Terraria 1.4.0.5 Source Code
This commit is contained in:
commit
05205f009e
1059 changed files with 563450 additions and 0 deletions
81
GameContent/RGB/PirateInvasionShader.cs
Normal file
81
GameContent/RGB/PirateInvasionShader.cs
Normal file
|
@ -0,0 +1,81 @@
|
|||
// Decompiled with JetBrains decompiler
|
||||
// Type: Terraria.GameContent.RGB.PirateInvasionShader
|
||||
// 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 PirateInvasionShader : ChromaShader
|
||||
{
|
||||
private readonly Vector4 _cannonBallColor;
|
||||
private readonly Vector4 _splashColor;
|
||||
private readonly Vector4 _waterColor;
|
||||
private readonly Vector4 _backgroundColor;
|
||||
|
||||
public PirateInvasionShader(
|
||||
Color cannonBallColor,
|
||||
Color splashColor,
|
||||
Color waterColor,
|
||||
Color backgroundColor)
|
||||
{
|
||||
this._cannonBallColor = cannonBallColor.ToVector4();
|
||||
this._splashColor = splashColor.ToVector4();
|
||||
this._waterColor = waterColor.ToVector4();
|
||||
this._backgroundColor = backgroundColor.ToVector4();
|
||||
}
|
||||
|
||||
[RgbProcessor]
|
||||
private void ProcessLowDetail(
|
||||
RgbDevice device,
|
||||
Fragment fragment,
|
||||
EffectDetailLevel quality,
|
||||
float time)
|
||||
{
|
||||
for (int index = 0; index < fragment.Count; ++index)
|
||||
{
|
||||
Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(index);
|
||||
Vector4 vector4 = Vector4.Lerp(this._waterColor, this._cannonBallColor, (float) (Math.Sin((double) time * 0.5 + (double) canvasPositionOfIndex.X) * 0.5 + 0.5));
|
||||
fragment.SetColor(index, vector4);
|
||||
}
|
||||
}
|
||||
|
||||
[RgbProcessor]
|
||||
private void ProcessHighDetail(
|
||||
RgbDevice device,
|
||||
Fragment fragment,
|
||||
EffectDetailLevel quality,
|
||||
float time)
|
||||
{
|
||||
for (int index = 0; index < fragment.Count; ++index)
|
||||
{
|
||||
Point gridPositionOfIndex = fragment.GetGridPositionOfIndex(index);
|
||||
Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(index);
|
||||
gridPositionOfIndex.X /= 2;
|
||||
double num1 = ((double) NoiseHelper.GetStaticNoise(gridPositionOfIndex.X) * 40.0 + (double) time * 1.0) % 40.0;
|
||||
float amount1 = 0.0f;
|
||||
float num2 = (float) (num1 - (double) canvasPositionOfIndex.Y / 1.20000004768372);
|
||||
if (num1 > 1.0)
|
||||
{
|
||||
float num3 = (float) (1.0 - (double) canvasPositionOfIndex.Y / 1.20000004768372);
|
||||
amount1 = (float) ((1.0 - (double) Math.Min(1f, num2 - num3)) * (1.0 - (double) Math.Min(1f, num3 / 1f)));
|
||||
}
|
||||
Vector4 vector4 = this._backgroundColor;
|
||||
if ((double) num2 > 0.0)
|
||||
{
|
||||
float amount2 = Math.Max(0.0f, (float) (1.20000004768372 - (double) num2 * 4.0));
|
||||
if ((double) num2 < 0.100000001490116)
|
||||
amount2 = num2 / 0.1f;
|
||||
vector4 = Vector4.Lerp(Vector4.Lerp(vector4, this._cannonBallColor, amount2), this._splashColor, amount1);
|
||||
}
|
||||
if ((double) canvasPositionOfIndex.Y > 0.800000011920929)
|
||||
vector4 = this._waterColor;
|
||||
fragment.SetColor(index, vector4);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue