private void ProcessHighDetail(RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time) { time *= 2f; for (int i = 0; i < fragment.Count; i++) { Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(i); Vector4 backgroundColor = _backgroundColor; float num = time * 0.5f + canvasPositionOfIndex.X + canvasPositionOfIndex.Y; float value = (float)Math.Cos(num) * 2f + 2f; value = MathHelper.Clamp(value, 0f, 1f); num = (num + (float)Math.PI) % ((float)Math.PI * 6f); Vector4 value2; if (num < (float)Math.PI * 2f) { float staticNoise = NoiseHelper.GetStaticNoise(canvasPositionOfIndex * 0.3f + new Vector2(12.5f, time * 0.2f)); staticNoise = Math.Max(0f, 1f - staticNoise * staticNoise * 4f * staticNoise); staticNoise = MathHelper.Clamp(staticNoise, 0f, 1f); value2 = Vector4.Lerp(_fireDarkColor, _fireBrightColor, staticNoise); } else if (num < (float)Math.PI * 4f) { float dynamicNoise = NoiseHelper.GetDynamicNoise(new Vector2((canvasPositionOfIndex.X + canvasPositionOfIndex.Y) * 0.2f, 0f), time / 5f); dynamicNoise = Math.Max(0f, 1f - dynamicNoise * 1.5f); value2 = Vector4.Lerp(_iceDarkColor, _iceBrightColor, dynamicNoise); } else { float dynamicNoise2 = NoiseHelper.GetDynamicNoise(canvasPositionOfIndex * 0.15f, time * 0.05f); dynamicNoise2 = (float)Math.Sin(dynamicNoise2 * 15f) * 0.5f + 0.5f; dynamicNoise2 = Math.Max(0f, 1f - 5f * dynamicNoise2); value2 = Vector4.Lerp(_lightningDarkColor, _lightningBrightColor, dynamicNoise2); } backgroundColor = Vector4.Lerp(backgroundColor, value2, value); fragment.SetColor(i, backgroundColor); } }
private void ProcessHighDetail(RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time) { for (int i = 0; i < fragment.Count; i++) { Point gridPositionOfIndex = fragment.GetGridPositionOfIndex(i); Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(i); Vector4 value = _baseColor; float num = ((NoiseHelper.GetStaticNoise(gridPositionOfIndex.X) * 10f + time * 0.2f) % 10f - (1f - canvasPositionOfIndex.Y)) * 2f; if (num > 0f) { float amount = Math.Max(0f, 1.5f - num); if (num < 0.5f) { amount = num * 2f; } value = Vector4.Lerp(value, _sporeColor, amount); } float staticNoise = NoiseHelper.GetStaticNoise(canvasPositionOfIndex * 0.3f + new Vector2(0f, time * 0.1f)); staticNoise = Math.Max(0f, 1f - staticNoise * (1f + (1f - canvasPositionOfIndex.Y) * 4f)); staticNoise *= Math.Max(0f, (canvasPositionOfIndex.Y - 0.3f) / 0.7f); value = Vector4.Lerp(value, _edgeGlowColor, staticNoise); fragment.SetColor(i, value); } }
private void ProcessHighDetail( RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time) { for (int index = 0; index < fragment.Count; ++index) { Vector4 vector4 = Vector4.Lerp(this._secondaryColor, this._primaryColor, (float)Math.Sqrt((double)Math.Max(0.0f, (float)(1.0 - (double)NoiseHelper.GetDynamicNoise(fragment.GetCanvasPositionOfIndex(index) * 0.3f, time / 5f) * 2.0))) * 0.75f); fragment.SetColor(index, vector4); } }
