// Decompiled with JetBrains decompiler // Type: Terraria.GameContent.RGB.SlimeRainShader // 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 SlimeRainShader : ChromaShader { private static readonly Vector4[] _colors = new Vector4[3] { Color.Blue.ToVector4(), Color.Green.ToVector4(), Color.Purple.ToVector4() }; [RgbProcessor] private void ProcessHighDetail( RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time) { Vector4 vector4_1 = new Vector4(0.0f, 0.0f, 0.0f, 0.75f); for (int index1 = 0; index1 < fragment.Count; ++index1) { Point gridPositionOfIndex = fragment.GetGridPositionOfIndex(index1); Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(index1); float num = (float) (((double) NoiseHelper.GetStaticNoise(gridPositionOfIndex.X) * 7.0 + (double) time * 0.400000005960464) % 7.0) - canvasPositionOfIndex.Y; Vector4 vector4_2 = vector4_1; if ((double) num > 0.0) { float amount = Math.Max(0.0f, 1.2f - num); if ((double) num < 0.400000005960464) amount = num / 0.4f; int index2 = (gridPositionOfIndex.X % SlimeRainShader._colors.Length + SlimeRainShader._colors.Length) % SlimeRainShader._colors.Length; vector4_2 = Vector4.Lerp(vector4_2, SlimeRainShader._colors[index2], amount); } fragment.SetColor(index1, vector4_2); } } } }