Terraria 1.4.0.5 Source Code
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GameContent/RGB/UndergroundCorruptionShader.cs
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GameContent/RGB/UndergroundCorruptionShader.cs
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// Decompiled with JetBrains decompiler
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// Type: Terraria.GameContent.RGB.UndergroundCorruptionShader
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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 UndergroundCorruptionShader : ChromaShader
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{
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private readonly Vector4 _corruptionColor = new Vector4(Color.Purple.ToVector3() * 0.2f, 1f);
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private readonly Vector4 _flameColor = Color.Green.ToVector4();
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private readonly Vector4 _flameTipColor = Color.Yellow.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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Vector4 vector4_1 = Vector4.Lerp(this._flameColor, this._flameTipColor, 0.25f);
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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_2 = Vector4.Lerp(this._corruptionColor, vector4_1, (float) (Math.Sin((double) time + (double) canvasPositionOfIndex.X) * 0.5 + 0.5));
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fragment.SetColor(index, vector4_2);
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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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fragment.GetGridPositionOfIndex(index);
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Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(index);
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float dynamicNoise = NoiseHelper.GetDynamicNoise(canvasPositionOfIndex * 0.3f + new Vector2(12.5f, time * 0.05f), time * 0.1f);
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float amount = MathHelper.Clamp(Math.Max(0.0f, (float) (1.0 - (double) dynamicNoise * (double) dynamicNoise * 4.0 * (1.20000004768372 - (double) canvasPositionOfIndex.Y))) * canvasPositionOfIndex.Y, 0.0f, 1f);
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Vector4 vector4 = Vector4.Lerp(this._corruptionColor, Vector4.Lerp(this._flameColor, this._flameTipColor, amount), amount);
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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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