Terraria 1.4.0.5 Source Code
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GameContent/RGB/MeteoriteShader.cs
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GameContent/RGB/MeteoriteShader.cs
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// Decompiled with JetBrains decompiler
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// Type: Terraria.GameContent.RGB.MeteoriteShader
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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 MeteoriteShader : ChromaShader
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{
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private readonly Vector4 _baseColor = new Color(39, 15, 26).ToVector4();
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private readonly Vector4 _secondaryColor = new Color(69, 50, 43).ToVector4();
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private readonly Vector4 _glowColor = Color.DarkOrange.ToVector4();
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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._baseColor, this._secondaryColor, (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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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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Vector4 baseColor = this._baseColor;
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float dynamicNoise = NoiseHelper.GetDynamicNoise(gridPositionOfIndex.X, gridPositionOfIndex.Y, time / 10f);
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Vector4 vector4 = Vector4.Lerp(Vector4.Lerp(baseColor, this._secondaryColor, dynamicNoise * dynamicNoise), this._glowColor, (float) Math.Sqrt((double) Math.Max(0.0f, (float) (1.0 - (double) NoiseHelper.GetDynamicNoise(canvasPositionOfIndex * 0.5f + new Vector2(0.0f, time * 0.05f), time / 20f) * 2.0))) * 0.75f);
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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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