    001package net.minecraft.client.renderer.texturefx;
    002
    003import cpw.mods.fml.client.FMLTextureFX;
    004import cpw.mods.fml.relauncher.Side;
    005import cpw.mods.fml.relauncher.SideOnly;
    006import net.minecraft.block.Block;
    007
    008@SideOnly(Side.CLIENT)
    009public class TextureWaterFlowFX extends FMLTextureFX
    010{
    011    protected float[] field_76880_g = new float[256];
    012    protected float[] field_76883_h = new float[256];
    013    protected float[] field_76884_i = new float[256];
    014    protected float[] field_76881_j = new float[256];
    015    private int tickCounter = 0;
    016
    017    public TextureWaterFlowFX()
    018    {
    019        super(Block.waterMoving.blockIndexInTexture + 1);
    020        this.tileSize = 2;
    021        setup();
    022    }
    023
    024    @Override
    025    public void setup()
    026    {
    027        super.setup();
    028        field_76880_g = new float[tileSizeSquare];
    029        field_76883_h = new float[tileSizeSquare];
    030        field_76884_i = new float[tileSizeSquare];
    031        field_76881_j = new float[tileSizeSquare];
    032        tickCounter = 0;
    033    }
    034
    035    public void onTick()
    036    {
    037        ++this.tickCounter;
    038        int var1;
    039        int var2;
    040        float var3;
    041        int var5;
    042        int var6;
    043
    044        for (var1 = 0; var1 < tileSizeBase; ++var1)
    045        {
    046            for (var2 = 0; var2 < tileSizeBase; ++var2)
    047            {
    048                var3 = 0.0F;
    049
    050                for (int var4 = var2 - 2; var4 <= var2; ++var4)
    051                {
    052                    var5 = var1 & tileSizeMask;
    053                    var6 = var4 & tileSizeMask;
    054                    var3 += this.field_76880_g[var5 + var6 * tileSizeBase];
    055                }
    056
    057                this.field_76883_h[var1 + var2 * tileSizeBase] = var3 / 3.2F + this.field_76884_i[var1 + var2 * tileSizeBase] * 0.8F;
    058            }
    059        }
    060
    061        for (var1 = 0; var1 < tileSizeBase; ++var1)
    062        {
    063            for (var2 = 0; var2 < tileSizeBase; ++var2)
    064            {
    065                this.field_76884_i[var1 + var2 * tileSizeBase] += this.field_76881_j[var1 + var2 * tileSizeBase] * 0.05F;
    066
    067                if (this.field_76884_i[var1 + var2 * tileSizeBase] < 0.0F)
    068                {
    069                    this.field_76884_i[var1 + var2 * tileSizeBase] = 0.0F;
    070                }
    071
    072                this.field_76881_j[var1 + var2 * tileSizeBase] -= 0.3F;
    073
    074                if (Math.random() < 0.2D)
    075                {
    076                    this.field_76881_j[var1 + var2 * tileSizeBase] = 0.5F;
    077                }
    078            }
    079        }
    080
    081        float[] var12 = this.field_76883_h;
    082        this.field_76883_h = this.field_76880_g;
    083        this.field_76880_g = var12;
    084
    085        for (var2 = 0; var2 < tileSizeSquare; ++var2)
    086        {
    087            var3 = this.field_76880_g[var2 - this.tickCounter * tileSizeBase & tileSizeSquareMask];
    088
    089            if (var3 > 1.0F)
    090            {
    091                var3 = 1.0F;
    092            }
    093
    094            if (var3 < 0.0F)
    095            {
    096                var3 = 0.0F;
    097            }
    098
    099            float var13 = var3 * var3;
    100            var5 = (int)(32.0F + var13 * 32.0F);
    101            var6 = (int)(50.0F + var13 * 64.0F);
    102            int var7 = 255;
    103            int var8 = (int)(146.0F + var13 * 50.0F);
    104
    105            if (this.anaglyphEnabled)
    106            {
    107                int var9 = (var5 * 30 + var6 * 59 + var7 * 11) / 100;
    108                int var10 = (var5 * 30 + var6 * 70) / 100;
    109                int var11 = (var5 * 30 + var7 * 70) / 100;
    110                var5 = var9;
    111                var6 = var10;
    112                var7 = var11;
    113            }
    114
    115            this.imageData[var2 * 4 + 0] = (byte)var5;
    116            this.imageData[var2 * 4 + 1] = (byte)var6;
    117            this.imageData[var2 * 4 + 2] = (byte)var7;
    118            this.imageData[var2 * 4 + 3] = (byte)var8;
    119        }
    120    }
    121}