This file is indexed.

/usr/include/paraview/Quadrics_vs.cxx is in paraview-dev 5.0.1+dfsg1-4.

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
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
/* DO NOT EDIT.
 * Generated by ../../../bin/vtkEncodeString
 * 
 * Define the Quadrics_vs string.
 *
 * Generated from file: /build/paraview-arsa8T/paraview-5.0.1+dfsg1/Plugins/PointSprite/Rendering/Resources/Shaders/Quadrics_vs.glsl
 */
const char *Quadrics_vs =
"/*=========================================================================\n"
"\n"
"  Program:   Visualization Toolkit\n"
"  Module:    Quadrics_vs.glsl\n"
"\n"
"  Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen\n"
"  All rights reserved.\n"
"  See Copyright.txt or http://www.kitware.com/Copyright.htm for details.\n"
"\n"
"     This software is distributed WITHOUT ANY WARRANTY; without even\n"
"     the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR\n"
"     PURPOSE.  See the above copyright notice for more information.\n"
"\n"
"=========================================================================*/\n"
"\n"
"// .NAME Quadrics_vs.glsl\n"
"// .SECTION Thanks\n"
"// <verbatim>\n"
"//\n"
"//  This file is part of the PointSprites plugin developed and contributed by\n"
"//\n"
"//  Copyright (c) CSCS - Swiss National Supercomputing Centre\n"
"//                EDF - Electricite de France\n"
"//\n"
"//  John Biddiscombe, Ugo Varetto (CSCS)\n"
"//  Stephane Ploix (EDF)\n"
"//\n"
"// </verbatim>\n"
"\n"
"//\n"
"// IN:\n"
"//   - vertex\n"
"//   - quadric transformation matrix\n"
"//   - viewport (width and height only)\n"
"//   - point scaling factor\n"
"//   - min point size (pointThreshold)\n"
"//\n"
"// OUT:\n"
"//   - vertex position\n"
"//   - point size\n"
"//   - ray origin\n"
"//   - perspective flag\n"
"//   - quadric equation coefficients\n"
"//   - color\n"
"//\n"
"// NOTE: this shader is currently used for ellipsoids but can be used with\n"
"//       any quadric matrix; for quadrics other than ellipsoids additional\n"
"//       clipping information is required for computing both point size\n"
"//       and intersection point\n"
"/// @todo try to pass attributes through texture coordinates/normal/secondary color...\n"
"\n"
"//#define CORRECT_POINT_Z\n"
"\n"
"// OPTIMAL\n"
"#define SPHERE\n"
"//#define ELLIPSOID\n"
"//#define CYLINDER\n"
"//#define CONE\n"
"//#define HYPERBOLOID1\n"
"//#define HYPERBOLOID2\n"
"//#define PARABOLOID\n"
"\n"
"// SUB OPTIMAL\n"
"//#define HYPER_PARABOLOID\n"
"\n"
"// force ELLIPSOID if we are using SPHERE\n"
"#ifdef SPHERE\n"
"#ifndef ELLIPSOID\n"
"#define ELLIPSOID\n"
"#endif\n"
"#endif\n"
"\n"
"uniform vec2 viewport; // only width and height passed, no origin\n"
"uniform float pointSizeThreshold; // minimum point size\n"
"uniform float MaxPixelSize;\n"
"\n"
"// quadric coefficients\n"
"// | a d e g |\n"
"// | d b f h |\n"
"// | e f c i |\n"
"// | g h i j |\n"
"// ax^2 + by^2 + cz^2 + 2dxy +2exz + 2fyz + 2gx + 2hy + 2iz + j = 0\n"
"varying float a;\n"
"varying float b;\n"
"varying float c;\n"
"varying float d;\n"
"varying float e;\n"
