// Decompiled with JetBrains decompiler // Type: Terraria.GameContent.RGB.DesertShader // 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 DesertShader : ChromaShader { private readonly Vector4 _baseColor; private readonly Vector4 _sandColor; public DesertShader(Color baseColor, Color sandColor) { this._baseColor = baseColor.ToVector4(); this._sandColor = sandColor.ToVector4(); } [RgbProcessor] private void ProcessHighDetail( RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time) { for (int index = 0; index < fragment.Count; ++index) { Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(index); fragment.GetGridPositionOfIndex(index); canvasPositionOfIndex.Y += (float) Math.Sin((double) canvasPositionOfIndex.X * 2.0 + (double) time * 2.0) * 0.2f; float staticNoise = NoiseHelper.GetStaticNoise(canvasPositionOfIndex * new Vector2(0.1f, 0.5f)); Vector4 vector4 = Vector4.Lerp(this._baseColor, this._sandColor, staticNoise * staticNoise); fragment.SetColor(index, vector4); } } } }