Terraria 1.4.0.5 Source Code
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GameContent/RGB/DrippingShader.cs
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GameContent/RGB/DrippingShader.cs
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// Decompiled with JetBrains decompiler
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// Type: Terraria.GameContent.RGB.DrippingShader
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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 DrippingShader : ChromaShader
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{
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private readonly Vector4 _baseColor;
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private readonly Vector4 _liquidColor;
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private readonly float _viscosity;
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public DrippingShader(Color baseColor, Color liquidColor, float viscosity = 1f)
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{
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this._baseColor = baseColor.ToVector4();
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this._liquidColor = liquidColor.ToVector4();
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this._viscosity = viscosity;
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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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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 = Vector4.Lerp(this._baseColor, this._liquidColor, (float) (Math.Sin((double) time * 0.5 + (double) canvasPositionOfIndex.X) * 0.5 + 0.5));
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fragment.SetColor(index, vector4);
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}
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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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for (int index = 0; index < fragment.Count; ++index)
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{
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fragment.GetGridPositionOfIndex(index);
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Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(index);
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float staticNoise = NoiseHelper.GetStaticNoise(canvasPositionOfIndex * new Vector2(0.7f * this._viscosity, 0.075f) + new Vector2(0.0f, time * -0.1f * this._viscosity));
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Vector4 vector4 = Vector4.Lerp(this._baseColor, this._liquidColor, Math.Max(0.0f, (float) (1.0 - ((double) canvasPositionOfIndex.Y * 4.5 + 0.5) * (double) staticNoise)));
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fragment.SetColor(index, vector4);
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}
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}
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}
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}
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