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 TextureWaterFX extends FMLTextureFX
009    {
010        /** red RGB value for water texture */
011        protected float[] red = new float[256];
012    
013        /** green RGB value for water texture */
014        protected float[] green = new float[256];
015    
016        /** blue RGB value for water texture */
017        protected float[] blue = new float[256];
018    
019        /** alpha RGB value for water texture */
020        protected float[] alpha = new float[256];
021        private int tickCounter = 0;
022    
023        public TextureWaterFX()
024        {
025            super(Block.waterMoving.blockIndexInTexture);
026            setup();
027        }
028    
029        @Override
030        public void setup()
031        {
032            super.setup();
033            red = new float[tileSizeSquare];
034            green = new float[tileSizeSquare];
035            blue = new float[tileSizeSquare];
036            alpha = new float[tileSizeSquare];
037            tickCounter = 0;
038        }
039        
040        public void onTick()
041        {
042            ++this.tickCounter;
043            int var1;
044            int var2;
045            float var3;
046            int var5;
047            int var6;
048    
049            for (var1 = 0; var1 < tileSizeBase; ++var1)
050            {
051                for (var2 = 0; var2 < tileSizeBase; ++var2)
052                {
053                    var3 = 0.0F;
054    
055                    for (int var4 = var1 - 1; var4 <= var1 + 1; ++var4)
056                    {
057                        var5 = var4 & tileSizeMask;
058                        var6 = var2 & tileSizeMask;
059                        var3 += this.red[var5 + var6 * tileSizeBase];
060                    }
061    
062                    this.green[var1 + var2 * tileSizeBase] = var3 / 3.3F + this.blue[var1 + var2 * tileSizeBase] * 0.8F;
063                }
064            }
065    
066            for (var1 = 0; var1 < tileSizeBase; ++var1)
067            {
068                for (var2 = 0; var2 < tileSizeBase; ++var2)
069                {
070                    this.blue[var1 + var2 * tileSizeBase] += this.alpha[var1 + var2 * tileSizeBase] * 0.05F;
071    
072                    if (this.blue[var1 + var2 * tileSizeBase] < 0.0F)
073                    {
074                        this.blue[var1 + var2 * tileSizeBase] = 0.0F;
075                    }
076    
077                    this.alpha[var1 + var2 * tileSizeBase] -= 0.1F;
078    
079                    if (Math.random() < 0.05D)
080                    {
081                        this.alpha[var1 + var2 * tileSizeBase] = 0.5F;
082                    }
083                }
084            }
085    
086            float[] var12 = this.green;
087            this.green = this.red;
088            this.red = var12;
089    
090            for (var2 = 0; var2 < tileSizeSquare; ++var2)
091            {
092                var3 = this.red[var2];
093    
094                if (var3 > 1.0F)
095                {
096                    var3 = 1.0F;
097                }
098    
099                if (var3 < 0.0F)
100                {
101                    var3 = 0.0F;
102                }
103    
104                float var13 = var3 * var3;
105                var5 = (int)(32.0F + var13 * 32.0F);
106                var6 = (int)(50.0F + var13 * 64.0F);
107                int var7 = 255;
108                int var8 = (int)(146.0F + var13 * 50.0F);
109    
110                if (this.anaglyphEnabled)
111                {
112                    int var9 = (var5 * 30 + var6 * 59 + var7 * 11) / 100;
113                    int var10 = (var5 * 30 + var6 * 70) / 100;
114                    int var11 = (var5 * 30 + var7 * 70) / 100;
115                    var5 = var9;
116                    var6 = var10;
117                    var7 = var11;
118                }
119    
120                this.imageData[var2 * 4 + 0] = (byte)var5;
121                this.imageData[var2 * 4 + 1] = (byte)var6;
122                this.imageData[var2 * 4 + 2] = (byte)var7;
123                this.imageData[var2 * 4 + 3] = (byte)var8;
124            }
125        }
126    }