Terraria 1.4.0.5 Source Code
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GameContent/RGB/DD2Shader.cs
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GameContent/RGB/DD2Shader.cs
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// Decompiled with JetBrains decompiler
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// Type: Terraria.GameContent.RGB.DD2Shader
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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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namespace Terraria.GameContent.RGB
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{
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public class DD2Shader : ChromaShader
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{
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private readonly Vector4 _darkGlowColor;
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private readonly Vector4 _lightGlowColor;
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public DD2Shader(Color darkGlowColor, Color lightGlowColor)
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{
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this._darkGlowColor = darkGlowColor.ToVector4();
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this._lightGlowColor = lightGlowColor.ToVector4();
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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_1 = fragment.CanvasCenter;
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if (quality == null)
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vector2_1 = new Vector2(1.7f, 0.5f);
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time *= 0.5f;
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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 vector4_1 = new Vector4(0.0f, 0.0f, 0.0f, 1f);
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Vector2 vector2_2 = vector2_1;
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float num1 = (canvasPositionOfIndex - vector2_2).Length();
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float num2 = (float) ((double) num1 * (double) num1 * 0.75);
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float num3 = (float) (((double) num1 - (double) time) % 1.0);
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if ((double) num3 < 0.0)
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++num3;
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float num4 = (double) num3 <= 0.800000011920929 ? num3 / 0.8f : num3 * (float) (1.0 - ((double) num3 - 1.0 + 0.200000002980232) / 0.200000002980232);
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Vector4 vector4_2 = Vector4.Lerp(this._darkGlowColor, this._lightGlowColor, num4 * num4);
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float amount1 = num4 * (float) ((double) MathHelper.Clamp(1f - num2, 0.0f, 1f) * 0.75 + 0.25);
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vector4_1 = Vector4.Lerp(vector4_1, vector4_2, amount1);
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if ((double) num1 < 0.5)
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{
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float amount2 = 1f - MathHelper.Clamp((float) (((double) num1 - 0.5 + 0.400000005960464) / 0.400000005960464), 0.0f, 1f);
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vector4_1 = Vector4.Lerp(vector4_1, this._lightGlowColor, amount2);
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}
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fragment.SetColor(index, vector4_1);
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}
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}
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}
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}
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