// Decompiled with JetBrains decompiler // Type: Terraria.GameContent.RGB.HallowSurfaceShader // 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 HallowSurfaceShader : ChromaShader { private readonly Vector4 _skyColor = new Color(150, 220, 220).ToVector4(); private readonly Vector4 _groundColor = new Vector4(1f, 0.2f, 0.25f, 1f); private readonly Vector4 _pinkFlowerColor = new Vector4(1f, 0.2f, 0.25f, 1f); private readonly Vector4 _yellowFlowerColor = new Vector4(1f, 1f, 0.0f, 1f); private Vector4 _lightColor; public virtual void Update(float elapsedTime) => this._lightColor = Main.ColorOfTheSkies.ToVector4() * 0.75f + Vector4.One * 0.25f; [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); Vector4 vector4 = Vector4.Lerp(this._skyColor, this._groundColor, (float) (Math.Sin((double) time + (double) canvasPositionOfIndex.X) * 0.5 + 0.5)); fragment.SetColor(index, vector4); } } [RgbProcessor] private void ProcessHighDetail( RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time) { Vector4 vector4_1 = this._skyColor * this._lightColor; for (int index = 0; index < fragment.Count; ++index) { Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(index); Point gridPositionOfIndex = fragment.GetGridPositionOfIndex(index); float amount = Math.Max(0.0f, (float) (1.0 - (double) NoiseHelper.GetDynamicNoise(gridPositionOfIndex.X, gridPositionOfIndex.Y, time / 20f) * 5.0)); Vector4 vector4_2 = vector4_1; Vector4 vector4_3 = (gridPositionOfIndex.X * 100 + gridPositionOfIndex.Y) % 2 != 0 ? Vector4.Lerp(vector4_2, this._pinkFlowerColor, amount) : Vector4.Lerp(vector4_2, this._yellowFlowerColor, amount); if ((double) canvasPositionOfIndex.Y > Math.Sin((double) canvasPositionOfIndex.X) * 0.300000011920929 + 0.699999988079071) vector4_3 = this._groundColor; fragment.SetColor(index, vector4_3); } } } }