[0]?0:1;
+                                               
+                                               struct cell *target_peice = &world.data[ cell_current->links[trigger_id] ];
+                                               
+                                               // Spawn new marble
+                                               if( (target_peice->state & FLAG_EMITTER) && !(target_peice->state & FLAG_TRIGGERED))
+                                               {
+                     if( world.num_fishes < vg_list_size( world.fishes ) )
+                     {
+                        struct fish *fish = &world.fishes[ world.num_fishes ];
+                        lcell( cell_current->links[trigger_id], fish->pos );
+
+                        fish->state = k_fish_state_soon_alive;
+                        fish->colour = target_peice->emit[ trigger_id ];
+                        
+                        if( target_peice->config != k_cell_type_stub )
+                        {
+                           struct cell_description *desc = &cell_descriptions[ target_peice->config ];
+                           v2i_copy( desc->start, fish->dir );
+                           fish->flow_reversed = 1;
+
+                           world.num_fishes ++;
+                           alive_count ++;
+                        }
+                     }
+                     else
+                        vg_warn( "Max marbles exceeded\n" );
+                                               }
+                                               else
+                                               {
+                                                       if( trigger_id )
+                                                               target_peice->state |= FLAG_FLIP_FLOP;
+                                                       else
+                                                               target_peice->state &= ~FLAG_FLIP_FLOP;
+                                               }
+
+                                               cell_current->state |= FLAG_TRIGGERED;
+                                       }
+                               }
+                       }
+                       
+                       // Third pass (collisions)
+                       struct fish *fi, *fj;
+                       
+                       for( int i = 0; i < world.num_fishes; i ++ )
+                       {
+                               fi = &world.fishes[i];
+                               
+                               if( (fi->state == k_fish_state_alive) |
+                (fi->state == k_fish_state_soon_alive) )
+                               {
+                                       int continue_again = 0;
+                               
+                                       for( int j = i+1; j < world.num_fishes; j ++ )
+                                       {
+                                               fj = &world.fishes[j];
+                                               
+                                               if( (fj->state == k_fish_state_alive) |
+                      (fj->state == k_fish_state_soon_alive) )
+                                               {
+                                                       v2i fi_prev;
+                                                       v2i fj_prev;
+                                                       
+                                                       v2i_sub( fi->pos, fi->dir, fi_prev );
+                                                       v2i_sub( fj->pos, fj->dir, fj_prev );
+                                               
+                                                       int 
+                                                       collide_next_frame = ( 
+                                                                (fi->pos[0] == fj->pos[0]) &&
+                                                                (fi->pos[1] == fj->pos[1]))? 1: 0,
+                                                       collide_this_frame = (
+                                                                (fi_prev[0] == fj->pos[0]) &&
+                                                                (fi_prev[1] == fj->pos[1]) &&
+                                                                (fj_prev[0] == fi->pos[0]) &&
+                                                                (fj_prev[1] == fi->pos[1])
+                                                               )? 1: 0;
+                                                       
+                                                       if( collide_next_frame || collide_this_frame )
+                                                       {
+                                                               #ifdef VG_STEAM
+                                                               sw_set_achievement( "BANG" );
+                                                               #endif
+
+                                                               // Shatter death (+0.5s)
+                                                               float death_time = world.sim_internal_time + ( collide_this_frame? 0.0f: 0.5f );
+                                                               
+                                                               fi->state = k_fish_state_soon_dead;
+                                                               fj->state = k_fish_state_soon_dead;
+                                                               fi->death_time = death_time;
+                                                               fj->death_time = death_time;
+                                                               
+                                                               continue_again = 1;
+                                                               break;
+                                                       }
+                                               }
+                                       }
+                                       if( continue_again )
+                                               continue;
+                               }
+                       }
+                       
+                       // Spawn fishes
+                       for( int i = 0; i < arrlen( world.io ); i ++ )
+                       {
+                               struct cell_terminal *term = &world.io[ i ];
+                               int is_input = pcell(term->pos)->state & FLAG_INPUT;
+                               
+                               if( is_input )
+                               {
+                                       if( world.sim_frame < term->runs[ world.sim_run ].step_count )
+                                       {
+                                               i8 emit = term->runs[ world.sim_run ].steps[ world.sim_frame ];
+                                               if( emit == -1 )
+                                                       continue;
+                                       
+                                               struct fish *fish = &world.fishes[ world.num_fishes ];
+                                               v2i_copy( term->pos, fish->pos );
+                                               
+                                               fish->state = k_fish_state_alive;
+                                               fish->colour = emit;
+                                               
+                                               struct cell *cell_ptr = pcell( fish->pos );
+                                               
+                                               if( cell_ptr->config != k_cell_type_stub )
+                  {
+                     if( world.num_fishes < vg_list_size(world.fishes))
+                     {
+                        struct cell_description *desc = &cell_descriptions[ cell_ptr->config ];
+                        
+                        v2i_copy( desc->start, fish->dir );
+                        fish->flow_reversed = 1;
+                        
+                        world.num_fishes ++;
+                        alive_count ++;
+                     }
+                     else
+                        vg_warn( "Max marbles exceeded\n" );
+                                               }
+                                       }
+                               }
+                       }
+                       
+                       if( alive_count == 0 )
+                       {
+                               world.completed = 1;
+                       
+                               for( int i = 0; i < arrlen( world.io ); i ++ )
+                               {
+                                       struct cell_terminal *term = &world.io[ i ];
+                                       
+                                       if( pcell(term->pos)->state & FLAG_OUTPUT )
+                                       {
+                                               struct terminal_run *run = &term->runs[ world.sim_run ];
+                                       
+                                               if( run->recv_count == run->step_count )
+                                               {
+                                                       for( int j = 0; j < run->step_count; j ++ )
+                                                       {
+                                                               if( run->recieved[j] != run->steps[j] )
+                                                               {
+                                                                       world.completed = 0;
+                                                                       break;
+                                                               }
+                                                       }
+                                               }
+                                               else
+                                               {
+                                                       world.completed = 0;
+                                                       break;
+                                               }
+                                       }
+                               }
+                               
+                               if( world.completed )
+                               {
+                                       if( world.sim_run < world.max_runs-1 )
+                                       {
+                                               vg_success( "Run passed, starting next\n" );
+                                               world.sim_run ++;
+                                               world.sim_frame = 0;
+                                               world.sim_target = 0;
+                                               world.num_fishes = 0;
+                                               
+                                               // Reset timing reference points
+                                               world.sim_delta_ref = vg_time;
+                                               world.sim_internal_ref = 0.0f;
+                                               
+                                               if( world.st.buttons[ k_world_button_pause ].state )
+                                                       world.pause_offset_target = 0.5f;
+                                               else
+                                                       world.pause_offset_target = 0.0f;
+                                               
+                                               world.sim_internal_time = 0.0f;
+                                               
+                                               for( int i = 0; i < world.w*world.h; i ++ )
+                                                       world.data[ i ].state &= ~FLAG_FLIP_FLOP;
+                                               
+                                               continue;
+                                       }
+                                       else
+                                       {
+                                               vg_success( "Level passed!\n" );
+                                               
+                                               u32 score = 0;
+                                               for( int i = 0; i < world.w*world.h; i ++ )
+                                                       if( world.data[ i ].state & FLAG_CANAL )
+                                                               score ++;
+                                               
+                                               world.score = score;
+                                               world.time = world.sim_frame;
+                                               
+                                               // Copy into career data
+                                               if( world.pCmpLevel )
+                                               {
+                                                       career_pass_level( world.pCmpLevel, world.score, 1 );
+                                               }
+                                               
+                                               sfx_set_play( &audio_tones, &audio_system_balls_extra, 9 );
+                                               failure_this_frame = 0;
+                                               success_this_frame = 0;
+                                       }
+                               }
+                               else
+                               {
+                                       #ifdef VG_STEAM
+                                       if( world.sim_run > 0 )
+                                               sw_set_achievement( "GOOD_ENOUGH" );
+                                       #endif
+
+                                       vg_error( "Level failed :(\n" );
+                               }
+                               
+                               simulation_stop();
+                               break;
+                       }
+                       
+                       world.sim_frame ++;
+               }
+               
+               // Sounds
+               if( failure_this_frame )
+               {
+                       sfx_set_play( &audio_tones, &audio_system_balls_extra, 0 );
+               }
+               else if( success_this_frame )
+               {
+                       static int succes_counter = 0;
+                       
+                       sfx_set_play( &audio_tones, &audio_system_balls_extra, 1+(succes_counter++) );
+                       
+                       if( succes_counter == 7 )
+                               succes_counter = 0;
+               }
+               
+               // Position update
+               // =====================================================================================================
+               
+               world.frame_lerp = world.sim_internal_time - floorf( world.sim_internal_time );
+               
+               for( int i = 0; i < world.num_fishes; i ++ )
+               {
+                       struct fish *fish = &world.fishes[i];
+                       
+                       if( fish->state == k_fish_state_dead )
+                               continue;
+                       
+                       if( fish->state == k_fish_state_soon_dead && (world.sim_internal_time > fish->death_time) )
+                               continue; // Todo: particle thing?
