// Decompiled with JetBrains decompiler // Type: Terraria.GameContent.RGB.UnderworldShader // 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 UnderworldShader : ChromaShader { private readonly Vector4 _backColor; private readonly Vector4 _frontColor; private readonly float _speed; public UnderworldShader(Color backColor, Color frontColor, float speed) { this._backColor = backColor.ToVector4(); this._frontColor = frontColor.ToVector4(); this._speed = speed; } [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._backColor, this._frontColor, (float) (Math.Sin((double) time * (double) this._speed + (double) canvasPositionOfIndex.X) * 0.5 + 0.5)); fragment.SetColor(index, vector4); } } [RgbProcessor] private void ProcessHighDetail( RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time) { for (int index = 0; index < fragment.Count; ++index) { Vector4 vector4 = Vector4.Lerp(this._backColor, this._frontColor, NoiseHelper.GetDynamicNoise(fragment.GetCanvasPositionOfIndex(index) * 0.5f, (float) ((double) time * (double) this._speed / 3.0))); fragment.SetColor(index, vector4); } } } }