105 lines
4.2 KiB
C#
105 lines
4.2 KiB
C#
// Decompiled with JetBrains decompiler
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// Type: Terraria.GameContent.RGB.MartianMadnessShader
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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 MartianMadnessShader : ChromaShader
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{
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private readonly Vector4 _metalColor;
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private readonly Vector4 _glassColor;
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private readonly Vector4 _beamColor;
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private readonly Vector4 _backgroundColor;
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public MartianMadnessShader(
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Color metalColor,
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Color glassColor,
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Color beamColor,
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Color backgroundColor)
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{
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this._metalColor = metalColor.ToVector4();
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this._glassColor = glassColor.ToVector4();
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this._beamColor = beamColor.ToVector4();
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this._backgroundColor = backgroundColor.ToVector4();
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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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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) time * 2.0 + (double) canvasPositionOfIndex.X * 5.0) * 0.5 + 0.5);
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int num = (gridPositionOfIndex.X + gridPositionOfIndex.Y) % 2;
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if (num < 0)
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num += 2;
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Vector4 vector4 = num == 1 ? Vector4.Lerp(this._glassColor, this._beamColor, amount) : this._metalColor;
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fragment.SetColor(index, vector4);
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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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if (device.Type != null && device.Type != 6)
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{
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this.ProcessLowDetail(device, fragment, quality, time);
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}
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else
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{
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float num1 = (float) ((double) time * 0.5 % 6.28318548202515);
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if ((double) num1 > 3.14159274101257)
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num1 = 6.283185f - num1;
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Vector2 vector2_1 = new Vector2((float) (1.70000004768372 + Math.Cos((double) num1) * 2.0), (float) (Math.Sin((double) num1) * 1.10000002384186 - 0.5));
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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 = this._backgroundColor;
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float num2 = Math.Abs(vector2_1.X - canvasPositionOfIndex.X);
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if ((double) canvasPositionOfIndex.Y > (double) vector2_1.Y && (double) num2 < 0.200000002980232)
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{
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float num3 = 1f - MathHelper.Clamp((float) (((double) num2 - 0.200000002980232 + 0.200000002980232) / 0.200000002980232), 0.0f, 1f);
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float num4 = Math.Max(0.0f, (float) (1.0 - (double) Math.Abs((float) (((double) num1 - 1.57079637050629) / 1.57079637050629)) * 3.0));
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vector4 = Vector4.Lerp(vector4, this._beamColor, num3 * num4);
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}
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Vector2 vector2_2 = vector2_1 - canvasPositionOfIndex;
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vector2_2.X /= 1f;
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vector2_2.Y /= 0.2f;
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float num5 = vector2_2.Length();
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if ((double) num5 < 1.0)
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{
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float amount = 1f - MathHelper.Clamp((float) (((double) num5 - 1.0 + 0.200000002980232) / 0.200000002980232), 0.0f, 1f);
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vector4 = Vector4.Lerp(vector4, this._metalColor, amount);
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}
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Vector2 vector2_3 = vector2_1 - canvasPositionOfIndex + new Vector2(0.0f, -0.1f);
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vector2_3.X /= 0.3f;
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vector2_3.Y /= 0.3f;
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if ((double) vector2_3.Y < 0.0)
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vector2_3.Y *= 2f;
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float num6 = vector2_3.Length();
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if ((double) num6 < 1.0)
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{
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float amount = 1f - MathHelper.Clamp((float) (((double) num6 - 1.0 + 0.200000002980232) / 0.200000002980232), 0.0f, 1f);
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vector4 = Vector4.Lerp(vector4, this._glassColor, amount);
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}
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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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}
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