+                               
+                       struct cell *cell = pcell(fish->pos);
+                       struct cell_description *desc = &cell_descriptions[ cell->config ];
+                       
+                       v2f const *curve;
+                       
+                       float t = world.frame_lerp;
+                       if( fish->flow_reversed && !desc->is_linear )
+                               t = 1.0f-t;
+
+                       v2_copy( fish->physics_co, fish->physics_v );
+                       
+                       switch( cell->config )
+                       {
+                               case k_cell_type_merge:
+                                       if( fish->dir[0] == 1 )
+                                               curve = curve_12;
+                                       else
+                                               curve = curve_9;
+                               break;
+                               case k_cell_type_con_r: curve = curve_1; break;
+                               case k_cell_type_con_l: curve = curve_4; break;
+                               case k_cell_type_con_u: curve = curve_2; break;
+                               case k_cell_type_con_d: curve = curve_8; break;
+                               case 3: curve = curve_3; break;
+                               case 6: curve = curve_6; break;
+                               case 9: curve = curve_9; break;
+                               case 12: curve = curve_12; break;
+                               case 7:
+                                       if( t > curve_7_linear_section )
+                                       {
+                                               t -= curve_7_linear_section;
+                                               t *= (1.0f/(1.0f-curve_7_linear_section));
+                                               
+                                               curve = cell->state & FLAG_FLIP_FLOP? curve_7: curve_7_1;
+                                       }
+                                       else curve = NULL;
+                               break;
+                               default: curve = NULL; break;
+                       }
+
+                       if( curve )
+                       {
+                               float t2 = t * t;
+                               float t3 = t * t * t;
+
+                               float cA = 3.0f*t2 - 3.0f*t3;
+                               float cB = 3.0f*t3 - 6.0f*t2 + 3.0f*t;
+                               float cC = 3.0f*t2 - t3 - 3.0f*t + 1.0f;
+
+                               fish->physics_co[0] = t3*curve[3][0] + cA*curve[2][0] + cB*curve[1][0] + cC*curve[0][0];
+                               fish->physics_co[1] = t3*curve[3][1] + cA*curve[2][1] + cB*curve[1][1] + cC*curve[0][1];
+                               fish->physics_co[0] += (float)fish->pos[0];
+                               fish->physics_co[1] += (float)fish->pos[1];
+                       }
+                       else
+                       {
+                               v2f origin;
+                               origin[0] = (float)fish->pos[0] + (float)fish->dir[0]*-0.5f + 0.5f;
+                               origin[1] = (float)fish->pos[1] + (float)fish->dir[1]*-0.5f + 0.5f;
+                               
+                               fish->physics_co[0] = origin[0] + (float)fish->dir[0]*t;
+                               fish->physics_co[1] = origin[1] + (float)fish->dir[1]*t;
+                       }
+                       
+                       v2_sub( fish->physics_co, fish->physics_v, fish->physics_v );
+                       v2_divs( fish->physics_v, world.sim_internal_delta, fish->physics_v );
+               }
+       }
+}
+
+static void render_tile( v2i pos, struct cell *ptr, v4f const regular_colour, 
+      v4f const selected_colour, int with_glow )
+{
+       int selected = world.selected == pos[1]*world.w + pos[0];
+       int uv[2];
+       
+       uv[0] = ptr->config & 0x3;
+       uv[1] = ptr->config >> 2;
+       
+       glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), 
+               (float)pos[0], 
+               (float)pos[1], 
+               uv[0], 
+               uv[1] 
+       );
+   
+   if( with_glow )
+   {
+      glUniform3fv( SHADER_UNIFORM( shader_tile_main, "uGlowA" ), 
+            1, ptr->glow[0] );
+      glUniform3fv( SHADER_UNIFORM( shader_tile_main, "uGlowB" ), 
+            1, ptr->glow[1] );
+   }
+   else
+   {
+      glUniform3f( SHADER_UNIFORM( shader_tile_main, "uGlowA" ),
+            0.0f,
+            0.0f,
+            0.0f );
+      glUniform3f( SHADER_UNIFORM( shader_tile_main, "uGlowB" ),
+            0.0f,
+            0.0f,
+            0.0f );
+   }
+
+       if( selected )
+       {
+               glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, selected_colour );
+               draw_mesh( 0, 2 );
+               glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, regular_colour );
+       }
+       else                    
+               draw_mesh( 0, 2 );
+}
+
+// Renders specific chunk of tiles
+static void render_tile_block( v2i start, v2i end, v4f const regular_colour, v4f const selected_colour )
+{
+       v2i full_start = { 0,0 };
+       v2i full_end = { world.w, world.h };
+       
+       if( !start || !end )
+       {
+               start = full_start;
+               end = full_end;
+       }
+
+       for( int y = start[1]; y < end[1]; y ++ )
+       {
+               for( int x = start[0]; x < end[0]; x ++ )
+               {
+                       v2i pos = { x, y };
+                       struct cell *cell = pcell( pos );
+
+                       if( cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT|FLAG_EMITTER) )
+                               render_tile( pos, cell, regular_colour, selected_colour, 0 );
+               }
+       }
+}
+
+// Renders all tiles in the command list
+static void render_tiles( v4f const regular_colour, v4f const selected_colour, 
+      int with_glow )
+{
+       glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, regular_colour );
+
+       struct render_list
+       {
+               struct render_cmd *arr;
+               u32 count;
+       }
+       render_lists[] = { 
+               { world.cmd_buf_tiles, world.tile_count }, 
+               { world.cmd_buf_specials, world.tile_special_count } 
+       };
+
+   int world_paused = world.st.buttons[k_world_button_pause].state;
+   if( with_glow && !world_paused )
+   {
+      for( int i = 0; i < world.num_fishes; i ++ )
+      {
+         struct fish *fish = &world.fishes[i];
+
+         if( !(fish->state == k_fish_state_alive ||
+             fish->state == k_fish_state_soon_alive) ) continue;
+
+         struct cell *cell_x = pcell( fish->pos );
+         v3f glow_colour;
+         colour_code_v3( fish->colour, glow_colour );
+         
+         int c = 0;
+         if( cell_x->config == k_cell_type_split )
+            c = cell_x->state & FLAG_FLIP_FLOP? 1:0;
+
+         if( cell_x->config == k_cell_type_merge )
+            c = fish->dir[0]==-1?1:0;
+         
+         v3_muladds( cell_x->glow[c], glow_colour, 
+               powf(world.frame_lerp,2.0f)*0.03f * world.sim_delta_speed, 
+               cell_x->glow[c]);
+      }
+   }
+
+       for( int i = 0; i < vg_list_size( render_lists ); i ++ )
+       {
+               struct render_list *list = &render_lists[i];
+               for( int j = 0; j < list->count; j ++ )
+               {
+                       struct render_cmd *cmd = &list->arr[j];
+                       struct cell *cell = cmd->ptr;
+
+                       render_tile( cmd->pos, cell, regular_colour, selected_colour, with_glow );
+               }
+       }
+}
+
+static int world_button_exec( struct world_button *btn, v2f texture, v3f colour, enum world_button_status *status )
+{
+       static v2i click_grab = { -9999, -9999 };
+
+       // Reset click_grab
+       if( !btn )
+       {
+               click_grab[0] = -9999;
+               click_grab[1] = -9999;
+               return 0;
+       }
+
+       v2i click_tile = { world.tile_x, world.tile_y };
+
+       int triggered = 0;
+       int is_hovering = v2i_eq( click_tile, btn->position ) && !gui_want_mouse();
+
+       // Set up light targets before logic runs
+       if( btn->state )
+               btn->light_target = is_hovering? 0.7f: 0.6f;
+       else
+               btn->light_target = is_hovering? 0.2f: 0.0f;
+
+       if( vg_get_button( "primary" ) && is_hovering )
+               btn->light_target = 1.0f;
+       
+       // Process click action
+       if( is_hovering )
+       {
+               if( vg_get_button_down( "primary" ) && is_hovering )
+                       v2i_copy( click_tile, click_grab );
+               else if( v2i_eq( click_grab, click_tile ) && vg_get_button_up( "primary" ) )
+               {
+                       // Click event
+                       *status = btn->state? k_world_button_on_disable: k_world_button_on_enable;
+                       
+                       if( btn->mode == k_world_button_mode_toggle )
+                               btn->state ^= 0x1;
+                       
+                       sfx_set_play( &audio_clicks, &audio_system_ui, btn->state? 1:0 );
+                       triggered = 1;
+               }
+       }
+
+       // Drawing stage
+       v4f final_colour;
+       
+       btn->light = vg_lerpf( btn->light, btn->light_target + btn->extra_light, vg_time_delta*26.0f );
+
+       v3_copy( colour, final_colour );
+       final_colour[3] = btn->light;
+
+       glUniform4f( SHADER_UNIFORM( shader_buttons, "uOffset" ),
+               btn->position[0],
+               btn->position[1],
+               texture[0],
+               texture[1]
+       );
+       glUniform4fv( SHADER_UNIFORM( shader_buttons, "uColour" ), 1, final_colour );
+       draw_mesh( 0, 2 );
+
+       return triggered;
+}
+
+static void level_selection_buttons(void)
+{
+       v3f tutorial_colour = { 0.204f, 0.345f, 0.553f };
+       v3f locked_colour = { 0.2f, 0.2f, 0.2f };
+
+       struct cmp_level *switch_level_to = NULL;
+
+       for( int i = 0; i < vg_list_size( career_packs ); i ++ )
+       {
+               struct career_level_pack *grid = &career_packs[i];
+               
+               for( int j = 0; j < grid->count; j ++ )
+               {
+                       struct cmp_level *lvl = &grid->pack[ j ];
+                               
+                       if( world.pCmpLevel == lvl )
+                               lvl->btn.extra_light = 0.35f + fabsf(sinf( vg_time * 2.0f )) * 0.05f;   
+                       else lvl->btn.extra_light = 0.2f;
+                       
+                       if( lvl->completed_score )
+                               lvl->btn.extra_light += 0.6f;
+                       
+                       enum world_button_status status;
+                       if( world_button_exec( 
+                               &lvl->btn, 
+                               (v2f){0.0f,0.0f}, 
+                               lvl->unlocked? (lvl->is_tutorial? tutorial_colour: grid->primary_colour): locked_colour,
+                               &status 
+                       ))
+                       {
+                               if( status == k_world_button_on_enable && lvl->unlocked )
+                                       switch_level_to = lvl;
+                       }
+               }
+       }
+       
+       if( switch_level_to )
+       {
+               world.st.lvl_to_load = switch_level_to;
+               world.st.lvl_load_time = vg_time + 0.25f;
+               world.st.world_transition = 1.0f;
+
+               /*
+               if( console_changelevel( 1, &switch_level_to->map_name ) )
+               {
+                       world.pCmpLevel = switch_level_to;
+                       gen_level_text( world.pCmpLevel );
+               }
+               */
+       }
+}
+
+static void render_sprite( enum sprites_auto_combine_index id, v3f pos )
+{
+       struct vg_sprite *sp = &sprites_auto_combine[ id ];
+
+       glUniform4fv( SHADER_UNIFORM( shader_sprite, "uUv" ), 1, sp->uv_xywh );
+       glUniform3f( SHADER_UNIFORM( shader_sprite, "uPos" ), 
+         pos[0], pos[1], pos[2] * world.st.world_transition );
+       
+       draw_mesh( 0, 2 );
+}
+
+static void vg_framebuffer_resize(int w, int h)
+{
+   glBindTexture( GL_TEXTURE_2D, world.st.colourbuffer );
+   glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, w, h, 
+         0, GL_RGB, GL_UNSIGNED_BYTE, NULL );
+
+   for( int i=0; i<2; i++ )
+   {
+      glBindTexture( GL_TEXTURE_2D, world.st.bloomcolourbuffer[i] );
+      glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, 
+            w/EFFECT_BUFFER_RATIO, h/EFFECT_BUFFER_RATIO, 
+            0, GL_RGB, GL_UNSIGNED_BYTE, NULL );
+   }
+}
+
+void vg_render(void)
+{
+   if( enable_bloom || enable_vignette )
+      glBindFramebuffer( GL_FRAMEBUFFER, world.st.framebuffer );
+   else
+      glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+
+       glViewport( 0,0, vg_window_x, vg_window_y );
+
+       glDisable( GL_DEPTH_TEST );
+       glClearColor( 0.14f, 0.14f, 0.14f, 1.0f );
+       glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+       
+       v4f const colour_default = {1.0f, 1.0f, 1.0f, 1.0f};
+       v4f const colour_selected = {0.90f, 0.92f, 1.0f, 1.0f};
+
+       int const circle_base = 6;
+       int const filled_start = circle_base+0;
