Пример #1
0
        private void ProcessHighDetail(RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time)
        {
            time *= 0.25f;
            float   num    = time % 1f;
            bool    num2   = time % 2f > 1f;
            Vector4 vector = num2 ? _secondaryColor : _primaryColor;
            Vector4 value  = num2 ? _primaryColor : _secondaryColor;

            num *= 1.2f;
            for (int i = 0; i < fragment.Count; i++)
            {
                Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(i);
                Point   gridPositionOfIndex   = fragment.GetGridPositionOfIndex(i);
                float   staticNoise           = NoiseHelper.GetStaticNoise(canvasPositionOfIndex * 0.5f + new Vector2(0f, time * 0.5f));
                Vector4 value2 = vector;
                staticNoise += num;
                if (staticNoise > 0.999f)
                {
                    float amount = MathHelper.Clamp((staticNoise - 0.999f) / 0.2f, 0f, 1f);
                    value2 = Vector4.Lerp(value2, value, amount);
                }
                float dynamicNoise = NoiseHelper.GetDynamicNoise(gridPositionOfIndex.X, gridPositionOfIndex.Y, time / 100f);
                dynamicNoise = Math.Max(0f, 1f - dynamicNoise * 20f);
                value2       = Vector4.Lerp(value2, _gemColors[((gridPositionOfIndex.Y * 47 + gridPositionOfIndex.X) % _gemColors.Length + _gemColors.Length) % _gemColors.Length], dynamicNoise);
                fragment.SetColor(i, value2);
                fragment.SetColor(i, value2);
            }
        }
Пример #2
0
        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;
            }
            Vector2 value  = new Vector2(2f, 0.5f);
            Vector2 value2 = new Vector2(2.5f, 1f);
            float   num    = _progress * (float)Math.PI + (float)Math.PI;
            Vector2 value3 = new Vector2((float)Math.Cos(num), (float)Math.Sin(num)) * value2 + value;

            for (int i = 0; i < fragment.Count; i++)
            {
                Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(i);
                float   dynamicNoise          = NoiseHelper.GetDynamicNoise(canvasPositionOfIndex * new Vector2(0.1f, 0.5f) + new Vector2(time * 0.02f, 0f), time / 40f);
                dynamicNoise = (float)Math.Sqrt(Math.Max(0f, 1f - 2f * dynamicNoise));
                float   num2   = (canvasPositionOfIndex - value3).Length();
                Vector4 vector = Vector4.Lerp(_skyColor, _cloudColor, dynamicNoise * 0.15f);
                if (num2 < 0.8f)
                {
                    vector = Vector4.Lerp(_moonRingColor, _moonCoreColor, Math.Min(0.1f, 0.8f - num2) / 0.1f);
                }
                else if (num2 < 1f)
                {
                    vector = Vector4.Lerp(vector, _moonRingColor, Math.Min(0.2f, 1f - num2) / 0.2f);
                }
                fragment.SetColor(i, vector);
            }
        }
Пример #3
0
        private void ProcessHighDetail(
            RgbDevice device,
            Fragment fragment,
            EffectDetailLevel quality,
            float time)
        {
            time *= 0.25f;
            float   num1      = time % 1f;
            int     num2      = (double)time % 2.0 > 1.0 ? 1 : 0;
            Vector4 vector4_1 = num2 != 0 ? this._secondaryColor : this._primaryColor;
            Vector4 vector4_2 = num2 != 0 ? this._primaryColor : this._secondaryColor;
            float   num3      = num1 * 1.2f;

            for (int index = 0; index < fragment.Count; ++index)
            {
                Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(index);
                Point   gridPositionOfIndex   = fragment.GetGridPositionOfIndex(index);
                float   staticNoise           = NoiseHelper.GetStaticNoise(canvasPositionOfIndex * 0.5f + new Vector2(0.0f, time * 0.5f));
                Vector4 vector4_3             = vector4_1;
                float   num4 = staticNoise + num3;
                if ((double)num4 > 0.999000012874603)
                {
