// Decompiled with JetBrains decompiler // Type: Terraria.GameContent.RGB.GoblinArmyShader // 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 GoblinArmyShader : ChromaShader { private readonly Vector4 _primaryColor; private readonly Vector4 _secondaryColor; public GoblinArmyShader(Color primaryColor, Color secondaryColor) { this._primaryColor = primaryColor.ToVector4(); this._secondaryColor = secondaryColor.ToVector4(); } [RgbProcessor] private void ProcessLowDetail( RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time) { time *= 0.5f; for (int index = 0; index < fragment.Count; ++index) { Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(index); canvasPositionOfIndex.Y = 1f; float staticNoise = NoiseHelper.GetStaticNoise(canvasPositionOfIndex * 0.3f + new Vector2(12.5f, time * 0.2f)); float amount = MathHelper.Clamp(Math.Max(0.0f, (float) (1.0 - (double) staticNoise * (double) staticNoise * 4.0 * (double) staticNoise)), 0.0f, 1f); Vector4 vector4 = Vector4.Lerp(new Vector4(0.0f, 0.0f, 0.0f, 1f), Vector4.Lerp(Vector4.Lerp(this._primaryColor, this._secondaryColor, amount), Vector4.One, amount * amount), amount); 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); float staticNoise = NoiseHelper.GetStaticNoise(canvasPositionOfIndex * 0.3f + new Vector2(12.5f, time * 0.2f)); float amount = MathHelper.Clamp(Math.Max(0.0f, (float) (1.0 - (double) staticNoise * (double) staticNoise * 4.0 * (double) staticNoise * (1.20000004768372 - (double) canvasPositionOfIndex.Y))) * canvasPositionOfIndex.Y * canvasPositionOfIndex.Y, 0.0f, 1f); Vector4 vector4 = Vector4.Lerp(new Vector4(0.0f, 0.0f, 0.0f, 1f), Vector4.Lerp(Vector4.Lerp(this._primaryColor, this._secondaryColor, amount), Vector4.One, amount * amount * amount), amount); fragment.SetColor(index, vector4); } } } }