private void ProcessHighDetail( RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time) { Vector4 vector4_1 = this._primaryColor * this._surfaceColor; Vector4 vector4_2 = this._secondaryColor * this._surfaceColor; for (int index = 0; index < fragment.Count; ++index) { Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(index); Point gridPositionOfIndex = fragment.GetGridPositionOfIndex(index); float amount = (float)(Math.Sin((double)canvasPositionOfIndex.X * 1.5 + (double)canvasPositionOfIndex.Y + (double)time) * 0.5 + 0.5); Vector4 vector4_3 = Vector4.Max(Vector4.Lerp(vector4_1, vector4_2, amount), new Vector4(Math.Max(0.0f, (float)(1.0 - (double)NoiseHelper.GetDynamicNoise(gridPositionOfIndex.X, gridPositionOfIndex.Y, time / 60f) * 20.0)) * (1f - this._surfaceColor.X) * this._starVisibility)); fragment.SetColor(index, vector4_3); } }
private void ProcessHighDetail( RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time) { float num1 = time * 2f; for (int index = 0; index < fragment.Count; ++index) { Point gridPositionOfIndex = fragment.GetGridPositionOfIndex(index); Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(index); double num2 = (double)MathHelper.Max(0.0f, (float)Math.Cos(((double)NoiseHelper.GetStaticNoise(gridPositionOfIndex.X) + (double)num1) * 6.28318548202515 * 0.200000002980232)); Vector4 vector4_1 = Color.Lerp(Color.Black, Color.Indigo, 0.5f).ToVector4(); Math.Max(0.0f, (float)Math.Sin((double)Main.GlobalTimeWrappedHourly * 2.0 + (double)canvasPositionOfIndex.X * 1.0)); float amount1 = 0.0f; Vector4 vector4_2 = Vector4.Lerp(vector4_1, new Vector4(1f, 0.1f, 0.1f, 1f), amount1); double x = (double)canvasPositionOfIndex.X; float amount2 = (float)((num2 + x + (double)canvasPositionOfIndex.Y) % 1.0); if ((double)amount2 > 0.0) { int num3 = (gridPositionOfIndex.X + gridPositionOfIndex.Y) % EmpressShader._colors.Length; if (num3 < 0) { int num4 = num3 + EmpressShader._colors.Length; } Vector4 vector4_3 = Main.hslToRgb((float)((((double)canvasPositionOfIndex.X + (double)canvasPositionOfIndex.Y) * 0.150000005960464 + (double)time * 0.100000001490116) % 1.0), 1f, 0.5f).ToVector4(); vector4_2 = Vector4.Lerp(vector4_2, vector4_3, amount2); } fragment.SetColor(index, vector4_2); } }
private void ProcessHighDetail(RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time) { //IL_0001: Unknown result type (might be due to invalid IL or missing references) //IL_0009: Unknown result type (might be due to invalid IL or missing references) //IL_000f: Invalid comparison between Unknown and I4 //IL_0014: Unknown result type (might be due to invalid IL or missing references) if ((int)device.Type != 0 && (int)device.Type != 6) { ProcessLowDetail(device, fragment, quality, time); return; } bool flag = true; float num = time * 0.1f % 2f; if (num > 1f) { num = 2f - num; flag = false; } Vector2 vector = new Vector2(num * 7f - 3.5f, 0f) + fragment.get_CanvasCenter(); for (int i = 0; i < fragment.Count; i++) { Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(i); Point gridPositionOfIndex = fragment.GetGridPositionOfIndex(i); Vector4 vector2 = _backgroundColor; Vector2 vector3 = canvasPositionOfIndex - vector; float num2 = vector3.Length(); if (num2 < 0.5f) { float amount = 1f - MathHelper.Clamp((num2 - 0.5f + 0.2f) / 0.2f, 0f, 1f); float num3 = MathHelper.Clamp((vector3.X + 0.5f - 0.2f) / 0.6f, 0f, 1f); if (flag) { num3 = 1f - num3; } Vector4 value = Vector4.Lerp(_eyeColor, _veinColor, num3); float value2 = (float)Math.Atan2(vector3.Y, vector3.X); if (!flag && (float)Math.PI - Math.Abs(value2) < 0.6f) { value = _mouthColor; } vector2 = Vector4.Lerp(vector2, value, amount); } if (flag && gridPositionOfIndex.Y == 3 && canvasPositionOfIndex.X > vector.X) { float value3 = 1f - Math.Abs(canvasPositionOfIndex.X - vector.X * 2f - 0.5f) / 0.5f; vector2 = Vector4.Lerp(vector2, _laserColor, MathHelper.Clamp(value3, 0f, 1f)); } else if (!flag) { Vector2 vector4 = canvasPositionOfIndex - (vector - new Vector2(1.2f, 0f)); vector4.Y *= 3.5f; float num4 = vector4.Length(); if (num4 < 0.7f) { float dynamicNoise = NoiseHelper.GetDynamicNoise(canvasPositionOfIndex, time); dynamicNoise = dynamicNoise * dynamicNoise * dynamicNoise; dynamicNoise *= 1f - MathHelper.Clamp((num4 - 0.7f + 0.3f) / 0.3f, 0f, 1f); vector2 = Vector4.Lerp(vector2, _flameColor, dynamicNoise); } } fragment.SetColor(i, vector2); } }
public static float GetDynamicNoise(Vector2 position, float currentTime) { position *= 10f; currentTime %= 1f; Vector2 vector2_1 = new Vector2((float)Math.Floor((double)position.X), (float)Math.Floor((double)position.Y)); Point point = new Point((int)vector2_1.X, (int)vector2_1.Y); Vector2 vector2_2 = new Vector2(position.X - vector2_1.X, position.Y - vector2_1.Y); return(MathHelper.Lerp(MathHelper.Lerp(NoiseHelper.GetDynamicNoiseInternal(point.X, point.Y, currentTime), NoiseHelper.GetDynamicNoiseInternal(point.X, point.Y + 1, currentTime), vector2_2.Y), MathHelper.Lerp(NoiseHelper.GetDynamicNoiseInternal(point.X + 1, point.Y, currentTime), NoiseHelper.GetDynamicNoiseInternal(point.X + 1, point.Y + 1, currentTime), vector2_2.Y), vector2_2.X)); }
private void ProcessHighDetail( RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time) { for (int index = 0; index < fragment.Count; ++index) { Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(index); Point gridPositionOfIndex = fragment.GetGridPositionOfIndex(index); Vector4 baseColor = this._baseColor; float dynamicNoise = NoiseHelper.GetDynamicNoise(gridPositionOfIndex.X, gridPositionOfIndex.Y, time / 10f); Vector4 vector4 = Vector4.Lerp(Vector4.Lerp(baseColor, this._secondaryColor, dynamicNoise * dynamicNoise), this._glowColor, (float)Math.Sqrt((double)Math.Max(0.0f, (float)(1.0 - (double)NoiseHelper.GetDynamicNoise(canvasPositionOfIndex * 0.5f + new Vector2(0.0f, time * 0.05f), time / 20f) * 2.0))) * 0.75f); fragment.SetColor(index, vector4); } }
private void ProcessHighDetail( RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time) { for (int index = 0; index < fragment.Count; ++index) { Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(index); Vector4 vector4 = Vector4.Lerp(Vector4.Lerp(this._baseColor, this._iceColor, Math.Max(0.0f, (float)(1.0 - (double)NoiseHelper.GetDynamicNoise(new Vector2((float)(((double)canvasPositionOfIndex.X - (double)canvasPositionOfIndex.Y) * 0.200000002980232), 0.0f), time / 5f) * 1.5))), this._shineColor, Math.Max(0.0f, (float)(1.0 - (double)NoiseHelper.GetDynamicNoise(new Vector2((float)(((double)canvasPositionOfIndex.X - (double)canvasPositionOfIndex.Y) * 0.300000011920929), 0.3f), time / 20f) * 5.0))); fragment.SetColor(index, vector4); } }
