terraria-source-code/GameContent/RGB/DD2Shader.cs
2021-10-26 12:45:26 -04:00

57 lines
2.3 KiB
C#

// Decompiled with JetBrains decompiler
// Type: Terraria.GameContent.RGB.DD2Shader
// 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;
namespace Terraria.GameContent.RGB
{
public class DD2Shader : ChromaShader
{
private readonly Vector4 _darkGlowColor;
private readonly Vector4 _lightGlowColor;
public DD2Shader(Color darkGlowColor, Color lightGlowColor)
{
this._darkGlowColor = darkGlowColor.ToVector4();
this._lightGlowColor = lightGlowColor.ToVector4();
}
[RgbProcessor]
private void ProcessHighDetail(
RgbDevice device,
Fragment fragment,
EffectDetailLevel quality,
float time)
{
Vector2 vector2_1 = fragment.CanvasCenter;
if (quality == null)
vector2_1 = new Vector2(1.7f, 0.5f);
time *= 0.5f;
for (int index = 0; index < fragment.Count; ++index)
{
Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(index);
Vector4 vector4_1 = new Vector4(0.0f, 0.0f, 0.0f, 1f);
Vector2 vector2_2 = vector2_1;
float num1 = (canvasPositionOfIndex - vector2_2).Length();
float num2 = (float) ((double) num1 * (double) num1 * 0.75);
float num3 = (float) (((double) num1 - (double) time) % 1.0);
if ((double) num3 < 0.0)
++num3;
float num4 = (double) num3 <= 0.800000011920929 ? num3 / 0.8f : num3 * (float) (1.0 - ((double) num3 - 1.0 + 0.200000002980232) / 0.200000002980232);
Vector4 vector4_2 = Vector4.Lerp(this._darkGlowColor, this._lightGlowColor, num4 * num4);
float amount1 = num4 * (float) ((double) MathHelper.Clamp(1f - num2, 0.0f, 1f) * 0.75 + 0.25);
vector4_1 = Vector4.Lerp(vector4_1, vector4_2, amount1);
if ((double) num1 < 0.5)
{
float amount2 = 1f - MathHelper.Clamp((float) (((double) num1 - 0.5 + 0.400000005960464) / 0.400000005960464), 0.0f, 1f);
vector4_1 = Vector4.Lerp(vector4_1, this._lightGlowColor, amount2);
}
fragment.SetColor(index, vector4_1);
}
}
}
}