151 {
152 _ = Main.PixelShaderRef;
154 {
155 newColor.R = (byte)((float)player.statLife / (float)player.statLifeMax2 * 235f + 20f);
156 newColor.B = 20;
157 newColor.G = 20;
158 return newColor;
159 }));
161 {
162 newColor.R = (byte)((1f - (float)player.statMana / (float)player.statManaMax2) * 200f + 50f);
163 newColor.B = byte.MaxValue;
164 newColor.G = (byte)((1f - (float)player.statMana / (float)player.statManaMax2) * 180f + 75f);
165 return newColor;
166 }));
168 {
169 float num27 = (float)(Main.worldSurface * 0.45) * 16f;
170 float num28 = (float)(Main.worldSurface + Main.rockLayer) * 8f;
171 float num29 = (float)(Main.rockLayer + (double)Main.maxTilesY) * 8f;
172 float num30 = (float)(Main.maxTilesY - 150) * 16f;
173 Vector2 center = player.Center;
174 if (center.
Y < num27)
175 {
176 float num31 = center.Y / num27;
177 float num32 = 1f - num31;
178 newColor.R = (byte)(116f * num32 + 28f * num31);
179 newColor.G = (byte)(160f * num32 + 216f * num31);
180 newColor.B = (byte)(249f * num32 + 94f * num31);
181 }
182 else if (center.
Y < num28)
183 {
184 float num33 = num27;
185 float num34 = (center.Y - num33) / (num28 - num33);
186 float num35 = 1f - num34;
187 newColor.R = (byte)(28f * num35 + 151f * num34);
188 newColor.G = (byte)(216f * num35 + 107f * num34);
189 newColor.B = (byte)(94f * num35 + 75f * num34);
190 }
191 else if (center.
Y < num29)
192 {
193 float num36 = num28;
194 float num37 = (center.Y - num36) / (num29 - num36);
195 float num38 = 1f - num37;
196 newColor.R = (byte)(151f * num38 + 128f * num37);
197 newColor.G = (byte)(107f * num38 + 128f * num37);
198 newColor.B = (byte)(75f * num38 + 128f * num37);
199 }
200 else if (center.
Y < num30)
201 {
202 float num39 = num29;
203 float num40 = (center.Y - num39) / (num30 - num39);
204 float num41 = 1f - num40;
205 newColor.R = (byte)(128f * num41 + 255f * num40);
206 newColor.G = (byte)(128f * num41 + 50f * num40);
207 newColor.B = (byte)(128f * num41 + 15f * num40);
208 }
209 else
210 {
211 newColor.R = byte.MaxValue;
212 newColor.G = 50;
213 newColor.B = 10;
214 }
215 return newColor;
216 }));
218 {
220 for (
int i = 0;
i < 54;
i++)
221 {
222 if (player.inventory[i].type == 71)
223 {
224 num15 += player.inventory[
i].stack;
225 }
226 if (player.inventory[i].type == 72)
227 {
228 num15 += (long)player.inventory[i].stack * 100
L;
229 }
230 if (player.inventory[i].type == 73)
231 {
232 num15 += (long)player.inventory[i].stack * 10000
L;
233 }
234 if (player.inventory[i].type == 74)
235 {
236 num15 += (long)player.inventory[i].stack * 1000000
L;
237 }
238 }
239 if (num15 < 0 || num15 > 999999999)
240 {
242 }
243 float num16 =
Item.buyPrice(0, 5);
244 float num17 =
Item.buyPrice(0, 50);
245 float num18 =
Item.buyPrice(2);
250 if ((float)num15 < num16)
251 {
252 float num19 = (float)num15 / num16;
253 float num20 = 1f - num19;
254 newColor.R = (byte)((
float)(int)color8.
R * num20 + (
float)(int)color9.
R * num19);
255 newColor.G = (byte)((
float)(int)color8.
G * num20 + (
float)(int)color9.
G * num19);
256 newColor.B = (byte)((
float)(int)color8.
B * num20 + (
float)(int)color9.
B * num19);
257 }
258 else if ((float)num15 < num17)
259 {
260 float num21 = num16;
261 float num22 = ((float)num15 - num21) / (num17 - num21);
262 float num23 = 1f - num22;
263 newColor.R = (byte)((
float)(int)color9.
R * num23 + (
float)(int)color10.
R * num22);
264 newColor.G = (byte)((
float)(int)color9.
G * num23 + (
float)(int)color10.
G * num22);
265 newColor.B = (byte)((
float)(int)color9.
B * num23 + (
float)(int)color10.
B * num22);
266 }
267 else if ((float)num15 < num18)
268 {
269 float num24 = num17;
270 float num25 = ((float)num15 - num24) / (num18 - num24);
271 float num26 = 1f - num25;
272 newColor.R = (byte)((
float)(int)color10.
R * num26 + (
float)(int)color11.
R * num25);
273 newColor.G = (byte)((
float)(int)color10.
G * num26 + (
float)(int)color11.
G * num25);
274 newColor.B = (byte)((
float)(int)color10.
B * num26 + (
float)(int)color11.
B * num25);
275 }
276 else
277 {
278 newColor = color11;
279 }
280 return newColor;
281 }));
283 {
288 if (Main.dayTime)
289 {
290 if (Main.time < 27000.0)
291 {
292 float num5 = (float)(Main.time / 27000.0);
293 float num6 = 1f - num5;
294 newColor.R = (byte)((
float)(int)color4.
