Terraria 1.4.0.5 Source Code
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GameContent/RGB/GemCaveShader.cs
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GameContent/RGB/GemCaveShader.cs
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// Decompiled with JetBrains decompiler
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// Type: Terraria.GameContent.RGB.GemCaveShader
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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 GemCaveShader : ChromaShader
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{
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private readonly Vector4 _primaryColor;
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private readonly Vector4 _secondaryColor;
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private static readonly Vector4[] _gemColors = new Vector4[7]
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{
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Color.White.ToVector4(),
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Color.Yellow.ToVector4(),
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Color.Orange.ToVector4(),
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Color.Red.ToVector4(),
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Color.Green.ToVector4(),
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Color.Blue.ToVector4(),
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Color.Purple.ToVector4()
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};
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public GemCaveShader(Color primaryColor, Color secondaryColor)
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{
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this._primaryColor = primaryColor.ToVector4();
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this._secondaryColor = secondaryColor.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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time *= 0.25f;
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float num1 = time % 1f;
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int num2 = (double) time % 2.0 > 1.0 ? 1 : 0;
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Vector4 vector4_1 = num2 != 0 ? this._secondaryColor : this._primaryColor;
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Vector4 vector4_2 = num2 != 0 ? this._primaryColor : this._secondaryColor;
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float num3 = num1 * 1.2f;
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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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Point gridPositionOfIndex = fragment.GetGridPositionOfIndex(index);
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float staticNoise = NoiseHelper.GetStaticNoise(canvasPositionOfIndex * 0.5f + new Vector2(0.0f, time * 0.5f));
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Vector4 vector4_3 = vector4_1;
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float num4 = staticNoise + num3;
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if ((double) num4 > 0.999000012874603)
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{
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float amount = MathHelper.Clamp((float) (((double) num4 - 0.999000012874603) / 0.200000002980232), 0.0f, 1f);
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vector4_3 = Vector4.Lerp(vector4_3, vector4_2, amount);
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}
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float amount1 = Math.Max(0.0f, (float) (1.0 - (double) NoiseHelper.GetDynamicNoise(gridPositionOfIndex.X, gridPositionOfIndex.Y, time / 100f) * 20.0));
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Vector4 vector4_4 = Vector4.Lerp(vector4_3, GemCaveShader._gemColors[((gridPositionOfIndex.Y * 47 + gridPositionOfIndex.X) % GemCaveShader._gemColors.Length + GemCaveShader._gemColors.Length) % GemCaveShader._gemColors.Length], amount1);
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fragment.SetColor(index, vector4_4);
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fragment.SetColor(index, vector4_4);
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}
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}
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}
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}
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