"varying float f;\n"
"varying float g;\n"
"varying float h;\n"
"varying float i;\n"
"varying float j;\n"
"\n"
"varying vec4 color; // primitive color\n"
"varying float pointSize; // computed point size\n"
"varying float perspective; // perspective flag\n"
"\n"
"#ifndef SPHERE\n"
"// columns of inverse transform\n"
"attribute vec4 Ti1;\n"
"attribute vec4 Ti2;\n"
"attribute vec4 Ti3;\n"
"attribute vec4 Ti4;\n"
"\n"
"// columns of transform\n"
"attribute vec4 T1;\n"
"attribute vec4 T2;\n"
"attribute vec4 T3;\n"
"attribute vec4 T4;\n"
"#endif\n"
"\n"
"// bounds in clip coordinates\n"
"vec2 xbc;\n"
"vec2 ybc;\n"
"\n"
"// Matrices in canonical form + trasformation matrices applied to\n"
"// bounding ellipsoids used to compute the point size: bounds are\n"
"// computed by transforming a 2D ellipsoid in canonical form with\n"
"// the t1,2 matrices and computing the union of the bounding boxes\n"
"// of the transformed ellipsoids.\n"
"#if defined( ELLIPSOID )\n"
"// quadric matrix in canonical form for ellipsoids\n"
"const mat4 D  = mat4( 1., 0., 0., 0.,\n"
"                      0., 1., 0., 0.,\n"
"                      0., 0., 1., 0.,\n"
"                      0., 0., 0., -1. );\n"
"#elif defined( CYLINDER )\n"
"// quadric matrix in canonical form for cylinders\n"
"const mat4 D  = mat4( 1.,  0.,  0.,  0.,\n"
"                      0.,  1.,  0.,  0.,\n"
"                      0.,  0.,  0.,  0.,\n"
"                      0.,  0.,  0., -1. );\n"
"const mat4 t1 = mat4( 1., 0., 0., 0.,\n"
"                      0., 1., 0., 0.,\n"
"                      0., 0., 0., 0,\n"
"                      0., 0., 1., 1. );\n"
"const mat4 t2 = mat4( 1., 0.,  0., 0.,\n"
"                      0., 1.,  0., 0.,\n"
"                      0., 0.,  0., 0.,\n"
"                      0., 0., -1., 1. );\n"
"#elif defined( CONE )\n"
"// quadric matrix in canonical form for cones\n"
"const mat4 D  = mat4( 1.,  0.,  0.,  0.,\n"
"                      0.,  1.,  0.,  0.,\n"
"                      0.,  0., -1.,  0.,\n"
"                      0.,  0.,  0.,  0. );\n"
"const mat4 t1 = mat4( 1., 0., 0., 0.,\n"
"                      0., 1., 0., 0.,\n"
"                      0., 0., 0., 0.,\n"
"                      0., 0., 1., 1. );\n"
"const mat4 t2 = mat4( 1., 0., 0., 0.,\n"
"                      0., 1., 0., 0.,\n"
"                      0., 0., 0., 0.,\n"
"                      0., 0., -1., 1. );\n"
"#elif defined( HYPERBOLOID1 )\n"
"// quadric matrix in canonical form for hyperboloids of one sheet\n"
"const mat4 D  = mat4( 1.,  0.,  0.,  0.,\n"
"                      0.,  1.,  0.,  0.,\n"
"                      0.,  0., -1.,  0.,\n"
"                      0.,  0.,  0., -1. );\n"
"const mat4 t1 = mat4( sqrt( 2 ), 0., 0., 0.,\n"
"                      0., sqrt( 2 ), 0., 0.,\n"
"                      0., 0., 0.00, 0,\n"
"                      0., 0., 1., 1. );\n"
"const mat4 t2 = mat4( sqrt( 2 ), 0., 0., 0.,\n"
"                      0., sqrt( 2 ), 0., 0.,\n"
"                      0., 0., 0.00, 0.,\n"
"                      0., 0., -1., 1. );\n"
"#elif defined( HYPERBOLOID2 )\n"
