// Decompiled with JetBrains decompiler // Type: Terraria.GameContent.RGB.PlanteraShader // 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 PlanteraShader : ChromaShader { private readonly Vector4 _bulbColor; private readonly Vector4 _vineColor; private readonly Vector4 _backgroundColor; public PlanteraShader(Color bulbColor, Color vineColor, Color backgroundColor) { this._bulbColor = bulbColor.ToVector4(); this._vineColor = vineColor.ToVector4(); this._backgroundColor = backgroundColor.ToVector4(); } [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._bulbColor, this._vineColor, (float) (Math.Sin((double) time * 2.0 + (double) canvasPositionOfIndex.X * 10.0) * 0.5 + 0.5)); fragment.SetColor(index, vector4); } } [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); canvasPositionOfIndex.X -= 1.8f; if ((double) canvasPositionOfIndex.X < 0.0) { canvasPositionOfIndex.X *= -1f; gridPositionOfIndex.Y += 101; } float num1 = (float) (((double) NoiseHelper.GetStaticNoise(gridPositionOfIndex.Y) * 5.0 + (double) time * 0.400000005960464) % 5.0); float num2 = 1f; if ((double) num1 > 1.0) { num2 = 1f - MathHelper.Clamp((float) (((double) num1 - 0.400000005960464 - 1.0) / 0.400000005960464), 0.0f, 1f); num1 = 1f; } float num3 = num1 - canvasPositionOfIndex.X / 5f; Vector4 vector4 = this._backgroundColor; if ((double) num3 > 0.0) { float num4 = 1f; if ((double) num3 < 0.200000002980232) num4 = num3 / 0.2f; vector4 = (gridPositionOfIndex.X + 7 * gridPositionOfIndex.Y) % 5 != 0 ? Vector4.Lerp(this._backgroundColor, this._vineColor, num4 * num2) : Vector4.Lerp(this._backgroundColor, this._bulbColor, num4 * num2); } fragment.SetColor(index, vector4); } } } }