_eyelidColor | Terraria.GameContent.RGB.EyeballShader | private |
_eyelidProgress | Terraria.GameContent.RGB.EyeballShader | private |
_eyelidState | Terraria.GameContent.RGB.EyeballShader | private |
_eyelidStateTime | Terraria.GameContent.RGB.EyeballShader | private |
_isSpawning | Terraria.GameContent.RGB.EyeballShader | private |
_processors | ReLogic.Peripherals.RGB.ChromaShader | private |
_pupilOffset | Terraria.GameContent.RGB.EyeballShader | private |
_random | Terraria.GameContent.RGB.EyeballShader | private |
_targetOffset | Terraria.GameContent.RGB.EyeballShader | private |
_timeUntilPupilMove | Terraria.GameContent.RGB.EyeballShader | private |
BindProcessor(Processor processor, RgbProcessorAttribute attribute) | ReLogic.Peripherals.RGB.ChromaShader | inlineprivate |
BindProcessors() | ReLogic.Peripherals.RGB.ChromaShader | inlineprivate |
ChromaShader() | ReLogic.Peripherals.RGB.ChromaShader | inlineprotected |
EyeballShader(bool isSpawning) | Terraria.GameContent.RGB.EyeballShader | inline |
EyelidState enum name | Terraria.GameContent.RGB.EyeballShader | private |
IsTransparentAt(EffectDetailLevel quality) | ReLogic.Peripherals.RGB.ChromaShader | inlinevirtual |
Process(RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time) | ReLogic.Peripherals.RGB.ChromaShader | inlinevirtual |
ProcessHighDetail(RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time) | Terraria.GameContent.RGB.EyeballShader | inlineprivate |
Processor(RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time) | ReLogic.Peripherals.RGB.ChromaShader | |
Rings | Terraria.GameContent.RGB.EyeballShader | privatestatic |
TransparentAtAnyDetailLevel | ReLogic.Peripherals.RGB.ChromaShader | |
Update(float elapsedTime) | Terraria.GameContent.RGB.EyeballShader | inlinevirtual |
UpdateEyelid(float elapsedTime) | Terraria.GameContent.RGB.EyeballShader | inlineprivate |