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

84 lines
3 KiB
C#

// Decompiled with JetBrains decompiler
// Type: Terraria.GameContent.RGB.CorruptSurfaceShader
// 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 CorruptSurfaceShader : ChromaShader
{
private readonly Vector4 _baseColor;
private readonly Vector4 _skyColor;
private Vector4 _lightColor;
public CorruptSurfaceShader(Color color)
{
this._baseColor = color.ToVector4();
this._skyColor = Vector4.Lerp(this._baseColor, Color.DeepSkyBlue.ToVector4(), 0.5f);
}
public CorruptSurfaceShader(Color vineColor, Color skyColor)
{
this._baseColor = vineColor.ToVector4();
this._skyColor = skyColor.ToVector4();
}
public virtual void Update(float elapsedTime) => this._lightColor = Main.ColorOfTheSkies.ToVector4() * 0.75f + Vector4.One * 0.25f;
[RgbProcessor]
private void ProcessLowDetail(
RgbDevice device,
Fragment fragment,
EffectDetailLevel quality,
float time)
{
Vector4 vector4_1 = this._skyColor * this._lightColor;
for (int index = 0; index < fragment.Count; ++index)
{
Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(index);
Vector4 vector4_2 = Vector4.Lerp(this._baseColor, vector4_1, (float) (Math.Sin((double) time * 0.5 + (double) canvasPositionOfIndex.X) * 0.5 + 0.5));
fragment.SetColor(index, vector4_2);
}
}
[RgbProcessor]
private void ProcessHighDetail(
RgbDevice device,
Fragment fragment,
EffectDetailLevel quality,
float time)
{
Vector4 vector4_1 = this._skyColor * this._lightColor;
for (int index = 0; index < fragment.Count; ++index)
{
Point gridPositionOfIndex = fragment.GetGridPositionOfIndex(index);
Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(index);
float num1 = (float) (((double) NoiseHelper.GetStaticNoise(gridPositionOfIndex.X) * 10.0 + (double) time * 0.400000005960464) % 10.0);
float num2 = 1f;
if ((double) num1 > 1.0)
{
num2 = MathHelper.Clamp((float) (1.0 - ((double) num1 - 1.39999997615814)), 0.0f, 1f);
num1 = 1f;
}
float num3 = (float) (Math.Sin((double) canvasPositionOfIndex.X) * 0.300000011920929 + 0.699999988079071);
float num4 = num1 - (1f - canvasPositionOfIndex.Y);
Vector4 vector4_2 = vector4_1;
if ((double) num4 > 0.0)
{
float num5 = 1f;
if ((double) num4 < 0.200000002980232)
num5 = num4 * 5f;
vector4_2 = Vector4.Lerp(vector4_2, this._baseColor, num5 * num2);
}
if ((double) canvasPositionOfIndex.Y > (double) num3)
vector4_2 = this._baseColor;
fragment.SetColor(index, vector4_2);
}
}
}
}