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

70 lines
2.9 KiB
C#

// Decompiled with JetBrains decompiler
// Type: Terraria.GameContent.RGB.SkullShader
// 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 SkullShader : ChromaShader
{
private readonly Vector4 _skullColor;
private readonly Vector4 _bloodDark;
private readonly Vector4 _bloodLight;
private readonly Vector4 _backgroundColor = Color.Black.ToVector4();
public SkullShader(Color skullColor, Color bloodDark, Color bloodLight)
{
this._skullColor = skullColor.ToVector4();
this._bloodDark = bloodDark.ToVector4();
this._bloodLight = bloodLight.ToVector4();
}
[RgbProcessor]
private void ProcessLowDetail(
RgbDevice device,
Fragment fragment,
EffectDetailLevel quality,
float time)
{
for (int index = 0; index < fragment.Count; ++index)
{
Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(index);
Vector4 vector4 = Vector4.Lerp(this._skullColor, this._bloodLight, (float) (Math.Sin((double) time * 2.0 + (double) canvasPositionOfIndex.X * 2.0) * 0.5 + 0.5));
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);
Point gridPositionOfIndex = fragment.GetGridPositionOfIndex(index);
Vector4 vector4_1 = this._backgroundColor;
float num = (float) (((double) NoiseHelper.GetStaticNoise(gridPositionOfIndex.X) * 10.0 + (double) time * 0.75) % 10.0 + (double) canvasPositionOfIndex.Y - 1.0);
if ((double) num > 0.0)
{
float amount = Math.Max(0.0f, 1.2f - num);
if ((double) num < 0.200000002980232)
amount = num * 5f;
vector4_1 = Vector4.Lerp(vector4_1, this._skullColor, amount);
}
float staticNoise = NoiseHelper.GetStaticNoise(canvasPositionOfIndex * 0.5f + new Vector2(12.5f, time * 0.2f));
float amount1 = MathHelper.Clamp(Math.Max(0.0f, (float) (1.0 - (double) staticNoise * (double) staticNoise * 4.0 * (double) staticNoise * (1.0 - (double) canvasPositionOfIndex.Y * (double) canvasPositionOfIndex.Y))) * canvasPositionOfIndex.Y * canvasPositionOfIndex.Y, 0.0f, 1f);
Vector4 vector4_2 = Vector4.Lerp(this._bloodDark, this._bloodLight, amount1);
Vector4 vector4_3 = Vector4.Lerp(vector4_1, vector4_2, amount1);
fragment.SetColor(index, vector4_3);
}
}
}
}