Terraria v1.4.4.9
Terraria source code documentation
Loading...
Searching...
No Matches

◆ ProcessHighDetail()

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

Definition at line 17 of file SlimeRainShader.cs.

18 {
19 Vector4 vector = new Vector4(0f, 0f, 0f, 0.75f);
20 for (int i = 0; i < fragment.Count; i++)
21 {
22 Point gridPositionOfIndex = fragment.GetGridPositionOfIndex(i);
23 Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(i);
24 float num = (NoiseHelper.GetStaticNoise(gridPositionOfIndex.X) * 7f + time * 0.4f) % 7f - canvasPositionOfIndex.Y;
25 Vector4 vector2 = vector;
26 if (num > 0f)
27 {
28 float amount = Math.Max(0f, 1.2f - num);
29 if (num < 0.4f)
30 {
31 amount = num / 0.4f;
32 }
33 int num2 = (gridPositionOfIndex.X % _colors.Length + _colors.Length) % _colors.Length;
34 vector2 = Vector4.Lerp(vector2, _colors[num2], amount);
35 }
36 fragment.SetColor(i, vector2);
37 }
38 }
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 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.SlimeRainShader._colors, ReLogic.Peripherals.RGB.Fragment.Count, ReLogic.Peripherals.RGB.Fragment.GetCanvasPositionOfIndex(), ReLogic.Peripherals.RGB.Fragment.GetGridPositionOfIndex(), Terraria.GameContent.RGB.NoiseHelper.GetStaticNoise(), Microsoft.Xna.Framework.Vector4.Lerp(), System.Math.Max(), ReLogic.Peripherals.RGB.Fragment.SetColor(), Microsoft.Xna.Framework.Point.X, and Microsoft.Xna.Framework.Vector2.Y.