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Resources.cs
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130 lines (108 loc) · 9.68 KB
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using Microsoft.Xna.Framework.Graphics;
using ReLogic.Content;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Terraria;
using Terraria.Graphics.Effects;
using Terraria.Graphics.Shaders;
using Terraria.ID;
using Terraria.ModLoader;
using static Terraria.ModLoader.ModContent;
namespace IDye
{
public static class Resources
{
// public static ShaderCache Shaders { get; internal set; }
// public class ShaderCache
// {
// public ShaderCache()
// {
// DyeHard mod = DyeHard.instance;
// DyeHardShaders = mod.Assets.Request<Effect>("Assets/Effects/DyeHardEffect").Value;
// jadeDyeShader = new ArmorShaderData(new Ref<Effect>(mod.Assets.Request<Effect>("Effects/Armor", AssetRequestMode.ImmediateLoad).Value), "JadeConst");
// fireDyeShader = new ArmorShaderData(new Ref<Effect>(mod.Assets.Request<Effect>("Effects/Firewave", AssetRequestMode.ImmediateLoad).Value), "Firewave");
// fireMiscShader = new MiscShaderData(new Ref<Effect>(mod.Assets.Request<Effect>("Effects/Firewave", AssetRequestMode.ImmediateLoad).Value), "Firewave");
// starlightShader = new ArmorShaderData(new Ref<Effect>(mod.Assets.Request<Effect>("Effects/Starlight", AssetRequestMode.ImmediateLoad).Value), "Starlight");
// dimStarlightShader = new ArmorShaderData(new Ref<Effect>(mod.Assets.Request<Effect>("Effects/Armor", AssetRequestMode.ImmediateLoad).Value), "Starlight");
// brightStarlightShader = new ArmorShaderData(new Ref<Effect>(mod.Assets.Request<Effect>("Effects/Armor", AssetRequestMode.ImmediateLoad).Value), "BrightStarlight");
// nebulaShader = new ArmorShaderData(new Ref<Effect>(mod.Assets.Request<Effect>("Effects/Nebula", AssetRequestMode.ImmediateLoad).Value), "Nebula");
// nebulaDistortionTexture = mod.Assets.Request<Texture2D>("Textures/Starry_Noise", AssetRequestMode.ImmediateLoad);
// nebulaShader.UseNonVanillaImage(nebulaDistortionTexture);
// retroShader = new ArmorShaderData(new Ref<Effect>(mod.Assets.Request<Effect>("Effects/Armor", AssetRequestMode.ImmediateLoad).Value), "Retro");
// retroShader.UseOpacity(0.75f);
// retroShader.UseSaturation(0.65f);
// retroShaderRed = new ArmorShaderData(new Ref<Effect>(mod.Assets.Request<Effect>("Effects/Armor", AssetRequestMode.ImmediateLoad).Value), "Retro");
// retroShaderRed.UseOpacity(-0.25f);
// retroShaderRed.UseSaturation(-0.5f);
// distortMiscShader = new ArmorShaderData(new Ref<Effect>(mod.Assets.Request<Effect>("Effects/Distort", AssetRequestMode.ImmediateLoad).Value), "Distort");
// testDistortionTexture = mod.Assets.Request<Texture2D>("Textures/40x40Dist", AssetRequestMode.ImmediateLoad);
// distortMiscShader.UseNonVanillaImage(testDistortionTexture);
// laserBowOverlayShader = new ArmorShaderData(new Ref<Effect>(mod.Assets.Request<Effect>("Effects/LaserBow", AssetRequestMode.ImmediateLoad).Value), "LaserBow");
// chimeraShader = new ArmorShaderData(new Ref<Effect>(mod.Assets.Request<Effect>("Effects/Armor", AssetRequestMode.ImmediateLoad).Value), "Chimerebos");
// opaqueChimeraShader = new ArmorShaderData(new Ref<Effect>(mod.Assets.Request<Effect>("Effects/Armor", AssetRequestMode.ImmediateLoad).Value), "ChimerebosOpaque");
// GameShaders.Armor.BindShader(ItemType<Jade_Dye>(), jadeDyeShader);
// GameShaders.Armor.BindShader(ItemType<Heatwave_Dye>(), fireDyeShader);
// GameShaders.Armor.BindShader(ItemType<Starlight_Dye>(), starlightShader);
// GameShaders.Armor.BindShader(ItemType<Dim_Starlight_Dye>(), dimStarlightShader);
// GameShaders.Armor.BindShader(ItemType<Bright_Starlight_Dye>(), brightStarlightShader);
// GameShaders.Armor.BindShader(ItemType<Hydra_Staff>(), nebulaShader);
// GameShaders.Armor.BindShader(ItemType<Retro_Dye>(), retroShader);
// GameShaders.Armor.BindShader(ItemType<Red_Retro_Dye>(), retroShaderRed);
// GameShaders.Armor.BindShader(ItemType<GPS_Dye>(), new GPSArmorShaderData(new Ref<Effect>(mod.Assets.Request<Effect>("Effects/GPS", AssetRequestMode.ImmediateLoad).Value), "GPS"));
