29 base.Shader.Parameters[
"uColor"].SetValue(
_uColor);
30 base.Shader.Parameters[
"uSaturation"].SetValue(
_uSaturation);
33 base.Shader.Parameters[
"uOpacity"].SetValue(
_uOpacity);
35 if (drawData.HasValue)
38 Vector4 value2 = ((!value.sourceRect.HasValue) ?
new Vector4(0f, 0f, value.texture.Width, value.texture.Height) :
new Vector4(value.sourceRect.Value.X, value.sourceRect.Value.Y, value.sourceRect.Value.Width, value.sourceRect.Value.Height));
39 base.Shader.Parameters[
"uSourceRect"].SetValue(value2);
40 base.Shader.Parameters[
"uLegacyArmorSourceRect"].SetValue(value2);
41 base.Shader.Parameters[
"uWorldPosition"].SetValue(
Main.
screenPosition + value.position);
42 base.Shader.Parameters[
"uImageSize0"].SetValue(
new Vector2(value.texture.Width, value.texture.Height));
43 base.Shader.Parameters[
"uLegacyArmorSheetSize"].SetValue(
new Vector2(value.texture.Width, value.texture.Height));
44 base.Shader.Parameters[
"uRotation"].SetValue(value.rotation * (value.effect.HasFlag(
SpriteEffects.FlipHorizontally) ? (-1f) : 1f));
45 base.Shader.Parameters[
"uDirection"].SetValue((!value.effect.HasFlag(
SpriteEffects.FlipHorizontally)) ? 1 : (-1));
50 base.Shader.Parameters[
"uSourceRect"].SetValue(value3);
51 base.Shader.Parameters[
"uLegacyArmorSourceRect"].SetValue(value3);
52 base.Shader.Parameters[
"uRotation"].SetValue(0f);
61 base.Shader.Parameters[
"uDirection"].SetValue((
float)entity.
direction);
63 if (entity is
Player { bodyFrame: var bodyFrame })
65 base.Shader.Parameters[
"uLegacyArmorSourceRect"].SetValue(
new Vector4(bodyFrame.X, bodyFrame.Y, bodyFrame.Width, bodyFrame.Height));
66 base.Shader.Parameters[
"uLegacyArmorSheetSize"].SetValue(
new Vector2(40f, 1120f));