// Decompiled with JetBrains decompiler // Type: Terraria.GameContent.RGB.BrainShader // 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 BrainShader : ChromaShader { private readonly Vector4 _brainColor; private readonly Vector4 _veinColor; public BrainShader(Color brainColor, Color veinColor) { this._brainColor = brainColor.ToVector4(); this._veinColor = veinColor.ToVector4(); } [RgbProcessor] private void ProcessLowDetail( RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time) { Vector4 vector4 = Vector4.Lerp(this._brainColor, this._veinColor, Math.Max(0.0f, (float) Math.Sin((double) time * 3.0))); for (int index = 0; index < fragment.Count; ++index) fragment.SetColor(index, vector4); } [RgbProcessor] private void ProcessHighDetail( RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time) { Vector2 vector2 = new Vector2(1.6f, 0.5f); Vector4 vector4_1 = Vector4.Lerp(this._brainColor, this._veinColor, (float) ((double) Math.Max(0.0f, (float) Math.Sin((double) time * 3.0)) * 0.5 + 0.5)); for (int index = 0; index < fragment.Count; ++index) { Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(index); Vector4 brainColor = this._brainColor; float amount = Math.Max(0.0f, (float) (1.0 - 5.0 * (Math.Sin((double) NoiseHelper.GetDynamicNoise(canvasPositionOfIndex * 0.15f + new Vector2(time * (1f / 500f)), time * 0.03f) * 10.0) * 0.5 + 0.5))); Vector4 vector4_2 = Vector4.Lerp(brainColor, vector4_1, amount); fragment.SetColor(index, vector4_2); } } } }