// Decompiled with JetBrains decompiler // Type: Terraria.GameContent.RGB.CavernShader // 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 CavernShader : ChromaShader { private readonly Vector4 _backColor; private readonly Vector4 _frontColor; private readonly float _speed; public CavernShader(Color backColor, Color frontColor, float speed) { this._backColor = backColor.ToVector4(); this._frontColor = frontColor.ToVector4(); this._speed = speed; } [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._backColor, this._frontColor, (float) (Math.Sin((double) time * (double) this._speed + (double) canvasPositionOfIndex.X) * 0.5 + 0.5)); fragment.SetColor(index, vector4); } } [RgbProcessor] private void ProcessHighDetail( RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time) { time *= this._speed * 0.5f; float num1 = time % 1f; int num2 = (double) time % 2.0 > 1.0 ? 1 : 0; Vector4 vector4_1 = num2 != 0 ? this._frontColor : this._backColor; Vector4 vector4_2 = num2 != 0 ? this._backColor : this._frontColor; float num3 = num1 * 1.2f; for (int index = 0; index < fragment.Count; ++index) { float staticNoise = NoiseHelper.GetStaticNoise(fragment.GetCanvasPositionOfIndex(index) * 0.5f + new Vector2(0.0f, time * 0.5f)); Vector4 vector4_3 = vector4_1; float num4 = staticNoise + num3; if ((double) num4 > 0.999000012874603) { float amount = MathHelper.Clamp((float) (((double) num4 - 0.999000012874603) / 0.200000002980232), 0.0f, 1f); vector4_3 = Vector4.Lerp(vector4_3, vector4_2, amount); } fragment.SetColor(index, vector4_3); } } } }