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

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

Definition at line 23 of file UnderworldShader.cs.

24 {
25 for (int i = 0; i < fragment.Count; i++)
26 {
27 Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(i);
28 Vector4 vector = Vector4.Lerp(_backColor, _frontColor, (float)Math.Sin(time * _speed + canvasPositionOfIndex.X) * 0.5f + 0.5f);
29 fragment.SetColor(i, vector);
30 }
31 }
void SetColor(int index, Vector4 color)
Definition Fragment.cs:97
Vector2 GetCanvasPositionOfIndex(int index)
Definition Fragment.cs:75
static double Sin(double a)
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(), Microsoft.Xna.Framework.Vector4.Lerp(), ReLogic.Peripherals.RGB.Fragment.SetColor(), System.Math.Sin(), and Microsoft.Xna.Framework.Vector2.X.