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/* -*-c++-*- */
/* osgEarth - Dynamic map generation toolkit for OpenSceneGraph
 * Copyright 2008-2011 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_SHADER_GENERATOR_H
#define OSGEARTH_SHADER_GENERATOR_H 1

#include <osgEarth/Common>
#include <osgEarth/StateSetCache>
#include <osgEarth/VirtualProgram>
#include <osg/NodeVisitor>
#include <osg/State>

namespace osgEarth
{
    /**
     * Utility class that will traverse a scene graph and generate a
     * set of VirtualProgram attributes to render it as best it can using
     * shaders.
     *
     * Usage:
     *
     *   ShaderGenerator gen;
     *   gen.run( graph );
     *
     * If osgEarth detects a lack of GLSL support, the ShaderGenerator
     * will do nothing.
     */
    class OSGEARTH_EXPORT ShaderGenerator : public osg::NodeVisitor
    {
    public:
        /**
         * Constructs a new shader generator
         */
        ShaderGenerator();

        /**
         * Sets the name to give any VP's we create
         */
        void setProgramName(const std::string& name);

        /**
         * Runs the shader generator and then optimizes state sharing when it's done.
         */
        void run(osg::Node* graph, StateSetCache* cache =0L);

    public:
        /**
         * User callback that lets you selectly reject shader generation for
         * specific state attributes.
         */
        struct AcceptCallback : public osg::Referenced
        {
            /** Return true to generate shader code for the SA; false to ignore and skip it */
            virtual bool accept(const osg::StateAttribute* sa) const =0;
        };

        /**
         * Adds an acceptor callback that the generator will use to decide
         * whether to ignore certain state attributes.
         */
        void addAcceptCallback(AcceptCallback* cb);


    public:

        /** dtor. */
        virtual ~ShaderGenerator() { }


    public: // osg::NodeVisitor

        void apply( osg::Node& );

        void apply( osg::Geode& );

        void apply( osg::PagedLOD& );

        void apply( osg::ProxyNode& );

        void apply( osg::ClipNode& );

    protected:

        void apply( osg::Drawable* );

        bool processGeometry(const osg::StateSet* stateSet, osg::ref_ptr<osg::StateSet>& replacement);

        bool processText(const osg::StateSet* stateSet, osg::ref_ptr<osg::StateSet>& replacement);

        osg::ref_ptr<osg::State> _state;

        bool _active;

        std::string _name;

        typedef std::vector<osg::ref_ptr<AcceptCallback> > AcceptCallbackVector;
        AcceptCallbackVector _acceptCallbacks;

        bool accept(const osg::StateAttribute* sa) const;
    };

} // namespace osgEarth

#endif // OSGEARTH_SHADER_GENERATOR_H