Terraria 1.4.0.5 Source Code
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GameContent/RGB/GoblinArmyShader.cs
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GameContent/RGB/GoblinArmyShader.cs
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// Decompiled with JetBrains decompiler
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// Type: Terraria.GameContent.RGB.GoblinArmyShader
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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 GoblinArmyShader : 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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public GoblinArmyShader(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 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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time *= 0.5f;
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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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canvasPositionOfIndex.Y = 1f;
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float staticNoise = NoiseHelper.GetStaticNoise(canvasPositionOfIndex * 0.3f + new Vector2(12.5f, time * 0.2f));
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float amount = MathHelper.Clamp(Math.Max(0.0f, (float) (1.0 - (double) staticNoise * (double) staticNoise * 4.0 * (double) staticNoise)), 0.0f, 1f);
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Vector4 vector4 = Vector4.Lerp(new Vector4(0.0f, 0.0f, 0.0f, 1f), Vector4.Lerp(Vector4.Lerp(this._primaryColor, this._secondaryColor, amount), Vector4.One, amount * amount), amount);
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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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Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(index);
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float staticNoise = NoiseHelper.GetStaticNoise(canvasPositionOfIndex * 0.3f + new Vector2(12.5f, time * 0.2f));
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float amount = MathHelper.Clamp(Math.Max(0.0f, (float) (1.0 - (double) staticNoise * (double) staticNoise * 4.0 * (double) staticNoise * (1.20000004768372 - (double) canvasPositionOfIndex.Y))) * canvasPositionOfIndex.Y * canvasPositionOfIndex.Y, 0.0f, 1f);
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Vector4 vector4 = Vector4.Lerp(new Vector4(0.0f, 0.0f, 0.0f, 1f), Vector4.Lerp(Vector4.Lerp(this._primaryColor, this._secondaryColor, amount), Vector4.One, amount * amount * amount), amount);
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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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