diff --git a/desktop/build-osx.json b/desktop/build-osx.json
index 35977b51..67ca9bc2 100644
--- a/desktop/build-osx.json
+++ b/desktop/build-osx.json
@@ -2,7 +2,7 @@
"platform": "mac",
"jdk": "/Users/brycecovert/dev/jvms/jre1.8.0_112.jre/Contents/jre.zip",
"executable": "Tick's Tales",
- "vmargs": [],
+ "vmargs": ["-Dui_scale=1.0"],
"classpath": ["target/advent-standalone.jar"],
"mainclass": "advent.core.desktop_launcher",
"resources": ["resources/icon", "steam_appid.txt"],
diff --git a/desktop/build-windows.json b/desktop/build-windows.json
index 0c9ff325..f9c325ae 100644
--- a/desktop/build-windows.json
+++ b/desktop/build-windows.json
@@ -1,5 +1,6 @@
{
"platform": "windows64",
+ "vmargs": ["-Dui_scale=1.0"],
"jdk": "/Users/brycecovert/Downloads/openjdk-1.7.0-u80-unofficial-windows-amd64-image.zip",
"executable": "TicksTales",
"mainclass": "advent.core.desktop_launcher",
diff --git a/desktop/src-common/advent/screens/scene.clj b/desktop/src-common/advent/screens/scene.clj
index 6a288a5d..435dab51 100644
--- a/desktop/src-common/advent/screens/scene.clj
+++ b/desktop/src-common/advent/screens/scene.clj
@@ -18,6 +18,7 @@
[advent.tween :as tween]
[advent.steam :as steam]
[advent.screens.rooms :as rooms]
+ [advent.screens.shader :refer [v-shader pix-shader]]
[advent.screens.fade :refer [fade-screen]]
[advent.screens.items :as items]
[advent.screens.rooms.dream :as rooms.dream]
@@ -61,118 +62,7 @@
(declare get-selected-inventory-item)
-(def v-shader "attribute vec4 a_position;
-attribute vec4 a_color;
-attribute vec2 a_texCoord0;
-uniform mat4 u_projTrans;
-
-varying vec4 v_color;
-varying vec2 v_texCoords;
-
-void main() {
- v_color = a_color;
- v_texCoords = a_texCoord0;
- gl_Position = u_projTrans * a_position;
-}")
-
-
-
-(def pix-shader "
-#ifdef GL_ES
-#define LOWP lowp
- precision mediump float;
-#else
- #define LOWP
-#endif
-
-varying LOWP vec4 v_color;
-varying vec2 v_texCoords;
-uniform float multiply_amount;
-uniform float hue_amount;
-
-uniform sampler2D u_texture;
-
-float Epsilon = 1e-3;
-
-vec3 RGBtoHCV (vec3 RGB)
-{
- // Based on work by Sam Hocevar and Emil Persson
- vec4 P = (RGB.g < RGB.b) ? vec4 (RGB.bg, -1.0, 2.0/3.0) : vec4 (RGB.gb, 0.0, -1.0/3.0);
- vec4 Q = (RGB.r < P.x) ? vec4 (P.xyw, RGB.r) : vec4 (RGB.r, P.yzx);
- float C = Q.x - min (Q.w, Q.y);
- float H = abs ((Q.w - Q.y) / (6.0 * C + Epsilon) + Q.z);
- return vec3 (H, C, Q.x);
-}
-
-vec3 HUEtoRGB(float H)
-{
- float R = abs(H * 6.0 - 3.0) - 1.0;
- float G = 2.0 - abs(H * 6.0 - 2.0);
- float B = 2.0 - abs(H * 6.0 - 4.0);
- return clamp(vec3(R,G,B), 0.0, 1.0);
-}
-
-vec4 HSLtoRGB(vec3 HSL)
-{
- vec3 RGB = HUEtoRGB(HSL.x);
- float C = (1.0 - abs(2.0 * HSL.z - 1.0)) * HSL.y;
- vec3 result = (RGB - 0.5) * C + HSL.z;
- return vec4(result[0], result[1], result[2], 0.0);
-}
-
-
-vec4 RGBtoHSL(vec4 RGB)
- {
- vec3 HCV = RGBtoHCV(RGB.rgb);
- float L = HCV.z - HCV.y * 0.5;
- float S = HCV.y / (1.0 - abs(L * 2.0 - 1.0) + Epsilon);
- return vec4(HCV.x, S, L, 0.0);
- }
-
-vec4 BlendHue(vec4 base, vec4 blend)
-{
- if (blend.r == blend.g && blend.g == blend.b) {
- return base;
- }
- else {
- vec4 baseHSL = RGBtoHSL(base);
- return HSLtoRGB(vec3(RGBtoHSL(blend).r, baseHSL.g, baseHSL.b));
- }
-}
-
-#define BlendOpacity(base, blend, F, O) (F(base, blend) * O + blend * (1.0 - O))
-
-
-
-void main ()
-{
-
- vec2 sz = vec2 (2048.0, 2048.0);
- vec3 step = vec3 (1.0 / 4.0, 1.0 / 4.0, 0.0);
- vec2 tex_pixel = sz * v_texCoords - step.xy / 2.0;
-
- vec2 corner = floor (tex_pixel) + 1.0;
- vec2 frac = min ((corner - tex_pixel) * vec2 (4.0, 4.0), vec2 (1.0, 1.0));
-
- vec4 c1 = texture2D (u_texture, (floor (tex_pixel + step.zz) + 0.5) / sz);
- vec4 c2 = texture2D (u_texture, (floor (tex_pixel + step.xz) + 0.5) / sz);
- vec4 c3 = texture2D (u_texture, (floor (tex_pixel + step.zy) + 0.5) / sz);
- vec4 c4 = texture2D (u_texture, (floor (tex_pixel + step.xy) + 0.5) / sz);
-
- c1 *= frac.x * frac.y;
- c2 *= (1.0 - frac.x) * frac.y;
- c3 *= frac.x * (1.0 - frac.y);
- c4 *= (1.0 - frac.x) * (1.0 - frac.y);
- vec4 scaledColor = (c1 + c2 + c3 + c4);
-
- vec4 multiplied = mix(scaledColor.rgba, v_color.rgba * scaledColor.rgba, multiply_amount * 0.67 );
- vec4 hued = mix(multiplied, BlendHue(multiplied.rgba, v_color.rgba), hue_amount * 0.67);
-
- gl_FragColor = vec4(hued.xyz, scaledColor.a);
-
-}
-")
;
(defn ensure-on-screen [l]
@@ -990,14 +880,14 @@ void main ()
(assoc (:state selected-save) :active? true)
{:object nil
:active? true
- :last-room :dream
- :time :intro
+ :last-room :outside-house
+ :time :night
:obtained-items #{}
:inventory []
:plaques-read #{}
:clues #{}
:mints-eaten 0
- :seen-intro? false}))
+ :seen-intro? true}))
(defn fade-in-first-time-if-necessary [screen entities]
(if (not (get-in entities [:started? :value]))
@@ -1096,7 +986,7 @@ void main ()
(.setShader batch shader)
(when shader
(.setUniformf shader "multiply_amount" (float (or multiply-amount 1.0)))
- (.setUniformf shader "hue_amount" (float (or hue-amount 1.0))))
+ (.setUniformf shader "hue_amount" (float (or hue-amount 0.0))))
(.setColor batch (color (:r e 1.0) (:g e 1.0) (:b e 1.0) (:opacity e 1.0)))
@@ -1954,7 +1844,7 @@ void main ()
:anim-start 0
:opacity 0.8)
:all-items (texture! (texture (pixmap "cursor.png")) :split 18 16)
- #_:fps #_(->> (assoc (label "" (color :white) ) :x 5 :baseline 0 :opacity 0.1)
+ :fps (->> (assoc (label "" (color :white) ) :y 30 :x 5 :baseline 0 :opacity 0.1)
(utils/add-actor-to-stage screen))}))
:on-render
@@ -1985,14 +1875,14 @@ void main ()
(grow-hud screen entities :save false)))
entities (or (process-fsm screen entities) entities)]
- #_(label! (:fps entities) :set-text (str (game :fps)))
+ (label! (:fps entities) :set-text (str (game :fps)))
(render! screen [ (if (and hud-interactable? (not (:already-saved? entities)))
(:save entities)
(assoc (:save entities) :opacity 0.5))
- #_(:fps entities)
+ (:fps entities)
(if hud-interactable?
(:inventory entities)
(assoc (:inventory entities) :opacity 0.5))
diff --git a/ios/Info.plist.xml b/ios/Info.plist.xml
index 88a8f745..6448b4da 100644
--- a/ios/Info.plist.xml
+++ b/ios/Info.plist.xml
@@ -21,7 +21,7 @@
CFBundleSignature
????
CFBundleVersion
- 29
+ 74
MinimumOSVersion
8.0
LSRequiresIPhoneOS
@@ -39,10 +39,6 @@
UIRequiresFullScreen
- UIRequiredDeviceCapabilities
-
- arm64
-
UISupportedInterfaceOrientations
UIInterfaceOrientationPortrait