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<?xml version="1.0" encoding="utf-8"?>
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<resources>
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<string name="app_name">Distorted Examples</string>
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<string name="tocHeader">Welcome to the Distorted Examples!\nCode, Tutorials, Wiki: http://distorted.org/</string>
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<string name="distort">Distort</string>
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<string name="deform">Deform</string>
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<string name="shear">Shear</string>
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<string name="sink">Sink</string>
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<string name="alpha">Alpha</string>
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<string name="chroma">Chroma</string>
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<string name="brightness">Brightness</string>
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<string name="saturation">Saturation</string>
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<string name="contrast">Contrast</string>
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<string name="swirl">Swirl</string>
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<string name="blur">Blur</string>
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<string name="glow">Glow</string>
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<string name="type_matrix">Matrix</string>
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<string name="type_vertex">Vertex</string>
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<string name="type_fragment">Fragment</string>
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<string name="type_postprocess">Postprocess</string>
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<string name="radius">Radius</string>
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<string name="glow_alpha">Alpha</string>
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<string name="continu">Continue</string>
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<string name="rows">Rows</string>
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<string name="cols">Cols</string>
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<string name="path">Path</string>
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<string name="loop">Loop</string>
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<string name="jump">Jump</string>
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<string name="duration">Duration</string>
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<string name="reset">Reset</string>
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<string name="bubble">Bubble</string>
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<string name="add">Touch screen to add new</string>
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<string name="remove">Remove existing effect(s) by</string>
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<string name="removebut">Remove</string>
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<string name="name">effects by name</string>
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<string name="type">effects by type</string>
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<string name="id">effects by ID</string>
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<string name="list">List of all existing effects</string>
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<string name="print">Print</string>
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<string name="abort">Abort</string>
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<string name="count">Count</string>
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<string name="convexity">Convex</string>
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<string name="maxv">vertex:</string>
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<string name="maxf">fragment:</string>
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<string name="introduction">Set maximum number of vertex and fragment effects and press \'Check\' to see if shaders compile:</string>
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<string name="check">Check</string>
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<string name="noise">Noise</string>
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<string name="swing">Swing</string>
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<string name="size">Size</string>
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<string name="hips">Hips</string>
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<string name="dim1D">1D</string>
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<string name="dim2D">2D</string>
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<string name="dim3DXY">3DXY</string>
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<string name="dim3DXZ">3DXZ</string>
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<string name="Up">Up</string>
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<string name="Default">Default</string>
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<string name="save">Save</string>
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<string name="New">new</string>
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<string name="Create">Create</string>
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<string name="Bitmap">Bitmap</string>
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<string name="Add">Add</string>
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<string name="RemoveAll">Remove All</string>
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<string name="amplitude">Amplitude</string>
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<string name="length">Length</string>
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<string name="angleA">Alpha</string>
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<string name="angleB">Beta</string>
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<string name="DepthYes">Depth</string>
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<string name="DepthNo">No Depth</string>
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<string name="mesh">Mesh</string>
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<string name="show_center">Center</string>
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<string name="show_region">Region</string>
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<string name="show_normal">Normals</string>
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<string name="oit">OIT</string>
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<string name="screen">Screen</string>
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<string name="framebuffer">Framebuffer</string>
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<string name="matrixautomatic">Automatic Matrix Effects</string>
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<string name="inflate">Inflate</string>
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<string name="none">None</string>
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<string name="effect_live">LIVE </string>
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<string name="effect_finished">FINISHED </string>
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<string name="scramble">Scramble</string>
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<string name="credits">Credits</string>
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<string name="start">Start</string>
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<string name="association">Sink Association</string>
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<string name="rotate_left">Rotate Left</string>
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<string name="rotate_right">Rotate Right</string>
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<string name="open">Open</string>
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<string name="vertices">Vert</string>
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<string name="time">Time</string>
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<string name="on">On</string>
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<string name="off">Off</string>
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<string name="effComponents">Effect Components</string>
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<string name="quality0">Highest</string>
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<string name="quality1">High</string>