"// quadric matrix in canonical form for hyperboloids of two sheets\n"
"// note the use of 0.5 instead of 1 to have the quadric visible\n"
"// within the unit cube with a radius of 1/sqrt(2) at z = +/-1\n"
"const mat4 D  = mat4( -1.,  0.,  0.,  0.,\n"
"                       0., -1.,  0.,  0.,\n"
"                       0.,  0.,  1.,  0.,\n"
"                       0.,  0.,  0.,  -.5 );\n"
"const mat4 t1 = mat4( inversesqrt( 2. ), 0., 0., 0.,\n"
"                      0., inversesqrt( 2. ), 0., 0.,\n"
"                      0., 0., 0., 0.,\n"
"                      0., 0., 1., 1. );\n"
"const mat4 t2 = mat4( inversesqrt( 2. ), 0., 0., 0.,\n"
"                      0., inversesqrt( 2. ), 0., 0.,\n"
"                      0., 0.,  0., 0.,\n"
"                      0., 0., -1., 1. );\n"
"#elif defined( PARABOLOID )\n"
"// quadric matrix in canonical form for paraboloids\n"
"// note the .5 components used to properly center\n"
"// the paraboloid\n"
"const mat4 D  = mat4( 1.,  0.,  0.,  0.,\n"
"                      0.,  1.,  0.,  0.,\n"
"                      0.,  0.,  0.,  -.5,\n"
"                      0.,  0.,  -.5,  0. );\n"
"const mat4 t1 = mat4( 1., 0., 0., 0.,\n"
"                      0., 1., 0., 0.,\n"
"                      0., 0., 0., 0.,\n"
"                      0., 0., 1., 1. );\n"
"const mat4 t2 = mat4( 1., 0., 0., 0.,\n"
"                      0., 1., 0., 0.,\n"
"                      0., 0., 0., 0.,\n"
"                      0., 0., 0., 1. );\n"
"\n"
"#elif defined( HYPER_PARABOLOID )\n"
"// quadric matrix in canonical form for hyperbolic paraboloid\n"
"const mat4 D  = mat4( 1.,  0.,  0.,  0.,\n"
"                      0., -1.,  0.,  0.,\n"
"                      0.,  0.,  0.,  -.5,\n"
"                      0.,  0.,  -.5,  0. );\n"
"#endif\n"
"\n"
"// change of basis matrix and inverse for quadric\n"
"mat4 T;\n"
"varying mat4 Ti;\n"
"\n"
"const float FEPS = 0.000001;\n"
"\n"
"const float DEF_Z = 1. - FEPS;\n"
"\n"
"//------------------------------------------------------------------------------\n"
"/// Compute point size and center using the technique described in:\n"
"/// \"GPU-Based Ray-Casting of Quadratic Surfaces\"\n"
"/// by Christian Sigg, Tim Weyrich, Mario Botsch, Markus Gross.\n"
"void ComputePointSizeAndPositionInClipCoordEllipsoid()\n"
"{\n"
"  mat4 R = transpose( gl_ModelViewProjectionMatrix * T );\n"
"  float A = dot( R[ 3 ], D * R[ 3 ] );\n"
"  float B = -2. * dot( R[ 0 ], D * R[ 3 ] );\n"
"  float C = dot( R[ 0 ], D * R[ 0 ] );\n"
"  xbc[ 0 ] = ( -B - sqrt( B * B - 4. * A * C ) ) / ( 2.0 * A );\n"
"  xbc[ 1 ] = ( -B + sqrt( B * B - 4. * A * C ) ) / ( 2.0 * A );\n"
"  float sx = abs( xbc[ 0 ] - xbc[ 1 ] ) * .5 * viewport.x;\n"
"\n"
"  A = dot( R[ 3 ], D * R[ 3 ] );\n"
"  B = -2. * dot( R[ 1 ], D * R[ 3 ] );\n"
"  C = dot( R[ 1 ], D * R[ 1 ] );\n"
"  ybc[ 0 ] = ( -B - sqrt( B * B - 4. * A * C ) ) / ( 2.0 * A );\n"
"  ybc[ 1 ] = ( -B + sqrt( B * B - 4. * A * C ) ) / ( 2.0 * A );\n"
"  float sy = abs( ybc[ 0 ] - ybc[ 1 ]  ) * .5 * viewport.y;\n"
"\n"
"  pointSize = ceil( max( sx, sy ) );\n"
"  gl_PointSize = pointSize;\n"
"#ifdef CORRECT_POINT_Z\n"
