public static void Load() { Filters.Scene["Nebula"] = new Filter(new ScreenShaderData("FilterTower").UseColor(1f, 0.0f, 0.9f).UseOpacity(0.35f), EffectPriority.High); Filters.Scene["Solar"] = new Filter(new ScreenShaderData("FilterTower").UseColor(1f, 0.7f, 0.0f).UseOpacity(0.3f), EffectPriority.High); Filters.Scene["Stardust"] = new Filter(new ScreenShaderData("FilterTower").UseColor(0.0f, 0.5f, 1f).UseOpacity(0.5f), EffectPriority.High); Filters.Scene["Vortex"] = new Filter(new ScreenShaderData("FilterTower").UseColor(0.0f, 0.7f, 0.7f).UseOpacity(0.5f), EffectPriority.High); Filters.Scene["MonolithNebula"] = new Filter(new ScreenShaderData("FilterMiniTower").UseColor(1f, 0.0f, 0.9f).UseOpacity(0.35f), EffectPriority.Medium); Filters.Scene["MonolithSolar"] = new Filter(new ScreenShaderData("FilterMiniTower").UseColor(1f, 0.7f, 0.0f).UseOpacity(0.3f), EffectPriority.Medium); Filters.Scene["MonolithStardust"] = new Filter(new ScreenShaderData("FilterMiniTower").UseColor(0.0f, 0.5f, 1f).UseOpacity(0.5f), EffectPriority.Medium); Filters.Scene["MonolithVortex"] = new Filter(new ScreenShaderData("FilterMiniTower").UseColor(0.0f, 0.7f, 0.7f).UseOpacity(0.5f), EffectPriority.Medium); Filters.Scene["MoonLord"] = new Filter((ScreenShaderData) new MoonLordScreenShaderData("FilterMoonLord", false), EffectPriority.VeryHigh); Filters.Scene["MoonLordShake"] = new Filter((ScreenShaderData) new MoonLordScreenShaderData("FilterMoonLordShake", false), EffectPriority.VeryHigh); Filters.Scene["MonolithMoonLord"] = new Filter((ScreenShaderData) new MoonLordScreenShaderData("FilterMoonLord", true), EffectPriority.Medium); Filters.Scene["Graveyard"] = new Filter(new ScreenShaderData("FilterGraveyard"), EffectPriority.Medium); Filters.Scene["testInvert"] = new Filter(new ScreenShaderData("FilterInvert"), EffectPriority.VeryHigh); Filters.Scene["BloodMoon"] = new Filter(new BloodMoonScreenShaderData("FilterBloodMoon").UseColor(2f, -0.8f, -0.6f), EffectPriority.Medium); Filters.Scene["Sandstorm"] = new Filter(new SandstormShaderData("FilterSandstormForeground").UseColor(1.1f, 1f, 0.5f).UseSecondaryColor(0.7f, 0.5f, 0.3f).UseImage("Images/Misc/noise", 0, (SamplerState)null).UseIntensity(0.4f), EffectPriority.High); Overlays.Scene["Sandstorm"] = (Overlay) new SimpleOverlay("Images/Misc/noise", new SandstormShaderData("FilterSandstormBackground").UseColor(1.1f, 1f, 0.5f).UseSecondaryColor(0.7f, 0.5f, 0.3f).UseImage("Images/Misc/noise", 0, (SamplerState)null).UseIntensity(0.4f), EffectPriority.High, RenderLayers.Landscape); Filters.Scene["Blizzard"] = new Filter(new BlizzardShaderData("FilterBlizzardForeground").UseColor(1f, 1f, 1f).UseSecondaryColor(0.7f, 0.7f, 1f).UseImage("Images/Misc/noise", 0, (SamplerState)null).UseIntensity(0.4f).UseImageScale(new Vector2(3f, 0.75f), 0), EffectPriority.High); Overlays.Scene["Blizzard"] = (Overlay) new SimpleOverlay("Images/Misc/noise", new BlizzardShaderData("FilterBlizzardBackground").UseColor(1f, 1f, 1f).UseSecondaryColor(0.7f, 0.7f, 1f).UseImage("Images/Misc/noise", 0, (SamplerState)null).UseIntensity(0.4f).UseImageScale(new Vector2(3f, 0.75f), 