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  /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
  /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
Water.j3md 1 MaterialDef Advanced Water {
52 FragmentShader GLSL150 : Common/MatDefs/Water/Water15.frag
72 FragmentShader GLSL120 : Common/MatDefs/Water/Water.frag
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
simple_water.vert 2 GLSL conversion of Michael Horsch water demo
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
  /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)
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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());
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]");
  /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
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  /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)
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  /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)
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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")
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  /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);
  /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 */
  /packages/wallpapers/MagicSmoke/res/values/
strings.xml 26 <!-- Wallpapers showing smoke, clouds, water, plasmas -->
  /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.
  /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 */
  /packages/wallpapers/Basic/res/values/
strings.xml 50 <!-- Wallpaper showing leaves floating on water -->
51 <string name="wallpaper_fall">Water</string>
  /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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