// Decompiled with JetBrains decompiler // Type: Terraria.GameContent.RGB.UndergroundCorruptionShader // 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 UndergroundCorruptionShader : ChromaShader { private readonly Vector4 _corruptionColor = new Vector4(Color.Purple.ToVector3() * 0.2f, 1f); private readonly Vector4 _flameColor = Color.Green.ToVector4(); private readonly Vector4 _flameTipColor = Color.Yellow.ToVector4(); [RgbProcessor] private void ProcessLowDetail( RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time) { Vector4 vector4_1 = Vector4.Lerp(this._flameColor, this._flameTipColor, 0.25f); for (int index = 0; index < fragment.Count; ++index) { Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(index); Vector4 vector4_2 = Vector4.Lerp(this._corruptionColor, vector4_1, (float) (Math.Sin((double) time + (double) canvasPositionOfIndex.X) * 0.5 + 0.5)); fragment.SetColor(index, vector4_2); } } [RgbProcessor] private void ProcessHighDetail( RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time) { for (int index = 0; index < fragment.Count; ++index) { fragment.GetGridPositionOfIndex(index); Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(index); float dynamicNoise = NoiseHelper.GetDynamicNoise(canvasPositionOfIndex * 0.3f + new Vector2(12.5f, time * 0.05f), time * 0.1f); float amount = MathHelper.Clamp(Math.Max(0.0f, (float) (1.0 - (double) dynamicNoise * (double) dynamicNoise * 4.0 * (1.20000004768372 - (double) canvasPositionOfIndex.Y))) * canvasPositionOfIndex.Y, 0.0f, 1f); Vector4 vector4 = Vector4.Lerp(this._corruptionColor, Vector4.Lerp(this._flameColor, this._flameTipColor, amount), amount); fragment.SetColor(index, vector4); } } } }