anchor.diff:  
   [source,java]
   ----
  -
  -        // Create spatial to be the shield
  -        final Sphere sphere = new Sphere(30, 30, 1.2f);
  -        final Geometry shield = new Geometry("forceshield", sphere);
  -        shield.setQueueBucket(Bucket.Transparent); // Remenber to set the queue bucket to transparent for the spatial
  -
  -        // Create ForceShieldControl
  -        this.forceShieldControl = new ForceShieldControl(this.assetManager, 0.5f);
  -        shield.addControl(this.forceShieldControl); // Add the control to the spatial
  -        this.forceShieldControl.setEffectSize(2f); // Set the effect size
  -        this.forceShieldControl.setColor(new ColorRGBA(1, 0, 0, 3)); // Set effect color
  -        this.forceShieldControl.setVisibility(0.1f); // Set shield visibility.
  -
  -        // Set a texture to the shield
  -        this.forceShieldControl.setTexture(this.assetManager.loadTexture("TestTextures/ForceShield/fs_texture.png"));
  -
  -        // this.forceShieldControl.setEnabled(false); // Enable, disable animation.
  -
  +// Create spatial to be the shield
  +final Sphere sphere = new Sphere(30, 30, 1.2f);
  +final Geometry shield = new Geometry("forceshield", sphere);
  +shield.setQueueBucket(Bucket.Transparent); // Remenber to set the queue bucket to transparent for the spatial
  +
  +// Create ForceShieldControl
  +this.forceShieldControl = new ForceShieldControl(this.assetManager, 0.5f);
  +shield.addControl(this.forceShieldControl); // Add the control to the spatial
  +this.forceShieldControl.setEffectSize(2f); // Set the effect size
  +this.forceShieldControl.setColor(new ColorRGBA(1, 0, 0, 3)); // Set effect color
  +this.forceShieldControl.setVisibility(0.1f); // Set shield visibility.
  +
  +// Set a texture to the shield
  +this.forceShieldControl.setTexture(this.assetManager.loadTexture("TestTextures/ForceShield/fs_texture.png"));
  +
  +// this.forceShieldControl.setEnabled(false); // Enable, disable animation.
   ----
   
   Use _forceShieldControl.registerHit(final Vector3f position)_ method to register a hit.
   
   [source,java]
   ----
  -
  -            final CollisionResults crs = new CollisionResults();
  -            this.rootNode.collideWith(new Ray(this.cam.getLocation(), this.cam.getDirection()), crs);
  -            if (crs.getClosestCollision() != null) {
  -
  -                // Register a hit
  -                this.forceShieldControl.registerHit(crs.getClosestCollision().getContactPoint());
  -
  -            }
  -
  +final CollisionResults crs = new CollisionResults();
  +this.rootNode.collideWith(new Ray(this.cam.getLocation(), this.cam.getDirection()), crs);
  +if (crs.getClosestCollision() != null) {
  +
  +// Register a hit
  +this.forceShieldControl.registerHit(crs.getClosestCollision().getContactPoint());
   ----
   
   link:https://github.com/jMonkeyEngine-Contributions/shaderblowlib/blob/master/ShaderBlow/test-src/com/shaderblow/test/forceshield/TestShield.java[TestCase]
  
positive.code: 
  [source,java]
  ----
  
          this.fpp = new FilterPostProcessor(this.assetManager); // Create FilterPostProcessor instance
          this.grayScale = new GrayScaleFilter();  // Create GrayScaleFilter instance
          this.fpp.addFilter(this.grayScale);  // Add GrayScaleFilter instance to FilterPostProcessor instance
          this.viewPort.addProcessor(this.fpp);  // Add FilterPostProcessor instance to ViewPort
  
  ----
  
  link:https://github.com/jMonkeyEngine-Contributions/shaderblowlib/blob/master/ShaderBlow/test-src/com/shaderblow/test/filter/grayscale/TestGrayScale.java[TestCase]
  
negative.code: 
  [source,java]
  ----
  // Create a material instance using ShaderBlow's Lighting.j3md
  final Material mat = new Material(this.assetManager, "ShaderBlow/MatDefs/Dissolve/Lighting.j3md");
  mat.setColor("Ambient", ColorRGBA.Blue);
  mat.setColor("Diffuse", ColorRGBA.White);
  mat.setColor("Specular", ColorRGBA.Black);
  mat.setBoolean("UseMaterialColors", true);
  
  this.assetManager.loadTexture("TestTextures/Dissolve/burnMap.png", mat.setTexture("DissolveMap", map); // Set mask texture map
  
  this.DSParams = new Vector2f(0, 0); // standard dissolver
  //this.DSParamsInv = new Vector2f(0, 1); // inverted dissolver
  mat.setVector2("DissolveParams", this.DSParams); // Set params
  
  final Box b = new Box(Vector3f.ZERO, 1, 1, 1);
  final Geometry geom = new Geometry("Box", b);
  geom.setMaterial(mat);
  ----
  
  link:https://github.com/jMonkeyEngine-Contributions/shaderblowlib/blob/master/ShaderBlow/test-src/com/shaderblow/test/dissolve/TestDissolve.java[TestCase]
  