private void ProcessHighDetail( RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time) { if (device.Type != null && (int)device.Type != 6) { this.ProcessLowDetail(device, fragment, quality, time); } else { bool flag = true; float num1 = (float)((double)time * 0.100000001490116 % 2.0); if ((double)num1 > 1.0) { num1 = 2f - num1; flag = false; } Vector2 vector2_1 = new Vector2((float)((double)num1 * 7.0 - 3.5), 0.0f) + fragment.CanvasCenter; for (int index = 0; index < fragment.Count; ++index) { Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(index); Point gridPositionOfIndex = fragment.GetGridPositionOfIndex(index); Vector4 vector4_1 = this._backgroundColor; Vector2 vector2_2 = canvasPositionOfIndex - vector2_1; float num2 = vector2_2.Length(); if ((double)num2 < 0.5) { float amount1 = 1f - MathHelper.Clamp((float)(((double)num2 - 0.5 + 0.200000002980232) / 0.200000002980232), 0.0f, 1f); float amount2 = MathHelper.Clamp((float)(((double)vector2_2.X + 0.5 - 0.200000002980232) / 0.600000023841858), 0.0f, 1f); if (flag) { amount2 = 1f - amount2; } Vector4 vector4_2 = Vector4.Lerp(this._eyeColor, this._veinColor, amount2); float num3 = (float)Math.Atan2((double)vector2_2.Y, (double)vector2_2.X); if (!flag && 3.14159274101257 - (double)Math.Abs(num3) < 0.600000023841858) { vector4_2 = this._mouthColor; } vector4_1 = Vector4.Lerp(vector4_1, vector4_2, amount1); } if (flag && gridPositionOfIndex.Y == 3 && (double)canvasPositionOfIndex.X > (double)vector2_1.X) { float num3 = (float)(1.0 - (double)Math.Abs((float)((double)canvasPositionOfIndex.X - (double)vector2_1.X * 2.0 - 0.5)) / 0.5); vector4_1 = Vector4.Lerp(vector4_1, this._laserColor, MathHelper.Clamp(num3, 0.0f, 1f)); } else if (!flag) { Vector2 vector2_3 = canvasPositionOfIndex - (vector2_1 - new Vector2(1.2f, 0.0f)); vector2_3.Y *= 3.5f; float num3 = vector2_3.Length(); if ((double)num3 < 0.699999988079071) { float dynamicNoise = NoiseHelper.GetDynamicNoise(canvasPositionOfIndex, time); float amount = dynamicNoise * dynamicNoise * dynamicNoise * (1f - MathHelper.Clamp((float)(((double)num3 - 0.699999988079071 + 0.300000011920929) / 0.300000011920929), 0.0f, 1f)); vector4_1 = Vector4.Lerp(vector4_1, this._flameColor, amount); } } fragment.SetColor(index, vector4_1); } } }
private void ProcessHighDetail( RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time) { if (device.Type != null && device.Type != 6) { this.ProcessLowDetail(device, fragment, quality, time); } else { Vector2 vector2_1 = new Vector2(2f, 0.5f); Vector2 vector2_2 = new Vector2(2.5f, 1f); float num1 = (float)((double)this._progress * 3.14159274101257 + 3.14159274101257); Vector2 vector2_3 = new Vector2((float)Math.Cos((double)num1), (float)Math.Sin((double)num1)) * vector2_2 + vector2_1; for (int index = 0; index < fragment.Count; ++index) { Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(index); float num2 = (float)Math.Sqrt((double)Math.Max(0.0f, (float)(1.0 - 2.0 * (double)NoiseHelper.GetDynamicNoise(canvasPositionOfIndex * new Vector2(0.1f, 0.5f) + new Vector2(time * 0.02f, 0.0f), time / 40f)))); float num3 = (canvasPositionOfIndex - vector2_3).Length(); Vector4 vector4 = Vector4.Lerp(this._skyColor, this._cloudColor, num2 * 0.15f); if ((double)num3 < 0.800000011920929) { vector4 = Vector4.Lerp(this._moonRingColor, this._moonCoreColor, Math.Min(0.1f, 0.8f - num3) / 0.1f); } else if ((double)num3 < 1.0) { vector4 = Vector4.Lerp(vector4, this._moonRingColor, Math.Min(0.2f, 1f - num3) / 0.2f); } fragment.SetColor(index, vector4); } } }
