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//---------------------------------------------------------------------------
//
// Project: OpenWalnut ( http://www.openwalnut.org )
//
// Copyright 2009 OpenWalnut Community, BSV@Uni-Leipzig and CNCF@MPI-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 WGEPOSTPROCESSING_GLSL
#define WGEPOSTPROCESSING_GLSL

#version 120

// This defines some stuff needed to enable your shader to allow the result to be post-processed.
// You'll need to do the following:
//  * Set a fragment-depth! If you render simple geometry, this is done by your GPU automatically. If you do ray-tracing or similar, where the
//    depth of a fragment is not the same as the proxy geometry, set a proper depth using gl_FragDepth.
//  * Set a fragment-color using wge_FragColor or gl_FragData[0] since GLSL does not allow gl_FragColor for multi-target renderings.
//  * Set a normal per fragment using wge_FragNormal. The normal needs to be scaled to [0,1] and in World-Space!
//    * This can be done by textureNormalize in WGETextureTools.glsl
//    * If you do not set a normal, some post-processings simply won't work
//    * Sometimes, the normal might not be needed in your own code. In this case, use #ifdef WGE_POSTPROCESSING_ENABLED to only calculate it in
//      the case post-processing is enabled
//    * You can use getGradient amd getGradientViewAligned in WGEShadingTools.glsl to calculate the normal in a 3D texture

#ifdef WGE_POSTPROCESSING_ENABLED
    #define wge_FragNormal gl_FragData[1].rgb
    #define wge_FragColor  gl_FragData[0]
#else
    vec3 WGE_POSTPROCESSING_ENABLED_dummyVec3;
    #define wge_FragNormal WGE_POSTPROCESSING_ENABLED_dummyVec3
    #define wge_FragColor  gl_FragData[0]
#endif

#endif // WGEPOSTPROCESSING_GLSL