/external/quake/quake/src/QW/server/ |
move.txt | 16 if (head == water) 18 else if (waist == water) 20 else if (feet == water) 27 if (floor == water) 28 if (head == water) 30 if (waist == water) 31 treading water
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/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/Water/ |
SimpleWater.j3md | 1 MaterialDef Simple Water { 21 VertexShader GLSL100: Common/MatDefs/Water/simple_water.vert 22 FragmentShader GLSL100: Common/MatDefs/Water/simple_water.frag
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Water.j3md | 1 MaterialDef Advanced Water { 52 FragmentShader GLSL150 : Common/MatDefs/Water/Water15.frag 72 FragmentShader GLSL120 : Common/MatDefs/Water/Water.frag
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Water.frag | 0 // Water pixel shader
49 // Water transparency along eye vector.
134 // Find intersection with water surface
149 // Find normal of water surface
237 // If we are underwater let's go to under water function
255 // Find intersection with water surface
280 // XXX: HACK ALERT: Increase water depth to infinity if at far plane
289 // Find normal of water surface
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simple_water.vert | 2 GLSL conversion of Michael Horsch water demo
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Water15.frag | 3 // Water pixel shader
53 // Water transparency along eye vector.
130 // Find intersection with water surface
145 // Find normal of water surface
255 // Find intersection with water surface
281 // XXX: HACK ALERT: Increase water depth to infinity if at far plane
290 // Find normal of water surface
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/external/jmonkeyengine/engine/src/test/jme3test/water/ |
TestPostWaterLake.java | 32 package jme3test.water; 45 import com.jme3.water.WaterFilter; 89 final WaterFilter water = new WaterFilter(rootNode, lightDir); local 90 water.setWaterHeight(-20); 91 water.setUseFoam(false); 92 water.setUseRipples(false); 93 water.setDeepWaterColor(ColorRGBA.Brown); 94 water.setWaterColor(ColorRGBA.Brown.mult(2.0f)); 95 water.setWaterTransparency(0.2f); 96 water.setMaxAmplitude(0.3f) [all...] |
TestPostWater.java | 1 package jme3test.water; 35 import com.jme3.water.WaterFilter; 46 private WaterFilter water; field in class:TestPostWater 102 water = new WaterFilter(rootNode, lightDir); 106 fpp.addFilter(water); 127 water.setWaveScale(0.003f); 128 water.setMaxAmplitude(2f); 129 water.setFoamExistence(new Vector3f(1f, 4, 0.5f)); 130 water.setFoamTexture((Texture2D) assetManager.loadTexture("Common/MatDefs/Water/Textures/foam2.jpg")) [all...] |
TestSceneWater.java | 33 package jme3test.water; 48 import com.jme3.water.SimpleWaterProcessor; 109 //setting the water plane 117 //raise depth to see through water 129 Geometry water=new Geometry("water", quad); local 130 water.setShadowMode(ShadowMode.Receive); 131 water.setLocalRotation(new Quaternion().fromAngleAxis(-FastMath.HALF_PI, Vector3f.UNIT_X)); 132 water.setMaterial(waterProcessor.getMaterial()); 133 water.setLocalTranslation(-200, -20, 250) [all...] |
WaterUI.java | 33 package jme3test.water; 39 import com.jme3.water.SimpleWaterProcessor; 52 System.out.println("-- Water transparency : press Y to increase, H to decrease"); 53 System.out.println("-- Water depth : press U to increase, J to decrease"); 98 System.out.println("Water transparency : "+processor.getWaterTransparency()); 102 System.out.println("Water transparency : "+processor.getWaterTransparency()); 106 System.out.println("Water depth : "+processor.getWaterDepth()); 110 System.out.println("Water depth : "+processor.getWaterDepth());
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TestSimpleWater.java | 33 package jme3test.water; 47 import com.jme3.water.SimpleWaterProcessor; 82 //create water quad 138 fpsText.setText("Light Position: "+lightPos.toString()+" Change Light position with [U], [H], [J], [K] and [T], [G] Turn off water with [O]");
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/external/chromium/testing/gtest/samples/ |
sample10_unittest.cc | 51 class Water { 53 // Normal Water declarations go here. 55 // operator new and operator delete help us control water allocation. 72 int Water::allocated_ = 0; 74 // This event listener monitors how many Water objects are created and 75 // destroyed by each test, and reports a failure if a test leaks some Water 76 // objects. It does this by comparing the number of live Water objects at 82 initially_allocated_ = Water::allocated(); 87 int difference = Water::allocated() - initially_allocated_; 93 << "Leaked " << difference << " unit(s) of Water!"; 100 Water* water = new Water; local 107 Water* water = new Water; local [all...] |
/external/gtest/samples/ |
sample10_unittest.cc | 51 class Water { 53 // Normal Water declarations go here. 55 // operator new and operator delete help us control water allocation. 72 int Water::allocated_ = 0; 74 // This event listener monitors how many Water objects are created and 75 // destroyed by each test, and reports a failure if a test leaks some Water 76 // objects. It does this by comparing the number of live Water objects at 82 initially_allocated_ = Water::allocated(); 87 int difference = Water::allocated() - initially_allocated_; 93 << "Leaked " << difference << " unit(s) of Water!"; 100 Water* water = new Water; local 107 Water* water = new Water; local [all...] |