private void ProcessLowDetail( RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time) { for (int index = 0; index < fragment.Count; ++index) { Vector4 vector4 = Vector4.Lerp(this._skyColor, this._cloudColor, (float)Math.Sqrt((double)Math.Max(0.0f, (float)(1.0 - 2.0 * (double)NoiseHelper.GetDynamicNoise(fragment.GetCanvasPositionOfIndex(index) * new Vector2(0.1f, 0.5f) + new Vector2(time * 0.02f, 0.0f), time / 40f)))) * 0.1f); fragment.SetColor(index, vector4); } }
private void ProcessHighDetail( RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time) { bool flag = device.Type == null || device.Type == 6; for (int index = 0; index < fragment.Count; ++index) { Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(index); Point gridPositionOfIndex = fragment.GetGridPositionOfIndex(index); Vector4 vector4 = Vector4.Lerp(this._backgroundColor, this._sporeColor, Math.Max(0.0f, (float)(1.0 - (double)NoiseHelper.GetDynamicNoise(canvasPositionOfIndex * 0.3f, time / 5f) * 2.5))); if (flag) { float amount = Math.Max(0.0f, (float)(1.0 - (double)NoiseHelper.GetDynamicNoise(gridPositionOfIndex.X, gridPositionOfIndex.Y, time / 100f) * 20.0)); vector4 = Vector4.Lerp(vector4, this._flowerColors[((gridPositionOfIndex.Y * 47 + gridPositionOfIndex.X) % 5 + 5) % 5], amount); } fragment.SetColor(index, vector4); } }
private void ProcessLowDetail( RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time) { for (int index = 0; index < fragment.Count; ++index) { Vector4 vector4 = Vector4.Lerp(this._backgroundColor, this._sporeColor, NoiseHelper.GetDynamicNoise(fragment.GetCanvasPositionOfIndex(index) * 0.3f, time / 5f)); fragment.SetColor(index, vector4); } }
private void ProcessLowDetail( RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time) { for (int index = 0; index < fragment.Count; ++index) { Vector4 vector4 = Vector4.Lerp(this._slimeColor, this._debrisColor, Math.Max(0.0f, (float)(1.0 - (double)NoiseHelper.GetDynamicNoise(fragment.GetCanvasPositionOfIndex(index), time * 0.25f) * 2.0))); fragment.SetColor(index, vector4); } }
private void ProcessHighDetail( RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time) { Vector2 vector2 = new Vector2(1.6f, 0.5f); for (int index = 0; index < fragment.Count; ++index) { Vector4 vector4 = Vector4.Lerp(this._slimeColor, this._debrisColor, (float)Math.Sqrt((double)Math.Max(0.0f, (float)(1.0 - (double)NoiseHelper.GetStaticNoise(fragment.GetCanvasPositionOfIndex(index) * 0.3f + new Vector2(0.0f, time * 0.1f)) * 3.0)))); fragment.SetColor(index, vector4); } }
private void ProcessAnyDetail( RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time) { for (int index = 0; index < fragment.Count; ++index) { Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(index); Point gridPositionOfIndex = fragment.GetGridPositionOfIndex(index); Vector2 vector2 = new Vector2(0.1f, 0.5f); Vector4 vector4 = Vector4.Lerp(Vector4.Lerp(this._baseSpaceColor, Vector4.Lerp(this._processedSkyColor, this._processedCloudColor, (float)Math.Sqrt((double)Math.Max(0.0f, (float)(1.0 - 2.0 * (double)NoiseHelper.GetDynamicNoise(canvasPositionOfIndex * vector2 + new Vector2(time * 0.05f, 0.0f), time / 20f))))), this._backgroundTransition), Vector4.One, Math.Max(0.0f, (float)(1.0 - (double)NoiseHelper.GetDynamicNoise(gridPositionOfIndex.X, gridPositionOfIndex.Y, time / 60f) * 20.0)) * 0.98f * this._starVisibility); fragment.SetColor(index, vector4); } }
