terraria-source-code/GameContent/RGB/BrainShader.cs
2021-10-26 12:45:26 -04:00

55 lines
2 KiB
C#

// Decompiled with JetBrains decompiler
// Type: Terraria.GameContent.RGB.BrainShader
// 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 BrainShader : ChromaShader
{
private readonly Vector4 _brainColor;
private readonly Vector4 _veinColor;
public BrainShader(Color brainColor, Color veinColor)
{
this._brainColor = brainColor.ToVector4();
this._veinColor = veinColor.ToVector4();
}
[RgbProcessor]
private void ProcessLowDetail(
RgbDevice device,
Fragment fragment,
EffectDetailLevel quality,
float time)
{
Vector4 vector4 = Vector4.Lerp(this._brainColor, this._veinColor, Math.Max(0.0f, (float) Math.Sin((double) time * 3.0)));
for (int index = 0; index < fragment.Count; ++index)
fragment.SetColor(index, vector4);
}
[RgbProcessor]
private void ProcessHighDetail(
RgbDevice device,
Fragment fragment,
EffectDetailLevel quality,
float time)
{
Vector2 vector2 = new Vector2(1.6f, 0.5f);
Vector4 vector4_1 = Vector4.Lerp(this._brainColor, this._veinColor, (float) ((double) Math.Max(0.0f, (float) Math.Sin((double) time * 3.0)) * 0.5 + 0.5));
for (int index = 0; index < fragment.Count; ++index)
{
Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(index);
Vector4 brainColor = this._brainColor;
float amount = Math.Max(0.0f, (float) (1.0 - 5.0 * (Math.Sin((double) NoiseHelper.GetDynamicNoise(canvasPositionOfIndex * 0.15f + new Vector2(time * (1f / 500f)), time * 0.03f) * 10.0) * 0.5 + 0.5)));
Vector4 vector4_2 = Vector4.Lerp(brainColor, vector4_1, amount);
fragment.SetColor(index, vector4_2);
}
}
}
}