Terraria 1.4.0.5 Source Code
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GameContent/RGB/DrowningShader.cs
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GameContent/RGB/DrowningShader.cs
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// Decompiled with JetBrains decompiler
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// Type: Terraria.GameContent.RGB.DrowningShader
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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 DrowningShader : ChromaShader
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{
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private float _breath = 1f;
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public virtual void Update(float elapsedTime)
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{
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Player player = Main.player[Main.myPlayer];
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this._breath = (float) (player.breath * player.breathCDMax - player.breathCD) / (float) (player.breathMax * player.breathCDMax);
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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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fragment.GetCanvasPositionOfIndex(index);
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Vector4 vector4 = new Vector4(0.0f, 0.0f, 1f, 1f - this._breath);
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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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float num = (float) ((double) this._breath * 1.20000004768372 - 0.100000001490116);
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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.Zero;
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if ((double) canvasPositionOfIndex.Y > (double) num)
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vector4 = new Vector4(0.0f, 0.0f, 1f, MathHelper.Clamp((float) (((double) canvasPositionOfIndex.Y - (double) num) * 5.0), 0.0f, 1f));
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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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