Terraria v1.4.4.9
Terraria source code documentation
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◆ ProcessHighDetail()

void Terraria.GameContent.RGB.UnderworldShader.ProcessHighDetail ( RgbDevice device,
Fragment fragment,
EffectDetailLevel quality,
float time )
inlineprivate

Definition at line 34 of file UnderworldShader.cs.

35 {
36 for (int i = 0; i < fragment.Count; i++)
37 {
38 float dynamicNoise = NoiseHelper.GetDynamicNoise(fragment.GetCanvasPositionOfIndex(i) * 0.5f, time * _speed / 3f);
39 Vector4 vector = Vector4.Lerp(_backColor, _frontColor, dynamicNoise);
40 fragment.SetColor(i, vector);
41 }
42 }
void SetColor(int index, Vector4 color)
Definition Fragment.cs:97
Vector2 GetCanvasPositionOfIndex(int index)
Definition Fragment.cs:75
static Vector4 Lerp(Vector4 value1, Vector4 value2, float amount)
Definition Vector4.cs:277

References Terraria.GameContent.RGB.UnderworldShader._backColor, Terraria.GameContent.RGB.UnderworldShader._frontColor, Terraria.GameContent.RGB.UnderworldShader._speed, ReLogic.Peripherals.RGB.Fragment.Count, ReLogic.Peripherals.RGB.Fragment.GetCanvasPositionOfIndex(), Terraria.GameContent.RGB.NoiseHelper.GetDynamicNoise(), Microsoft.Xna.Framework.Vector4.Lerp(), and ReLogic.Peripherals.RGB.Fragment.SetColor().