    001    package net.minecraft.client.renderer.texturefx;
    002
    003    import cpw.mods.fml.client.FMLTextureFX;
    004    import cpw.mods.fml.common.Side;
    005    import cpw.mods.fml.common.asm.SideOnly;
    006    import net.minecraft.block.Block;
    007    import net.minecraft.util.MathHelper;
    008
    009    @SideOnly(Side.CLIENT)
    010    public class TextureLavaFX extends FMLTextureFX
    011    {
    012        protected float[] field_76876_g = new float[256];
    013        protected float[] field_76878_h = new float[256];
    014        protected float[] field_76879_i = new float[256];
    015        protected float[] field_76877_j = new float[256];
    016
    017        public TextureLavaFX()
    018        {
    019            super(Block.lavaMoving.blockIndexInTexture);
    020            setup();
    021        }
    022
    023        @Override
    024        public void setup()
    025        {
    026            super.setup();
    027            field_76876_g = new float[tileSizeSquare];
    028            field_76878_h = new float[tileSizeSquare];
    029            field_76879_i = new float[tileSizeSquare];
    030            field_76877_j = new float[tileSizeSquare];
    031        }
    032
    033        public void onTick()
    034        {
    035            int var2;
    036            float var3;
    037            int var5;
    038            int var6;
    039            int var7;
    040            int var8;
    041            int var9;
    042
    043            for (int var1 = 0; var1 < tileSizeBase; ++var1)
    044            {
    045                for (var2 = 0; var2 < tileSizeBase; ++var2)
    046                {
    047                    var3 = 0.0F;
    048                    int var4 = (int)(MathHelper.sin((float)var2 * (float)Math.PI * 2.0F / 16.0F) * 1.2F);
    049                    var5 = (int)(MathHelper.sin((float)var1 * (float)Math.PI * 2.0F / 16.0F) * 1.2F);
    050
    051                    for (var6 = var1 - 1; var6 <= var1 + 1; ++var6)
    052                    {
    053                        for (var7 = var2 - 1; var7 <= var2 + 1; ++var7)
    054                        {
    055                            var8 = var6 + var4 & tileSizeMask;
    056                            var9 = var7 + var5 & tileSizeMask;
    057                            var3 += this.field_76876_g[var8 + var9 * tileSizeBase];
    058                        }
    059                    }
    060
    061                    this.field_76878_h[var1 + var2 * tileSizeBase] = var3 / 10.0F + (this.field_76879_i[(var1 + 0 & tileSizeMask) + (var2 + 0 & tileSizeMask) * tileSizeBase] + this.field_76879_i[(var1 + 1 & tileSizeMask) + (var2 + 0 & tileSizeMask) * tileSizeBase] + this.field_76879_i[(var1 + 1 & tileSizeMask) + (var2 + 1 & tileSizeMask) * tileSizeBase] + this.field_76879_i[(var1 + 0 & tileSizeMask) + (var2 + 1 & tileSizeMask) * tileSizeBase]) / 4.0F * 0.8F;
    062                    this.field_76879_i[var1 + var2 * tileSizeBase] += this.field_76877_j[var1 + var2 * tileSizeBase] * 0.01F;
    063
    064                    if (this.field_76879_i[var1 + var2 * tileSizeBase] < 0.0F)
    065                    {
    066                        this.field_76879_i[var1 + var2 * tileSizeBase] = 0.0F;
    067                    }
    068
    069                    this.field_76877_j[var1 + var2 * tileSizeBase] -= 0.06F;
    070
    071                    if (Math.random() < 0.005D)
    072                    {
    073                        this.field_76877_j[var1 + var2 * tileSizeBase] = 1.5F;
    074                    }
    075                }
    076            }
    077
    078            float[] var11 = this.field_76878_h;
    079            this.field_76878_h = this.field_76876_g;
    080            this.field_76876_g = var11;
    081
    082            for (var2 = 0; var2 < tileSizeSquare; ++var2)
    083            {
    084                var3 = this.field_76876_g[var2] * 2.0F;
    085
    086                if (var3 > 1.0F)
    087                {
    088                    var3 = 1.0F;
    089                }
    090
    091                if (var3 < 0.0F)
    092                {
    093                    var3 = 0.0F;
    094                }
    095
    096                var5 = (int)(var3 * 100.0F + 155.0F);
    097                var6 = (int)(var3 * var3 * 255.0F);
    098                var7 = (int)(var3 * var3 * var3 * var3 * 128.0F);
    099
    100                if (this.anaglyphEnabled)
    101                {
    102                    var8 = (var5 * 30 + var6 * 59 + var7 * 11) / 100;
    103                    var9 = (var5 * 30 + var6 * 70) / 100;
    104                    int var10 = (var5 * 30 + var7 * 70) / 100;
    105                    var5 = var8;
    106                    var6 = var9;
    107                    var7 = var10;
    108                }
    109
    110                this.imageData[var2 * 4 + 0] = (byte)var5;
    111                this.imageData[var2 * 4 + 1] = (byte)var6;
    112                this.imageData[var2 * 4 + 2] = (byte)var7;
    113                this.imageData[var2 * 4 + 3] = -1;
    114            }
    115        }
    116    }