                    float amount = MathHelper.Clamp((float)(((double)num4 - 0.999000012874603) / 0.200000002980232), 0.0f, 1f);
                    vector4_3 = Vector4.Lerp(vector4_3, vector4_2, amount);
                }
                float   amount1   = Math.Max(0.0f, (float)(1.0 - (double)NoiseHelper.GetDynamicNoise(gridPositionOfIndex.X, gridPositionOfIndex.Y, time / 100f) * 20.0));
                Vector4 vector4_4 = Vector4.Lerp(vector4_3, GemCaveShader._gemColors[((gridPositionOfIndex.Y * 47 + gridPositionOfIndex.X) % GemCaveShader._gemColors.Length + GemCaveShader._gemColors.Length) % GemCaveShader._gemColors.Length], amount1);
                fragment.SetColor(index, vector4_4);
                fragment.SetColor(index, vector4_4);
            }
        }
Пример #4
0
 private void ProcessLowDetail(RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time)
 {
     for (int i = 0; i < fragment.Count; i++)
     {
         float   dynamicNoise = NoiseHelper.GetDynamicNoise(fragment.GetCanvasPositionOfIndex(i) * 0.3f, time / 5f);
         Vector4 vector       = Vector4.Lerp(_backgroundColor, _sporeColor, dynamicNoise);
         fragment.SetColor(i, vector);
     }
 }
Пример #5
0
 private void ProcessLowDetail(RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time)
 {
     for (int i = 0; i < fragment.Count; i++)
     {
         float dynamicNoise = NoiseHelper.GetDynamicNoise(fragment.GetCanvasPositionOfIndex(i) * new Vector2(0.1f, 0.5f) + new Vector2(time * 0.02f, 0f), time / 40f);
         dynamicNoise = (float)Math.Sqrt(Math.Max(0f, 1f - 2f * dynamicNoise));
         Vector4 vector = Vector4.Lerp(_skyColor, _cloudColor, dynamicNoise * 0.1f);
         fragment.SetColor(i, vector);
     }
 }
Пример #6
0
 private void ProcessLowDetail(RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time)
 {
     for (int i = 0; i < fragment.Count; i++)
     {
         float dynamicNoise = NoiseHelper.GetDynamicNoise(fragment.GetCanvasPositionOfIndex(i), time * 0.25f);
         dynamicNoise = Math.Max(0f, 1f - dynamicNoise * 2f);
         Vector4 vector = Vector4.Lerp(_slimeColor, _debrisColor, dynamicNoise);
         fragment.SetColor(i, vector);
     }
 }
Пример #7
0
 private void ProcessHighDetail(RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time)
 {
     for (int i = 0; i < fragment.Count; i++)
     {
         Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(i);
         float   dynamicNoise          = NoiseHelper.GetDynamicNoise(fragment.GetGridPositionOfIndex(i).Y, time);
         float   val = (float)Math.Sin(canvasPositionOfIndex.X + 2f * time + dynamicNoise) - 0.2f;
         val = Math.Max(0f, val);
         Vector4 vector = Vector4.Lerp(_primaryColor, _secondaryColor, val);
         fragment.SetColor(i, vector);
     }
 }
 private void ProcessHighDetail(RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time)
 {
     for (int i = 0; i < fragment.Count; i++)
     {
         Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(i);
         Vector4 secondaryColor        = _secondaryColor;
         float   dynamicNoise          = NoiseHelper.GetDynamicNoise(canvasPositionOfIndex * 0.3f, time / 5f);
         dynamicNoise   = Math.Max(0f, 1f - dynamicNoise * 2f);
         secondaryColor = Vector4.Lerp(secondaryColor, _primaryColor, (float)Math.Sqrt(dynamicNoise) * 0.75f);
         fragment.SetColor(i, secondaryColor);
     }
 }
Пример #9
0
 private void ProcessHighDetail(
     RgbDevice device,
     Fragment fragment,
     EffectDetailLevel quality,
     float time)
 {
     for (int index = 0; index < fragment.Count; ++index)
     {
         Vector4 vector4 = Vector4.Lerp(this._backColor, this._frontColor, NoiseHelper.GetDynamicNoise(fragment.GetCanvasPositionOfIndex(index) * 0.5f, (float)((double)time * (double)this._speed / 3.0)));
         fragment.SetColor(index, vector4);
     }
 }
Пример #10
0
 private void ProcessLowDetail(RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time)
 {
     for (int i = 0; i < fragment.Count; i++)
     {
         Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(i);
         Point   gridPositionOfIndex   = fragment.GetGridPositionOfIndex(i);
         Vector4 value        = Vector4.Lerp(_veinColor, _eyeColor, (float)Math.Sin(time + canvasPositionOfIndex.X * 4f) * 0.5f + 0.5f);
         float   dynamicNoise = NoiseHelper.GetDynamicNoise(gridPositionOfIndex.X, gridPositionOfIndex.Y, time / 25f);
         dynamicNoise = Math.Max(0f, 1f - dynamicNoise * 5f);
         value        = Vector4.Lerp(value, _irisColors[((gridPositionOfIndex.Y * 47 + gridPositionOfIndex.X) % _irisColors.Length + _irisColors.Length) % _irisColors.Length], dynamicNoise);
         fragment.SetColor(i, value);
     }
 }
Пример #11
0
 private void ProcessHighDetail(
     RgbDevice device,
     Fragment fragment,
     EffectDetailLevel quality,
     float time)
 {
     for (int index = 0; index < fragment.Count; ++index)
     {
         Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(index);
         float   dynamicNoise          = NoiseHelper.GetDynamicNoise(fragment.GetGridPositionOfIndex(index).Y, time);
         Vector4 vector4 = Vector4.Lerp(this._primaryColor, this._secondaryColor, Math.Max(0.0f, (float)Math.Sin((double)canvasPositionOfIndex.X + 2.0 * (double)time + (double)dynamicNoise) - 0.2f));
         fragment.SetColor(index, vector4);
     }
 }
Пример #12
0
 private void ProcessHighDetail(RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time)
 {
     for (int i = 0; i < fragment.Count; i++)
     {
         fragment.GetGridPositionOfIndex(i);
         Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(i);
         float   dynamicNoise          = NoiseHelper.GetDynamicNoise(canvasPositionOfIndex * 0.3f + new Vector2(12.5f, time * 0.05f), time * 0.1f);
         dynamicNoise = Math.Max(0f, 1f - dynamicNoise * dynamicNoise * 4f * (1.2f - canvasPositionOfIndex.Y)) * canvasPositionOfIndex.Y;
         dynamicNoise = MathHelper.Clamp(dynamicNoise, 0f, 1f);
         Vector4 value  = Vector4.Lerp(_flameColor, _flameTipColor, dynamicNoise);
         Vector4 vector = Vector4.Lerp(_corruptionColor, value, dynamicNoise);
         fragment.SetColor(i, vector);
     }
 }
Пример #13
0
 private void ProcessHighDetail(RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time)
 {
     for (int i = 0; i < fragment.Count; i++)
     {
         Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(i);
         float   dynamicNoise          = NoiseHelper.GetDynamicNoise(new Vector2((canvasPositionOfIndex.X - canvasPositionOfIndex.Y) * 0.2f, 0f), time / 5f);
         dynamicNoise = Math.Max(0f, 1f - dynamicNoise * 1.5f);
         float dynamicNoise2 = NoiseHelper.GetDynamicNoise(new Vector2((canvasPositionOfIndex.X - canvasPositionOfIndex.Y) * 0.3f, 0.3f), time / 20f);
         dynamicNoise2 = Math.Max(0f, 1f - dynamicNoise2 * 5f);
         Vector4 value = Vector4.Lerp(_baseColor, _iceColor, dynamicNoise);
         value = Vector4.Lerp(value, _shineColor, dynamicNoise2);
         fragment.SetColor(i, value);
     }
 }
Пример #14
0
 private void ProcessHighDetail(RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time)
 {
     for (int i = 0; i < fragment.Count; i++)
     {
         fragment.GetGridPositionOfIndex(i);
         Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(i);
         Vector4 baseColor             = _baseColor;
         float   dynamicNoise          = NoiseHelper.GetDynamicNoise(canvasPositionOfIndex * 0.4f, time * 0.05f);
         dynamicNoise = Math.Max(0f, 1f - 2.5f * dynamicNoise);
         float dynamicNoise2 = NoiseHelper.GetDynamicNoise(canvasPositionOfIndex * 0.4f + new Vector2(0.05f, 0f), time * 0.05f);
         dynamicNoise2 = Math.Max(0f, 1f - 2.5f * dynamicNoise2);
         baseColor     = ((!(dynamicNoise > dynamicNoise2)) ? Vector4.Lerp(baseColor, _blueCrystalColor, dynamicNoise2) : Vector4.Lerp(baseColor, _pinkCrystalColor, dynamicNoise));
         fragment.SetColor(i, baseColor);
     }
 }
 private void ProcessHighDetail(RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time)
 {