// EpikV2.jadeShaderID = GameShaders.Armor.GetShaderIdFromItemId(ItemType<Jade_Dye>());
// EpikV2.starlightShaderID = GameShaders.Armor.GetShaderIdFromItemId(ItemType<Starlight_Dye>());
// EpikV2.dimStarlightShaderID = GameShaders.Armor.GetShaderIdFromItemId(ItemType<Dim_Starlight_Dye>());
// EpikV2.brightStarlightShaderID = GameShaders.Armor.GetShaderIdFromItemId(ItemType<Bright_Starlight_Dye>());
// EpikV2.nebulaShaderID = GameShaders.Armor.GetShaderIdFromItemId(ItemType<Hydra_Staff>());
// GameShaders.Armor.BindShader(ItemType<GraphicsDebugger>(), distortMiscShader);
// EpikV2.distortShaderID = GameShaders.Armor.GetShaderIdFromItemId(ItemType<GraphicsDebugger>());
// EpikV2.alphaMapShader = new ArmorShaderData(new Ref<Effect>(mod.Assets.Request<Effect>("Effects/Armor", AssetRequestMode.ImmediateLoad).Value), "AlphaMap");
// GameShaders.Armor.BindShader(ItemType<Chroma_Dummy_Dye>(), EpikV2.alphaMapShader);
// EpikV2.alphaMapShaderID = ItemType<Chroma_Dummy_Dye>();
// GameShaders.Armor.BindShader(ItemType<Cursed_Hades_Dye>(), new ArmorShaderData(Main.PixelShaderRef, "ArmorHades"))
// .UseColor(0.2f, 1.5f, 0.2f).UseSecondaryColor(0.2f, 1.5f, 0.2f);
// GameShaders.Armor.BindShader(ItemType<Ichor_Dye>(), new ArmorShaderData(Main.PixelShaderRef, "ArmorLivingFlame"))
// .UseColor(1.12f, 1f, 0f).UseSecondaryColor(1.25f, 0.8f, 0f);
// EpikV2.ichorShaderID = GameShaders.Armor.GetShaderIdFromItemId(ItemType<Ichor_Dye>());
// GameShaders.Armor.BindShader(ItemType<Golden_Flame_Dye>(), new ArmorShaderData(Main.PixelShaderRef, "ArmorHades"))
// .UseColor(1f, 1f, 1f).UseSecondaryColor(1.5f, 1.25f, 0.2f);
// GameShaders.Armor.BindShader(ItemType<Laser_Bow>(), laserBowOverlayShader);
// EpikV2.laserBowShaderID = GameShaders.Armor.GetShaderIdFromItemId(ItemType<Laser_Bow>());
// GameShaders.Armor.BindShader(ItemType<Chimera_Dye>(), chimeraShader);
// EpikV2.chimeraShaderID = GameShaders.Armor.GetShaderIdFromItemId(ItemType<Chimera_Dye>());
// GameShaders.Armor.BindShader(ItemType<Opaque_Chimera_Dye>(), opaqueChimeraShader);
// EpikV2.opaqueChimeraShaderID = GameShaders.Armor.GetShaderIdFromItemId(ItemType<Opaque_Chimera_Dye>());
// GameShaders.Armor.BindShader(ItemType<Inverted_Chimera_Dye>(), new ArmorShaderData(new Ref<Effect>(mod.Assets.Request<Effect>("Effects/Armor", AssetRequestMode.ImmediateLoad).Value), "ChimerebosInverted"));
// int invertedChimeraShaderID = GameShaders.Armor.GetShaderIdFromItemId(ItemType<Inverted_Chimera_Dye>());
// GameShaders.Armor.BindShader(ItemType<Opaque_Inverted_Chimera_Dye>(), new ArmorShaderData(new Ref<Effect>(mod.Assets.Request<Effect>("Effects/Armor", AssetRequestMode.ImmediateLoad).Value), "ChimerebosInvertedOpaque"));
// int opaqueInvertedChimeraShaderID = GameShaders.Armor.GetShaderIdFromItemId(ItemType<Opaque_Inverted_Chimera_Dye>());
// Filters.Scene["EpikV2:LSD"] = new Filter(new ScreenShaderData(new Ref<Effect>(mod.Assets.Request<Effect>("Effects/LSD", AssetRequestMode.ImmediateLoad).Value), EpikClientConfig.Instance.reduceJitter ? "LessD" : "LSD"), EffectPriority.High);
// InvalidArmorShaders = new List<InvalidArmorShader> {
// new InvalidArmorShader(EpikV2.starlightShaderID, EpikV2.dimStarlightShaderID),
// new InvalidArmorShader(EpikV2.brightStarlightShaderID, EpikV2.dimStarlightShaderID),
// new InvalidArmorShader(EpikV2.chimeraShaderID, EpikV2.opaqueChimeraShaderID),
// new InvalidArmorShader(invertedChimeraShaderID, opaqueInvertedChimeraShaderID)
// };
// }
// public Effect DyeHardShaders;
// public ArmorShaderData jadeDyeShader;
// public ArmorShaderData fireDyeShader;
// public MiscShaderData fireMiscShader;
// public ArmorShaderData starlightShader;
// public ArmorShaderData dimStarlightShader;
// public ArmorShaderData brightStarlightShader;
// public ArmorShaderData nebulaShader;
// public ArmorShaderData retroShader;
// public ArmorShaderData retroShaderRed;
// public ArmorShaderData distortMiscShader;
// public ArmorShaderData laserBowOverlayShader;
// public ArmorShaderData chimeraShader;
// public ArmorShaderData opaqueChimeraShader;
// public Asset<Texture2D> nebulaDistortionTexture;
// public Asset<Texture2D> testDistortionTexture;
// }
}
}