Terraria 1.4.0.5 Source Code
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GameContent/RGB/RainShader.cs
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GameContent/RGB/RainShader.cs
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// Decompiled with JetBrains decompiler
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// Type: Terraria.GameContent.RGB.RainShader
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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 RainShader : ChromaShader
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{
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private bool _inBloodMoon;
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public virtual void Update(float elapsedTime) => this._inBloodMoon = Main.bloodMoon;
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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._inBloodMoon ? new Vector4(0.0f, 0.0f, 1f, 1f) : new Vector4(1f, 0.0f, 0.0f, 1f);
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Vector4 vector4_2 = new Vector4(0.0f, 0.0f, 0.0f, 0.75f);
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for (int index = 0; index < fragment.Count; ++index)
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{
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Point gridPositionOfIndex = fragment.GetGridPositionOfIndex(index);
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Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(index);
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float num = (float) (((double) NoiseHelper.GetStaticNoise(gridPositionOfIndex.X) * 10.0 + (double) time) % 10.0) - canvasPositionOfIndex.Y;
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Vector4 vector4_3 = vector4_2;
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if ((double) num > 0.0)
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{
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float amount = Math.Max(0.0f, 1.2f - num);
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if ((double) num < 0.200000002980232)
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amount = num * 5f;
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vector4_3 = Vector4.Lerp(vector4_3, vector4_1, amount);
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}
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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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