Terraria 1.4.0.5 Source Code
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GameContent/RGB/BrainShader.cs
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GameContent/RGB/BrainShader.cs
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// Decompiled with JetBrains decompiler
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// Type: Terraria.GameContent.RGB.BrainShader
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// Assembly: Terraria, Version=1.4.0.5, Culture=neutral, PublicKeyToken=null
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// MVID: 67F9E73E-0A81-4937-A22C-5515CD405A83
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// Assembly location: C:\Users\mikeyisbaeyt\Downloads\depotdownloader-2.4.5\depots\105601\6707058\Terraria.exe
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using Microsoft.Xna.Framework;
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using ReLogic.Peripherals.RGB;
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using System;
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namespace Terraria.GameContent.RGB
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{
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public class BrainShader : ChromaShader
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{
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private readonly Vector4 _brainColor;
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private readonly Vector4 _veinColor;
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public BrainShader(Color brainColor, Color veinColor)
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{
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this._brainColor = brainColor.ToVector4();
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this._veinColor = veinColor.ToVector4();
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}
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[RgbProcessor]
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private void ProcessLowDetail(
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RgbDevice device,
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Fragment fragment,
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EffectDetailLevel quality,
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float time)
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{
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Vector4 vector4 = Vector4.Lerp(this._brainColor, this._veinColor, Math.Max(0.0f, (float) Math.Sin((double) time * 3.0)));
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for (int index = 0; index < fragment.Count; ++index)
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fragment.SetColor(index, vector4);
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}
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[RgbProcessor]
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private void ProcessHighDetail(
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RgbDevice device,
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Fragment fragment,
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EffectDetailLevel quality,
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float time)
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{
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Vector2 vector2 = new Vector2(1.6f, 0.5f);
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Vector4 vector4_1 = Vector4.Lerp(this._brainColor, this._veinColor, (float) ((double) Math.Max(0.0f, (float) Math.Sin((double) time * 3.0)) * 0.5 + 0.5));
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for (int index = 0; index < fragment.Count; ++index)
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{
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Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(index);
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Vector4 brainColor = this._brainColor;
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float amount = Math.Max(0.0f, (float) (1.0 - 5.0 * (Math.Sin((double) NoiseHelper.GetDynamicNoise(canvasPositionOfIndex * 0.15f + new Vector2(time * (1f / 500f)), time * 0.03f) * 10.0) * 0.5 + 0.5)));
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Vector4 vector4_2 = Vector4.Lerp(brainColor, vector4_1, amount);
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fragment.SetColor(index, vector4_2);
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}
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}
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}
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}
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