// Decompiled with JetBrains decompiler // Type: Terraria.GameContent.RGB.DungeonShader // 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 DungeonShader : ChromaShader { private readonly Vector4 _backgroundColor = new Color(5, 5, 5).ToVector4(); private readonly Vector4 _spiritTrailColor = new Color(6, 51, 222).ToVector4(); private readonly Vector4 _spiritColor = Color.White.ToVector4(); [RgbProcessor] private void ProcessHighDetail( RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time) { for (int index = 0; index < fragment.Count; ++index) { Point gridPositionOfIndex = fragment.GetGridPositionOfIndex(index); Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(index); float num = (float) ((((double) NoiseHelper.GetStaticNoise(gridPositionOfIndex.Y) * 10.0 + (double) time) % 10.0 - ((double) canvasPositionOfIndex.X + 2.0)) * 0.5); Vector4 vector4_1 = this._backgroundColor; if ((double) num > 0.0) { float amount1 = Math.Max(0.0f, 1.2f - num); float amount2 = MathHelper.Clamp(amount1 * amount1 * amount1, 0.0f, 1f); if ((double) num < 0.200000002980232) amount1 = num / 0.2f; Vector4 vector4_2 = Vector4.Lerp(this._spiritTrailColor, this._spiritColor, amount2); vector4_1 = Vector4.Lerp(vector4_1, vector4_2, amount1); } fragment.SetColor(index, vector4_1); } } } }