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

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

Definition at line 27 of file MeteoriteShader.cs.

28 {
29 for (int i = 0; i < fragment.Count; i++)
30 {
31 Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(i);
32 Point gridPositionOfIndex = fragment.GetGridPositionOfIndex(i);
33 Vector4 baseColor = _baseColor;
34 float dynamicNoise = NoiseHelper.GetDynamicNoise(gridPositionOfIndex.X, gridPositionOfIndex.Y, time / 10f);
35 baseColor = Vector4.Lerp(baseColor, _secondaryColor, dynamicNoise * dynamicNoise);
36 float dynamicNoise2 = NoiseHelper.GetDynamicNoise(canvasPositionOfIndex * 0.5f + new Vector2(0f, time * 0.05f), time / 20f);
37 dynamicNoise2 = Math.Max(0f, 1f - dynamicNoise2 * 2f);
38 baseColor = Vector4.Lerp(baseColor, _glowColor, (float)Math.Sqrt(dynamicNoise2) * 0.75f);
39 fragment.SetColor(i, baseColor);
40 }
41 }
Point GetGridPositionOfIndex(int index)
Definition Fragment.cs:81
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.MeteoriteShader._baseColor, Terraria.GameContent.RGB.MeteoriteShader._glowColor, Terraria.GameContent.RGB.MeteoriteShader._secondaryColor, ReLogic.Peripherals.RGB.Fragment.Count, ReLogic.Peripherals.RGB.Fragment.GetCanvasPositionOfIndex(), Terraria.GameContent.RGB.NoiseHelper.GetDynamicNoise(), ReLogic.Peripherals.RGB.Fragment.GetGridPositionOfIndex(), Microsoft.Xna.Framework.Vector4.Lerp(), System.Math.Max(), ReLogic.Peripherals.RGB.Fragment.SetColor(), System.Math.Sqrt(), Microsoft.Xna.Framework.Point.X, and Microsoft.Xna.Framework.Point.Y.