/usr/share/projectM/shaders/projectM.cg is in projectm-data 2.1.0+dfsg-1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 | #define M_PI 3.14159265359
#define M_PI_2 6.28318530718
#define M_INV_PI_2 0.159154943091895
#define q1 _qa.x
#define q2 _qa.y
#define q3 _qa.z
#define q4 _qa.w
#define q5 _qb.x
#define q6 _qb.y
#define q7 _qb.z
#define q8 _qb.w
#define q9 _qc.x
#define q10 _qc.y
#define q11 _qc.z
#define q12 _qc.w
#define q13 _qd.x
#define q14 _qd.y
#define q15 _qd.z
#define q16 _qd.w
#define q17 _qe.x
#define q18 _qe.y
#define q19 _qe.z
#define q20 _qe.w
#define q21 _qf.x
#define q22 _qf.y
#define q23 _qf.z
#define q24 _qf.w
#define q25 _qg.x
#define q26 _qg.y
#define q27 _qg.z
#define q28 _qg.w
#define q29 _qh.x
#define q30 _qh.y
#define q31 _qh.z
#define q32 _qh.w
#define lum(x) (dot(x,float3(0.32,0.49,0.29)))
#define tex2d tex2D
#define tex3d tex3D
#define sampler sampler2D
#define getrad sqrt((uv.x-0.5)*2*(uv.x-0.5)*2+(uv.y-0.5)*2*(uv.y-0.5)*2)*.7071067
#define getang atan2(((uv.y-0.5)*2),((uv.x-0.5)*2))
#define GetMain(uv) (tex2D(sampler_main,uv).xyz)
#define GetPixel(uv) (tex2D(sampler_main,uv).xyz)
#define uv_orig uv
uniform sampler2D sampler_main;
uniform sampler2D sampler_fw_main;
uniform sampler2D sampler_pw_main;
uniform sampler2D sampler_fc_main;
uniform sampler2D sampler_pc_main;
uniform sampler2D sampler_noise_lq;
uniform sampler2D sampler_noise_lq_lite;
uniform sampler2D sampler_noise_mq;
uniform sampler2D sampler_noise_hq;
uniform sampler2D sampler_noise_perlin;
uniform sampler3D sampler_noisevol_lq;
uniform sampler3D sampler_noisevol_hq;
uniform sampler2D sampler_blur1;
uniform sampler2D sampler_blur2;
uniform sampler2D sampler_blur3;
float4 texsize_noise_lq;
float4 texsize_noise_mq;
float4 texsize_noise_hq;
float4 texsize_noise_perlin;
float4 texsize_noise_lq_lite;
float4 _qa;
float4 _qb;
float4 _qc;
float4 _qd;
float4 _qe;
float4 _qf;
float4 _qg;
float4 _qh;
float blur1_min;
float blur1_max;
float blur2_min;
float blur2_max;
float blur3_min;
float blur3_max;
#define GetBlur1(uv) (tex2D(sampler_blur1,uv).xyz*blur1_max+blur1_min)
#define GetBlur2(uv) (tex2D(sampler_blur2,uv).xyz*blur2_max+blur2_min)
#define GetBlur3(uv) (tex2D(sampler_blur3,uv).xyz*blur3_max+blur3_min)
float4 slow_roam_cos;
float4 roam_cos;
float4 slow_roam_sin;
float4 roam_sin;
float time;
float4 rand_preset;
float4 rand_frame;
float progress;
float frame;
float fps;
float bass;
float mid;
float treb;
float vol;
float bass_att;
float mid_att;
float treb_att;
float vol_att;
float4 texsize;
float4 aspect;
float max( float a, float b ) {
return (a > b ? a : b);
}
float3 max(float3 a, float4 b) {
return float3( a.x > b.x ? a.x : b.x,
a.y > b.y ? a.y : b.y,
a.z > b.z ? a.z : b.z );
}
float3 max(float3 a, float3 b) {
return float3( a.x > b.x ? a.x : b.x,
a.y > b.y ? a.y : b.y,
a.z > b.z ? a.z : b.z );
}
struct outtype {float4 color : COLOR;};
outtype OUT;
float3 ret;
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