// Decompiled with JetBrains decompiler // Type: Terraria.GameContent.RGB.SurfaceBiomeShader // 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 SurfaceBiomeShader : ChromaShader { private readonly Vector4 _primaryColor; private readonly Vector4 _secondaryColor; private Vector4 _surfaceColor; private float _starVisibility; public SurfaceBiomeShader(Color primaryColor, Color secondaryColor) { this._primaryColor = primaryColor.ToVector4(); this._secondaryColor = secondaryColor.ToVector4(); } public virtual void Update(float elapsedTime) { this._surfaceColor = Main.ColorOfTheSkies.ToVector4() * 0.75f + Vector4.One * 0.25f; if (Main.dayTime) { float num = (float) (Main.time / 54000.0); if ((double) num < 0.25) { this._starVisibility = (float) (1.0 - (double) num / 0.25); } else { if ((double) num <= 0.75) return; this._starVisibility = (float) (((double) num - 0.75) / 0.25); } } else this._starVisibility = 1f; } [RgbProcessor] private void ProcessLowDetail( RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time) { Vector4 vector4_1 = this._primaryColor * this._surfaceColor; Vector4 vector4_2 = this._secondaryColor * this._surfaceColor; for (int index = 0; index < fragment.Count; ++index) { Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(index); Vector4 vector4_3 = Vector4.Lerp(vector4_1, vector4_2, (float) (Math.Sin((double) time * 0.5 + (double) canvasPositionOfIndex.X) * 0.5 + 0.5)); fragment.SetColor(index, vector4_3); } } [RgbProcessor] private void ProcessHighDetail( RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time) { Vector4 vector4_1 = this._primaryColor * this._surfaceColor; Vector4 vector4_2 = this._secondaryColor * this._surfaceColor; for (int index = 0; index < fragment.Count; ++index) { Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(index); Point gridPositionOfIndex = fragment.GetGridPositionOfIndex(index); float amount = (float) (Math.Sin((double) canvasPositionOfIndex.X * 1.5 + (double) canvasPositionOfIndex.Y + (double) time) * 0.5 + 0.5); Vector4 vector4_3 = Vector4.Max(Vector4.Lerp(vector4_1, vector4_2, amount), new Vector4(Math.Max(0.0f, (float) (1.0 - (double) NoiseHelper.GetDynamicNoise(gridPositionOfIndex.X, gridPositionOfIndex.Y, time / 60f) * 20.0)) * (1f - this._surfaceColor.X) * this._starVisibility)); fragment.SetColor(index, vector4_3); } } } }