Terraria 1.4.0.5 Source Code
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GameContent/RGB/DungeonShader.cs
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GameContent/RGB/DungeonShader.cs
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// Decompiled with JetBrains decompiler
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// Type: Terraria.GameContent.RGB.DungeonShader
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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 DungeonShader : ChromaShader
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{
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private readonly Vector4 _backgroundColor = new Color(5, 5, 5).ToVector4();
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private readonly Vector4 _spiritTrailColor = new Color(6, 51, 222).ToVector4();
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private readonly Vector4 _spiritColor = Color.White.ToVector4();
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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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Point gridPositionOfIndex = fragment.GetGridPositionOfIndex(index);
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Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(index);
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float num = (float) ((((double) NoiseHelper.GetStaticNoise(gridPositionOfIndex.Y) * 10.0 + (double) time) % 10.0 - ((double) canvasPositionOfIndex.X + 2.0)) * 0.5);
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Vector4 vector4_1 = this._backgroundColor;
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if ((double) num > 0.0)
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{
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float amount1 = Math.Max(0.0f, 1.2f - num);
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float amount2 = MathHelper.Clamp(amount1 * amount1 * amount1, 0.0f, 1f);
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if ((double) num < 0.200000002980232)
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amount1 = num / 0.2f;
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Vector4 vector4_2 = Vector4.Lerp(this._spiritTrailColor, this._spiritColor, amount2);
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vector4_1 = Vector4.Lerp(vector4_1, vector4_2, amount1);
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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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