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

60 lines
2.6 KiB
C#

// Decompiled with JetBrains decompiler
// Type: Terraria.GameContent.RGB.GoblinArmyShader
// 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 GoblinArmyShader : ChromaShader
{
private readonly Vector4 _primaryColor;
private readonly Vector4 _secondaryColor;
public GoblinArmyShader(Color primaryColor, Color secondaryColor)
{
this._primaryColor = primaryColor.ToVector4();
this._secondaryColor = secondaryColor.ToVector4();
}
[RgbProcessor]
private void ProcessLowDetail(
RgbDevice device,
Fragment fragment,
EffectDetailLevel quality,
float time)
{
time *= 0.5f;
for (int index = 0; index < fragment.Count; ++index)
{
Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(index);
canvasPositionOfIndex.Y = 1f;
float staticNoise = NoiseHelper.GetStaticNoise(canvasPositionOfIndex * 0.3f + new Vector2(12.5f, time * 0.2f));
float amount = MathHelper.Clamp(Math.Max(0.0f, (float) (1.0 - (double) staticNoise * (double) staticNoise * 4.0 * (double) staticNoise)), 0.0f, 1f);
Vector4 vector4 = Vector4.Lerp(new Vector4(0.0f, 0.0f, 0.0f, 1f), Vector4.Lerp(Vector4.Lerp(this._primaryColor, this._secondaryColor, amount), Vector4.One, amount * amount), amount);
fragment.SetColor(index, vector4);
}
}
[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);
float staticNoise = NoiseHelper.GetStaticNoise(canvasPositionOfIndex * 0.3f + new Vector2(12.5f, time * 0.2f));
float amount = MathHelper.Clamp(Math.Max(0.0f, (float) (1.0 - (double) staticNoise * (double) staticNoise * 4.0 * (double) staticNoise * (1.20000004768372 - (double) canvasPositionOfIndex.Y))) * canvasPositionOfIndex.Y * canvasPositionOfIndex.Y, 0.0f, 1f);
Vector4 vector4 = Vector4.Lerp(new Vector4(0.0f, 0.0f, 0.0f, 1f), Vector4.Lerp(Vector4.Lerp(this._primaryColor, this._secondaryColor, amount), Vector4.One, amount * amount * amount), amount);
fragment.SetColor(index, vector4);
}
}
}
}