/usr/share/psychtoolbox-3/PsychOpenGL/PsychGLSLShaders/GVFUpdateShader.frag.txt is in psychtoolbox-3-common 3.0.12.20160126.dfsg1-1ubuntu1.
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| 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 | /* Shader for performing update of the GVF flow field during a GVF iteration:
 *
 * Input: Texture unit 0:
 *        RED   = Current dx gradient field  u.
 *        GREEN = Current dy gradient field  v.
 *
 * Input: Texture unit 1:
 *        RED   = b = 1 - mag(dx,dy) field.
 *        GREEN = c1 = dx * mag field.
 *        BLUE  = c2 = dy * mag field.
 *
 * Output:
 *        RED   = u' = Updated dx gradient field.
 *        GREEN = v' = Updated dy gradient field.
 *
 * (w)2006 by Mario Kleiner. Licensed under MIT license.
*/
#extension GL_ARB_texture_rectangle : enable
uniform sampler2DRect ingradient;
uniform sampler2DRect bc1c2field;
uniform float fourmu;
void main()
{
    float b;
    vec2 lv, rv, tv, bv, oldflow, L, c12, newflow;
    vec3 b_c1_c2;
    /* We want to compute updated value for uv'(x,y):
     * First compute the Laplacian of the input flow field
     * at (x,y):
     */
    /* Read texels for Laplace operator centered at (x,y)==(s,t): */
    lv = texture2DRect(ingradient, gl_TexCoord[0].st + vec2(-1,0)).rg;
    rv = texture2DRect(ingradient, gl_TexCoord[0].st + vec2(+1,0)).rg;
    tv = texture2DRect(ingradient, gl_TexCoord[0].st + vec2(0,-1)).rg;
    bv = texture2DRect(ingradient, gl_TexCoord[0].st + vec2(0,+1)).rg;
    oldflow = texture2DRect(ingradient, gl_TexCoord[0].st).rg;
    /* Laplacian: */
    L = 0.25 * (lv + rv + tv + bv) - oldflow;
    /* Lookup b, c1, c2 : */
    b_c1_c2 = texture2DRect(bc1c2field, gl_TexCoord[0].st).rgb;
    b = b_c1_c2.r;
    c12 = b_c1_c2.gb;
    /* Compute updated flow vector values:
    /* newflow = (b * oldflow) + (fourmu * L) + c12; */
    newflow = (b * oldflow) + (fourmu * L) + c12;
    /* Write them out: */
    gl_FragColor.rg = newflow;
    /* Ignore blue and alpha channel: */
    gl_FragColor.ba = vec2(0);
    /* Done with update for this fragment. */
}
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