+       int const filled_count = circle_base+32;
+       int const empty_start = circle_base+32;
+       int const empty_count = circle_base+32*2;
+       
+#if 0
+   struct world_theme *theme = &world_themes[ world_theme_id ];
+#else
+   struct world_theme *theme = &world_themes[ 0 ];
+#endif
+
+       if( !world.initialzed )
+               return;
+
+       // Extract render commands
+       world.tile_count = 0;
+       world.tile_special_count = 0;
+
+       for( int y = 1; y < world.h-1; y ++ )
+       {
+               for( int x = 1; x < world.w-1; x ++ )
+               {
+                       struct cell *cell = pcell((v2i){x,y});
+                       
+                       if( cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT|FLAG_EMITTER|FLAG_INPUT_NICE) )
+                       {
+                               struct render_cmd *cmd;
+
+                               if( 
+               (cell->config == k_cell_type_split && (cell->state & FLAG_CANAL)) 
+               || (cell->state & (FLAG_EMITTER|FLAG_IS_TRIGGER)) 
+            )
+                                       cmd = &world.cmd_buf_tiles[ world.max_commands - (++ world.tile_special_count) ];
+                               else
+                                       cmd = &world.cmd_buf_tiles[ world.tile_count ++ ];
+
+                               cmd->pos[0] = x;
+                               cmd->pos[1] = y;
+                               cmd->ptr = cell;
+            
+            int world_paused = world.st.buttons[k_world_button_pause].state;
+            if( !world_paused )
+            {
+               float decay = 1.0f - world.sim_delta_speed*0.005f;
+               v3_muls( cell->glow[0], decay, cell->glow[0] );
+               v3_muls( cell->glow[1], decay, cell->glow[1] );
+            }
+                       }
+               }
+       }
+
+       world.cmd_buf_specials = &world.cmd_buf_tiles[ world.max_commands - world.tile_special_count ];
+       
+       // BACKGROUND
+       // ========================================================================================================
+       use_mesh( &world.shapes );
+       
+       SHADER_USE( shader_background );
+       glUniformMatrix3fv( SHADER_UNIFORM( shader_background, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+       
+       glActiveTexture( GL_TEXTURE0 );
+       glBindTexture( GL_TEXTURE_2D, world.background_data );
+       glUniform1i( SHADER_UNIFORM( shader_background, "uTexMain" ), 0 );
+       
+       glUniform3f( SHADER_UNIFORM( shader_background, "uOffset" ), -16, -16, 64 );
+       glUniform1f( SHADER_UNIFORM( shader_background, "uVariance" ), 0.05f );
+       
+       glActiveTexture( GL_TEXTURE1 );
+       glBindTexture( GL_TEXTURE_2D, world.random_samples );
+       glUniform1i( SHADER_UNIFORM( shader_background, "uSamplerNoise" ), 1 );
+       glUniform1f( SHADER_UNIFORM( shader_background, "uVisibility" ), 1.0f ); //world.st.world_transition );
+
+       draw_mesh( 0, 2 );
+       
+       // TILESET BACKGROUND LAYER
+       // ========================================================================================================
+       use_mesh( &world.shapes );
+       SHADER_USE( shader_tile_main );
+
+       m2x2f subtransform;
+       m2x2_identity( subtransform );
+       glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform );  
+       glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_main, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+       glUniform1f( SHADER_UNIFORM( shader_tile_main, "uGhost" ), 0.0f );
+       glUniform1f( SHADER_UNIFORM( shader_tile_main, "uForeground" ), 0.0f );
+       glUniform1f( SHADER_UNIFORM( shader_tile_main, "uVisibility" ), world.st.world_transition * 2.0f );
+       
+       glEnable(GL_BLEND);
+       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       glBlendEquation(GL_FUNC_ADD);
+       
+       // rebind textures
+       vg_tex2d_bind( &tex_tile_data, 0 );
+       vg_tex2d_bind( theme->tex_tiles, 1 );
+   vg_tex2d_bind( &tex_tile_glow, 2 );
+   
+       glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 );
+       glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 );
+       glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlow" ), 2 );
+
+   glUniform3fv( SHADER_UNIFORM( shader_tile_main, "uShadowing" ), 1, theme->col_shadow );
+
+       render_tiles( colour_default, colour_default, 1 );
+       
+       // MARBLES
+       // ========================================================================================================
+       SHADER_USE( shader_ball );
+       glUniformMatrix3fv( SHADER_UNIFORM( shader_ball, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+       
+       vg_tex2d_bind( &tex_ball_noise, 0 );
+       glUniform1i( SHADER_UNIFORM( shader_ball, "uTexMain" ), 0 );
+       
+       if( world.st.buttons[ k_world_button_sim ].state )
+       {
+               for( int i = 0; i < world.num_fishes; i ++ )
+               {
+                       struct fish *fish = &world.fishes[i];
+                       v3f render_pos;
+                       render_pos[2] = 1.0f;
+                       
+                       if( fish->state == k_fish_state_dead || fish->state == k_fish_state_soon_dead )
+                       {
+                               float death_anim_time = world.sim_internal_time - fish->death_time;
+                               
+                               // Death animation
+                               if( death_anim_time > 0.0f && death_anim_time < 1.0f )
+                               {
+                                       float amt = 1.0f-death_anim_time*death_anim_time;
+                               
+                                       v2_muladds( fish->physics_co, fish->physics_v, -1.0f * world.sim_internal_delta * amt, fish->physics_co );
+                                       render_pos[2] = amt;
+                               }
+                               else if( world.sim_internal_time > fish->death_time )
+                                       continue;
+                       }
+                       else if( fish->state == k_fish_state_bg )
+                               continue;
+                       
+                       v2_copy( fish->physics_co, render_pos );
+                       
+                       v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
+                       colour_code_v3( fish->colour, dot_colour );
+                       
+                       glUniform3fv( SHADER_UNIFORM( shader_ball, "uColour" ), 1, dot_colour );
+                       glUniform3fv( SHADER_UNIFORM( shader_ball, "uOffset" ), 1, render_pos );
+                       glUniform2f( SHADER_UNIFORM( shader_ball, "uTexOffset" ), (float)i * 1.2334, (float)i * -0.3579f );
+                       draw_mesh( 0, 2 );
+               }
+       }
+       
+       // TILESET FOREGROUND LAYER
+       // ========================================================================================================
+       SHADER_USE( shader_tile_main );
+
+       // Re Bind textures
+       vg_tex2d_bind( &tex_tile_data, 0 );
+       vg_tex2d_bind( theme->tex_tiles, 1 );
+   vg_tex2d_bind( &tex_tile_glow, 2 );
+       
+       glUniform1f( SHADER_UNIFORM( shader_tile_main, "uForeground" ), 1.0f );
+       render_tiles( colour_default, colour_selected, 0 );
+
+       //      Draw splitters
+       for( int i = 0; i < world.tile_special_count; i ++ )
+       {
+               struct render_cmd *cmd = &world.cmd_buf_specials[i];
+               struct cell *cell = cmd->ptr;
+
+               if( cell->config == k_cell_type_split )
+               {
+                       float rotation = cell->state & FLAG_FLIP_FLOP? vg_rad( -45.0f ): vg_rad( 45.0f );
+                       
+                       if( cell->state & FLAG_FLIP_ROTATING )
+                       {
+                               if( (world.frame_lerp > curve_7_linear_section) )
+                               {
+                                       float const rotation_speed = 0.4f;
+                                       if( (world.frame_lerp < 1.0f-rotation_speed) )
+                                       {
+                                               float t = world.frame_lerp - curve_7_linear_section;
+                                               t *= -2.0f * (1.0f/(1.0f-(curve_7_linear_section+rotation_speed)));
+                                               t += 1.0f;
+                                               
+                                               rotation *= t;
+                                       }
+                                       else
+                                               rotation *= -1.0f;
+                               }
+                       }
+
+                       m2x2_create_rotation( subtransform, rotation );
+
+                       glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main,"uSubTransform" ), 
+               1, GL_FALSE, (float *)subtransform );
+
+                       glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), 
+                               (float)cmd->pos[0], 
+                               (float)cmd->pos[1] + 0.125f, 
+                               cell->state & FLAG_TARGETED? 3.0f: 2.0f, 
+                               3.0f 
+                       );
+                       draw_mesh( 0, 2 );
+               }
+       }
+       
+       // EDIT OVERLAY
+       // ========================================================================================================
+       if( world.selected != -1 && !(world.data[ world.selected ].state & FLAG_CANAL) && !world.id_drag_from )
+       {
+               v2i new_begin = { world.tile_x - 2, world.tile_y - 2 };
+               v2i new_end = { world.tile_x + 2, world.tile_y + 2 };
+       
+               world.data[ world.selected ].state ^= FLAG_CANAL;
+               map_reclassify( new_begin, new_end, 0 );
+               
+               m2x2_identity( subtransform );
+               glUniform1f( SHADER_UNIFORM( shader_tile_main, "uGhost" ), 1.0f );
+               glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform );  
+               glUniform2fv( SHADER_UNIFORM( shader_tile_main, "uMousePos" ), 1, world.tile_pos );
+               
+               render_tile_block( new_begin, new_end, colour_default, colour_default );
+               
+               world.data[ world.selected ].state ^= FLAG_CANAL;
+               map_reclassify( new_begin, new_end, 0 );
+       }
+       
+       // BUTTONS
+       // ========================================================================================================
+       SHADER_USE( shader_buttons );
+       glUniformMatrix3fv( SHADER_UNIFORM( shader_buttons, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+       
+       vg_tex2d_bind( &tex_buttons, 0 );
+       glUniform1i( SHADER_UNIFORM( shader_buttons, "uTexMain" ), 0 );
+       
+       enum world_button_status stat;
+       int world_paused = world.st.buttons[k_world_button_pause].state;
+       int world_running = world.st.buttons[k_world_button_sim].state;
+
+       float sim_icon_x = world_paused? 3.0f: (world_running? 2.0f: 0.0f);
+
+       v3f btn_dark_blue = { 0.204f, 0.345f, 0.553f };
+       v3f btn_orange = { 0.553f, 0.345f, 0.204f };
+
+       if( world_button_exec( &world.st.buttons[k_world_button_sim], (v2f){ sim_icon_x, 3.0f }, btn_dark_blue, &stat ))
+       {
+               if( stat == k_world_button_on_enable )
+               {
+                       simulation_start();
+
+                       if( world_paused )
+                               world.pause_offset_target = 0.5f;
+               }
+               else
+               {
+                       if( world_paused )
+                       {
+                               // Trigger single step
+                               world.pause_offset_target += 1.0f;
+                               world.st.buttons[k_world_button_sim].state = 1;
+                       }
+                       else
+                       {
+                               simulation_stop();
+                       }
+               }
+       }
+       
+       if( world_button_exec( &world.st.buttons[k_world_button_pause], (v2f){ 1.0f, 3.0f }, btn_dark_blue, &stat ))
+       {
+               world.sim_internal_ref = world.sim_internal_time;
+               world.sim_delta_ref = vg_time;
+
+               if( stat == k_world_button_on_enable )
+               {
+                       float time_frac = world.sim_internal_time-floorf(world.sim_internal_time);
+                       world.pause_offset_target = 0.5f - time_frac;
+               }
+               else
+                       world.pause_offset_target = 0.0f;
+       }
+
+       if( world_button_exec( &world.st.buttons[k_world_button_speedy], (v2f){ 0.0f, 2.0f }, btn_orange, &stat ))
+       {
+               world.sim_delta_speed = stat == k_world_button_on_enable? 10.0f: 2.5f;
+               
+               if( !world_paused )
+               {
+                       world.sim_delta_ref = vg_time;
+                       world.sim_internal_ref = world.sim_internal_time;
+               }
+       }
+
+       if( world_button_exec( &world.st.buttons[k_world_button_settings], (v2f){ 1.0f, 2.0f }, btn_orange, &stat ))
+       {
+               world.st.state = stat == k_world_button_on_enable? 