     for (int i = 0; i < fragment.Count; i++)
     {
         Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(i);
         Point   gridPositionOfIndex   = fragment.GetGridPositionOfIndex(i);
         Vector4 baseColor             = _baseColor;
         float   dynamicNoise          = NoiseHelper.GetDynamicNoise(gridPositionOfIndex.X, gridPositionOfIndex.Y, time / 10f);
         baseColor = Vector4.Lerp(baseColor, _secondaryColor, dynamicNoise * dynamicNoise);
         float dynamicNoise2 = NoiseHelper.GetDynamicNoise(canvasPositionOfIndex * 0.5f + new Vector2(0f, time * 0.05f), time / 20f);
         dynamicNoise2 = Math.Max(0f, 1f - dynamicNoise2 * 2f);
         baseColor     = Vector4.Lerp(baseColor, _glowColor, (float)Math.Sqrt(dynamicNoise2) * 0.75f);
         fragment.SetColor(i, baseColor);
     }
 }
Пример #16
0
        private void ProcessHighDetail(RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time)
        {
            new Vector2(1.6f, 0.5f);
            Vector4 value = Vector4.Lerp(_brainColor, _veinColor, Math.Max(0f, (float)Math.Sin(time * 3f)) * 0.5f + 0.5f);

            for (int i = 0; i < fragment.Count; i++)
            {
                Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(i);
                Vector4 brainColor            = _brainColor;
                float   dynamicNoise          = NoiseHelper.GetDynamicNoise(canvasPositionOfIndex * 0.15f + new Vector2(time * 0.002f), time * 0.03f);
                dynamicNoise = (float)Math.Sin(dynamicNoise * 10f) * 0.5f + 0.5f;
                dynamicNoise = Math.Max(0f, 1f - 5f * dynamicNoise);
                brainColor   = Vector4.Lerp(brainColor, value, dynamicNoise);
                fragment.SetColor(i, brainColor);
            }
        }
Пример #17
0
 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);
     }
 }
Пример #18
0
 private void ProcessLowDetail(
     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 vector4_1             = Vector4.Lerp(this._veinColor, this._eyeColor, (float)(Math.Sin((double)time + (double)canvasPositionOfIndex.X * 4.0) * 0.5 + 0.5));
         float   amount    = Math.Max(0.0f, (float)(1.0 - (double)NoiseHelper.GetDynamicNoise(gridPositionOfIndex.X, gridPositionOfIndex.Y, time / 25f) * 5.0));
         Vector4 vector4_2 = Vector4.Lerp(vector4_1, TwinsShader._irisColors[((gridPositionOfIndex.Y * 47 + gridPositionOfIndex.X) % TwinsShader._irisColors.Length + TwinsShader._irisColors.Length) % TwinsShader._irisColors.Length], amount);
         fragment.SetColor(index, vector4_2);
     }
 }
Пример #19
0
 private void ProcessAnyDetail(RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time)
 {
     for (int i = 0; i < fragment.Count; i++)
     {
         Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(i);
         Point   gridPositionOfIndex   = fragment.GetGridPositionOfIndex(i);
         float   dynamicNoise          = NoiseHelper.GetDynamicNoise(canvasPositionOfIndex * new Vector2(0.1f, 0.5f) + new Vector2(time * 0.05f, 0f), time / 20f);
         dynamicNoise = (float)Math.Sqrt(Math.Max(0f, 1f - 2f * dynamicNoise));
         Vector4 value = Vector4.Lerp(_processedSkyColor, _processedCloudColor, dynamicNoise);
         value = Vector4.Lerp(_baseSpaceColor, value, _backgroundTransition);
         float dynamicNoise2 = NoiseHelper.GetDynamicNoise(gridPositionOfIndex.X, gridPositionOfIndex.Y, time / 60f);
         dynamicNoise2 = Math.Max(0f, 1f - dynamicNoise2 * 20f);
         value         = Vector4.Lerp(value, Vector4.One, dynamicNoise2 * 0.98f * _starVisibility);
         fragment.SetColor(i, value);
     }
 }
Пример #20
0
 private void ProcessHighDetail(
     RgbDevice device,
     Fragment fragment,
     EffectDetailLevel quality,
     float time)
 {
     for (int index = 0; index < fragment.Count; ++index)
     {
         fragment.GetGridPositionOfIndex(index);
         Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(index);
         float   dynamicNoise          = NoiseHelper.GetDynamicNoise(canvasPositionOfIndex * 0.3f + new Vector2(12.5f, time * 0.05f), time * 0.1f);