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<string name="quality2">Medium</string>
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<string name="quality3">Low</string>
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<string name="color_blue">Blue</string>
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<string name="color_black">Black</string>
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<string name="color_red">Red</string>
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<string name="color_yellow">Yellow</string>
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<string name="color_green">Green</string>
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<string name="color_cyan">Cyan</string>
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<string name="color_white">White</string>
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<string name="radius_placeholder">Radius: %1$s</string>
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<string name="noise_placeholder">Noise %1$s</string>
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<string name="length_placeholder">Length %1$d</string>
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<string name="amplitude_placeholder">Amplitu %1$d</string>
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<string name="alpha_placeholder">Alpha %1$d</string>
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<string name="beta_placeholder">Beta %1$d</string>
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<string name="swing_placeholder">Swing %1$.3f</string>
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<string name="size_placeholder">Size %1$.3f</string>
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<string name="hips_placeholder">Hips %1$d</string>
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<string name="fov_placeholder">FOV: %1$d</string>
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<string name="near_placeholder">Near: %1$.2f</string>
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<string name="wind_placeholder">Wind: %1$d</string>
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<string name="sink_placeholder">%1$.4f</string>
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<string name="blur_placeholder">Blur: %1$d</string>
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<string name="halo_placeholder">Halo: %1$d</string>
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<string name="move_placeholder">Move: %1$d</string>
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<string name="glow_radius_placeholder">Radius: %1$d</string>
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<string name="glow_alpha_placeholder">Alpha: %1$.2f</string>
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<string name="inflate_placeholder">Inflate: %1$.2f</string>
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<string name="effect_id_placeholder">ID: %1$d</string>
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<string name="rubik_placeholder">Cube: %1$d Available Memory: %2$d MB</string>
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<string name="duration_placeholder">Duration: %1$d s</string>
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<string name="count_placeholder">Count: %1$.2f</string>
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<string name="convexity_placeholder">Convexity: %1$.2f</string>
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<string name="noise3_placeholder">Noise: %1$.2f %2$.2f %3$.2f %4$.2f</string>
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<string name="example_monalisa">Mona Lisa</string>
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<string name="example_monalisa_subtitle">The basics of Distortions.</string>
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<string name="example_sink">Sink</string>
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<string name="example_sink_subtitle">Learn about sinks.</string>
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<string name="example_bean">Mr. Bean</string>
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<string name="example_bean_subtitle">Interpolation between more than two Points.</string>
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<string name="example_projection">Projection</string>
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<string name="example_projection_subtitle">Adjust the Projection Matrix.</string>
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<string name="example_deform">Deformations and Distortions</string>
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<string name="example_deform_subtitle">Deform the whole bitmap or Distort a part of it.</string>
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<string name="example_listener">DistortedListener</string>
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<string name="example_listener_subtitle">Listen on effect events and react on them.</string>
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<string name="example_dynamic">Dynamics</string>
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<string name="example_dynamic_subtitle">Not an effect in itself, but rather a building block for other effects.</string>
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<string name="example_girl">Girl</string>
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<string name="example_girl_subtitle">Distort, Sink and Swirl effects all in one.</string>
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<string name="example_catanddog">Cat and Dog</string>
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<string name="example_catanddog_subtitle">Chroma, Transparency and Rotation effects.</string>
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<string name="example_movingeffects">Moving Effects</string>
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<string name="example_movingeffects_subtitle">Use the Interpolator to move effects around.</string>
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<string name="example_differenteffects">Different Effects</string>
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<string name="example_differenteffects_subtitle">See how to draw the same bitmap multiple times, each time with different set of effects applied.</string>
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<string name="example_differentbitmaps">Different Bitmaps</string>
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<string name="example_differentbitmaps_subtitle">Draw 3 different bitmaps, apply the same set of effects to each one in one go.</string>
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<string name="example_effectqueue">Effect Queue</string>
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<string name="example_effectqueue_subtitle">Add, remove and list all effects currently acting on a Bitmap.</string>
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<string name="example_check">Check</string>
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<string name="example_check_subtitle">Check the maximum number of effects (separately for vertex and fragment shaders) we can apply to a single bitmap.</string>
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<string name="example_objecttree">Object Tree</string>
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<string name="example_objecttree_subtitle">Render one object on top of another.</string>
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<string name="example_starwars">Star Wars</string>
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<string name="example_starwars_subtitle">Shows how to create the opening crawl from Star Wars Episode IV.</string>
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<string name="example_olimpic">Olimpic Rings</string>
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<string name="example_olimpic_subtitle">Shows the Chroma effect and Node optimizations.</string>
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<string name="example_inflate">Inflate</string>
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<string name="example_inflate_subtitle">Test inflating Meshes and rendering them with OIT mode.</string>
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<string name="example_quaternion">Quaternion</string>
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<string name="example_quaternion_subtitle">Random rotations using quaternions.</string>
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<string name="example_generic">Generic Test</string>
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<string name="example_generic_subtitle">Apply any Effect to a 3D object.</string>
