// Decompiled with JetBrains decompiler // Type: Terraria.GameContent.RGB.TwinsShader // 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 TwinsShader : ChromaShader { private readonly Vector4 _eyeColor; private readonly Vector4 _veinColor; private readonly Vector4 _laserColor; private readonly Vector4 _mouthColor; private readonly Vector4 _flameColor; private readonly Vector4 _backgroundColor; private static readonly Vector4[] _irisColors = new Vector4[2] { Color.Green.ToVector4(), Color.Blue.ToVector4() }; public TwinsShader( Color eyeColor, Color veinColor, Color laserColor, Color mouthColor, Color flameColor, Color backgroundColor) { this._eyeColor = eyeColor.ToVector4(); this._veinColor = veinColor.ToVector4(); this._laserColor = laserColor.ToVector4(); this._mouthColor = mouthColor.ToVector4(); this._flameColor = flameColor.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); Point gridPositionOfIndex = fragment.GetGridPositionOfIndex(index); Vector4 vector4_1 = Vector4.Lerp(this._veinColor, this._eyeColor, (float) (Math.Sin((double) time + (double) canvasPositionOfIndex.X * 4.0) * 0.5 + 0.5)); float amount = Math.Max(0.0f, (float) (1.0 - (double) NoiseHelper.GetDynamicNoise(gridPositionOfIndex.X, gridPositionOfIndex.Y, time / 25f) * 5.0)); Vector4 vector4_2 = Vector4.Lerp(vector4_1, TwinsShader._irisColors[((gridPositionOfIndex.Y * 47 + gridPositionOfIndex.X) % TwinsShader._irisColors.Length + TwinsShader._irisColors.Length) % TwinsShader._irisColors.Length], amount); fragment.SetColor(index, vector4_2); } } [RgbProcessor] private void ProcessHighDetail( RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time) { if (device.Type != null && device.Type != 6) { this.ProcessLowDetail(device, fragment, quality, time); } else { bool flag = true; float num1 = (float) ((double) time * 0.100000001490116 % 2.0); if ((double) num1 > 1.0) { num1 = 2f - num1; flag = false; } Vector2 vector2_1 = new Vector2((float) ((double) num1 * 7.0 - 3.5), 0.0f) + fragment.CanvasCenter; for (int index = 0; index < fragment.Count; ++index) { Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(index); Point gridPositionOfIndex = fragment.GetGridPositionOfIndex(index); Vector4 vector4_1 = this._backgroundColor; Vector2 vector2_2 = canvasPositionOfIndex - vector2_1; float num2 = vector2_2.Length(); if ((double) num2 < 0.5) { float amount1 = 1f - MathHelper.Clamp((float) (((double) num2 - 0.5 + 0.200000002980232) / 0.200000002980232), 0.0f, 1f); float amount2 = MathHelper.Clamp((float) (((double) vector2_2.X + 0.5 - 0.200000002980232) / 0.600000023841858), 0.0f, 1f); if (flag) amount2 = 1f - amount2; Vector4 vector4_2 = Vector4.Lerp(this._eyeColor, this._veinColor, amount2); float num3 = (float) Math.Atan2((double) vector2_2.Y, (double) vector2_2.X); if (!flag && 3.14159274101257 - (double) Math.Abs(num3) < 0.600000023841858) vector4_2 = this._mouthColor; vector4_1 = Vector4.Lerp(vector4_1, vector4_2, amount1); } if (flag && gridPositionOfIndex.Y == 3 && (double) canvasPositionOfIndex.X > (double) vector2_1.X) { float num4 = (float) (1.0 - (double) Math.Abs((float) ((double) canvasPositionOfIndex.X - (double) vector2_1.X * 2.0 - 0.5)) / 0.5); vector4_1 = Vector4.Lerp(vector4_1, this._laserColor, MathHelper.Clamp(num4, 0.0f, 1f)); } else if (!flag) { Vector2 vector2_3 = canvasPositionOfIndex - (vector2_1 - new Vector2(1.2f, 0.0f)); vector2_3.Y *= 3.5f; float num5 = vector2_3.Length(); if ((double) num5 < 0.699999988079071) { float dynamicNoise = NoiseHelper.GetDynamicNoise(canvasPositionOfIndex, time); float amount = dynamicNoise * dynamicNoise * dynamicNoise * (1f - MathHelper.Clamp((float) (((double) num5 - 0.699999988079071 + 0.300000011920929) / 0.300000011920929), 0.0f, 1f)); vector4_1 = Vector4.Lerp(vector4_1, this._flameColor, amount); } } fragment.SetColor(index, vector4_1); } } } } }