         float   amount  = MathHelper.Clamp(Math.Max(0.0f, (float)(1.0 - (double)dynamicNoise * (double)dynamicNoise * 4.0 * (1.20000004768372 - (double)canvasPositionOfIndex.Y))) * canvasPositionOfIndex.Y, 0.0f, 1f);
         Vector4 vector4 = Vector4.Lerp(this._corruptionColor, Vector4.Lerp(this._flameColor, this._flameTipColor, amount), amount);
         fragment.SetColor(index, vector4);
     }
 }
Пример #21
0
 private void ProcessHighDetail(
     RgbDevice device,
     Fragment fragment,
     EffectDetailLevel quality,
     float time)
 {
     for (int index = 0; index < fragment.Count; ++index)
     {
         fragment.GetGridPositionOfIndex(index);
         Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(index);
         Vector4 baseColor             = this._baseColor;
         float   amount1 = Math.Max(0.0f, (float)(1.0 - 2.5 * (double)NoiseHelper.GetDynamicNoise(canvasPositionOfIndex * 0.4f, time * 0.05f)));
         float   amount2 = Math.Max(0.0f, (float)(1.0 - 2.5 * (double)NoiseHelper.GetDynamicNoise(canvasPositionOfIndex * 0.4f + new Vector2(0.05f, 0.0f), time * 0.05f)));
         Vector4 vector4 = (double)amount1 <= (double)amount2 ? Vector4.Lerp(baseColor, this._blueCrystalColor, amount2) : Vector4.Lerp(baseColor, this._pinkCrystalColor, amount1);
         fragment.SetColor(index, vector4);
     }
 }
Пример #22
0
        private void ProcessHighDetail(RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time)
        {
            Vector4 value  = _primaryColor * _surfaceColor;
            Vector4 value2 = _secondaryColor * _surfaceColor;

            for (int i = 0; i < fragment.Count; i++)
            {
                Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(i);
                Point   gridPositionOfIndex   = fragment.GetGridPositionOfIndex(i);
                float   amount       = (float)Math.Sin(canvasPositionOfIndex.X * 1.5f + canvasPositionOfIndex.Y + time) * 0.5f + 0.5f;
                Vector4 value3       = Vector4.Lerp(value, value2, amount);
                float   dynamicNoise = NoiseHelper.GetDynamicNoise(gridPositionOfIndex.X, gridPositionOfIndex.Y, time / 60f);
                dynamicNoise  = Math.Max(0f, 1f - dynamicNoise * 20f);
                dynamicNoise *= 1f - _surfaceColor.X;
                value3        = Vector4.Max(value3, new Vector4(dynamicNoise * _starVisibility));
                fragment.SetColor(i, value3);
            }
        }
Пример #23
0
        private void ProcessHighDetail(RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time)
        {
            Vector4 vector = _skyColor * _lightColor;

            for (int i = 0; i < fragment.Count; i++)
            {
                Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(i);
                Point   gridPositionOfIndex   = fragment.GetGridPositionOfIndex(i);
                float   dynamicNoise          = NoiseHelper.GetDynamicNoise(gridPositionOfIndex.X, gridPositionOfIndex.Y, time / 20f);
                dynamicNoise = Math.Max(0f, 1f - dynamicNoise * 5f);
                Vector4 value = vector;
                value = (((gridPositionOfIndex.X * 100 + gridPositionOfIndex.Y) % 2 != 0) ? Vector4.Lerp(value, _pinkFlowerColor, dynamicNoise) : Vector4.Lerp(value, _yellowFlowerColor, dynamicNoise));
                float num = (float)Math.Sin(canvasPositionOfIndex.X) * 0.3f + 0.7f;
                if (canvasPositionOfIndex.Y > num)
                {
                    value = _groundColor;
                }
                fragment.SetColor(i, value);
            }
        }
Пример #24
0
        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);
            }
        }
Пример #25
0
 private void ProcessHighDetail(RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time)
 {
     for (int i = 0; i < fragment.Count; i++)
     {
         Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(i);
         Vector4 vector       = _backgroundColor;
         float   dynamicNoise = NoiseHelper.GetDynamicNoise(canvasPositionOfIndex * 0.2f, time * 0.5f);
