private static void LoadHairDyes() { Ref <Effect> pixelShaderRef = Main.PixelShaderRef; DyeInitializer.LoadLegacyHairdyes(); GameShaders.Hair.BindShader <HairShaderData>(3259, new HairShaderData(pixelShaderRef, "ArmorTwilight")).UseImage("Images/Misc/noise").UseColor(0.5f, 0.1f, 1f); }
private static void LoadMisc() { Ref <Effect> pixelShaderRef = Main.PixelShaderRef; GameShaders.Misc["ForceField"] = new MiscShaderData(pixelShaderRef, "ForceField"); GameShaders.Misc["WaterProcessor"] = new MiscShaderData(pixelShaderRef, "WaterProcessor"); GameShaders.Misc["WaterDistortionObject"] = new MiscShaderData(pixelShaderRef, "WaterDistortionObject"); GameShaders.Misc["WaterDebugDraw"] = new MiscShaderData(Main.ScreenShaderRef, "WaterDebugDraw"); GameShaders.Misc["HallowBoss"] = new MiscShaderData(pixelShaderRef, "HallowBoss"); GameShaders.Misc["HallowBoss"].UseImage1("Images/Extra_" + (object)(short)156); GameShaders.Misc["QueenSlime"] = new MiscShaderData(pixelShaderRef, "QueenSlime"); GameShaders.Misc["QueenSlime"].UseImage1("Images/Extra_" + (object)(short)180); GameShaders.Misc["QueenSlime"].UseImage2("Images/Extra_" + (object)(short)179); int type = 3530; bool[] flagArray = new bool[GameShaders.Armor.GetShaderIdFromItemId(type) + 1]; for (int index = 0; index < flagArray.Length; ++index) { flagArray[index] = true; } foreach (int nonColorfulDyeItem in ItemID.Sets.NonColorfulDyeItems) { flagArray[GameShaders.Armor.GetShaderIdFromItemId(nonColorfulDyeItem)] = false; } ItemID.Sets.ColorfulDyeValues = flagArray; DyeInitializer.LoadMiscVertexShaders(); }
private static void LoadBasicColorDye( int baseDyeItem, float r, float g, float b, float saturation = 1f, int oldShader = 1) { DyeInitializer.LoadBasicColorDye(baseDyeItem, baseDyeItem + 12, baseDyeItem + 31, baseDyeItem + 44, r, g, b, saturation, oldShader); }
private static void LoadBasicColorDyes() { DyeInitializer.LoadBasicColorDye(1007, 1f, 0.0f, 0.0f, 1.2f, 1); DyeInitializer.LoadBasicColorDye(1008, 1f, 0.5f, 0.0f, 1.2f, 2); DyeInitializer.LoadBasicColorDye(1009, 1f, 1f, 0.0f, 1.2f, 3); DyeInitializer.LoadBasicColorDye(1010, 0.5f, 1f, 0.0f, 1.2f, 4); DyeInitializer.LoadBasicColorDye(1011, 0.0f, 1f, 0.0f, 1.2f, 5); DyeInitializer.LoadBasicColorDye(1012, 0.0f, 1f, 0.5f, 1.2f, 6); DyeInitializer.LoadBasicColorDye(1013, 0.0f, 1f, 1f, 1.2f, 7); DyeInitializer.LoadBasicColorDye(1014, 0.2f, 0.5f, 1f, 1.2f, 8); DyeInitializer.LoadBasicColorDye(1015, 0.0f, 0.0f, 1f, 1.2f, 9); DyeInitializer.LoadBasicColorDye(1016, 0.5f, 0.0f, 1f, 1.2f, 10); DyeInitializer.LoadBasicColorDye(1017, 1f, 0.0f, 1f, 1.2f, 11); DyeInitializer.LoadBasicColorDye(1018, 1f, 0.1f, 0.5f, 1.3f, 12); DyeInitializer.LoadBasicColorDye(2874, 2875, 2876, 2877, 0.4f, 0.2f, 0.0f, 1f, 1); }
