This file is indexed.

/usr/include/vtk-6.3/vtkUniformVariables.h is in libvtk6-dev 6.3.0+dfsg1-11build1.

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
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
/*=========================================================================

  Program:   Visualization Toolkit
  Module:    vtkUniformVariables.h

  Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
  All rights reserved.
  See Copyright.txt or http://www.kitware.com/Copyright.htm for details.

     This software is distributed WITHOUT ANY WARRANTY; without even
     the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
     PURPOSE.  See the above copyright notice for more information.

=========================================================================*/
// .NAME vtkUniformVariables - GLSL uniform variables
// .SECTION Description
// vtkUniformVariables is a list of uniform variables attached to either a
// vtkShader2 object or to a vtkShaderProgram2. Uniform variables on
// a vtkShaderProgram2 override values of uniform variables on a vtkShader2.

// .SECTION See Also
// vtkShader2 vtkShaderProgram2

#ifndef vtkUniformVariables_h
#define vtkUniformVariables_h

#include "vtkRenderingOpenGLModule.h" // For export macro
#include "vtkObject.h"

class vtkUniformVariablesMap; // internal

class VTKRENDERINGOPENGL_EXPORT vtkUniformVariables : public vtkObject
{
public:
  static vtkUniformVariables *New();
  vtkTypeMacro(vtkUniformVariables,vtkObject);
  void PrintSelf(ostream &os, vtkIndent indent);

  // Description:
  // Set an integer uniform variable.
  // \pre name_exists: name!=0
  // \pre value_exists: value!=0
  // \pre valid_numberOfComponents: numberOfComponents>=1 && numberOfComponents<=4
  void SetUniformi(const char *name,
                   int numberOfComponents,
                   int *value);

  //BTX
  template<typename T>
  void SetUniformit(const char *name,
                   int numberOfComponents,
                   T *value);

  template<typename T>
  void SetUniformit(const char *name, T value)
  { this->SetUniformit(name, 1, &value); }
  //ETX

  // Description:
  // Set an float uniform variable.
  // \pre name_exists: name!=0
  // \pre value_exists: value!=0
  // \pre valid_numberOfComponents: numberOfComponents>=1 && numberOfComponents<=4
  void SetUniformf(const char *name,
                   int numberOfComponents,
                   float *value);

  //BTX
  template<typename T>
  void SetUniformft(const char *name,
                   int numberOfComponents,
                   T *value);

  template<typename T>
  void SetUniformft(const char *name, T value)
  { this->SetUniformft(name, 1, &value); }
  //ETX

  // Description:
  // Set an array of integer uniform variables.
  // The array `value' is of size `numberOfElements'*`numberOfComponents.'.
  // \pre name_exists: name!=0
  // \pre value_exists: value!=0
  // \pre valid_numberOfComponents: numberOfComponents>=1 && numberOfComponents<=4
  // \pre valid_numberOfElements: numberOfElements>=1
  void SetUniformiv(const char *name,
                    int numberOfComponents,
                    int numberOfElements,
                    int *value);

  // Description:
  // Set an array of float uniform variables.
  // The array `value' is of size `numberOfElements'*`numberOfComponents.'.
  // \pre name_exists: name!=0
  // \pre value_exists: value!=0
  // \pre valid_numberOfComponents: numberOfComponents>=1 && numberOfComponents<=4
  // \pre valid_numberOfElements: numberOfElements>=1
  void SetUniformfv(const char *name,
                    int numberOfComponents,
                    int numberOfElements,
                    float *value);

  // Description:
  // Set a matrix uniform variable.
  // \pre name_exists: name!=0
  // \pre value_exists: value!=0
  // \pre valid_rows:  rows>=2 && rows<=4
  // \pre valid_columns: columns>=2 && columns<=4
  void SetUniformMatrix(const char *name,
                        int rows,
                        int columns,
                        float *value);

  // Description:
  // Remove uniform `name' from the list.
  void RemoveUniform(const char *name);

  // Description:
  // Remove all uniforms from the list.
  void RemoveAllUniforms();

  // Description:
  // \pre need a valid OpenGL context and a shader program in use.
  void Send(const char *name,
            int uniformIndex);

  // Description:
  // Place the internal cursor on the first uniform.
  void Start();

  // Description:
  // Is the iteration done?
  bool IsAtEnd();

  // Description:
  // Name of the uniform at the current cursor position.
  // \pre not_done: !this->IsAtEnd()
  const char *GetCurrentName();

  // Description:
  // \pre need a valid OpenGL context and a shader program in use.
  // \pre not_done: !this->IsAtEnd()
  void SendCurrentUniform(int uniformIndex);

  // Description:
  // Move the cursor to the next uniform.
  // \pre not_done: !this->IsAtEnd()
  void Next();

  // Description:
  // Copy all the variables from `other'. Any existing variable will be
  // deleted first.
  // \pre other_exists: other!=0
  // \pre not_self: other!=this
  void DeepCopy(vtkUniformVariables *other);

  // Description:
  // Copy all the variables from `other'. Any existing variable will be
  // overwritten.
  // \pre other_exists: other!=0
  // \pre not_self: other!=this
  void Merge(vtkUniformVariables *other);

protected:
  vtkUniformVariables();
  virtual ~vtkUniformVariables();

private:
  vtkUniformVariables(const vtkUniformVariables&);  // Not implemented.
  void operator=(const vtkUniformVariables&);  // Not implemented.

  vtkUniformVariablesMap *Map;
};

//BTX
// ----------------------------------------------------------------------------
template<typename T>
void vtkUniformVariables::SetUniformit(const char *name,
                   int numberOfComponents,
                   T *value)
{
  int ivalues[4];
  for (int i=0; i<numberOfComponents; ++i)
    {
    ivalues[i] = static_cast<int>(value[i]);
    }
  this->SetUniformi(name, numberOfComponents, ivalues);
}

// ----------------------------------------------------------------------------
template<typename T>
void vtkUniformVariables::SetUniformft(const char *name,
                   int numberOfComponents,
                   T *value)
{
  float fvalues[4];
  for (int i=0; i<numberOfComponents; ++i)
    {
    fvalues[i] = static_cast<float>(value[i]);
    }
  this->SetUniformf(name, numberOfComponents, fvalues);
}
//ETX

#endif