public void DrawSquares(DrawContext dc) { FlatBatch2D flatBatch2D = dc.PrimitivesRenderer2D.FlatBatch(1, DepthStencilState.None, null, BlendState.AlphaBlend); int count = flatBatch2D.LineVertices.Count; int count2 = flatBatch2D.TriangleVertices.Count; float num = (float)MathUtils.Remainder(Time.FrameStartTime + (double)m_timeOffset, 10000.0); float num2 = base.ActualSize.X / 12f; float num3 = (float)(int)base.GlobalColorTransform.A / 255f; for (float num4 = 0f; num4 < base.ActualSize.X; num4 += num2) { for (float num5 = 0f; num5 < base.ActualSize.Y; num5 += num2) { float num6 = 0.35f * MathUtils.Pow(MathUtils.Saturate(SimplexNoise.OctavedNoise(num4 + 1000f, num5, 0.7f * num, 0.5f, 1, 2f, 1f) - 0.1f), 1f) * num3; float num7 = 0.7f * MathUtils.Pow(SimplexNoise.OctavedNoise(num4, num5, 0.5f * num, 0.5f, 1, 2f, 1f), 3f) * num3; Vector2 corner = new Vector2(num4, num5); Vector2 corner2 = new Vector2(num4 + num2, num5 + num2); if (num6 > 0.01f) { flatBatch2D.QueueRectangle(corner, corner2, 0f, new Color(0f, 0f, 0f, num6)); } if (num7 > 0.01f) { flatBatch2D.QueueQuad(corner, corner2, 0f, new Color(0f, 0f, 0f, num7)); } } } flatBatch2D.TransformLines(base.GlobalTransform, count); flatBatch2D.TransformTriangles(base.GlobalTransform, count2); }