This file is indexed.

/usr/share/openwalnut/shaders/WGELighting-fragment.glsl is in libopenwalnut1 1.2.5-1.

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
//---------------------------------------------------------------------------
//
// Project: OpenWalnut ( http://www.openwalnut.org )
//
// Copyright 2009 OpenWalnut Community, BSV-Leipzig and CNCF-CBS
// For more information see http://www.openwalnut.org/copying
//
// This file is part of OpenWalnut.
//
// OpenWalnut 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 3 of the License, or
// (at your option) any later version.
//
// OpenWalnut 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 OpenWalnut. If not, see <http://www.gnu.org/licenses/>.
//
//---------------------------------------------------------------------------

#ifndef WGELIGHTING_FRAGMENT_GLSL
#define WGELIGHTING_FRAGMENT_GLSL

#version 120

varying vec3 normal;
varying vec4 vertex;
varying vec3 halfvec;

const vec4 AMBIENT_BLACK = vec4( 0.0, 0.0, 0.0, 1.0 );
const vec4 DEFAULT_BLACK = vec4( 0.0, 0.0, 0.0, 0.0 );

void directionalLight( in int i, in vec3 normal, in float shininess,
                      inout vec4 ambient, inout vec4 diffuse, inout vec4 specular )
{
    float nDotVP;
    float nDotHV;
    float pf;

    vec3 L = normalize( gl_LightSource[i].position.xyz - vertex.xyz );
    vec3 H = normalize( L + halfvec.xyz );

    nDotVP = max( 0.0, dot( normal, normalize( ( gl_LightSource[i].position.xyz ) ) ) );
    nDotHV = max( 0.0, dot( normal, H ) );

    if( nDotVP == 0.0 )
        pf = 0.0;
    else
        pf = pow( nDotHV, gl_FrontMaterial.shininess );

    ambient += gl_LightSource[i].ambient;
    diffuse += gl_LightSource[i].diffuse * nDotVP;
    specular += gl_LightSource[i].specular * pf;
}

void calculateLighting( in vec3 N, in float shininess, inout vec4 ambient, inout vec4 diffuse, inout vec4 specular )
{
    directionalLight( 0, N, shininess, ambient, diffuse, specular );
}

#endif // WGELIGHTING_FRAGMENT_GLSL