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