// Decompiled with JetBrains decompiler // Type: Terraria.GameContent.RGB.RainShader // 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 RainShader : ChromaShader { private bool _inBloodMoon; public virtual void Update(float elapsedTime) => this._inBloodMoon = Main.bloodMoon; [RgbProcessor] private void ProcessHighDetail( RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time) { Vector4 vector4_1 = !this._inBloodMoon ? new Vector4(0.0f, 0.0f, 1f, 1f) : new Vector4(1f, 0.0f, 0.0f, 1f); Vector4 vector4_2 = new Vector4(0.0f, 0.0f, 0.0f, 0.75f); for (int index = 0; index < fragment.Count; ++index) { Point gridPositionOfIndex = fragment.GetGridPositionOfIndex(index); Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(index); float num = (float) (((double) NoiseHelper.GetStaticNoise(gridPositionOfIndex.X) * 10.0 + (double) time) % 10.0) - canvasPositionOfIndex.Y; Vector4 vector4_3 = vector4_2; if ((double) num > 0.0) { float amount = Math.Max(0.0f, 1.2f - num); if ((double) num < 0.200000002980232) amount = num * 5f; vector4_3 = Vector4.Lerp(vector4_3, vector4_1, amount); } fragment.SetColor(index, vector4_3); } } } }