+         k_game_state_settings: k_game_state_main;     
+       }
+
+       level_selection_buttons();
+       
+       if( vg_get_button_up( "primary" ) )
+               world_button_exec( NULL, NULL, NULL, NULL );
+       
+       // I/O ARRAYS
+       // ========================================================================================================
+       
+       //glEnable(GL_BLEND);
+       SHADER_USE( shader_tile_colour );
+       glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+
+       for( int i = 0; i < arrlen( world.io ); i ++ )
+       {
+               struct cell_terminal *term = &world.io[ i ];
+               struct cell *cell = pcell(term->pos);
+
+               int is_input = cell->state & FLAG_INPUT;
+               v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
+
+      if( cell->state & FLAG_EMITTER )
+      {
+         for( int j = 0; j < 2; j ++ )
+         {
+            if( cell->emit[j] != -1 )
+            {
+               colour_code_v3( cell->emit[j], dot_colour );
+               
+               glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), 
+                  term->pos[0] + 0.25f + (float)j * 0.5f, 
+                  term->pos[1] + 0.25f,
+                  0.12f
+               );
+
+               glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
+               draw_mesh( filled_start, filled_count );
+            }
+         }
+         continue;
+      }
+               
+               for( int k = 0; k < term->run_count; k ++ )
+               {
+                       float arr_base   = is_input? 1.2f: -0.2f, 
+                                       run_offset = (is_input? 0.2f: -0.2f) * (float)k, 
+                                       y_position = is_input? 
+                                               (arr_base + (float)term->pos[1] + (float)(term->run_count-1)*0.2f) - run_offset:
+                                               (float)term->pos[1] + arr_base + run_offset;
+                       
+                       v4f bar_colour;
+                       int bar_draw = 0;
+                       
+                       if( is_simulation_running() )
+                       {
+                               if( k == world.sim_run )
+                               {
+                                       float a = fabsf(sinf( vg_time * 2.0f )) * 0.075f + 0.075f;
+                                       
+                                       v4_copy( (v4f){ 1.0f, 1.0f, 1.0f, a }, bar_colour );
+                               }
+                               else
+                                       v4_copy( (v4f){ 0.0f, 0.0f, 0.0f, 0.13f }, bar_colour );
+                               
+                               bar_draw = 1;
+                       }
+                       else if( 1 || k & 0x1 )
+                       {
+                               if( k & 0x1 )
+                                       v4_copy( (v4f){ 1.0f, 1.0f, 1.0f, 0.07f }, bar_colour );
+                               else
+                                       v4_copy( (v4f){ 0.0f, 0.0f, 0.0f, 0.13f }, bar_colour );                        
+                                                       
+                               bar_draw = 1;
+                       }
+                       
+                       if( bar_draw )
+                       {
+                               glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, bar_colour );
+                               glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), 
+               (float)term->pos[0], y_position - 0.1f, 1.0f );
+
+                               draw_mesh( 2, 2 );
+                       }
+                       
+                       for( int j = 0; j < term->runs[k].step_count; j ++ )
+                       {
+                               glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), 
+                                       (float)term->pos[0] + 0.2f + 0.2f * (float)j, 
+                                       y_position, 
+                                       0.1f 
+                               );
+                       
+                               if( is_input )
+                               {
+                                       i8 colour = term->runs[k].steps[j];
+                                       if( colour != -1 )
+                                       {                                       
+                                               colour_code_v3( colour, dot_colour );
+                                               glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
+                                       
+                                               // Draw filled if tick not passed, draw empty if empty
+                                               if( (world.sim_frame > j && world.sim_run >= k) || world.sim_run > k )
+                                                       draw_mesh( empty_start, empty_count );
+                                               else
+                                                       draw_mesh( filled_start, filled_count );
+                                       }
+                               }
+                               else
+                               {
+                               
+                                       if( term->runs[k].recv_count > j )
+                                       {
+                                               colour_code_v3( term->runs[k].recieved[j], dot_colour );
+                                               v3_muls( dot_colour, 0.8f, dot_colour );
+                                               glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
+                                               
+                                               draw_mesh( filled_start, filled_count );
+                                       }
+                                       
+                                       colour_code_v3( term->runs[k].steps[j], dot_colour );
+                                       glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
+                                       
+                                       draw_mesh( empty_start, empty_count );
+                               }
+                       }
+               }
+       }
+
+       // SPRITES
+       // ========================================================================================================
+       SHADER_USE( shader_sprite );
+       glUniformMatrix3fv( SHADER_UNIFORM( shader_sprite, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+
+       vg_tex2d_bind( &tex_sprites, 0 );
+       glUniform1i( SHADER_UNIFORM( shader_sprite, "uTexMain" ), 0 );
+       
+       for( int i = 0; i < world.tile_special_count; i ++ )
+       {
+               struct render_cmd *cmd = &world.cmd_buf_specials[i];
+               struct cell *cell = cmd->ptr;
+
+               if( (cell->config == k_cell_type_split) || (cell->state & FLAG_EMITTER) )
+               {
+                       v2f center = { cmd->pos[0] + 0.5f, cmd->pos[1] + 0.5f };
+
+                       v3f p0 = { 0.0f, 0.0f, 4.0f };
+                       v3f p1 = { 0.0f, 0.0f, 4.0f };
+
+                       v2_add( center, (v2f){ -0.25f, -0.25f }, p0 );
+                       v2_add( center, (v2f){  0.25f, -0.25f }, p1 );
+
+                       render_sprite( k_sprite_jack_1, p0 );
+                       render_sprite( k_sprite_jack_2, p1 );
+               }
+      else if( cell->state & FLAG_IS_TRIGGER )
+      {
+         v3f p0 = { 0.0f, 0.0f, 4.0f };
+         
+         struct cell_description *desc = &cell_descriptions[ cell->config ];
+
+         v2_add( (v2f){ cmd->pos[0], cmd->pos[1] }, desc->trigger_pos, p0 );
+         render_sprite( desc->trigger_sprite, p0 );
+      }
+       }
+
+       // TEXT ELEMENTS
+       // ========================================================================================================
+   // Old style
+   m3x3f mvp_text;
+   m3x3_identity( mvp_text );
+   m3x3_scale( mvp_text, (v3f){ 
+      1.0f/  ((float)UI_GLYPH_SPACING_X*4.0f),
+      1.0f/ -((float)UI_GLYPH_SPACING_X*4.0f), 
+      1.0f 
+   });
+
+   m3x3_mul( vg_pv, mvp_text, mvp_text );
+   ui_draw( &world.st.world_text, mvp_text );
+
+       // WIRES
+       // ========================================================================================================
+       glEnable(GL_BLEND);
+
+       SHADER_USE( shader_wire );
+       glBindVertexArray( world.wire.vao );
+
+       glUniformMatrix3fv( SHADER_UNIFORM( shader_wire, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+       
+       v4f const wire_left_colour = { 0.9f, 0.9f, 0.9f, 1.0f };
+       v4f const wire_right_colour = { 0.5f, 0.5f, 0.5f, 1.0f };
+       v4f const wire_drag_colour = { 0.3f, 0.3f, 0.3f, 0.6f };
+       
+       glUniform1f( SHADER_UNIFORM( shader_wire, "uTime" ), world.frame_lerp );
+       glUniform1f( SHADER_UNIFORM( shader_wire, "uGlow" ), 0.0f );
+       
+       if( world.id_drag_from )
+       {
+               glUniform4fv( SHADER_UNIFORM( shader_wire, "uColour" ), 1, wire_drag_colour );
+               glUniform1f( SHADER_UNIFORM( shader_wire, "uCurve" ), 0.4f );
+               glUniform3f( SHADER_UNIFORM( shader_wire, "uStart" ), world.drag_from_co[0], world.drag_from_co[1], 0.20f*world.st.world_transition );
+               glUniform3f( SHADER_UNIFORM( shader_wire, "uEnd" ), world.drag_to_co[0], world.drag_to_co[1], 0.20f*world.st.world_transition );
+               glDrawElements( GL_TRIANGLES, world.wire.em, GL_UNSIGNED_SHORT, (void*)(0) );
+       }
+       
+       // Pulling animation
+       float rp_x1 = world.frame_lerp*9.0f;
+       float rp_xa = rp_x1*expf(1.0f-rp_x1)* 0.36f;
+       float rp_x2 = 1.0f-rp_xa;
+       
+       for( int i = 0; i < world.tile_special_count; i ++ )
+       {
+               struct render_cmd *cmd = &world.cmd_buf_specials[i];
+               struct cell *cell = cmd->ptr;
+
+               if( cell->state & FLAG_TARGETED )
+               {
+                       for( int j = 0; j < 2; j ++ )
+                       {
+                               if( !cell->links[j] )
+                                       continue;
+
+                               struct cell *other_cell = &world.data[ cell->links[ j ]];
+                               struct cell_description *desc = &cell_descriptions[ other_cell->config ];
+                               
+                               int x2 = cell->links[j] % world.w;
+                               int y2 = (cell->links[j] - x2) / world.w;
+                               
+                               v2f startpoint; 
+                               v2f endpoint;
+                               
