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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
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
  /external/valgrind/drd/scripts/
run-splash2-water-input 3 ## Generate input for water-n2 and water-sp. Argument $1 is the number of
run-splash2 157 # Water-n2 0.18 10696 0.09 27072 0.11 59832 12.5 5.46 26.7 1.80 3092 3.03 263 3.06 92 3.28 92 3.28 92 3.55 189 39
158 # Water-sp 0.20 4444 0.15 13536 0.10 30269 10.6 11.56 27.0 2.52 405 3.29 69 3.42 95 4.59 95 4.59 97 4.73 183 34
230 # Water-n2
232 cd ${SPLASH2}/codes/apps/water-nsquared
233 test_input=${DRD_SCRIPTS_DIR}/run-splash2-water-input psep=' ' run_test ./WATER-NSQUARED
236 # Water-sp
238 cd ${SPLASH2}/codes/apps/water-spatial
239 test_input=${DRD_SCRIPTS_DIR}/run-splash2-water-input psep=' ' run_test ./WATER-SPATIA
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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)
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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"))
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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)
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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/google-breakpad/src/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_;
92 EXPECT_LE(difference, 0) << "Leaked " << difference << " unit(s) of Water!";
99 Water* water = new Water; local
106 Water* water = new Water; local
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  /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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  /ndk/sources/third_party/googletest/googletest/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_;
92 EXPECT_LE(difference, 0) << "Leaked " << difference << " unit(s) of Water!";
99 Water* water = new Water; local
106 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/llvm/test/CodeGen/Thumb2/
constant-islands-new-island.ll 3 ; Check that new water is created by splitting the basic block right after the
4 ; load instruction. Previously, new water was created before the load
  /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);
  /development/samples/SampleSyncAdapter/src/com/example/android/samplesync/syncadapter/
SyncAdapter.java 105 // returns a syncState value that indicates the high-water-mark for
151 * This helper function fetches the last known high-water-mark
154 * @return the change high-water-mark
165 * Save off the high-water-mark we receive back from the server.
167 * @param marker The high-water-mark we want to save.
  /external/kernel-headers/original/uapi/asm-mips/asm/
socket.h 38 #define SO_SNDLOWAT 0x1003 /* send low-water mark */
39 #define SO_RCVLOWAT 0x1004 /* receive low-water mark */
  /cts/suite/cts/deviceTests/opengl/jni/reference/scene/flocking/
FlockingScene.cpp 55 // Water Program
56 vertex = GLUtils::openTextFile("vertex/water");
57 fragment = GLUtils::openTextFile("fragment/water");
190 drawSceneGraph(1); // Draw water
  /developers/build/prebuilts/gradle/RecipeAssistant/Application/src/main/assets/
northern-irish-vegetable-soup.json 5 text: "Place the beef in a large stock pot, cover with water and stew for 1 - 2 hours."
  /developers/samples/android/wearable/wear/RecipeAssistant/Application/src/main/assets/
northern-irish-vegetable-soup.json 5 text: "Place the beef in a large stock pot, cover with water and stew for 1 - 2 hours."
  /packages/wallpapers/MagicSmoke/res/values/
strings.xml 26 <!-- Wallpapers showing smoke, clouds, water, plasmas -->
  /external/llvm/lib/Target/Mips/
MipsConstantIslandPass.cpp 203 /// Water - Potential places where an island could be formed.
263 /// entry, but if it later moves out of range, the search for new water
408 bool isWaterInRange(unsigned UserOffset, MachineBasicBlock *Water,
485 // sizes of each block, the location of all the water, and finding all of the
508 // appear as "new water" for the next iteration of constant pool placement.
647 /// information about the sizes of each block, the location of all the water,
671 // 'water' that a constant pool island could be placed.
861 // available water after it.
903 // the Water goes after OrigBB, not NewBB.
911 // available water after it (but not if it's already there, which happen
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