public static float GetDynamicNoise(int x, int y, float currentTime) { return(NoiseHelper.GetDynamicNoiseInternal(x, y, currentTime % 1f)); }
private void ProcessHighDetail( RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time) { Vector2 vector2 = new Vector2(1.6f, 0.5f); Vector4 vector4_1 = Vector4.Lerp(this._brainColor, this._veinColor, (float)((double)Math.Max(0.0f, (float)Math.Sin((double)time * 3.0)) * 0.5 + 0.5)); for (int index = 0; index < fragment.Count; ++index) { Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(index); Vector4 brainColor = this._brainColor; float amount = Math.Max(0.0f, (float)(1.0 - 5.0 * (Math.Sin((double)NoiseHelper.GetDynamicNoise(canvasPositionOfIndex * 0.15f + new Vector2(time * (1f / 500f)), time * 0.03f) * 10.0) * 0.5 + 0.5))); Vector4 vector4_2 = Vector4.Lerp(brainColor, vector4_1, amount); fragment.SetColor(index, vector4_2); } }
public static float GetStaticNoise(Vector2 position) { position *= 10f; Vector2 vector2_1 = new Vector2((float)Math.Floor((double)position.X), (float)Math.Floor((double)position.Y)); Point point = new Point((int)vector2_1.X, (int)vector2_1.Y); Vector2 vector2_2 = new Vector2(position.X - vector2_1.X, position.Y - vector2_1.Y); return(MathHelper.Lerp(MathHelper.Lerp(NoiseHelper.GetStaticNoise(point.X, point.Y), NoiseHelper.GetStaticNoise(point.X, point.Y + 1), vector2_2.Y), MathHelper.Lerp(NoiseHelper.GetStaticNoise(point.X + 1, point.Y), NoiseHelper.GetStaticNoise(point.X + 1, point.Y + 1), vector2_2.Y), vector2_2.X)); }
private void ProcessHighDetail( RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time) { time *= 2f; for (int index = 0; index < fragment.Count; ++index) { Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(index); Vector4 backgroundColor = this._backgroundColor; float num1 = time * 0.5f + canvasPositionOfIndex.X + canvasPositionOfIndex.Y; float amount = MathHelper.Clamp((float)(Math.Cos((double)num1) * 2.0 + 2.0), 0.0f, 1f); float num2 = (float)(((double)num1 + 3.14159274101257) % 18.8495559692383); Vector4 vector4_1; if ((double)num2 < 6.28318548202515) { float staticNoise = NoiseHelper.GetStaticNoise(canvasPositionOfIndex * 0.3f + new Vector2(12.5f, time * 0.2f)); vector4_1 = Vector4.Lerp(this._fireDarkColor, this._fireBrightColor, MathHelper.Clamp(Math.Max(0.0f, (float)(1.0 - (double)staticNoise * (double)staticNoise * 4.0 * (double)staticNoise)), 0.0f, 1f)); } else { vector4_1 = (double)num2 >= 12.5663709640503 ? Vector4.Lerp(this._lightningDarkColor, this._lightningBrightColor, Math.Max(0.0f, (float)(1.0 - 5.0 * (Math.Sin((double)NoiseHelper.GetDynamicNoise(canvasPositionOfIndex * 0.15f, time * 0.05f) * 15.0) * 0.5 + 0.5)))) : Vector4.Lerp(this._iceDarkColor, this._iceBrightColor, Math.Max(0.0f, (float)(1.0 - (double)NoiseHelper.GetDynamicNoise(new Vector2((float)(((double)canvasPositionOfIndex.X + (double)canvasPositionOfIndex.Y) * 0.200000002980232), 0.0f), time / 5f) * 1.5))); } Vector4 vector4_2 = Vector4.Lerp(backgroundColor, vector4_1, amount); fragment.SetColor(index, vector4_2); } }