// Decompiled with JetBrains decompiler // Type: Terraria.GameContent.RGB.SkullShader // 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 SkullShader : ChromaShader { private readonly Vector4 _skullColor; private readonly Vector4 _bloodDark; private readonly Vector4 _bloodLight; private readonly Vector4 _backgroundColor = Color.Black.ToVector4(); public SkullShader(Color skullColor, Color bloodDark, Color bloodLight) { this._skullColor = skullColor.ToVector4(); this._bloodDark = bloodDark.ToVector4(); this._bloodLight = bloodLight.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._skullColor, this._bloodLight, (float) (Math.Sin((double) time * 2.0 + (double) canvasPositionOfIndex.X * 2.0) * 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) { Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(index); Point gridPositionOfIndex = fragment.GetGridPositionOfIndex(index); Vector4 vector4_1 = this._backgroundColor; float num = (float) (((double) NoiseHelper.GetStaticNoise(gridPositionOfIndex.X) * 10.0 + (double) time * 0.75) % 10.0 + (double) canvasPositionOfIndex.Y - 1.0); if ((double) num > 0.0) { float amount = Math.Max(0.0f, 1.2f - num); if ((double) num < 0.200000002980232) amount = num * 5f; vector4_1 = Vector4.Lerp(vector4_1, this._skullColor, amount); } float staticNoise = NoiseHelper.GetStaticNoise(canvasPositionOfIndex * 0.5f + new Vector2(12.5f, time * 0.2f)); float amount1 = MathHelper.Clamp(Math.Max(0.0f, (float) (1.0 - (double) staticNoise * (double) staticNoise * 4.0 * (double) staticNoise * (1.0 - (double) canvasPositionOfIndex.Y * (double) canvasPositionOfIndex.Y))) * canvasPositionOfIndex.Y * canvasPositionOfIndex.Y, 0.0f, 1f); Vector4 vector4_2 = Vector4.Lerp(this._bloodDark, this._bloodLight, amount1); Vector4 vector4_3 = Vector4.Lerp(vector4_1, vector4_2, amount1); fragment.SetColor(index, vector4_3); } } } }