+                               endpoint[0] = (float)cmd->pos[0] + (j? 0.75f: 0.25f);
+                               endpoint[1] = (float)cmd->pos[1] + 0.25f;
+                               
+                               startpoint[0] = x2;
+                               startpoint[1] = y2;
+                               
+                               v2_add( desc->trigger_pos, startpoint, startpoint );
+                               
+                               if( cmd->ptr->state & FLAG_EMITTER )
+                               {
+                                       v4f wire_colour;
+                                       colour_code_v3( cmd->ptr->emit[j], wire_colour );
+                                       wire_colour[3] = 1.0f;
+
+                                       glUniform4fv( SHADER_UNIFORM( shader_wire, "uColour" ), 1, wire_colour );
+                               }
+                               else
+                                       glUniform4fv( SHADER_UNIFORM( shader_wire, "uColour" ), 1, j? wire_right_colour: wire_left_colour );
+
+                               glUniform1f( SHADER_UNIFORM( shader_wire, "uCurve" ), other_cell->state & FLAG_TRIGGERED? rp_x2 * 0.4f: 0.4f );
+                               glUniform1f( SHADER_UNIFORM( shader_wire, "uGlow" ), other_cell->state & FLAG_TRIGGERED? rp_xa: 0.0f );
+                               glUniform3f( SHADER_UNIFORM( shader_wire, "uEnd" ), startpoint[0], startpoint[1], 0.18f*world.st.world_transition );
+                               glUniform3f( SHADER_UNIFORM( shader_wire, "uStart" ), endpoint[0], endpoint[1], 0.18f*world.st.world_transition );
+                               glDrawElements( GL_TRIANGLES, world.wire.em, GL_UNSIGNED_SHORT, (void*)(0) );
+                       }
+               }
+       }
+       
+       // WIRE ENDPOINTS
+       // ========================================================================================================
+       
+       SHADER_USE( shader_tile_colour );
+       use_mesh( &world.shapes );
+       
+       for( int i = 0; i < world.tile_special_count; i ++ )
+       {
+               struct render_cmd *cmd = &world.cmd_buf_specials[i];
+               struct cell *cell = cmd->ptr;
+
+               if( cell->state & FLAG_TARGETED )
+               {
+                       for( int j = 0; j < 2; j ++ )
+                       {
+                               if( !cell->links[j] )
+                                       continue;
+
+                               struct cell *other_cell = &world.data[ cell->links[ j ]];
+                               struct cell_description *desc = &cell_descriptions[ other_cell->config ];
+                               
+                               int x2 = cell->links[j] % world.w;
+                               int y2 = (cell->links[j] - x2) / world.w;
+                               
+                               v2f pts[2];
+                               
+                               pts[0][0] = (float)cmd->pos[0] + (j? 0.75f: 0.25f);
+                               pts[0][1] = (float)cmd->pos[1] + 0.25f;
+                               
+                               pts[1][0] = x2;
+                               pts[1][1] = y2;
+                               
+                               v2_add( desc->trigger_pos, pts[1], pts[1] );
+                               
+                               if( cell->state & FLAG_EMITTER )
+                               {
+                                       v4f wire_colour;
+                                       colour_code_v3( cell->emit[j], wire_colour );
+
+                                       v3_muls( wire_colour, 0.8f, wire_colour );
+                                       wire_colour[3] = 1.0f;
+
+                                       glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, wire_colour );
+                               }
+                               else
+                                       glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1,j?wire_right_colour: wire_left_colour );
+                               
+                               for( int i = 0; i < 2; i ++ )
+                               {
+                                       glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), 
+                                               pts[i][0],
+                                               pts[i][1], 
+                                               0.08f * world.st.world_transition
+                                       );
+                                       draw_mesh( filled_start, filled_count );        
+                               }
+                       }
+               }
+       }
+
+       // SUB SPLITTER DIRECTION
+       // ========================================================================================================
+   
+   /*
+       glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.9f, 0.35f, 0.1f, 0.75f );
+       
+       for( int i = 0; i < world.tile_special_count; i ++ )
+       {
+               struct render_cmd *cmd = &world.cmd_buf_specials[i];
+               struct cell *cell = cmd->ptr;
+
+               if( cell->state & FLAG_TARGETED && cell->config == k_cell_type_split )
+               {
+                       glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), cmd->pos[0], cmd->pos[1], 1.0f );
+                       draw_mesh( cell->state & FLAG_FLIP_FLOP? 5: 4, 1 );
+               }
+       }
+   */
+
+       // LIGHT FLARES
+       // ========================================================================================================
+       glBlendFunc(GL_ONE, GL_ONE);
+       glBlendEquation(GL_FUNC_ADD);
+       
+       SHADER_USE( shader_sprite );
+
+       vg_tex2d_bind( &tex_sprites, 0 );
+       glUniform1i( SHADER_UNIFORM( shader_sprite, "uTexMain" ), 0 );
+       
+       for( int i = 0; i < world.tile_special_count; i ++ )
+       {
+               struct render_cmd *cmd = &world.cmd_buf_specials[i];
+               struct cell *cell = cmd->ptr;
+
+               if( cell->config == k_cell_type_split )
+               {
+                       v2f center = { cmd->pos[0] + 0.5f, cmd->pos[1] + 0.5f };
+
+                       v3f p0 = { 0.0f, 0.0f, 12.0f };
+                       v3f p1 = { 0.0f, 0.0f, 12.0f };
+
+                       v2_add( center, (v2f){ -0.25f, -0.25f }, p0 );
+                       v2_add( center, (v2f){  0.25f, -0.25f }, p1 );
+         
+         if( cell->state & FLAG_TARGETED )
+         {
+                          if( cell->state & FLAG_FLIP_FLOP )
+                               render_sprite( k_sprite_flare_y, p1 );
+                          else
+                                  render_sprite( k_sprite_flare_b, p0 );
+         }
+         else
+            render_sprite( k_sprite_flare_w, cell->state &FLAG_FLIP_FLOP? p1: p0 );
+               }
+       }
+
+       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       glBlendEquation(GL_FUNC_ADD);
+       
+       glDisable(GL_BLEND);
+       
+       // Draw score
+       /*
+       float const score_bright = 1.25f;
+       glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 
+               0.4f*score_bright, 0.39f*score_bright, 0.45f*score_bright, 1.0f );
+               
+       use_mesh( &world.numbers );
+       draw_numbers( (v3f){ 2.0f, (float)world.h-1.875f, 0.3333f }, world.score );
+       */
+   
+   if( !enable_bloom ) 
+   {
+      if( enable_vignette )
+         goto image_composite;
+
+      return;
+   }
+
+   /* Scale down image and remap colour values */
+       glViewport( 0,0, 
+         vg_window_x/EFFECT_BUFFER_RATIO, vg_window_y/EFFECT_BUFFER_RATIO );
+   glBindFramebuffer( GL_FRAMEBUFFER, world.st.bloomframebuffer[0] );
+   
+   SHADER_USE( shader_post_darken );
+   glActiveTexture( GL_TEXTURE0 );
+   glBindTexture( GL_TEXTURE_2D, world.st.colourbuffer );
+       glUniform1i( SHADER_UNIFORM( shader_post_darken, "uTexMain" ), 0 );
+   
+   draw_mesh( 0, 2 );
+
+   /* Two pass blur */
+   v2f res_inv, blur_dir;
+   res_inv[0] = 1.0f / (float)( vg_window_x/EFFECT_BUFFER_RATIO );
+   res_inv[1] = 1.0f / (float)( vg_window_y/EFFECT_BUFFER_RATIO );
+   
+   SHADER_USE( shader_post_blur );
+       glUniform1i( SHADER_UNIFORM( shader_post_blur, "uTexMain" ), 0 );
+
+   for( int i=0; i<1; i++ )
+   {
+      glBindFramebuffer( GL_FRAMEBUFFER, world.st.bloomframebuffer[1] );
+      
+      v2_mul( (v2f){ 1.0f*(float)(i+1), 0.0f }, res_inv, blur_dir );
+
+      glUniform2fv( SHADER_UNIFORM(shader_post_blur,"uDir"), 1, blur_dir );
+      glActiveTexture( GL_TEXTURE0 );
+      glBindTexture( GL_TEXTURE_2D, world.st.bloomcolourbuffer[0] );
+
+      draw_mesh( 0, 2 );
+
+      v2_mul( (v2f){ 0.0f, 1.0f*(float)(i+1) }, res_inv, blur_dir );
+      
+      glBindFramebuffer( GL_FRAMEBUFFER, world.st.bloomframebuffer[0] );
+      glUniform2fv( SHADER_UNIFORM(shader_post_blur,"uDir"), 1, blur_dir );
+      glBindTexture( GL_TEXTURE_2D, world.st.bloomcolourbuffer[1] );
+      draw_mesh( 0, 2 );
+   }
+
+   /* Scene composite */
+       glViewport( 0,0, vg_window_x, vg_window_y );
+
+image_composite:
+   glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+   
+   SHADER_USE( shader_post_comp );
+
+   glActiveTexture( GL_TEXTURE0 );
+   glBindTexture( GL_TEXTURE_2D, world.st.colourbuffer );
+       glUniform1i( SHADER_UNIFORM( shader_post_comp, "uTexMain" ), 0 );
+   
+   glActiveTexture( GL_TEXTURE1 );
+   glBindTexture( GL_TEXTURE_2D, world.st.bloomcolourbuffer[0] );
+       glUniform1i( SHADER_UNIFORM( shader_post_comp, "uTexBloom" ), 1 );
+   
+   glUniform2f( SHADER_UNIFORM( shader_post_comp, "uComp" ), 
+         enable_bloom? 1.0f: 0.0f,
+         enable_vignette? 0.0f: 1.0f );
+
+   draw_mesh( 0, 2 );
+}
+
+void vg_ui(void) 
+{
+   // Drawing world name
+   if( world.pCmpLevel )
+   {
+      gui_text( (ui_px [2]){ vg_window_x / 2, 4 }, world.pCmpLevel->title, 2, k_text_align_center );
+      gui_text( (ui_px [2]){ vg_window_x / 2, 28 }, world.pCmpLevel->description, 1, k_text_align_center );
+   }
+
+#if 0
+   if( world.st.state == k_game_state_update )
+   {
+      gui_group_id( 34 );
+
+      ui_global_ctx.cursor[2] = 458;
+      ui_global_ctx.cursor[3] = 316;
+      ui_global_ctx.cursor[0] = vg_window_x / 2 - 229;
+      ui_global_ctx.cursor[1] = vg_window_y / 2 - 158;
+
+      gui_new_node();
+      {
+         gui_capture_mouse( 200 );
+         gui_fill_rect( ui_global_ctx.cursor, 0xE8303030 );
+         
+         ui_px title_pos[2];
+         title_pos[0] = ui_global_ctx.cursor[0] + 229;
+         title_pos[1] = ui_global_ctx.cursor[1] + 16;
+
+         gui_text( title_pos, "Update 1.5", 2, k_text_align_center );
+
+         gui_text( (ui_px [2]){ ui_global_ctx.cursor[0] + 16, title_pos[1] + 45 },
+            "Welcome to the first update to marble computing!"
