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

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

Definition at line 20 of file WallOfFleshShader.cs.

21 {
22 for (int i = 0; i < fragment.Count; i++)
23 {
24 Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(i);
25 Vector4 secondaryColor = _secondaryColor;
26 float dynamicNoise = NoiseHelper.GetDynamicNoise(canvasPositionOfIndex * 0.3f, time / 5f);
27 dynamicNoise = Math.Max(0f, 1f - dynamicNoise * 2f);
28 secondaryColor = Vector4.Lerp(secondaryColor, _primaryColor, (float)Math.Sqrt(dynamicNoise) * 0.75f);
29 fragment.SetColor(i, secondaryColor);
30 }
31 }
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.WallOfFleshShader._primaryColor, Terraria.GameContent.RGB.WallOfFleshShader._secondaryColor, ReLogic.Peripherals.RGB.Fragment.Count, ReLogic.Peripherals.RGB.Fragment.GetCanvasPositionOfIndex(), Terraria.GameContent.RGB.NoiseHelper.GetDynamicNoise(), Microsoft.Xna.Framework.Vector4.Lerp(), System.Math.Max(), ReLogic.Peripherals.RGB.Fragment.SetColor(), and System.Math.Sqrt().