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

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

Definition at line 32 of file KingSlimeShader.cs.

33 {
34 new Vector2(1.6f, 0.5f);
35 for (int i = 0; i < fragment.Count; i++)
36 {
37 Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(i);
38 Vector4 slimeColor = _slimeColor;
39 float staticNoise = NoiseHelper.GetStaticNoise(canvasPositionOfIndex * 0.3f + new Vector2(0f, time * 0.1f));
40 staticNoise = Math.Max(0f, 1f - staticNoise * 3f);
41 staticNoise = (float)Math.Sqrt(staticNoise);
42 slimeColor = Vector4.Lerp(slimeColor, _debrisColor, staticNoise);
43 fragment.SetColor(i, slimeColor);
44 }
45 }
void SetColor(int index, Vector4 color)
Definition Fragment.cs:97
Vector2 GetCanvasPositionOfIndex(int index)
Definition Fragment.cs:75
static double Sqrt(double d)
static byte Max(byte val1, byte val2)
Definition Math.cs:738
static Vector4 Lerp(Vector4 value1, Vector4 value2, float amount)
Definition Vector4.cs:277

References Terraria.GameContent.RGB.KingSlimeShader._debrisColor, Terraria.GameContent.RGB.KingSlimeShader._slimeColor, ReLogic.Peripherals.RGB.Fragment.Count, ReLogic.Peripherals.RGB.Fragment.GetCanvasPositionOfIndex(), Terraria.GameContent.RGB.NoiseHelper.GetStaticNoise(), Microsoft.Xna.Framework.Vector4.Lerp(), System.Math.Max(), ReLogic.Peripherals.RGB.Fragment.SetColor(), and System.Math.Sqrt().