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/* -*-c++-*- */
/* osgEarth - Dynamic map generation toolkit for OpenSceneGraph
 * Copyright 2008-2013 Pelican Mapping
 * http://osgearth.org
 *
 * osgEarth is free software; you can redistribute it and/or modify
 * it under the terms of the GNU Lesser General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU Lesser General Public License for more details.
 *
 * You should have received a copy of the GNU Lesser General Public License
 * along with this program.  If not, see <http://www.gnu.org/licenses/>
 */

#ifndef OSGEARTH_TERRAIN_EFFECT_H
#define OSGEARTH_TERRAIN_EFFECT_H 1

#include <osgEarth/Common>
#include <osgEarth/Config>

namespace osgEarth
{
    class TerrainEngineNode;

    /**
     * A terrain effect is a class that applies an effect to the 
     * TerrainEngineNode. You can add effect to the engine by calling
     * TerrainEngineNode::addEffect(). An effect can do anything, 
     * but typically it will alter the state set in some way (such as
     * to customize the shaders).
     */
    class TerrainEffect : public osg::Referenced /* header-only */
    {
    public:
        /** Called by the terrain engine when you install the effect */
        virtual void onInstall(TerrainEngineNode* engine) { }

        /** Called by the terrain engine when you uninstall the effect */
        virtual void onUninstall(TerrainEngineNode* engine) { }

    public: // serialization

        virtual Config getConfig() const { return Config(); }

    protected:
        TerrainEffect() { }
        virtual ~TerrainEffect() { }
    };

} // namespace osgEarth

#endif // OSGEARTH_TERRAIN_EFFECT_H