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

123 lines
5.2 KiB
C#

// Decompiled with JetBrains decompiler
// Type: Terraria.GameContent.RGB.TwinsShader
// 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 TwinsShader : ChromaShader
{
private readonly Vector4 _eyeColor;
private readonly Vector4 _veinColor;
private readonly Vector4 _laserColor;
private readonly Vector4 _mouthColor;
private readonly Vector4 _flameColor;
private readonly Vector4 _backgroundColor;
private static readonly Vector4[] _irisColors = new Vector4[2]
{
Color.Green.ToVector4(),
Color.Blue.ToVector4()
};
public TwinsShader(
Color eyeColor,
Color veinColor,
Color laserColor,
Color mouthColor,
Color flameColor,
Color backgroundColor)
{
this._eyeColor = eyeColor.ToVector4();
this._veinColor = veinColor.ToVector4();
this._laserColor = laserColor.ToVector4();
this._mouthColor = mouthColor.ToVector4();
this._flameColor = flameColor.ToVector4();
this._backgroundColor = backgroundColor.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);
Point gridPositionOfIndex = fragment.GetGridPositionOfIndex(index);
Vector4 vector4_1 = Vector4.Lerp(this._veinColor, this._eyeColor, (float) (Math.Sin((double) time + (double) canvasPositionOfIndex.X * 4.0) * 0.5 + 0.5));
float amount = Math.Max(0.0f, (float) (1.0 - (double) NoiseHelper.GetDynamicNoise(gridPositionOfIndex.X, gridPositionOfIndex.Y, time / 25f) * 5.0));
Vector4 vector4_2 = Vector4.Lerp(vector4_1, TwinsShader._irisColors[((gridPositionOfIndex.Y * 47 + gridPositionOfIndex.X) % TwinsShader._irisColors.Length + TwinsShader._irisColors.Length) % TwinsShader._irisColors.Length], amount);
fragment.SetColor(index, vector4_2);
}
}
[RgbProcessor]
private void ProcessHighDetail(
RgbDevice device,
Fragment fragment,
EffectDetailLevel quality,
float time)
{
if (device.Type != null && device.Type != 6)
{
this.ProcessLowDetail(device, fragment, quality, time);
}
else
{
bool flag = true;
float num1 = (float) ((double) time * 0.100000001490116 % 2.0);
if ((double) num1 > 1.0)
{
num1 = 2f - num1;
flag = false;
}
Vector2 vector2_1 = new Vector2((float) ((double) num1 * 7.0 - 3.5), 0.0f) + fragment.CanvasCenter;
for (int index = 0; index < fragment.Count; ++index)
{
Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(index);
Point gridPositionOfIndex = fragment.GetGridPositionOfIndex(index);
Vector4 vector4_1 = this._backgroundColor;
Vector2 vector2_2 = canvasPositionOfIndex - vector2_1;
float num2 = vector2_2.Length();
if ((double) num2 < 0.5)
{
float amount1 = 1f - MathHelper.Clamp((float) (((double) num2 - 0.5 + 0.200000002980232) / 0.200000002980232), 0.0f, 1f);
float amount2 = MathHelper.Clamp((float) (((double) vector2_2.X + 0.5 - 0.200000002980232) / 0.600000023841858), 0.0f, 1f);
if (flag)
amount2 = 1f - amount2;
Vector4 vector4_2 = Vector4.Lerp(this._eyeColor, this._veinColor, amount2);
float num3 = (float) Math.Atan2((double) vector2_2.Y, (double) vector2_2.X);
if (!flag && 3.14159274101257 - (double) Math.Abs(num3) < 0.600000023841858)
vector4_2 = this._mouthColor;
vector4_1 = Vector4.Lerp(vector4_1, vector4_2, amount1);
}
if (flag && gridPositionOfIndex.Y == 3 && (double) canvasPositionOfIndex.X > (double) vector2_1.X)
{
float num4 = (float) (1.0 - (double) Math.Abs((float) ((double) canvasPositionOfIndex.X - (double) vector2_1.X * 2.0 - 0.5)) / 0.5);
vector4_1 = Vector4.Lerp(vector4_1, this._laserColor, MathHelper.Clamp(num4, 0.0f, 1f));
}
else if (!flag)
{
Vector2 vector2_3 = canvasPositionOfIndex - (vector2_1 - new Vector2(1.2f, 0.0f));
vector2_3.Y *= 3.5f;
float num5 = vector2_3.Length();
if ((double) num5 < 0.699999988079071)
{
float dynamicNoise = NoiseHelper.GetDynamicNoise(canvasPositionOfIndex, time);
float amount = dynamicNoise * dynamicNoise * dynamicNoise * (1f - MathHelper.Clamp((float) (((double) num5 - 0.699999988079071 + 0.300000011920929) / 0.300000011920929), 0.0f, 1f));
vector4_1 = Vector4.Lerp(vector4_1, this._flameColor, amount);
}
}
fragment.SetColor(index, vector4_1);
}
}
}
}
}