Terraria 1.4.0.5 Source Code

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MikeyIsBaeYT 2021-10-26 12:45:26 -04:00
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// Decompiled with JetBrains decompiler
// Type: Terraria.GameContent.RGB.GolemShader
// Assembly: Terraria, Version=1.4.0.5, Culture=neutral, PublicKeyToken=null
// MVID: 67F9E73E-0A81-4937-A22C-5515CD405A83
// Assembly location: C:\Users\mikeyisbaeyt\Downloads\depotdownloader-2.4.5\depots\105601\6707058\Terraria.exe
using Microsoft.Xna.Framework;
using ReLogic.Peripherals.RGB;
using System;
namespace Terraria.GameContent.RGB
{
public class GolemShader : ChromaShader
{
private readonly Vector4 _glowColor;
private readonly Vector4 _coreColor;
private readonly Vector4 _backgroundColor;
public GolemShader(Color glowColor, Color coreColor, Color backgroundColor)
{
this._glowColor = glowColor.ToVector4();
this._coreColor = coreColor.ToVector4();
this._backgroundColor = backgroundColor.ToVector4();
}
[RgbProcessor]
private void ProcessLowDetail(
RgbDevice device,
Fragment fragment,
EffectDetailLevel quality,
float time)
{
Vector4 vector4_1 = Vector4.Lerp(this._backgroundColor, this._coreColor, Math.Max(0.0f, (float) Math.Sin((double) time * 0.5)));
for (int index = 0; index < fragment.Count; ++index)
{
Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(index);
Vector4 vector4_2 = Vector4.Lerp(vector4_1, this._glowColor, Math.Max(0.0f, (float) Math.Sin((double) canvasPositionOfIndex.X * 2.0 + (double) time + 101.0)));
fragment.SetColor(index, vector4_2);
}
}
[RgbProcessor]
private void ProcessHighDetail(
RgbDevice device,
Fragment fragment,
EffectDetailLevel quality,
float time)
{
float num1 = (float) (0.5 + Math.Sin((double) time * 3.0) * 0.100000001490116);
Vector2 vector2 = new Vector2(1.6f, 0.5f);
for (int index = 0; index < fragment.Count; ++index)
{
Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(index);
Point gridPositionOfIndex = fragment.GetGridPositionOfIndex(index);
Vector4 vector4 = this._backgroundColor;
float num2 = (float) (((double) NoiseHelper.GetStaticNoise(gridPositionOfIndex.Y) * 10.0 + (double) time * 2.0) % 10.0) - Math.Abs(canvasPositionOfIndex.X - vector2.X);
if ((double) num2 > 0.0)
{
float amount = Math.Max(0.0f, 1.2f - num2);
if ((double) num2 < 0.200000002980232)
amount = num2 * 5f;
vector4 = Vector4.Lerp(vector4, this._glowColor, amount);
}
float num3 = (canvasPositionOfIndex - vector2).Length();
if ((double) num3 < (double) num1)
{
float amount = 1f - MathHelper.Clamp((float) (((double) num3 - (double) num1 + 0.100000001490116) / 0.100000001490116), 0.0f, 1f);
vector4 = Vector4.Lerp(vector4, this._coreColor, amount);
}
fragment.SetColor(index, vector4);
}
}
}
}