83 lines
3 KiB
C#
83 lines
3 KiB
C#
// Decompiled with JetBrains decompiler
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// Type: Terraria.GameContent.RGB.SurfaceBiomeShader
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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 SurfaceBiomeShader : ChromaShader
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{
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private readonly Vector4 _primaryColor;
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private readonly Vector4 _secondaryColor;
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private Vector4 _surfaceColor;
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private float _starVisibility;
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public SurfaceBiomeShader(Color primaryColor, Color secondaryColor)
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{
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this._primaryColor = primaryColor.ToVector4();
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this._secondaryColor = secondaryColor.ToVector4();
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}
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public virtual void Update(float elapsedTime)
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{
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this._surfaceColor = 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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if ((double) num < 0.25)
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{
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this._starVisibility = (float) (1.0 - (double) num / 0.25);
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}
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else
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{
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if ((double) num <= 0.75)
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return;
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this._starVisibility = (float) (((double) num - 0.75) / 0.25);
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}
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}
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else
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this._starVisibility = 1f;
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}
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[RgbProcessor]
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private void ProcessLowDetail(
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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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Vector4 vector4_1 = this._primaryColor * this._surfaceColor;
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Vector4 vector4_2 = this._secondaryColor * this._surfaceColor;
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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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Vector4 vector4_3 = Vector4.Lerp(vector4_1, vector4_2, (float) (Math.Sin((double) time * 0.5 + (double) canvasPositionOfIndex.X) * 0.5 + 0.5));
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fragment.SetColor(index, vector4_3);
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}
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}
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[RgbProcessor]
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private void ProcessHighDetail(
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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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Vector4 vector4_1 = this._primaryColor * this._surfaceColor;
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Vector4 vector4_2 = this._secondaryColor * this._surfaceColor;
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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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float amount = (float) (Math.Sin((double) canvasPositionOfIndex.X * 1.5 + (double) canvasPositionOfIndex.Y + (double) time) * 0.5 + 0.5);
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Vector4 vector4_3 = Vector4.Max(Vector4.Lerp(vector4_1, vector4_2, amount), new Vector4(Math.Max(0.0f, (float) (1.0 - (double) NoiseHelper.GetDynamicNoise(gridPositionOfIndex.X, gridPositionOfIndex.Y, time / 60f) * 20.0)) * (1f - this._surfaceColor.X) * this._starVisibility));
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fragment.SetColor(index, vector4_3);
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}
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}
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}
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}
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