terraria-cpp2il-methodrecon v1.4.4.9
Terraria mobile dump, with reconstructed method body. Dump with CallAnalysis: https://infinitynichto.github.io/terraria-cpp2il
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◆ ApplyValuesToMaterial()

override void Microsoft.Xna.Framework.Graphics.ScreenShader.ApplyValuesToMaterial ( EffectPass pass,
Material material )
inlinevirtual

Reimplemented from Microsoft.Xna.Framework.Graphics.Effect.

Definition at line 43 of file ScreenShader.cs.

44 {
45 if (!true)
46 {
47 }
48 Color color = this._uColor.Color;
50 float @float = this._uOpacity.Float;
51 material.SetFloat(43139072, @float);
52 float float2 = this._uTime.Float;
53 material.SetFloat(43139072, float2);
54 float float3 = this._uIntensity.Float;
55 material.SetFloat(43139072, float3);
56 float float4 = this._uProgress.Float;
57 material.SetFloat(43139072, float4);
58 Vector4 vector = this._uScreenResolution.Vector;
65 bool flag = pass.Name == "FilterWaterDistortion";
66 }
class f__AnonymousType0<< Count > j__TPar
void SetFloat(string name, float value)
Definition Material.cs:183

References Microsoft.Xna.Framework.Graphics.ScreenShader._uColor, Microsoft.Xna.Framework.Graphics.ScreenShader._uDirection, Microsoft.Xna.Framework.Graphics.ScreenShader._uImageSize1, Microsoft.Xna.Framework.Graphics.ScreenShader._uImageSize2, Microsoft.Xna.Framework.Graphics.ScreenShader._uImageSize3, Microsoft.Xna.Framework.Graphics.ScreenShader._uIntensity, Microsoft.Xna.Framework.Graphics.ScreenShader._uOpacity, Microsoft.Xna.Framework.Graphics.ScreenShader._uProgress, Microsoft.Xna.Framework.Graphics.ScreenShader._uScreenPosition, Microsoft.Xna.Framework.Graphics.ScreenShader._uScreenResolution, Microsoft.Xna.Framework.Graphics.ScreenShader._uSecondaryColor, Microsoft.Xna.Framework.Graphics.ScreenShader._uTargetPosition, Microsoft.Xna.Framework.Graphics.ScreenShader._uTime, Microsoft.Xna.Framework.Graphics.EffectParameter.Color, Microsoft.Xna.Framework.Graphics.EffectParameter.Float, j__TPar, UnityEngine.Material.SetFloat(), and Microsoft.Xna.Framework.Graphics.EffectParameter.Vector.