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

42 lines
1.5 KiB
C#

// Decompiled with JetBrains decompiler
// Type: Terraria.GameContent.RGB.TempleShader
// 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 TempleShader : ChromaShader
{
private readonly Vector4 _backgroundColor = new Vector4(0.05f, 0.025f, 0.0f, 1f);
private readonly Vector4 _glowColor = Color.Orange.ToVector4();
[RgbProcessor]
private void ProcessHighDetail(
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 = this._backgroundColor;
float num = (float) (((double) NoiseHelper.GetStaticNoise(gridPositionOfIndex.Y * 7) * 10.0 + (double) time) % 10.0 - ((double) canvasPositionOfIndex.X + 2.0));
if ((double) num > 0.0)
{
float amount = Math.Max(0.0f, 1.2f - num);
if ((double) num < 0.200000002980232)
amount = num * 5f;
vector4 = Vector4.Lerp(vector4, this._glowColor, amount);
}
fragment.SetColor(index, vector4);
}
}
}
}