Terraria 1.4.0.5 Source Code
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GameContent/RGB/EmpressShader.cs
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GameContent/RGB/EmpressShader.cs
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// Decompiled with JetBrains decompiler
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// Type: Terraria.GameContent.RGB.EmpressShader
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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 EmpressShader : ChromaShader
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{
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private static readonly Vector4[] _colors = new Vector4[12]
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{
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new Vector4(1f, 0.1f, 0.1f, 1f),
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new Vector4(1f, 0.5f, 0.1f, 1f),
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new Vector4(1f, 1f, 0.1f, 1f),
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new Vector4(0.5f, 1f, 0.1f, 1f),
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new Vector4(0.1f, 1f, 0.1f, 1f),
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new Vector4(0.1f, 1f, 0.5f, 1f),
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new Vector4(0.1f, 1f, 1f, 1f),
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new Vector4(0.1f, 0.5f, 1f, 1f),
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new Vector4(0.1f, 0.1f, 1f, 1f),
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new Vector4(0.5f, 0.1f, 1f, 1f),
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new Vector4(1f, 0.1f, 1f, 1f),
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new Vector4(1f, 0.1f, 0.5f, 1f)
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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 num1 = time * 2f;
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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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double num2 = (double) MathHelper.Max(0.0f, (float) Math.Cos(((double) NoiseHelper.GetStaticNoise(gridPositionOfIndex.X) + (double) num1) * 6.28318548202515 * 0.200000002980232));
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Vector4 vector4_1 = Color.Lerp(Color.Black, Color.Indigo, 0.5f).ToVector4();
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Math.Max(0.0f, (float) Math.Sin((double) Main.GlobalTimeWrappedHourly * 2.0 + (double) canvasPositionOfIndex.X * 1.0));
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float amount1 = 0.0f;
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Vector4 vector4_2 = Vector4.Lerp(vector4_1, new Vector4(1f, 0.1f, 0.1f, 1f), amount1);
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double x = (double) canvasPositionOfIndex.X;
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float amount2 = (float) ((num2 + x + (double) canvasPositionOfIndex.Y) % 1.0);
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if ((double) amount2 > 0.0)
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{
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int num3 = (gridPositionOfIndex.X + gridPositionOfIndex.Y) % EmpressShader._colors.Length;
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if (num3 < 0)
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{
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int num4 = num3 + EmpressShader._colors.Length;
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}
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Vector4 vector4_3 = Main.hslToRgb((float) ((((double) canvasPositionOfIndex.X + (double) canvasPositionOfIndex.Y) * 0.150000005960464 + (double) time * 0.100000001490116) % 1.0), 1f, 0.5f).ToVector4();
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vector4_2 = Vector4.Lerp(vector4_2, vector4_3, amount2);
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}
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fragment.SetColor(index, vector4_2);
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}
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}
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private static void RedsVersion(Fragment fragment, float time)
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{
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time *= 3f;
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for (int index1 = 0; index1 < fragment.Count; ++index1)
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{
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Point gridPositionOfIndex = fragment.GetGridPositionOfIndex(index1);
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Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(index1);
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float num = (float) (((double) NoiseHelper.GetStaticNoise(gridPositionOfIndex.X) * 7.0 + (double) time * 0.400000005960464) % 7.0) - canvasPositionOfIndex.Y;
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Vector4 vector4 = new Vector4();
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if ((double) num > 0.0)
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{
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float amount = Math.Max(0.0f, 1.4f - num);
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if ((double) num < 0.400000005960464)
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amount = num / 0.4f;
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int index2 = (gridPositionOfIndex.X + EmpressShader._colors.Length + (int) ((double) time / 6.0)) % EmpressShader._colors.Length;
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vector4 = Vector4.Lerp(vector4, EmpressShader._colors[index2], amount);
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}
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fragment.SetColor(index1, vector4);
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}
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}
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}
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}
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