// Decompiled with JetBrains decompiler // Type: Terraria.Graphics.Shaders.ArmorShaderData // 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 Microsoft.Xna.Framework.Graphics; using ReLogic.Content; using System; using Terraria.DataStructures; namespace Terraria.Graphics.Shaders { public class ArmorShaderData : ShaderData { private Vector3 _uColor = Vector3.One; private Vector3 _uSecondaryColor = Vector3.One; private float _uSaturation = 1f; private float _uOpacity = 1f; private Asset _uImage; private Vector2 _uTargetPosition = Vector2.One; public ArmorShaderData(Ref shader, string passName) : base(shader, passName) { } public virtual void Apply(Entity entity, DrawData? drawData = null) { this.Shader.Parameters["uColor"].SetValue(this._uColor); this.Shader.Parameters["uSaturation"].SetValue(this._uSaturation); this.Shader.Parameters["uSecondaryColor"].SetValue(this._uSecondaryColor); this.Shader.Parameters["uTime"].SetValue(Main.GlobalTimeWrappedHourly); this.Shader.Parameters["uOpacity"].SetValue(this._uOpacity); this.Shader.Parameters["uTargetPosition"].SetValue(this._uTargetPosition); if (drawData.HasValue) { DrawData drawData1 = drawData.Value; Vector4 vector4 = !drawData1.sourceRect.HasValue ? new Vector4(0.0f, 0.0f, (float) drawData1.texture.Width, (float) drawData1.texture.Height) : new Vector4((float) drawData1.sourceRect.Value.X, (float) drawData1.sourceRect.Value.Y, (float) drawData1.sourceRect.Value.Width, (float) drawData1.sourceRect.Value.Height); this.Shader.Parameters["uSourceRect"].SetValue(vector4); this.Shader.Parameters["uLegacyArmorSourceRect"].SetValue(vector4); this.Shader.Parameters["uWorldPosition"].SetValue(Main.screenPosition + drawData1.position); this.Shader.Parameters["uImageSize0"].SetValue(new Vector2((float) drawData1.texture.Width, (float) drawData1.texture.Height)); this.Shader.Parameters["uLegacyArmorSheetSize"].SetValue(new Vector2((float) drawData1.texture.Width, (float) drawData1.texture.Height)); this.Shader.Parameters["uRotation"].SetValue(drawData1.rotation * (drawData1.effect.HasFlag((Enum) SpriteEffects.FlipHorizontally) ? -1f : 1f)); this.Shader.Parameters["uDirection"].SetValue(drawData1.effect.HasFlag((Enum) SpriteEffects.FlipHorizontally) ? -1 : 1); } else { Vector4 vector4 = new Vector4(0.0f, 0.0f, 4f, 4f); this.Shader.Parameters["uSourceRect"].SetValue(vector4); this.Shader.Parameters["uLegacyArmorSourceRect"].SetValue(vector4); this.Shader.Parameters["uRotation"].SetValue(0.0f); } if (this._uImage != null) { Main.graphics.GraphicsDevice.Textures[1] = (Texture) this._uImage.Value; this.Shader.Parameters["uImageSize1"].SetValue(new Vector2((float) this._uImage.Width(), (float) this._uImage.Height())); } if (entity != null) this.Shader.Parameters["uDirection"].SetValue((float) entity.direction); if (entity is Player player) { Rectangle bodyFrame = player.bodyFrame; this.Shader.Parameters["uLegacyArmorSourceRect"].SetValue(new Vector4((float) bodyFrame.X, (float) bodyFrame.Y, (float) bodyFrame.Width, (float) bodyFrame.Height)); this.Shader.Parameters["uLegacyArmorSheetSize"].SetValue(new Vector2(40f, 1120f)); } this.Apply(); } public ArmorShaderData UseColor(float r, float g, float b) => this.UseColor(new Vector3(r, g, b)); public ArmorShaderData UseColor(Color color) => this.UseColor(color.ToVector3()); public ArmorShaderData UseColor(Vector3 color) { this._uColor = color; return this; } public ArmorShaderData UseImage(string path) { this._uImage = Main.Assets.Request(path, (AssetRequestMode) 1); return this; } public ArmorShaderData UseOpacity(float alpha) { this._uOpacity = alpha; return this; } public ArmorShaderData UseTargetPosition(Vector2 position) { this._uTargetPosition = position; return this; } public ArmorShaderData UseSecondaryColor(float r, float g, float b) => this.UseSecondaryColor(new Vector3(r, g, b)); public ArmorShaderData UseSecondaryColor(Color color) => this.UseSecondaryColor(color.ToVector3()); public ArmorShaderData UseSecondaryColor(Vector3 color) { this._uSecondaryColor = color; return this; } public ArmorShaderData UseSaturation(float saturation) { this._uSaturation = saturation; return this; } public virtual ArmorShaderData GetSecondaryShader(Entity entity) => this; } }