private static void LoadArmorDyes() { Ref <Effect> pixelShaderRef = Main.PixelShaderRef; DyeInitializer.LoadBasicColorDyes(); GameShaders.Armor.BindShader <ArmorShaderData>(1050, new ArmorShaderData(pixelShaderRef, "ArmorBrightnessColored")).UseColor(0.6f, 0.6f, 0.6f); GameShaders.Armor.BindShader <ArmorShaderData>(1037, new ArmorShaderData(pixelShaderRef, "ArmorBrightnessColored")).UseColor(1f, 1f, 1f); GameShaders.Armor.BindShader <ArmorShaderData>(3558, new ArmorShaderData(pixelShaderRef, "ArmorBrightnessColored")).UseColor(1.5f, 1.5f, 1.5f); GameShaders.Armor.BindShader <ArmorShaderData>(2871, new ArmorShaderData(pixelShaderRef, "ArmorBrightnessColored")).UseColor(0.05f, 0.05f, 0.05f); GameShaders.Armor.BindShader <ArmorShaderData>(3559, new ArmorShaderData(pixelShaderRef, "ArmorColoredAndBlack")).UseColor(1f, 1f, 1f).UseSaturation(1.2f); GameShaders.Armor.BindShader <ArmorShaderData>(1031, new ArmorShaderData(pixelShaderRef, "ArmorColoredGradient")).UseColor(1f, 0.0f, 0.0f).UseSecondaryColor(1f, 1f, 0.0f).UseSaturation(1.2f); GameShaders.Armor.BindShader <ArmorShaderData>(1032, new ArmorShaderData(pixelShaderRef, "ArmorColoredAndBlackGradient")).UseColor(1f, 0.0f, 0.0f).UseSecondaryColor(1f, 1f, 0.0f).UseSaturation(1.5f); GameShaders.Armor.BindShader <ArmorShaderData>(3550, new ArmorShaderData(pixelShaderRef, "ArmorColoredAndSilverTrimGradient")).UseColor(1f, 0.0f, 0.0f).UseSecondaryColor(1f, 1f, 0.0f).UseSaturation(1.5f); GameShaders.Armor.BindShader <ArmorShaderData>(1063, new ArmorShaderData(pixelShaderRef, "ArmorBrightnessGradient")).UseColor(1f, 0.0f, 0.0f).UseSecondaryColor(1f, 1f, 0.0f); GameShaders.Armor.BindShader <ArmorShaderData>(1035, new ArmorShaderData(pixelShaderRef, "ArmorColoredGradient")).UseColor(0.0f, 0.0f, 1f).UseSecondaryColor(0.0f, 1f, 1f).UseSaturation(1.2f); GameShaders.Armor.BindShader <ArmorShaderData>(1036, new ArmorShaderData(pixelShaderRef, "ArmorColoredAndBlackGradient")).UseColor(0.0f, 0.0f, 1f).UseSecondaryColor(0.0f, 1f, 1f).UseSaturation(1.5f); GameShaders.Armor.BindShader <ArmorShaderData>(3552, new ArmorShaderData(pixelShaderRef, "ArmorColoredAndSilverTrimGradient")).UseColor(0.0f, 0.0f, 1f).UseSecondaryColor(0.0f, 1f, 1f).UseSaturation(1.5f); GameShaders.Armor.BindShader <ArmorShaderData>(1065, new ArmorShaderData(pixelShaderRef, "ArmorBrightnessGradient")).UseColor(0.0f, 0.0f, 1f).UseSecondaryColor(0.0f, 1f, 1f); GameShaders.Armor.BindShader <ArmorShaderData>(1033, new ArmorShaderData(pixelShaderRef, "ArmorColoredGradient")).UseColor(0.0f, 1f, 0.0f).UseSecondaryColor(1f, 1f, 0.0f).UseSaturation(1.2f); GameShaders.Armor.BindShader <ArmorShaderData>(1034, new ArmorShaderData(pixelShaderRef, "ArmorColoredAndBlackGradient")).UseColor(0.0f, 1f, 0.0f).UseSecondaryColor(1f, 1f, 0.0f).UseSaturation(1.5f); GameShaders.Armor.BindShader <ArmorShaderData>(3551, new ArmorShaderData(pixelShaderRef, "ArmorColoredAndSilverTrimGradient")).UseColor(0.0f, 1f, 0.0f).UseSecondaryColor(1f, 1f, 0.0f).UseSaturation(1.5f); GameShaders.Armor.BindShader <ArmorShaderData>(1064, new ArmorShaderData(pixelShaderRef, "ArmorBrightnessGradient")).UseColor(0.0f, 1f, 0.0f).UseSecondaryColor(1f, 1f, 0.0f); GameShaders.Armor.BindShader <ArmorShaderData>(1068, new ArmorShaderData(pixelShaderRef, "ArmorColoredGradient")).UseColor(0.5f, 1f, 0.0f).UseSecondaryColor(1f, 0.5f, 0.0f).UseSaturation(1.5f); GameShaders.Armor.BindShader <ArmorShaderData>(1069, new ArmorShaderData(pixelShaderRef, "ArmorColoredGradient")).UseColor(0.0f, 1f, 0.5f).UseSecondaryColor(0.0f, 0.5f, 1f).UseSaturation(1.5f); GameShaders.Armor.BindShader <ArmorShaderData>(1070, new ArmorShaderData(pixelShaderRef, "ArmorColoredGradient")).UseColor(1f, 0.0f, 0.5f).UseSecondaryColor(0.5f, 0.0f, 1f).UseSaturation(1.5f); GameShaders.Armor.BindShader <ArmorShaderData>(1066, new ArmorShaderData(pixelShaderRef, "ArmorColoredRainbow")); GameShaders.Armor.BindShader <ArmorShaderData>(1067, new ArmorShaderData(pixelShaderRef, "ArmorBrightnessRainbow")); GameShaders.Armor.BindShader <ArmorShaderData>(3556, new ArmorShaderData(pixelShaderRef, "ArmorMidnightRainbow")); GameShaders.Armor.BindShader <ArmorShaderData>(2869, new ArmorShaderData(pixelShaderRef, "ArmorLivingFlame")).UseColor(1f, 0.9f, 0.0f).UseSecondaryColor(1f, 0.2f, 0.0f); GameShaders.Armor.BindShader <ArmorShaderData>(2870, new ArmorShaderData(pixelShaderRef, "ArmorLivingRainbow")); GameShaders.Armor.BindShader <ArmorShaderData>(2873, new ArmorShaderData(pixelShaderRef, "ArmorLivingOcean")); GameShaders.Armor.BindShader <ReflectiveArmorShaderData>(3026, new ReflectiveArmorShaderData(pixelShaderRef, "ArmorReflectiveColor")).UseColor(1f, 1f, 1f); GameShaders.Armor.BindShader <ReflectiveArmorShaderData>(3027, new ReflectiveArmorShaderData(pixelShaderRef, "ArmorReflectiveColor")).UseColor(1.5f, 1.2f, 0.5f); GameShaders.Armor.BindShader <ReflectiveArmorShaderData>(3553, new ReflectiveArmorShaderData(pixelShaderRef, "ArmorReflectiveColor")).UseColor(1.35f, 0.7f, 0.4f); GameShaders.Armor.BindShader <ReflectiveArmorShaderData>(3554, new ReflectiveArmorShaderData(pixelShaderRef, "ArmorReflectiveColor")).UseColor(0.25f, 0.0f, 0.7f); GameShaders.Armor.BindShader <ReflectiveArmorShaderData>(3555, new ReflectiveArmorShaderData(pixelShaderRef, "ArmorReflectiveColor")).UseColor(0.4f, 0.4f, 