0), EffectPriority.High, RenderLayers.Landscape); Filters.Scene["HeatDistortion"] = new Filter(new ScreenShaderData("FilterHeatDistortion").UseImage("Images/Misc/noise", 0, (SamplerState)null).UseIntensity(4f), EffectPriority.Low); Filters.Scene["WaterDistortion"] = new Filter(new WaterShaderData("FilterWaterDistortion").UseIntensity(1f).UseImage("Images/Misc/noise", 0, (SamplerState)null), EffectPriority.VeryHigh); Filters.Scene["CrystalDestructionColor"] = new Filter(new ScreenShaderData("FilterCrystalDestructionColor").UseColor(1f, 0.0f, 0.75f).UseIntensity(1f).UseOpacity(0.8f), EffectPriority.VeryHigh); Filters.Scene["CrystalDestructionVortex"] = new Filter(new ScreenShaderData("FilterCrystalDestructionVortex").UseImage("Images/Misc/noise", 0, (SamplerState)null), EffectPriority.VeryHigh); Filters.Scene["CrystalWin"] = new Filter(new ScreenShaderData("FilterCrystalWin"), EffectPriority.VeryHigh); Filters.Scene["Test"] = new Filter(new ScreenShaderData("FilterTest"), EffectPriority.VeryHigh); Filters.Scene["Test2"] = new Filter(new ScreenShaderData("FilterTest2"), EffectPriority.VeryHigh); Filters.Scene["Test3"] = new Filter(new ScreenShaderData("FilterTest3").UseImage("Images/Extra_" + (object)(short)156, 0, (SamplerState)null), EffectPriority.VeryHigh); Overlays.Scene.Load(); Filters.Scene.Load(); ScreenEffectInitializer.LoadSkies(); }
public static void Load() { Filters.Scene["Nebula"] = new Filter(new ScreenShaderData("FilterTower").UseColor(1f, 0.0f, 0.9f).UseOpacity(0.5f), EffectPriority.High); Filters.Scene["Solar"] = new Filter(new ScreenShaderData("FilterTower").UseColor(1f, 0.7f, 0.0f).UseOpacity(0.3f), EffectPriority.High); Filters.Scene["Stardust"] = new Filter(new ScreenShaderData("FilterTower").UseColor(0.0f, 0.5f, 1f).UseOpacity(0.5f), EffectPriority.High); Filters.Scene["Vortex"] = new Filter(new ScreenShaderData("FilterTower").UseColor(0.0f, 0.7f, 0.7f).UseOpacity(0.5f), EffectPriority.High); Filters.Scene["MonolithNebula"] = new Filter(new ScreenShaderData("FilterMiniTower").UseColor(1f, 0.0f, 0.9f).UseOpacity(0.5f), EffectPriority.Medium); Filters.Scene["MonolithSolar"] = new Filter(new ScreenShaderData("FilterMiniTower").UseColor(1f, 0.7f, 0.0f).UseOpacity(0.3f), EffectPriority.Medium); Filters.Scene["MonolithStardust"] = new Filter(new ScreenShaderData("FilterMiniTower").UseColor(0.0f, 0.5f, 1f).UseOpacity(0.5f), EffectPriority.Medium); Filters.Scene["MonolithVortex"] = new Filter(new ScreenShaderData("FilterMiniTower").UseColor(0.0f, 0.7f, 0.7f).UseOpacity(0.5f), EffectPriority.Medium); Filters.Scene["MoonLord"] = new Filter((ScreenShaderData) new MoonLordScreenShaderData("FilterMoonLord"), EffectPriority.VeryHigh); Filters.Scene["MoonLordShake"] = new Filter((ScreenShaderData) new MoonLordScreenShaderData("FilterMoonLordShake"), EffectPriority.VeryHigh); Filters.Scene["testInvert"] = new Filter(new ScreenShaderData("FilterInvert"), EffectPriority.VeryHigh); Filters.Scene["BloodMoon"] = new Filter(new BloodMoonScreenShaderData("FilterBloodMoon").UseColor(2f, -0.8f, -0.6f), EffectPriority.Medium); Overlays.Scene.Load(); Filters.Scene.Load(); ScreenEffectInitializer.LoadSkies(); }