+            "\n"
+            "New features have been added:\n"
+            "\n"
+            "  - Settings menu\n"
+            "  - Map skins\n"
+            "  - More levels and a new block type\n"
+            "  - Scores for each level\n"
+            "  - Zooming and panning (mousewheel)\n"
+            "\n"
+            "There is much more in the works, such as a\n"
+            "soundtrack, and the rest of the levels for the\n"
+            "3 bit computer!\n"
+            "\n"
+            "Thank you everyone for enjoying my game :)\n",
+            1, k_text_align_left
+         );
+
+         ui_global_ctx.cursor[2] = 100;
+         ui_global_ctx.cursor[3] = 30;
+         ui_global_ctx.cursor[0] += 229 - 50;
+         ui_global_ctx.cursor[1] += 316 - 30 - 16;
+
+         if( gui_button( 1 ) )
+         {
+            world.st.state = k_game_state_main;
+         }
+         gui_text( (ui_px [2]){ ui_global_ctx.cursor[0] + 50,
+            ui_global_ctx.cursor[1] + 4 }, "OK", 1, k_text_align_center );
+         gui_end();
+      }
+      gui_end();
+   }
+   else 
+#endif
+   if( world.st.state == k_game_state_settings )
+       {
+               gui_group_id( 35 );
+
+               ui_global_ctx.cursor[2] = 225;
+               gui_fill_y();
+               gui_align_right();
+
+               gui_new_node();
+               {
+                       gui_capture_mouse( 200 );
+
+                       gui_fill_rect( ui_global_ctx.cursor, 0xC0202020 );
+                       ui_rect_pad( ui_global_ctx.cursor, 8 );
+                       
+                       ui_global_ctx.cursor[3] = 25;
+                       
+                       gui_new_node();
+                       {
+                               gui_text( ui_global_ctx.cursor, "SETTINGS", 2, 0 );
+
+            ui_global_ctx.cursor[2] = 25;
+            gui_align_right();
+            
+            if( gui_button(4) == k_button_click )
+            {
+               world.st.buttons[ k_world_button_settings ].state = 0;
+               world.st.state = k_game_state_main;
+               vg_info( "exit\n" );
+            }
+            ui_global_ctx.cursor[0] += 4;
+            ui_global_ctx.cursor[1] -= 4;
+            gui_text( ui_global_ctx.cursor, "x", 2, 0 );
+            gui_end();
+                       }
+                       gui_end();
+
+                       // Colour scheme selection
+                       ui_global_ctx.cursor[1] += 30;
+
+                       gui_text( ui_global_ctx.cursor, "Colour Scheme", 1, 0 );
+                       ui_global_ctx.cursor[1] += 25;
+
+                       gui_new_node();
+                       {
+                               ui_global_ctx.cursor[2] = 50;
+
+                               for( int i = 0; i < 4; i ++ )
+                               {
+                                       gui_new_node();
+                                       {
+                                               // Convert to RGB
+                                               u32 rgb = 0xff000000;
+
+                                               for( int j = 0; j < 3; j ++ )
+                                                       rgb |= (u32)(colour_sets[ colour_set_id ][i][j]*255.0f) << j * 8;
+
+                                               gui_fill_rect( ui_global_ctx.cursor, rgb );
+                                       }
+                                       gui_end_right();
+                               }
+                       }
+                       gui_end_down();
+                       
+                       gui_new_node();
+                       {
+                               ui_global_ctx.cursor[2] = 25;
+                               if( gui_button( 0 ) == k_button_click )
+                               {
+                                       if( colour_set_id > 0 )
+                                               colour_set_id --;
+                               }
+                               gui_text( ui_global_ctx.cursor, "<", 2, 0 );
+                               gui_end_right();
+                               
+                               ui_global_ctx.cursor[2] = 150;
+                               gui_new_node();
+                               {
+               gui_fill_rect( ui_global_ctx.cursor, 0x33ffffff );
+                                       gui_text( 
+                  (ui_px [2]){ ui_global_ctx.cursor[0] + 75, ui_global_ctx.cursor[1] + 6 }, 
+                  (const char *[]){ "Normal", "Extra1", "Extra2" }[ colour_set_id ], 
+                  1, k_text_align_center 
+               );
+                               }
+                               gui_end_right();
+
+                               ui_global_ctx.cursor[2] = 25;
+                               if( gui_button( 1 ) == k_button_click )
+                               {
+                                       if( colour_set_id < vg_list_size( colour_sets )-1 )
+                                               colour_set_id ++;
+                               }
+                               gui_text( ui_global_ctx.cursor, ">", 2, 0 );
+                               gui_end_down();
+                       }
+                       gui_end_down();
+
+         // Theme select
+         ui_global_ctx.cursor[1] += 16;
+
+#if 0
+                       gui_text( ui_global_ctx.cursor, "Tile Theme", 1, 0 );
+                       ui_global_ctx.cursor[1] += 20;
+
+                       gui_new_node();
+                       {
+                               ui_global_ctx.cursor[2] = 25;
+                               if( gui_button( 2 ) == k_button_click )
+                               {
+                                       if( world_theme_id > 0 )
+                                               world_theme_id --;
+                               }
+                               gui_text( ui_global_ctx.cursor, "<", 2, 0 );
+                               gui_end_right();
+                               
+                               ui_global_ctx.cursor[2] = 150;
+                               gui_new_node();
+                               {
+               gui_fill_rect( ui_global_ctx.cursor, 0x33ffffff );
+                                       gui_text( 
+                  (ui_px [2]){ ui_global_ctx.cursor[0] + 75, ui_global_ctx.cursor[1] + 6 },
+                  world_themes[ world_theme_id ].name, 1, k_text_align_center
+               );
+                               }
+                               gui_end_right();
+
+                               ui_global_ctx.cursor[2] = 25;
+                               if( gui_button( 3 ) == k_button_click )
+                               {
+                                       if( world_theme_id < vg_list_size( world_themes )-1 )
+                                               world_theme_id ++;
+                               }
+                               gui_text( ui_global_ctx.cursor, ">", 2, 0 );
+                               gui_end_down();
+                       }
+                       gui_end_down();
+#endif
+
+                       gui_text( ui_global_ctx.cursor, "Graphics", 1, 0 );
+                       ui_global_ctx.cursor[1] += 20;
+
+                       gui_new_node();
+                       {
+                               ui_global_ctx.cursor[2] = 200;
+                               if( gui_button( 5 ) == k_button_click )
+                               {
+               enable_bloom ^= 0x1;
+                               }
+            ui_global_ctx.cursor[0] += 4;
+            ui_global_ctx.cursor[1] += 4;
+                               gui_text( ui_global_ctx.cursor, enable_bloom? 
+                  "Bloom: ENABLED":
+                  "Bloom: DISABLED", 1, 0 );
+                               gui_end_down();
+                       }
+                       gui_end_down();
+
+                       ui_global_ctx.cursor[1] += 10;
+                       gui_new_node();
+                       {
+                               ui_global_ctx.cursor[2] = 200;
+                               if( gui_button( 6 ) == k_button_click )
+                               {
+               enable_vignette ^= 0x1;
+                               }
+            ui_global_ctx.cursor[0] += 4;
+            ui_global_ctx.cursor[1] += 4;
+                               gui_text( ui_global_ctx.cursor, enable_vignette? 
+                  "Vignette: ENABLED":
+                  "Vignette: DISABLED", 1, 0 );
+                               gui_end_down();
+                       }
+                       gui_end_down();
+
+                       ui_global_ctx.cursor[1] += 16;
+                       gui_text( ui_global_ctx.cursor, "Music Volume", 1, 0 );
+                       ui_global_ctx.cursor[1] += 20;
+
+                       gui_new_node();
+                       {
+            ui_px slider_start = ui_global_ctx.cursor[0];
+            
+            float const bar_width = 45.0f,
+                        bar_total = 200.0f,
+                        bar_movement = bar_total-bar_width,
+                        bar_start = bar_width * 0.5f;
+
+                               ui_global_ctx.cursor[2] = bar_total;
+            ui_fill_rect( &ui_global_ctx, 
+                          ui_global_ctx.cursor, 
+                          0xff111111 );
+
+                               ui_global_ctx.cursor[2] = bar_width;
+            ui_global_ctx.cursor[0] = slider_start + music_volume * bar_movement;
+            
+            int status = gui_button( 7 );
+            
+            static ui_px drag_start = 0.0f;
+
+            if( status == k_button_start_click )
+               drag_start = ui_global_ctx.mouse[0];
+            else if( ui_global_ctx.capture_lock && 
+                     (ui_global_ctx.capture_mouse_id == ui_group_id(&ui_global_ctx,7)))
+            {
+               ui_px drag_offset = ui_global_ctx.mouse[0] - drag_start;
+               float offset_local = (drag_start + drag_offset - slider_start - bar_start) / bar_movement;
+
+               music_volume = vg_minf( vg_maxf( offset_local, 0.0f ), 1.0f );
+               music_volume_update();
+            }
+            
+            ui_global_ctx.cursor[0] += 4;
+            ui_global_ctx.cursor[1] += 4;
+            
+            char volbuf[12];
+            snprintf( volbuf, 12, "%.2f", music_volume );
+                               gui_text( ui_global_ctx.cursor, volbuf, 1, 0 );
+                               gui_end_down();
+                       }
+                       gui_end_down();
+               }
+               gui_end();
+       }
+}
+
+#if STEAM_LEADERBOARDS
+void leaderboard_dispatch_score(void)
+{
+
+       sw_upload_leaderboard_score( 
+               ui_data.upload_request.level->steam_leaderboard, 
+               k_ELeaderboardUploadScoreMethodKeepBest,
+               ui_data.upload_request.score,
+               NULL,
+               0
+       );
+       
+       ui_data.upload_request.is_waiting = 0;
+       
+       vg_success( "Dispatched leaderboard score\n" );
+}
+
+void leaderboard_found( LeaderboardFindResult_t *pCallback )
+{
+       if( !pCallback->m_bLeaderboardFound )
+       {
+               vg_error( "Leaderboard could not be found\n" );
+               ui_data.steam_leaderboard = 0;
+       }
+       else
+       {
+               const char *recieved_name = sw_get_leaderboard_name( pCallback->m_hSteamLeaderboard );
+               
+               // Update UI state and request entries if this callback found the current UI level
+               if( ui_data.level_selected )
+               {
+                       if( !strcmp( recieved_name, ui_data.level_selected->map_name ) )
+                       {
+                               sw_download_leaderboard_entries( pCallback->m_hSteamLeaderboard, k_ELeaderboardDataRequestFriends, 0, 8 );
+                               ui_data.level_selected->steam_leaderboard = pCallback->m_hSteamLeaderboard;
+                       }
+               }
+               
+               // Dispatch the waiting request if there was one
+               if( ui_data.upload_request.is_waiting )
+               {
+                       if( !strcmp( recieved_name, ui_data.upload_request.level->map_name ) )
+                       {
+                               ui_data.upload_request.level->steam_leaderboard = pCallback->m_hSteamLeaderboard;