0.4f); GameShaders.Armor.BindShader <ReflectiveArmorShaderData>(3190, new ReflectiveArmorShaderData(pixelShaderRef, "ArmorReflective")); GameShaders.Armor.BindShader <TeamArmorShaderData>(1969, new TeamArmorShaderData(pixelShaderRef, "ArmorColored")); GameShaders.Armor.BindShader <ArmorShaderData>(2864, new ArmorShaderData(pixelShaderRef, "ArmorMartian")).UseColor(0.0f, 2f, 3f); GameShaders.Armor.BindShader <ArmorShaderData>(2872, new ArmorShaderData(pixelShaderRef, "ArmorInvert")); GameShaders.Armor.BindShader <ArmorShaderData>(2878, new ArmorShaderData(pixelShaderRef, "ArmorWisp")).UseColor(0.7f, 1f, 0.9f).UseSecondaryColor(0.35f, 0.85f, 0.8f); GameShaders.Armor.BindShader <ArmorShaderData>(2879, new ArmorShaderData(pixelShaderRef, "ArmorWisp")).UseColor(1f, 1.2f, 0.0f).UseSecondaryColor(1f, 0.6f, 0.3f); GameShaders.Armor.BindShader <ArmorShaderData>(2885, new ArmorShaderData(pixelShaderRef, "ArmorWisp")).UseColor(1.2f, 0.8f, 0.0f).UseSecondaryColor(0.8f, 0.2f, 0.0f); GameShaders.Armor.BindShader <ArmorShaderData>(2884, new ArmorShaderData(pixelShaderRef, "ArmorWisp")).UseColor(1f, 0.0f, 1f).UseSecondaryColor(1f, 0.3f, 0.6f); GameShaders.Armor.BindShader <ArmorShaderData>(2883, new ArmorShaderData(pixelShaderRef, "ArmorHighContrastGlow")).UseColor(0.0f, 1f, 0.0f); GameShaders.Armor.BindShader <ArmorShaderData>(3025, new ArmorShaderData(pixelShaderRef, "ArmorFlow")).UseColor(1f, 0.5f, 1f).UseSecondaryColor(0.6f, 0.1f, 1f); GameShaders.Armor.BindShader <ArmorShaderData>(3039, new ArmorShaderData(pixelShaderRef, "ArmorTwilight")).UseImage("Images/Misc/noise").UseColor(0.5f, 0.1f, 1f); GameShaders.Armor.BindShader <ArmorShaderData>(3040, new ArmorShaderData(pixelShaderRef, "ArmorAcid")).UseColor(0.5f, 1f, 0.3f); GameShaders.Armor.BindShader <ArmorShaderData>(3041, new ArmorShaderData(pixelShaderRef, "ArmorMushroom")).UseColor(0.05f, 0.2f, 1f); GameShaders.Armor.BindShader <ArmorShaderData>(3042, new ArmorShaderData(pixelShaderRef, "ArmorPhase")).UseImage("Images/Misc/noise").UseColor(0.4f, 0.2f, 1.5f); GameShaders.Armor.BindShader <ArmorShaderData>(3560, new ArmorShaderData(pixelShaderRef, "ArmorAcid")).UseColor(0.9f, 0.2f, 0.2f); GameShaders.Armor.BindShader <ArmorShaderData>(3561, new ArmorShaderData(pixelShaderRef, "ArmorGel")).UseImage("Images/Misc/noise").UseColor(0.4f, 0.7f, 1.4f).UseSecondaryColor(0.0f, 0.0f, 0.1f); GameShaders.Armor.BindShader <ArmorShaderData>(3562, new ArmorShaderData(pixelShaderRef, "ArmorGel")).UseImage("Images/Misc/noise").UseColor(1.4f, 0.75f, 1f).UseSecondaryColor(0.45f, 0.1f, 0.3f); GameShaders.Armor.BindShader <ArmorShaderData>(3024, new ArmorShaderData(pixelShaderRef, "ArmorGel")).UseImage("Images/Misc/noise").UseColor(-0.5f, -1f, 