Terraria v1.4.4.9
Terraria source code documentation
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SkullShader.cs
Go to the documentation of this file.
1using System;
4
6
8{
9 private readonly Vector4 _skullColor;
10
11 private readonly Vector4 _bloodDark;
12
13 private readonly Vector4 _bloodLight;
14
15 private readonly Vector4 _backgroundColor = Color.Black.ToVector4();
16
17 public SkullShader(Color skullColor, Color bloodDark, Color bloodLight)
18 {
19 _skullColor = skullColor.ToVector4();
20 _bloodDark = bloodDark.ToVector4();
21 _bloodLight = bloodLight.ToVector4();
22 }
23
24 [RgbProcessor(/*Could not decode attribute arguments.*/)]
25 private void ProcessLowDetail(RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time)
26 {
27 for (int i = 0; i < fragment.Count; i++)
28 {
29 Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(i);
30 Vector4 vector = Vector4.Lerp(_skullColor, _bloodLight, (float)Math.Sin(time * 2f + canvasPositionOfIndex.X * 2f) * 0.5f + 0.5f);
31 fragment.SetColor(i, vector);
32 }
33 }
34
35 [RgbProcessor(/*Could not decode attribute arguments.*/)]
36 private void ProcessHighDetail(RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time)
37 {
38 for (int i = 0; i < fragment.Count; i++)
39 {
40 Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(i);
41 Point gridPositionOfIndex = fragment.GetGridPositionOfIndex(i);
43 float num = (NoiseHelper.GetStaticNoise(gridPositionOfIndex.X) * 10f + time * 0.75f) % 10f + canvasPositionOfIndex.Y - 1f;
44 if (num > 0f)
45 {
46 float amount = Math.Max(0f, 1.2f - num);
47 if (num < 0.2f)
48 {
49 amount = num * 5f;
50 }
52 }
53 float staticNoise = NoiseHelper.GetStaticNoise(canvasPositionOfIndex * 0.5f + new Vector2(12.5f, time * 0.2f));
54 staticNoise = Math.Max(0f, 1f - staticNoise * staticNoise * 4f * staticNoise * (1f - canvasPositionOfIndex.Y * canvasPositionOfIndex.Y)) * canvasPositionOfIndex.Y * canvasPositionOfIndex.Y;
55 staticNoise = MathHelper.Clamp(staticNoise, 0f, 1f);
56 Vector4 value2 = Vector4.Lerp(_bloodDark, _bloodLight, staticNoise);
57 value = Vector4.Lerp(value, value2, staticNoise);
58 fragment.SetColor(i, value);
59 }
60 }
61}
static float Clamp(float value, float min, float max)
Definition MathHelper.cs:46
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 Sin(double a)
static byte Max(byte val1, byte val2)
Definition Math.cs:738
static float GetStaticNoise(int index)
void ProcessLowDetail(RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time)
void ProcessHighDetail(RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time)
SkullShader(Color skullColor, Color bloodDark, Color bloodLight)
static Vector4 Lerp(Vector4 value1, Vector4 value2, float amount)
Definition Vector4.cs:277