Terraria 1.4.0.5 Source Code
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GameContent/RGB/UndergroundMushroomShader.cs
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GameContent/RGB/UndergroundMushroomShader.cs
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// Decompiled with JetBrains decompiler
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// Type: Terraria.GameContent.RGB.UndergroundMushroomShader
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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 UndergroundMushroomShader : ChromaShader
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{
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private readonly Vector4 _baseColor = new Color(10, 10, 10).ToVector4();
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private readonly Vector4 _edgeGlowColor = new Color(0, 0, (int) byte.MaxValue).ToVector4();
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private readonly Vector4 _sporeColor = new Color((int) byte.MaxValue, 230, 150).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._edgeGlowColor, this._sporeColor, (float) (Math.Sin((double) time * 0.5 + (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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Point gridPositionOfIndex = fragment.GetGridPositionOfIndex(index);
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Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(index);
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Vector4 vector4_1 = this._baseColor;
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float num = (float) ((((double) NoiseHelper.GetStaticNoise(gridPositionOfIndex.X) * 10.0 + (double) time * 0.200000002980232) % 10.0 - (1.0 - (double) canvasPositionOfIndex.Y)) * 2.0);
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if ((double) num > 0.0)
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{
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float amount = Math.Max(0.0f, 1.5f - num);
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if ((double) num < 0.5)
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amount = num * 2f;
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vector4_1 = Vector4.Lerp(vector4_1, this._sporeColor, amount);
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}
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float amount1 = Math.Max(0.0f, (float) (1.0 - (double) NoiseHelper.GetStaticNoise(canvasPositionOfIndex * 0.3f + new Vector2(0.0f, time * 0.1f)) * (1.0 + (1.0 - (double) canvasPositionOfIndex.Y) * 4.0))) * Math.Max(0.0f, (float) (((double) canvasPositionOfIndex.Y - 0.300000011920929) / 0.699999988079071));
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Vector4 vector4_2 = Vector4.Lerp(vector4_1, this._edgeGlowColor, amount1);
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fragment.SetColor(index, vector4_2);
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}
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}
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}
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}
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