// Decompiled with JetBrains decompiler // Type: Terraria.GameContent.RGB.LavaIndicatorShader // 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 LavaIndicatorShader : ChromaShader { private readonly Vector4 _backgroundColor; private readonly Vector4 _primaryColor; private readonly Vector4 _secondaryColor; public LavaIndicatorShader(Color backgroundColor, Color primaryColor, Color secondaryColor) { this._backgroundColor = backgroundColor.ToVector4(); this._primaryColor = primaryColor.ToVector4(); this._secondaryColor = secondaryColor.ToVector4(); } [RgbProcessor] private void ProcessLowDetail( RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time) { for (int index = 0; index < fragment.Count; ++index) { float staticNoise = NoiseHelper.GetStaticNoise(fragment.GetCanvasPositionOfIndex(index) * 0.3f + new Vector2(12.5f, time * 0.2f)); Vector4 vector4 = Vector4.Lerp(this._primaryColor, this._secondaryColor, MathHelper.Clamp(Math.Max(0.0f, (float) (1.0 - (double) staticNoise * (double) staticNoise * 4.0 * (double) staticNoise)), 0.0f, 1f)); 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); Vector4 vector4_1 = this._backgroundColor; float num1 = 0.4f + NoiseHelper.GetDynamicNoise(canvasPositionOfIndex * 0.2f, time * 0.5f) * 0.4f; float num2 = 1.1f - canvasPositionOfIndex.Y; if ((double) num2 < (double) num1) { float staticNoise = NoiseHelper.GetStaticNoise(canvasPositionOfIndex * 0.3f + new Vector2(12.5f, time * 0.2f)); Vector4 vector4_2 = Vector4.Lerp(this._primaryColor, this._secondaryColor, MathHelper.Clamp(Math.Max(0.0f, (float) (1.0 - (double) staticNoise * (double) staticNoise * 4.0 * (double) staticNoise)), 0.0f, 1f)); float amount = 1f - MathHelper.Clamp((float) (((double) num2 - (double) num1 + 0.200000002980232) / 0.200000002980232), 0.0f, 1f); vector4_1 = Vector4.Lerp(vector4_1, vector4_2, amount); } fragment.SetColor(index, vector4_1); } } } }