0.0f).UseSecondaryColor(1.5f, 1f, 2.2f); GameShaders.Armor.BindShader <ArmorShaderData>(3534, new ArmorShaderData(pixelShaderRef, "ArmorMirage")); GameShaders.Armor.BindShader <ArmorShaderData>(3028, new ArmorShaderData(pixelShaderRef, "ArmorAcid")).UseColor(0.5f, 0.7f, 1.5f); GameShaders.Armor.BindShader <ArmorShaderData>(3557, new ArmorShaderData(pixelShaderRef, "ArmorPolarized")); GameShaders.Armor.BindShader <ArmorShaderData>(3038, new ArmorShaderData(pixelShaderRef, "ArmorHades")).UseColor(0.5f, 0.7f, 1.3f).UseSecondaryColor(0.5f, 0.7f, 1.3f); GameShaders.Armor.BindShader <ArmorShaderData>(3600, new ArmorShaderData(pixelShaderRef, "ArmorHades")).UseColor(0.7f, 0.4f, 1.5f).UseSecondaryColor(0.7f, 0.4f, 1.5f); GameShaders.Armor.BindShader <ArmorShaderData>(3597, new ArmorShaderData(pixelShaderRef, "ArmorHades")).UseColor(1.5f, 0.6f, 0.4f).UseSecondaryColor(1.5f, 0.6f, 0.4f); GameShaders.Armor.BindShader <ArmorShaderData>(3598, new ArmorShaderData(pixelShaderRef, "ArmorHades")).UseColor(0.1f, 0.1f, 0.1f).UseSecondaryColor(0.4f, 0.05f, 0.025f); GameShaders.Armor.BindShader <ArmorShaderData>(3599, new ArmorShaderData(pixelShaderRef, "ArmorLoki")).UseColor(0.1f, 0.1f, 0.1f); GameShaders.Armor.BindShader <ArmorShaderData>(3533, new ArmorShaderData(pixelShaderRef, "ArmorShiftingSands")).UseImage("Images/Misc/noise").UseColor(1.1f, 1f, 0.5f).UseSecondaryColor(0.7f, 0.5f, 0.3f); GameShaders.Armor.BindShader <ArmorShaderData>(3535, new ArmorShaderData(pixelShaderRef, "ArmorShiftingPearlsands")).UseImage("Images/Misc/noise").UseColor(1.1f, 0.8f, 0.9f).UseSecondaryColor(0.35f, 0.25f, 0.44f); GameShaders.Armor.BindShader <ArmorShaderData>(3526, new ArmorShaderData(pixelShaderRef, "ArmorSolar")).UseColor(1f, 0.0f, 0.0f).UseSecondaryColor(1f, 1f, 0.0f); GameShaders.Armor.BindShader <ArmorShaderData>(3527, new ArmorShaderData(pixelShaderRef, "ArmorNebula")).UseImage("Images/Misc/noise").UseColor(1f, 0.0f, 1f).UseSecondaryColor(1f, 1f, 1f).UseSaturation(1f); GameShaders.Armor.BindShader <ArmorShaderData>(3528, new ArmorShaderData(pixelShaderRef, "ArmorVortex")).UseImage("Images/Misc/noise").UseColor(0.1f, 0.5f, 0.35f).UseSecondaryColor(1f, 1f, 1f).UseSaturation(1f); GameShaders.Armor.BindShader <ArmorShaderData>(3529, new ArmorShaderData(pixelShaderRef, "ArmorStardust")).UseImage("Images/Misc/noise").UseColor(0.4f, 0.6f, 1f).UseSecondaryColor(1f, 1f, 1f).UseSaturation(1f); GameShaders.Armor.BindShader <ArmorShaderData>(3530, new ArmorShaderData(pixelShaderRef, "ArmorVoid")); DyeInitializer.FixRecipes(); }
public static void Load() { DyeInitializer.LoadArmorDyes(); DyeInitializer.LoadHairDyes(); DyeInitializer.LoadMisc(); }