// Decompiled with JetBrains decompiler // Type: Terraria.GameContent.RGB.SkyShader // 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 SkyShader : ChromaShader { private readonly Vector4 _baseSkyColor; private readonly Vector4 _baseSpaceColor; private Vector4 _processedSkyColor; private Vector4 _processedCloudColor; private float _backgroundTransition; private float _starVisibility; public SkyShader(Color skyColor, Color spaceColor) { this._baseSkyColor = skyColor.ToVector4(); this._baseSpaceColor = spaceColor.ToVector4(); } public virtual void Update(float elapsedTime) { this._backgroundTransition = MathHelper.Clamp((float) (((double) (Main.player[Main.myPlayer].position.Y / 16f) - Main.worldSurface * 0.25) / (Main.worldSurface * 0.100000001490116)), 0.0f, 1f); this._processedSkyColor = this._baseSkyColor * (Main.ColorOfTheSkies.ToVector4() * 0.75f + Vector4.One * 0.25f); this._processedCloudColor = Main.ColorOfTheSkies.ToVector4() * 0.75f + Vector4.One * 0.25f; if (Main.dayTime) { float num = (float) (Main.time / 54000.0); this._starVisibility = (double) num >= 0.25 ? ((double) num <= 0.75 ? 0.0f : (float) (((double) num - 0.75) / 0.25)) : (float) (1.0 - (double) num / 0.25); } else this._starVisibility = 1f; this._starVisibility = Math.Max(1f - this._backgroundTransition, this._starVisibility); } [RgbProcessor] private void ProcessAnyDetail( 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); Vector2 vector2 = new Vector2(0.1f, 0.5f); Vector4 vector4 = Vector4.Lerp(Vector4.Lerp(this._baseSpaceColor, Vector4.Lerp(this._processedSkyColor, this._processedCloudColor, (float) Math.Sqrt((double) Math.Max(0.0f, (float) (1.0 - 2.0 * (double) NoiseHelper.GetDynamicNoise(canvasPositionOfIndex * vector2 + new Vector2(time * 0.05f, 0.0f), time / 20f))))), this._backgroundTransition), Vector4.One, Math.Max(0.0f, (float) (1.0 - (double) NoiseHelper.GetDynamicNoise(gridPositionOfIndex.X, gridPositionOfIndex.Y, time / 60f) * 20.0)) * 0.98f * this._starVisibility); fragment.SetColor(index, vector4); } } } }