60 lines
2.7 KiB
C#
60 lines
2.7 KiB
C#
// Decompiled with JetBrains decompiler
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// Type: Terraria.GameContent.RGB.SkyShader
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// Assembly: Terraria, Version=1.4.0.5, Culture=neutral, PublicKeyToken=null
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// MVID: 67F9E73E-0A81-4937-A22C-5515CD405A83
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// Assembly location: C:\Users\mikeyisbaeyt\Downloads\depotdownloader-2.4.5\depots\105601\6707058\Terraria.exe
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using Microsoft.Xna.Framework;
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using ReLogic.Peripherals.RGB;
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using System;
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namespace Terraria.GameContent.RGB
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{
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public class SkyShader : ChromaShader
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{
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private readonly Vector4 _baseSkyColor;
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private readonly Vector4 _baseSpaceColor;
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private Vector4 _processedSkyColor;
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private Vector4 _processedCloudColor;
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private float _backgroundTransition;
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private float _starVisibility;
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public SkyShader(Color skyColor, Color spaceColor)
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{
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this._baseSkyColor = skyColor.ToVector4();
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this._baseSpaceColor = spaceColor.ToVector4();
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}
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public virtual void Update(float elapsedTime)
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{
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this._backgroundTransition = MathHelper.Clamp((float) (((double) (Main.player[Main.myPlayer].position.Y / 16f) - Main.worldSurface * 0.25) / (Main.worldSurface * 0.100000001490116)), 0.0f, 1f);
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this._processedSkyColor = this._baseSkyColor * (Main.ColorOfTheSkies.ToVector4() * 0.75f + Vector4.One * 0.25f);
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this._processedCloudColor = Main.ColorOfTheSkies.ToVector4() * 0.75f + Vector4.One * 0.25f;
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if (Main.dayTime)
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{
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float num = (float) (Main.time / 54000.0);
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this._starVisibility = (double) num >= 0.25 ? ((double) num <= 0.75 ? 0.0f : (float) (((double) num - 0.75) / 0.25)) : (float) (1.0 - (double) num / 0.25);
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}
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else
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this._starVisibility = 1f;
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this._starVisibility = Math.Max(1f - this._backgroundTransition, this._starVisibility);
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}
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[RgbProcessor]
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private void ProcessAnyDetail(
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RgbDevice device,
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Fragment fragment,
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EffectDetailLevel quality,
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float time)
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{
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for (int index = 0; index < fragment.Count; ++index)
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{
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Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(index);
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Point gridPositionOfIndex = fragment.GetGridPositionOfIndex(index);
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Vector2 vector2 = new Vector2(0.1f, 0.5f);
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Vector4 vector4 = Vector4.Lerp(Vector4.Lerp(this._baseSpaceColor, Vector4.Lerp(this._processedSkyColor, this._processedCloudColor, (float) Math.Sqrt((double) Math.Max(0.0f, (float) (1.0 - 2.0 * (double) NoiseHelper.GetDynamicNoise(canvasPositionOfIndex * vector2 + new Vector2(time * 0.05f, 0.0f), time / 20f))))), this._backgroundTransition), Vector4.One, Math.Max(0.0f, (float) (1.0 - (double) NoiseHelper.GetDynamicNoise(gridPositionOfIndex.X, gridPositionOfIndex.Y, time / 60f) * 20.0)) * 0.98f * this._starVisibility);
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fragment.SetColor(index, vector4);
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}
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}
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}
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}
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