Terraria 1.4.0.5 Source Code
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GameContent/RGB/HallowSurfaceShader.cs
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GameContent/RGB/HallowSurfaceShader.cs
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// Decompiled with JetBrains decompiler
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// Type: Terraria.GameContent.RGB.HallowSurfaceShader
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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 HallowSurfaceShader : ChromaShader
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{
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private readonly Vector4 _skyColor = new Color(150, 220, 220).ToVector4();
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private readonly Vector4 _groundColor = new Vector4(1f, 0.2f, 0.25f, 1f);
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private readonly Vector4 _pinkFlowerColor = new Vector4(1f, 0.2f, 0.25f, 1f);
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private readonly Vector4 _yellowFlowerColor = new Vector4(1f, 1f, 0.0f, 1f);
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private Vector4 _lightColor;
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public virtual void Update(float elapsedTime) => this._lightColor = Main.ColorOfTheSkies.ToVector4() * 0.75f + Vector4.One * 0.25f;
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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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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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Vector4 vector4 = Vector4.Lerp(this._skyColor, this._groundColor, (float) (Math.Sin((double) time + (double) canvasPositionOfIndex.X) * 0.5 + 0.5));
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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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Vector4 vector4_1 = this._skyColor * this._lightColor;
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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 amount = Math.Max(0.0f, (float) (1.0 - (double) NoiseHelper.GetDynamicNoise(gridPositionOfIndex.X, gridPositionOfIndex.Y, time / 20f) * 5.0));
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Vector4 vector4_2 = vector4_1;
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Vector4 vector4_3 = (gridPositionOfIndex.X * 100 + gridPositionOfIndex.Y) % 2 != 0 ? Vector4.Lerp(vector4_2, this._pinkFlowerColor, amount) : Vector4.Lerp(vector4_2, this._yellowFlowerColor, amount);
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if ((double) canvasPositionOfIndex.Y > Math.Sin((double) canvasPositionOfIndex.X) * 0.300000011920929 + 0.699999988079071)
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vector4_3 = this._groundColor;
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fragment.SetColor(index, vector4_3);
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}
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}
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}
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}
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