R * num6 + (
float)(int)color5.
R * num5);
295 newColor.G = (byte)((
float)(int)color4.
G * num6 + (
float)(int)color5.
G * num5);
296 newColor.B = (byte)((
float)(int)color4.
B * num6 + (
float)(int)color5.
B * num5);
297 }
298 else
299 {
300 float num7 = 27000f;
301 float num8 = (float)((Main.time - (double)num7) / (54000.0 - (double)num7));
302 float num9 = 1f - num8;
303 newColor.R = (byte)((
float)(int)color5.
R * num9 + (
float)(int)color6.
R * num8);
304 newColor.G = (byte)((
float)(int)color5.
G * num9 + (
float)(int)color6.
G * num8);
305 newColor.B = (byte)((
float)(int)color5.
B * num9 + (
float)(int)color6.
B * num8);
306 }
307 }
308 else if (Main.time < 16200.0)
309 {
310 float num10 = (float)(Main.time / 16200.0);
311 float num11 = 1f - num10;
312 newColor.R = (byte)((
float)(int)color6.
R * num11 + (
float)(int)color7.
R * num10);
313 newColor.G = (byte)((
float)(int)color6.
G * num11 + (
float)(int)color7.
G * num10);
314 newColor.B = (byte)((
float)(int)color6.
B * num11 + (
float)(int)color7.
B * num10);
315 }
316 else
317 {
318 float num12 = 16200f;
319 float num13 = (float)((Main.time - (double)num12) / (32400.0 - (double)num12));
320 float num14 = 1f - num13;
321 newColor.R = (byte)((
float)(int)color7.
R * num14 + (
float)(int)color4.
R * num13);
322 newColor.G = (byte)((
float)(int)color7.
G * num14 + (
float)(int)color4.
G * num13);
323 newColor.B = (byte)((
float)(int)color7.
B * num14 + (
float)(int)color4.
B * num13);
324 }
325 return newColor;
326 }));
328 {
329 if (player.team >= 0 && player.team < Main.teamColor.Length)
330 {
331 newColor = Main.teamColor[player.team];
332 }
333 return newColor;
334 }));
336 {
338 if (!player.ZoneShimmer)
339 {
340 color2 = ((Main.waterStyle == 2) ?
new Color(124, 118, 242) : ((Main.waterStyle == 3) ?
new Color(143, 215, 29) : ((Main.waterStyle == 4) ?
new Color(78, 193, 227) : ((Main.waterStyle == 5) ?
new Color(189, 231, 255) : ((Main.waterStyle == 6) ?
new Color(230, 219, 100) : ((Main.waterStyle == 7) ?
new Color(151, 107, 75) : ((Main.waterStyle == 8) ?
new Color(128, 128, 128) : ((Main.waterStyle == 9) ?
new Color(200, 0, 0) : ((Main.waterStyle == 10) ?
new Color(208, 80, 80) : ((Main.waterStyle == 12) ?
new Color(230, 219, 100) : ((Main.waterStyle != 13) ?
new Color(28, 216, 94) :
new Color(28, 216, 94))))))))))));
341 }
342 else
343 {
346 }
347 Color color3 = player.hairDyeColor;
349 {
350 color3 = color2;
351 }
352 if (color3.
R > color2.
R)
353 {
355 }
356 if (color3.
R < color2.
R)
357 {
359 }
360 if (color3.
G > color2.
G)
361 {
363 }
364 if (color3.
G < color2.
G)
365 {
367 }
368 if (color3.
B > color2.
B)
369 {
371 }
372 if (color3.
B < color2.
B)
373 {
375 }
376 newColor = color3;
377 return newColor;
378 }));
380 {
381 newColor =
new Color(244, 22, 175);
382 return newColor;
383 }));
385 {
386 newColor =
new Color(Main.DiscoR, Main.DiscoG, Main.DiscoB);
387 return newColor;
388 }));
390 {
391 float num =
Math.
Abs(player.velocity.X) +
Math.
Abs(player.velocity.Y);
392 float num2 = 10f;
393 if (num > num2)
394 {
395 num = num2;
396 }
397 float num3 = num / num2;
398 float num4 = 1f - num3;
399 newColor.R = (byte)(75f * num3 + (float)(int)player.hairColor.R * num4);
400 newColor.G = (byte)(255f * num3 + (float)(int)player.hairColor.G * num4);
401 newColor.B = (byte)(200f * num3 + (float)(int)player.hairColor.B * num4);
402 return newColor;
403 }));
405 {
406 lighting = false;
407 int x = (int)((double)player.position.X + (double)player.width * 0.5) / 16;
408 int y = (int)(((double)player.position.Y + (double)player.height * 0.25) / 16.0);
409 Color color = Lighting.GetColor(x, y);
410 newColor.R = (byte)(color.
R + newColor.
R >> 1);
411 newColor.G = (byte)(color.
G + newColor.
G >> 1);
412 newColor.B = (byte)(color.
B + newColor.
B >> 1);
413 return newColor;
414 }));
415 }
static double Abs(double value)
LegacyHairShaderData UseLegacyMethod(ColorProcessingMethod colorProcessor)
static HairShaderDataSet Hair
static void TorchColor(int torchID, out float R, out float G, out float B)