Terraria 1.4.0.5 Source Code
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GameContent/RGB/IceShader.cs
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GameContent/RGB/IceShader.cs
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// Decompiled with JetBrains decompiler
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// Type: Terraria.GameContent.RGB.IceShader
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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 IceShader : ChromaShader
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{
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private readonly Vector4 _baseColor;
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private readonly Vector4 _iceColor;
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private readonly Vector4 _shineColor = new Vector4(1f, 1f, 0.7f, 1f);
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public IceShader(Color baseColor, Color iceColor)
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{
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this._baseColor = baseColor.ToVector4();
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this._iceColor = iceColor.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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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 amount1 = Math.Max(0.0f, (float) (1.0 - (double) NoiseHelper.GetDynamicNoise(new Vector2((float) (((double) canvasPositionOfIndex.X - (double) canvasPositionOfIndex.Y) * 0.200000002980232), 0.0f), time / 5f) * 1.5));
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float amount2 = Math.Max(0.0f, (float) (1.0 - (double) NoiseHelper.GetDynamicNoise(new Vector2((float) (((double) canvasPositionOfIndex.X - (double) canvasPositionOfIndex.Y) * 0.300000011920929), 0.3f), time / 20f) * 5.0));
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Vector4 vector4 = Vector4.Lerp(Vector4.Lerp(this._baseColor, this._iceColor, amount1), this._shineColor, amount2);
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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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