+                               leaderboard_dispatch_score();
+                       }
+               }
+       }
+}
+
+void leaderboard_downloaded( LeaderboardScoresDownloaded_t *pCallback )
+{
+       // Update UI if this leaderboard matches what we currently have in view
+       if( ui_data.level_selected->steam_leaderboard == pCallback->m_hSteamLeaderboard )
+       {
+               vg_info( "Recieved %d entries\n", pCallback->m_cEntryCount );
+               ui_data.leaderboard_count = VG_MIN( pCallback->m_cEntryCount, 8 );
+               
+               u64_steamid local_player = sw_get_steamid();
+               
+               for( int i = 0; i < ui_data.leaderboard_count; i ++ )
+               {
+                       LeaderboardEntry_t entry;
+                       sw_get_downloaded_entry( pCallback->m_hSteamLeaderboardEntries, i, &entry, NULL, 0 );
+                       
+                       struct leaderboard_player *player = &ui_data.leaderboard_players[i];
+
+                       player->id = entry.m_steamIDUser.m_unAll64Bits;
+                       strncpy( player->player_name, sw_get_friend_persona_name( player->id ), vg_list_size( player->player_name )-1 );
+                       player->score = entry.m_nScore;
+                       
+                       snprintf( player->score_text, vg_list_size(player->score_text), "%d", player->score );
+                       player->texture = sw_get_player_image( player->id );
+                       
+                       if( player->texture == 0 )
+                               player->texture = tex_unkown.name;
+                               
+                       player->is_local_player = local_player == player->id? 1: 0;
+               }
+               
+               if( ui_data.leaderboard_count )
+                       ui_data.leaderboard_show = 1;
+               else
+                       ui_data.leaderboard_show = 0;
+       }
+       else vg_warn( "Downloaded leaderboard does not match requested!\n" );
+}
+
+void leaderboard_set_score( struct cmp_level *cmp_level, u32 score )
+{
+       if( ui_data.upload_request.is_waiting )
+               vg_warn( "You are uploading leaderboard entries too quickly!\n" );
+               
+       ui_data.upload_request.level = cmp_level;
+       ui_data.upload_request.score = score;
+       ui_data.upload_request.is_waiting = 1;
+       
+       // If leaderboard ID has been downloaded already then just immediately dispatch this
+       if( cmp_level->steam_leaderboard )
+               leaderboard_dispatch_score();
+       else
+               sw_find_leaderboard( cmp_level->map_name );
+}
+#endif
+
+// CONSOLE COMMANDS
+// ===========================================================================================================
+
+static int console_credits( int argc, char const *argv[] )
+{
+       vg_info( "Aknowledgements:\n" );
+       vg_info( "  GLFW         zlib/libpng  glfw.org\n" );
+       vg_info( "  miniaudio    MIT0         miniaud.io\n" );
+       vg_info( "  QOI          MIT          phoboslab.org\n" );
+       vg_info( "  STB library  MIT          nothings.org\n" );
+       return 0;
+}
+
+static int console_save_map( int argc, char const *argv[] )
+{
+       if( !world.initialzed )
+       {
+               vg_error( "Tried to save uninitialized map!\n" );
+               return 0;
+       }
+
+       char map_path[ 256 ];
+
+       strcpy( map_path, "sav/" );
+       strcat( map_path, world.map_name );
+       strcat( map_path, ".map" );
+
+       FILE *test_writer = fopen( map_path, "wb" );
+       if( test_writer )
+       {
+               vg_info( "Saving map to '%s'\n", map_path );
+               map_serialize( test_writer );
+               
+               fclose( test_writer );
+               return 1;
+       }
+       else
+       {
+               vg_error( "Unable to open stream for writing\n" );
+               return 0;
+       }
+}
+
+static int console_load_map( int argc, char const *argv[] )
+{
+       char map_path[ 256 ];
+
+       if( argc >= 1 )
+       {
+               // try from saves
+               strcpy( map_path, "sav/" );
+               strcat( map_path, argv[0] );
+               strcat( map_path, ".map" );
+       
+               char *text_source = vg_textasset_read( map_path );
+               
+               if( !text_source )
+               {
+                       strcpy( map_path, "maps/" );
+                       strcat( map_path, argv[0] );
+                       strcat( map_path, ".map" );
+                       
+                       text_source = vg_textasset_read( map_path );
+               }
+               
+               if( text_source )
+               {
+                       vg_info( "Loading map: '%s'\n", map_path );
+                       world.pCmpLevel = NULL;
+                       
+                       if( !map_load( text_source, argv[0] ) )
+                       {
+                               free( text_source );
+                               return 0;
+                       }
+                       
+                       free( text_source );    
+                       return 1;
+               }
+               else
+               {
+                       vg_error( "Missing maps '%s'\n", argv[0] );
+                       return 0;
+               }
+       }
+       else
+       {
+               vg_error( "Missing argument <map_path>\n" );
+               return 0;
+       }
+}
+
+static int console_changelevel( int argc, char const *argv[] )
+{
+       if( argc >= 1 )
+       {
+               // Save current level
+               console_save_map( 0, NULL );
+               
+               if( console_load_map( argc, argv ) )
+               {                               
+                       world.st.zoom = 0.0f;
+                       simulation_stop();
+                       return 1;
+               }
+       }
+       else
+       {
+               vg_error( "Missing argument <map_path>\n" );
+       }
+       
+       return 0;
+}
+
+// START UP / SHUTDOWN
+// ===========================================================================================================
+
+#define TRANSFORM_TRI_2D( S, OX, OY, X1, Y1, X2, Y2, X3, Y3 ) \
+       X1*S+OX, Y1*S+OY, X2*S+OX, Y2*S+OY, X3*S+OX, Y3*S+OY 
+
+void vg_start(void)
+{
+       // Steamworks callbacks
+       #ifdef STEAM_LEADERBOARDS
+       sw_leaderboard_found = &leaderboard_found;
+       sw_leaderboard_downloaded = &leaderboard_downloaded;
+       #endif
+
+       vg_function_push( (struct vg_cmd){
+               .name = "_map_write",
+               .function = console_save_map
+       });
+       
+       vg_function_push( (struct vg_cmd){
+               .name = "_map_load",
+               .function = console_load_map
+       });
+       
+       vg_function_push( (struct vg_cmd){
+               .name = "map",
+               .function = console_changelevel
+       });
+       
+       vg_function_push( (struct vg_cmd){
+               .name = "credits",
+               .function = console_credits
+       });
+
+       vg_convar_push( (struct vg_convar){
+               .name = "colours",
+               .data = &colour_set_id,
+               .data_type = k_convar_dtype_i32,
+               .opt_i32 = { .min = 0, .max = 2, .clamp = 1 },
+               .persistent = 1
+       });
+
+   vg_convar_push( (struct vg_convar){
+      .name = "theme",
+      .data = &world_theme_id,
+      .data_type = k_convar_dtype_i32,
+      .opt_i32 = { .min = 0, .max = vg_list_size( world_themes )-1, .clamp = 1 },
+      .persistent = 1,
+      .update = NULL
+   });
+
+   vg_convar_push( (struct vg_convar){
+      .name = "enable_bloom",
+      .data = &enable_bloom,
+      .data_type = k_convar_dtype_i32,
+      .opt_i32 = { .min = 0, .max = 1, .clamp = 1 },
+      .persistent = 1,
+      .update = NULL
+   });
+
+   vg_convar_push( (struct vg_convar){
+      .name = "enable_vignette",
+      .data = &enable_vignette,
+      .data_type = k_convar_dtype_i32,
+      .opt_i32 = { .min = 0, .max = 1, .clamp = 1 },
+      .persistent = 1,
+      .update = NULL
+   });
+
+   vg_convar_push( (struct vg_convar){
+      .name = "music_volume",
+      .data = &music_volume,
+      .data_type = k_convar_dtype_f32,
+      .opt_f32 = { .min = 0.0f, .max = 1.0f, .clamp = 1 },
+      .persistent = 1,
+      .update = music_volume_update
+   });
+
+       // Combined quad, long quad / empty circle / filled circle mesh
+       {
+               float combined_mesh[6*6 + 32*6*3] = {
+                       0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
+                       0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f,
+                       
+                       0.0f, 0.0f, 0.0f, 0.2f, 1.0f, 0.2f,
+                       0.0f, 0.0f, 1.0f, 0.2f, 1.0f, 0.0f,
+                       
+                       TRANSFORM_TRI_2D( 0.15f,0.05f,0.4f, 0.0f, 1.0f, 1.0f, 2.0f, 1.0f, 0.0f ),
+                       TRANSFORM_TRI_2D( 0.15f,0.80f,0.4f, 0.0f, 0.0f, 0.0f, 2.0f, 1.0f, 1.0f )
+               };
+               
+               float *circle_mesh = combined_mesh + 6*6;
+               int const res = 32;
+
+               for( int i = 0; i < res; i ++ )
+               {
+                       v2f v0 = { sinf( ((float)i/(float)res)*VG_TAUf ), cosf( ((float)i/(float)res)*VG_TAUf ) };
+                       v2f v1 = { sinf( ((float)(i+1)/(float)res)*VG_TAUf ), cosf( ((float)(i+1)/(float)res)*VG_TAUf ) };
+               
+                       circle_mesh[ i*6+0 ] = 0.0f;
+                       circle_mesh[ i*6+1 ] = 0.0f;
+                       
+                       v2_copy( v0, circle_mesh + 32*6 + i*12 );
+                       v2_muls( v0, 0.8f, circle_mesh + 32*6 + i*12+2 );
+                       v2_copy( v1, circle_mesh + 32*6 + i*12+4 );
+                       
+                       v2_copy( v1, circle_mesh + 32*6 + i*12+6 );
+                       v2_muls( v1, 0.8f, circle_mesh + 32*6 + i*12+8 );
+                       v2_muls( v0, 0.8f, circle_mesh + 32*6 + i*12+10 );
+                       
+                       v2_copy( v0, circle_mesh + i*6+4 );
+                       v2_copy( v1, circle_mesh + i*6+2 );
+                       v2_copy( v0, circle_mesh+i*6+4 );
+                       v2_copy( v1, circle_mesh+i*6+2 );
+               }
+               
+               init_mesh( &world.shapes, combined_mesh, vg_list_size( combined_mesh ) );
+       }
+       
+       // Create wire mesh
+       {
+               int const num_segments = 64;
+       
+               struct mesh_wire *mw = &world.wire;
+       
+               v2f wire_points[ num_segments * 2 ];
+               u16 wire_indices[ 6*(num_segments-1) ];
+               
+               for( int i = 0; i < num_segments; i ++ )
+               {
+                       float l = (float)i / (float)(num_segments-1);
+                       
+                       v2_copy( (v2f){ l, -0.5f }, wire_points[i*2+0] );
+                       v2_copy( (v2f){ l,  0.5f }, wire_points[i*2+1] );
+                       
+                       if( i < num_segments-1 )
+                       {
+                               wire_indices[ i*6+0 ] = i*2 + 0;
+                               wire_indices[ i*6+1 ] = i*2 + 1;
+                               wire_indices[ i*6+2 ] = i*2 + 3;
+                               wire_indices[ i*6+3 ] = i*2 + 0;
+                               wire_indices[ i*6+4 ] = i*2 + 3;
+                               wire_indices[ i*6+5 ] = i*2 + 2;
+                       }
+               }
+               
+               glGenVertexArrays( 1, &mw->vao );
+               glGenBuffers( 1, &mw->vbo );
+               glGenBuffers( 1, &mw->ebo );
+               glBindVertexArray( mw->vao );
+               
+               glBindBuffer( GL_ARRAY_BUFFER, mw->vbo );
+               
+               glBufferData( GL_ARRAY_BUFFER, sizeof( wire_points ), wire_points, GL_STATIC_DRAW );
+               glBindVertexArray( mw->vao );
+               
+               glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, mw->ebo );
+               glBufferData( GL_ELEMENT_ARRAY_BUFFER, sizeof( wire_indices ), wire_indices, GL_STATIC_DRAW );
+               
+               // XY
+               glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (void*)0 );