         float   num          = 0.4f;
         num += dynamicNoise * 0.4f;
         float num2 = 1.1f - canvasPositionOfIndex.Y;
         if (num2 < num)
         {
             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);
             Vector4 value  = Vector4.Lerp(_primaryColor, _secondaryColor, staticNoise);
             float   amount = 1f - MathHelper.Clamp((num2 - num + 0.2f) / 0.2f, 0f, 1f);
             vector = Vector4.Lerp(vector, value, amount);
         }
         fragment.SetColor(i, vector);
     }
 }
Пример #26
0
        private void ProcessHighDetail(
            RgbDevice device,
            Fragment fragment,
            EffectDetailLevel quality,
            float time)
        {
            Vector4 vector4_1 = this._skyColor * this._lightColor;

            for (int index = 0; index < fragment.Count; ++index)
            {
                Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(index);
                Point   gridPositionOfIndex   = fragment.GetGridPositionOfIndex(index);
                float   amount    = Math.Max(0.0f, (float)(1.0 - (double)NoiseHelper.GetDynamicNoise(gridPositionOfIndex.X, gridPositionOfIndex.Y, time / 20f) * 5.0));
                Vector4 vector4_2 = vector4_1;
                Vector4 vector4_3 = (gridPositionOfIndex.X * 100 + gridPositionOfIndex.Y) % 2 != 0 ? Vector4.Lerp(vector4_2, this._pinkFlowerColor, amount) : Vector4.Lerp(vector4_2, this._yellowFlowerColor, amount);
                if ((double)canvasPositionOfIndex.Y > Math.Sin((double)canvasPositionOfIndex.X) * 0.300000011920929 + 0.699999988079071)
                {
                    vector4_3 = this._groundColor;
                }
                fragment.SetColor(index, vector4_3);
            }
        }
Пример #27
0
 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_1             = this._backgroundColor;
         float   num1 = 0.4f + NoiseHelper.GetDynamicNoise(canvasPositionOfIndex * 0.2f, time * 0.5f) * 0.4f;
         float   num2 = 1.1f - canvasPositionOfIndex.Y;
         if ((double)num2 < (double)num1)
         {
             float   staticNoise = NoiseHelper.GetStaticNoise(canvasPositionOfIndex * 0.3f + new Vector2(12.5f, time * 0.2f));
             Vector4 vector4_2   = Vector4.Lerp(this._primaryColor, this._secondaryColor, MathHelper.Clamp(Math.Max(0.0f, (float)(1.0 - (double)staticNoise * (double)staticNoise * 4.0 * (double)staticNoise)), 0.0f, 1f));
             float   amount      = 1f - MathHelper.Clamp((float)(((double)num2 - (double)num1 + 0.200000002980232) / 0.200000002980232), 0.0f, 1f);
             vector4_1 = Vector4.Lerp(vector4_1, vector4_2, amount);
         }
         fragment.SetColor(index, vector4_1);
     }
 }
Пример #28
0
        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
            bool flag = (int)device.Type == 0 || (int)device.Type == 6;

            for (int i = 0; i < fragment.Count; i++)
            {
                Vector2 canvasPositionOfIndex = fragment.GetCanvasPositionOfIndex(i);
                Point   gridPositionOfIndex   = fragment.GetGridPositionOfIndex(i);
                float   dynamicNoise          = NoiseHelper.GetDynamicNoise(canvasPositionOfIndex * 0.3f, time / 5f);
                dynamicNoise = Math.Max(0f, 1f - dynamicNoise * 2.5f);
                Vector4 vector = Vector4.Lerp(_backgroundColor, _sporeColor, dynamicNoise);
                if (flag)
                {
                    float dynamicNoise2 = NoiseHelper.GetDynamicNoise(gridPositionOfIndex.X, gridPositionOfIndex.Y, time / 100f);
                    dynamicNoise2 = Math.Max(0f, 1f - dynamicNoise2 * 20f);
                    vector        = Vector4.Lerp(vector, _flowerColors[((gridPositionOfIndex.Y * 47 + gridPositionOfIndex.X) % 5 + 5) % 5], dynamicNoise2);
                }
                fragment.SetColor(i, vector);
            }
        }
 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);
     }
 }
Пример #30
0
 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);
     }
 }