// Decompiled with JetBrains decompiler // Type: Terraria.GameContent.RGB.GemCaveShader // 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 GemCaveShader : ChromaShader { private readonly Vector4 _primaryColor; private readonly Vector4 _secondaryColor; private static readonly Vector4[] _gemColors = new Vector4[7] { Color.White.ToVector4(), Color.Yellow.ToVector4(), Color.Orange.ToVector4(), Color.Red.ToVector4(), Color.Green.ToVector4(), Color.Blue.ToVector4(), Color.Purple.ToVector4() }; public GemCaveShader(Color primaryColor, Color secondaryColor) { this._primaryColor = primaryColor.ToVector4(); this._secondaryColor = secondaryColor.ToVector4(); } [RgbProcessor] private void ProcessHighDetail( RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time) { time *= 0.25f; float num1 = time % 1f; int num2 = (double) time % 2.0 > 1.0 ? 1 : 0; Vector4 vector4_1 = num2 != 0 ? this._secondaryColor : this._primaryColor; Vector4 vector4_2 = num2 != 0 ? this._primaryColor : this._secondaryColor; float num3 = num1 * 1.2f; for (int index = 0; index < fragment.Count; ++index) { Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(index); Point gridPositionOfIndex = fragment.GetGridPositionOfIndex(index); float staticNoise = NoiseHelper.GetStaticNoise(canvasPositionOfIndex * 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); } float amount1 = Math.Max(0.0f, (float) (1.0 - (double) NoiseHelper.GetDynamicNoise(gridPositionOfIndex.X, gridPositionOfIndex.Y, time / 100f) * 20.0)); Vector4 vector4_4 = Vector4.Lerp(vector4_3, GemCaveShader._gemColors[((gridPositionOfIndex.Y * 47 + gridPositionOfIndex.X) % GemCaveShader._gemColors.Length + GemCaveShader._gemColors.Length) % GemCaveShader._gemColors.Length], amount1); fragment.SetColor(index, vector4_4); fragment.SetColor(index, vector4_4); } } } }