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<string name="example_surfaceview">SurfaceView</string>
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<string name="example_surfaceview_subtitle">MonaLisa rendered on a plain SurfaceView</string>
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<string name="example_save">Save to PNG</string>
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<string name="example_save_subtitle">Saving the output to a PNG file.</string>
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<string name="example_flag">Waving flag</string>
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<string name="example_flag_subtitle">See the WAVE effect.</string>
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<string name="example_wind">Variable wind</string>
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<string name="example_wind_subtitle">A couple of effects put together to create an effect of a waving flag.</string>
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<string name="example_aroundtheworld">Around the World</string>
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<string name="example_aroundtheworld_subtitle">Combine several effects to change facial features.</string>
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<string name="example_mirror">Mirror</string>
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<string name="example_mirror_subtitle">Ping-pong between offscreen buffers to achieve the \'infinite mirror\' effect.</string>
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<string name="example_blur">Blur</string>
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<string name="example_blur_subtitle">Postprocessing effect: Blur.</string>
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<string name="example_multiblur">Multiblur</string>
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<string name="example_multiblur_subtitle">Blur multiple objects which obstruct each other.</string>
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<string name="example_triblur">Triblur</string>
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<string name="example_triblur_subtitle">Three different, blurred, obstructing objects.</string>
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<string name="example_postprocesstree">Postprocess Tree</string>
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<string name="example_postprocesstree_subtitle">Three layers of postprocessed surfaces.</string>
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<string name="example_transparency">Transparency</string>
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<string name="example_transparency_subtitle">Order Independent Transparency.</string>
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<string name="example_stencil">Stencil Buffer</string>
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<string name="example_stencil_subtitle">Implement the classic stencil example from https://open.gl/depthstencils</string>
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<string name="example_glow">Glowing Leaf</string>
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<string name="example_glow_subtitle">Leaf glowing with light.</string>
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<string name="example_moving_glow">Glow Effect</string>
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<string name="example_moving_glow_subtitle">See moving objects glowing with light.</string>
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<string name="example_earth">Earth</string>
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<string name="example_earth_subtitle">Test the sphere Mesh by showing the Earth in cosmos.</string>
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<string name="example_rubik">Memory Test</string>
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<string name="example_rubik_subtitle">Keep an eye on memory consumption while allocating and deallocating Nodes.</string>
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<string name="example_meshjoin">Joining Meshes</string>
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<string name="example_meshjoin_subtitle">See how one can join several simple meshes to form a single, more advanced one.</string>
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<string name="example_predeform">PreApply Vertex Effects to a Mesh</string>
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<string name="example_predeform_subtitle">Create a more advanced Mesh by taking one of the simple ones and pre-applying a queue of Vertex Effects to it.</string>
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<string name="example_deferredjob">Deferred Mesh Jobs</string>
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213 |
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<string name="example_deferredjob_subtitle">Create an advanced mesh in steps, using deferred mesh jobs: apply vertex effects, copy meshes, join them, merge their components.</string>
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214 |
90940caf
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Leszek Koltunski
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<string name="example_singlemesh">Single Mesh Rubik Cube</string>
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215 |
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<string name="example_singlemesh_subtitle">Use the new MeshJoined + MeshBase.apply() to create a single, movable Mesh representing a 2x2x2 RubikCube.</string>
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216 |
42aa970f
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Leszek Koltunski
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<string name="example_meshfile">Mesh from File</string>
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217 |
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<string name="example_meshfile_subtitle">Explore Distorted\'s own Mesh format, dmesh. Open .dmesh files and explore their contents.</string>
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218 |
0e65f4da
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Leszek Koltunski
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<string name="example_flatblur">Flat Blur</string>
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219 |
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<string name="example_flatblur_subtitle">Unit test to see two partially obstructing flat objects, one of them blurred.</string>
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220 |
4bfffdd5
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Leszek Koltunski
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<string name="example_polymesh">Polygon Mesh</string>
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221 |
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<string name="example_polymesh_subtitle">Test to be able to generate various polygon meshes with different parameters.</string>
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222 |
862fcd79
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Leszek Koltunski
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223 |
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Leszek Koltunski
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<string name="example_movingeffects_toast">Click on \'RESET\' and define your path by touching the screen. Then click on one of the effects and see it move along your path.</string>
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224 |
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Leszek Koltunski
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<string name="example_rotate_toast">Rotate the scene by swiping the screen</string>
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225 |
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Leszek Koltunski
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<string name="example_effects2d_toast">Failed to add new effect</string>
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226 |
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Leszek Koltunski
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<string name="example_dynamic_toast">First configure the Dynamic (above).\n\nThen touch the screen to add several points which will define the path to interpolate through.\n\nFinally click \'Start\'.</string>
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227 |
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Leszek Koltunski
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</resources>
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