+               glEnableVertexAttribArray( 0 );
+               
+               VG_CHECK_GL();
+               
+               mw->em = vg_list_size( wire_indices );
+       }
+       
+       // Create info data texture
+       {
+               glGenTextures( 1, &world.background_data );
+               glBindTexture( GL_TEXTURE_2D, world.background_data );
+               glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL );
+               vg_tex2d_nearest();
+       }
+       
+       // Create random smaples texture
+       {
+               u8 *data = malloc(512*512*2);
+               for( int i = 0; i < 512*512*2; i ++ )
+                       data[ i ] = rand()/(RAND_MAX/255);
+               
+               glGenTextures( 1, &world.random_samples );
+               glBindTexture( GL_TEXTURE_2D, world.random_samples );
+               glTexImage2D( GL_TEXTURE_2D, 0, GL_RG, 512, 512, 0, GL_RG, GL_UNSIGNED_BYTE, data );
+               vg_tex2d_nearest();
+               vg_tex2d_repeat();
+               
+               free( data );
+       }
+       
+       resource_load_main();
+
+   // Init world text
+   {
+      ui_init_context( &world.st.world_text, 15000 );
+   }
+
+       // Restore gamestate
+       career_local_data_init();
+       career_load();
+
+   /* Create framebuffers */
+   glGenFramebuffers( 1, &world.st.framebuffer );
+   glBindFramebuffer( GL_FRAMEBUFFER, world.st.framebuffer );
+
+   glGenTextures( 1, &world.st.colourbuffer );
+   glBindTexture( GL_TEXTURE_2D, world.st.colourbuffer );
+   glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vg_window_x, vg_window_y, 
+         0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
+
+   glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+   glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+   glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 
+         world.st.colourbuffer, 0);
+   
+   /* Bloom framebuffer (quater res) */
+   glGenFramebuffers( 2, world.st.bloomframebuffer );
+   glGenTextures( 2, world.st.bloomcolourbuffer );
+
+   for( int i=0; i<2; i++ )
+   {
+      glBindFramebuffer( GL_FRAMEBUFFER, world.st.bloomframebuffer[i] );
+
+      glBindTexture( GL_TEXTURE_2D, world.st.bloomcolourbuffer[i] );
+      glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, 
+            vg_window_x/EFFECT_BUFFER_RATIO, vg_window_y/EFFECT_BUFFER_RATIO, 
+            0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
+      vg_tex2d_clamp();
+
+      glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+      glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+      glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, 
+            GL_TEXTURE_2D, world.st.bloomcolourbuffer[i], 0);
+   }
+}
+
+void vg_free(void)
+{
+#ifdef VG_STEAM
+       sw_free_opengl();
+#endif
+
+       console_save_map( 0, NULL );
+       career_serialize();
+
+       resource_free_main();
+
+       glDeleteTextures( 1, &world.background_data );
+       glDeleteTextures( 1, &world.random_samples );
+
+       glDeleteVertexArrays( 1, &world.wire.vao );
+       glDeleteBuffers( 1, &world.wire.vbo );
+       glDeleteBuffers( 1, &world.wire.ebo );
+
+       free_mesh( &world.shapes );
+       
+   ui_context_free( &world.st.world_text );
+
+       map_free();
+}
+
+int main( int argc, char *argv[] )
+{
+       vg_init( argc, argv, "Marble Computing" );
+       return 0;
+}
diff --git a/marblecomp.c b/marblecomp.c
new file mode 100644 (file)
index 0000000..d9f8cd8
--- /dev/null
@@ -0,0 +1,94 @@
+#define VG_GAME
+#define VG_AUDIO_FORCE_COMPRESSED
+#define VG_2D
+#define VG_LOG_SOURCE_INFO
+#define VG_TIMESTEP_FIXED (1.0/60.0)
+
+#ifndef VG_RELEASE
+ #define VG_DEVWINDOW
+#endif
+
+#define SDL_MAIN_HANDLED
+
+#include "vg/vg.h"
+#include "fishladder_vg1.c"
+
+struct {
+   enum mc_op {
+      k_mc_op_none,
+      k_mc_op_clientloading
+   }
+   op;
+}
+static marblecomp = { .op = k_mc_op_clientloading };
+
+int main( int argc, char *argv[] ){
+   vg_mem.use_libc_malloc = 0;
+   vg_set_mem_quota( 80*1024*1024 );
+   vg_enter( argc, argv, "Voyager Game Engine" ); 
+   return 0;
+}
+
+static void vg_launch_opt(void){
+   const char *arg;
+}
+
+static void vg_preload(void){
+vg_info(" Copyright  .        . .       -----, ,----- ,---.   .---.  \n" );
+vg_info(" 2021-2023  |\\      /| |           /  |      |    | |    /| \n" );
+vg_info("            | \\    / | +--        /   +----- +---'  |   / | \n" );
+vg_info("            |  \\  /  | |         /    |      |   \\  |  /  | \n" );
+vg_info("            |   \\/   | |        /     |      |    \\ | /   | \n" );
+vg_info("            '        ' '--' [] '----- '----- '     ' '---'  " 
+        "SOFTWARE\n" );
+}
+
+static void async_call_ready( void *payload, u32 size ){
+   marblecomp.op = k_mc_op_none;
+}
+
+static void vg_load(void){
+   /* --------------------- */
+   vg_bake_shaders();
+   vg_async_call( async_call_ready, NULL, 0 );
+}
+
+static void vg_pre_update(void){
+   if( marblecomp.op == k_mc_op_clientloading ) return;
+}
+
+static void vg_fixed_update(void){
+   if( marblecomp.op == k_mc_op_clientloading ) return;
+}
+
+static void vg_post_update(void){
+   if( marblecomp.op == k_mc_op_clientloading ) return;
+}
+
+static void vg_framebuffer_resize( int w, int h ){
+}
+
+static void vg_render(void){
+   if( marblecomp.op == k_mc_op_clientloading ){
+      _vg_loader_render();
+      return;
+   }
+
+   glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+   glViewport( 0,0, vg.window_x, vg.window_y );
+   glDisable( GL_DEPTH_TEST );
+   glDisable( GL_BLEND );
+
+   glClearColor( 0.0f, 0.3f, 0.5f, 0.0f );
+   glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
+
+   m4x4_identity( vg.pv );
+
+   glDisable(GL_BLEND);
+   glDisable(GL_DEPTH_TEST);
+   vg_lines_drawall();
+}
+
+static void vg_gui(void){
+   if( marblecomp.op == k_mc_op_clientloading ) return;
+}
diff --git a/render.h b/render.h
new file mode 100644 (file)
index 0000000..b451611
--- /dev/null
+++ b/render.h
@@ -0,0 +1,177 @@
+static void init_mesh( struct mesh *m, float const *tris, u32 length ){
+       m->elements = length/3;
+       glGenVertexArrays( 1, &m->vao );
+       glGenBuffers( 1, &m->vbo );
+       
+       glBindVertexArray( m->vao );
+       glBindBuffer( GL_ARRAY_BUFFER, m->vbo );
+       glBufferData( GL_ARRAY_BUFFER, length*sizeof(float), tris, GL_STATIC_DRAW );
+       
+       glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (void*)0 );
+       glEnableVertexAttribArray( 0 );
+       
+       VG_CHECK_GL();
+}
+
+static void free_mesh( struct mesh *m ){
+       glDeleteVertexArrays( 1, &m->vao );
+       glDeleteBuffers( 1, &m->vbo );
+}
+
+static void draw_mesh( int const start, int const count ){
+       glDrawArrays( GL_TRIANGLES, start*3, count*3 );
+}
+
+static void use_mesh( struct mesh *m ){
+       glBindVertexArray( m->vao );
+}
+
+#define TRANSFORM_TRI_2D( S, OX, OY, X1, Y1, X2, Y2, X3, Y3 ) \
+       X1*S+OX, Y1*S+OY, X2*S+OX, Y2*S+OY, X3*S+OX, Y3*S+OY 
+
+static void render_init(void){
+       // Combined quad, long quad / empty circle / filled circle mesh
+   float combined_mesh[6*6 + 32*6*3] = {
+      0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
+      0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f,
+      
+      0.0f, 0.0f, 0.0f, 0.2f, 1.0f, 0.2f,
+      0.0f, 0.0f, 1.0f, 0.2f, 1.0f, 0.0f,
+      
+      TRANSFORM_TRI_2D( 0.15f,0.05f,0.4f, 0.0f, 1.0f, 1.0f, 2.0f, 1.0f, 0.0f ),
+      TRANSFORM_TRI_2D( 0.15f,0.80f,0.4f, 0.0f, 0.0f, 0.0f, 2.0f, 1.0f, 1.0f )
+   };
+   
+   float *circle_mesh = combined_mesh + 6*6;
+   int const res = 32;
+   for( int i=0; i < res; i ++ ){
+      v2f v0 = { sinf( ((float)i/(float)res)*VG_TAUf ), 
+                 cosf( ((float)i/(float)res)*VG_TAUf ) };
+      v2f v1 = { sinf( ((float)(i+1)/(float)res)*VG_TAUf ), 
+                 cosf( ((float)(i+1)/(float)res)*VG_TAUf ) };
+   
+      circle_mesh[ i*6+0 ] = 0.0f;
+      circle_mesh[ i*6+1 ] = 0.0f;
+      
+      v2_copy( v0, circle_mesh + 32*6 + i*12 );
+      v2_muls( v0, 0.8f, circle_mesh + 32*6 + i*12+2 );
+      v2_copy( v1, circle_mesh + 32*6 + i*12+4 );
+      
+      v2_copy( v1, circle_mesh + 32*6 + i*12+6 );
+      v2_muls( v1, 0.8f, circle_mesh + 32*6 + i*12+8 );
+      v2_muls( v0, 0.8f, circle_mesh + 32*6 + i*12+10 );
+      
+      v2_copy( v0, circle_mesh + i*6+4 );
+      v2_copy( v1, circle_mesh + i*6+2 );
+      v2_copy( v0, circle_mesh+i*6+4 );
+      v2_copy( v1, circle_mesh+i*6+2 );
+   }
+   init_mesh( &world.shapes, combined_mesh, vg_list_size( combined_mesh ) );
+       
+       // Create wire mesh
+   int const num_segments = 64;
+   struct mesh_wire *mw = &world.wire;
+
+   v2f wire_points[ num_segments * 2 ];
+   u16 wire_indices[ 6*(num_segments-1) ];
+   
+   for( int i = 0; i < num_segments; i ++ ){
+      float l = (float)i / (float)(num_segments-1);
+      
+      v2_copy( (v2f){ l, -0.5f }, wire_points[i*2+0] );
+      v2_copy( (v2f){ l,  0.5f }, wire_points[i*2+1] );
+      
+      if( i < num_segments-1 ){
+         wire_indices[ i*6+0 ] = i*2 + 0;
+         wire_indices[ i*6+1 ] = i*2 + 1;
+         wire_indices[ i*6+2 ] = i*2 + 3;
+         wire_indices[ i*6+3 ] = i*2 + 0;
+         wire_indices[ i*6+4 ] = i*2 + 3;
+         wire_indices[ i*6+5 ] = i*2 + 2;
+      }
+   }
+   
+   glGenVertexArrays( 1, &mw->vao );
+   glGenBuffers( 1, &mw->vbo );
+   glGenBuffers( 1, &mw->ebo );
+   glBindVertexArray( mw->vao );
+   
+   glBindBuffer( GL_ARRAY_BUFFER, mw->vbo );
+   
+   glBufferData( GL_ARRAY_BUFFER, sizeof( wire_points ), 
+                 wire_points, GL_STATIC_DRAW );
+   glBindVertexArray( mw->vao );
+   
+   glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, mw->ebo );
+   glBufferData( GL_ELEMENT_ARRAY_BUFFER, sizeof( wire_indices ), 
+                 wire_indices, GL_STATIC_DRAW );
+   
+   // XY
+   glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (void*)0 );
+   glEnableVertexAttribArray( 0 );
+   
+   VG_CHECK_GL();
+   mw->em = vg_list_size( wire_indices );
+       
+       // Create info data texture
+   glGenTextures( 1, &world.background_data );
+   glBindTexture( GL_TEXTURE_2D, world.background_data );
+   glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 64, 64, 0, GL_RGBA, 
+                 GL_UNSIGNED_BYTE, NULL );
+   vg_tex2d_nearest();
+       
+       // Create random smaples texture
+   u8 *data = malloc(512*512*2);
+   for( int i = 0; i < 512*512*2; i ++ )
+      data[ i ] = rand()/(RAND_MAX/255);
+   
+   glGenTextures( 1, &world.random_samples );
+   glBindTexture( GL_TEXTURE_2D, world.random_samples );
+   glTexImage2D( GL_TEXTURE_2D, 0, GL_RG, 512, 512, 0, GL_RG, 
+                 GL_UNSIGNED_BYTE, data );
+   vg_tex2d_nearest();
+   vg_tex2d_repeat();
+   free( data );
+       
+       resource_load_main();
+
+   // Init world text
+   //ui_init_context( &world.st.world_text, 15000 );
+
+       // Restore gamestate
+       career_local_data_init();
+       career_load();
+
+   /* Create framebuffers */
+   glGenFramebuffers( 1, &world.st.framebuffer );
+   glBindFramebuffer( GL_FRAMEBUFFER, world.st.framebuffer );
+
+   glGenTextures( 1, &world.st.colourbuffer );
+   glBindTexture( GL_TEXTURE_2D, world.st.colourbuffer );
+   glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vg_window_x, vg_window_y, 
+         0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
+
+   glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+   glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+   glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 
+         world.st.colourbuffer, 0);
+   
+   /* Bloom framebuffer (quater res) */
+   glGenFramebuffers( 2, world.st.bloomframebuffer );
+   glGenTextures( 2, world.st.bloomcolourbuffer );
+
+   for( int i=0; i<2; i++ ){
+      glBindFramebuffer( GL_FRAMEBUFFER, world.st.bloomframebuffer[i] );
+
+      glBindTexture( GL_TEXTURE_2D, world.st.bloomcolourbuffer[i] );
+      glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, 
+            vg_window_x/EFFECT_BUFFER_RATIO, vg_window_y/EFFECT_BUFFER_RATIO, 
+            0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
+      vg_tex2d_clamp();
+
+      glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+      glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+      glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, 
+            GL_TEXTURE_2D, world.st.bloomcolourbuffer[i], 0);
+   }
+}