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

62 lines
2.3 KiB
C#

// Decompiled with JetBrains decompiler
// Type: Terraria.GameContent.RGB.JungleShader
// 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 JungleShader : ChromaShader
{
private readonly Vector4 _backgroundColor = new Color(40, 80, 0).ToVector4();
private readonly Vector4 _sporeColor = new Color((int) byte.MaxValue, (int) byte.MaxValue, 0).ToVector4();
private readonly Vector4[] _flowerColors = new Vector4[5]
{
Color.Yellow.ToVector4(),
Color.Pink.ToVector4(),
Color.Purple.ToVector4(),
Color.Red.ToVector4(),
Color.Blue.ToVector4()
};
[RgbProcessor]
private void ProcessLowDetail(
RgbDevice device,
Fragment fragment,
EffectDetailLevel quality,
float time)
{
for (int index = 0; index < fragment.Count; ++index)
{
Vector4 vector4 = Vector4.Lerp(this._backgroundColor, this._sporeColor, NoiseHelper.GetDynamicNoise(fragment.GetCanvasPositionOfIndex(index) * 0.3f, time / 5f));
fragment.SetColor(index, vector4);
}
}
[RgbProcessor]
private void ProcessHighDetail(
RgbDevice device,
Fragment fragment,
EffectDetailLevel quality,
float time)
{
bool flag = device.Type == null || device.Type == 6;
for (int index = 0; index < fragment.Count; ++index)
{
Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(index);
Point gridPositionOfIndex = fragment.GetGridPositionOfIndex(index);
Vector4 vector4 = Vector4.Lerp(this._backgroundColor, this._sporeColor, Math.Max(0.0f, (float) (1.0 - (double) NoiseHelper.GetDynamicNoise(canvasPositionOfIndex * 0.3f, time / 5f) * 2.5)));
if (flag)
{
float amount = Math.Max(0.0f, (float) (1.0 - (double) NoiseHelper.GetDynamicNoise(gridPositionOfIndex.X, gridPositionOfIndex.Y, time / 100f) * 20.0));
vector4 = Vector4.Lerp(vector4, this._flowerColors[((gridPositionOfIndex.Y * 47 + gridPositionOfIndex.X) % 5 + 5) % 5], amount);
}
fragment.SetColor(index, vector4);
}
}
}
}