/external/libvpx/libvpx/third_party/googletest/src/samples/ |
sample10_unittest.cc | 51 class Water { 53 // Normal Water declarations go here. 55 // operator new and operator delete help us control water allocation. 72 int Water::allocated_ = 0; 74 // This event listener monitors how many Water objects are created and 75 // destroyed by each test, and reports a failure if a test leaks some Water 76 // objects. It does this by comparing the number of live Water objects at 82 initially_allocated_ = Water::allocated(); 87 int difference = Water::allocated() - initially_allocated_; 93 << "Leaked " << difference << " unit(s) of Water!"; 100 Water* water = new Water; local 107 Water* water = new Water; local [all...] |
/external/protobuf/gtest/samples/ |
sample10_unittest.cc | 51 class Water { 53 // Normal Water declarations go here. 55 // operator new and operator delete help us control water allocation. 72 int Water::allocated_ = 0; 74 // This event listener monitors how many Water objects are created and 75 // destroyed by each test, and reports a failure if a test leaks some Water 76 // objects. It does this by comparing the number of live Water objects at 82 initially_allocated_ = Water::allocated(); 87 int difference = Water::allocated() - initially_allocated_; 93 << "Leaked " << difference << " unit(s) of Water!"; 100 Water* water = new Water; local 107 Water* water = new Water; local [all...] |
/external/jmonkeyengine/engine/src/test/jme3test/helloworld/ |
HelloEffects.java | 42 /** Sample 11 - how to create fire, water, and explosion effects. */ 90 // ParticleEmitter water = 96 // water.setMaterial(mat_blue); 97 // water.setImagesX(2); 98 // water.setImagesY(2); // 2x2 texture animation 99 // water.setStartColor( ColorRGBA.Blue); 100 // water.setEndColor( ColorRGBA.Cyan); 101 // water.getParticleInfluencer().setInitialVelocity(new Vector3f(0, -4, 0)); 102 // water.setStartSize(1f); 103 // water.setEndSize(1.5f) [all...] |
/external/jmonkeyengine/engine/src/core-effects/com/jme3/water/ |
SimpleWaterProcessor.java | 32 package com.jme3.water; 54 * Simple Water renders a simple plane that use reflection and refraction to look like water. 56 * It's useful if you aim low specs hardware and still want a good looking water. 65 * //setting the water plane 68 * //setting the water color 71 * //creating a quad to render water to 77 * //creating a geom to attach the water material 78 * Geometry water=new Geometry("water", quad) [all...] |
WaterFilter.java | 32 package com.jme3.water; 57 * The WaterFilter is a 2D post process that simulate water. 58 * It renders water above and under water. 59 * See this blog post for more info <a href="http://jmonkeyengine.org/2011/01/15/new-advanced-water-effect-for-jmonkeyengine-3/">http://jmonkeyengine.org/2011/01/15/new-advanced-water-effect-for-jmonkeyengine-3/</a> 120 * Create a Water Filter 183 //if we're under water no need to compute reflection 249 normalTexture = (Texture2D) manager.loadTexture("Common/MatDefs/Water/Textures/water_normalmap.dds"); 251 foamTexture = (Texture2D) manager.loadTexture("Common/MatDefs/Water/Textures/foam.jpg") [all...] |
/external/jmonkeyengine/engine/src/test/jme3test/post/ |
TestMultiplesFilters.java | 50 import com.jme3.water.WaterFilter; 95 final WaterFilter water=new WaterFilter(rootNode,new Vector3f(-0.4790551f, -0.39247334f, -0.7851566f)); local 96 water.setWaterHeight(-20); 104 fpp.addFilter(water); 125 if (water.isEnabled()) { 126 water.setEnabled(false); 128 water.setEnabled(true);
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/external/oprofile/libop/ |
op_config_24.h | 34 /** minimal buffer water mark before we try to wakeup daemon */ 51 /** minimal note buffer water mark before we try to wakeup daemon */
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/packages/wallpapers/MagicSmoke/res/values/ |
strings.xml | 26 <!-- Wallpapers showing smoke, clouds, water, plasmas -->
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/development/samples/SampleSyncAdapter/src/com/example/android/samplesync/syncadapter/ |
SyncAdapter.java | 105 // returns a syncState value that indicates the high-water-mark for 163 * This helper function fetches the last known high-water-mark 166 * @return the change high-water-mark 177 * Save off the high-water-mark we receive back from the server. 179 * @param marker The high-water-mark we want to save.
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/external/kernel-headers/original/asm-mips/ |
socket.h | 40 #define SO_SNDLOWAT 0x1003 /* send low-water mark */ 41 #define SO_RCVLOWAT 0x1004 /* receive low-water mark */
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/packages/wallpapers/Basic/res/values/ |
strings.xml | 50 <!-- Wallpaper showing leaves floating on water --> 51 <string name="wallpaper_fall">Water</string>
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/external/jmonkeyengine/engine/src/terrain/com/jme3/terrain/noise/filter/ |
HydraulicErodeFilter.java | 90 // step 1. water arrives and step 2. captures material
104 // step 3. water is transported to it's neighbours
138 // step 4. water evaporates and deposits material
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