"  // gl_Position has to be precomputed before getting here\n"
"  // the reason for which we want the z coordinate to be correct is for debugging\n"
"  // purpose only: when displaying point shapes as quads the point center will match\n"
"  // the the quadric center\n"
"  gl_Position.xy = vec2( .5 * ( xbc.x + xbc.y ), .5 * ( ybc.x + ybc.y ) ) * gl_Position.w;\n"
"#else\n"
"  gl_Position = vec4( .5 * ( xbc.x + xbc.y ), .5 * ( ybc.x + ybc.y ), DEF_Z, 1. );\n"
"#endif\n"
"}\n"
"\n"
"//------------------------------------------------------------------------------\n"
"/// Compute point size and center using the technique described in:\n"
"/// \"GPU-Based Ray-Casting of Quadratic Surfaces\"\n"
"/// by Christian Sigg, Tim Weyrich, Mario Botsch, Markus Gross.\n"
"/// The technique described in the paper only works with ellipsoids, the following code\n"
"/// extends the technique to make it work with other quadric tyepes:\n"
"/// - Cylinder: the cylinder bounding box is computed by computing the union\n"
"///   of the bounding boxes of two 2D ellipsoids centered at (0, 0, +/- 1) which are\n"
"///   the cylinder bounds along the z axis in parameter space.\n"
"/// - Hyperboloid of one sheet: the hyperboloid bounding box is computed by\n"
"///   computing the union of the bounding boxes of two 2D ellipsoids\n"
"///   centered at (0, 0, +/- 1) and whose x and y axes are scaled by sqrt(2)\n"
"///   which are the hyperboloid bounds in parameter space.\n"
"/// - Hyperboloid of two sheets: the hyperboloid bounding box is computed by\n"
"///   computing the union of the bounding boxes of two 2D ellipsoids\n"
"///   centered at (0, 0, +/- 2) and whose x and y axes are scaled by sqrt(2),\n"
"///   which are the hyperboloid bounds in parameter space.\n"
"/// - Cone: the cone bounding box is computed by computing the union of the bounding\n"
"///   boxes of two 2D ellipsoids centered at (0, 0, +/- 1) which are the cone\n"
"///   bounds along the z axis in parameter space.\n"
"/// - Paraboloid: the paraboloid bounding box is computed by computing the union\n"
"///   of the bounding boxes of two 2D ellipsoids centered at (0, 0, 0) and (0, 0, 1)\n"
"///   which are the paraboloid bounds along the z axis in parameter space.\n"
"#if defined( CYLINDER ) || defined( CONE ) || defined( HYPERBOLOID1 ) || defined( HYPERBOLOID2 )  || defined( PARABOLOID )\n"
"void ComputePointSizeAndPositionInClipCoord()\n"
"{\n"
"\n"
"  // always use ellipse to compute bounds\n"
"  const mat4 D  = mat4( 1., 0., 0., 0.,\n"
"                        0., 1., 0., 0.,\n"
"                        0., 0., 0., 0.,\n"
"                        0., 0., 0., -1. );\n"
"\n"
"  mat4 R = transpose( gl_ModelViewProjectionMatrix * T * t1 );\n"
"  float A = dot( R[ 3 ], D * R[ 3 ] );\n"
"  float B = -2. * dot( R[ 0 ], D * R[ 3 ] );\n"
"  float C = dot( R[ 0 ], D * R[ 0 ] );\n"
"  vec2 xbc1;\n"
"  xbc1[ 0 ] = ( -B - sqrt( B * B - 4. * A * C ) ) / ( 2.0 * A );\n"
"  xbc1[ 1 ] = ( -B + sqrt( B * B - 4. * A * C ) ) / ( 2.0 * A );\n"
"\n"
"  A = dot( R[ 3 ], D * R[ 3 ] );\n"
"  B = -2. * dot( R[ 1 ], D * R[ 3 ] );\n"
"  C = dot( R[ 1 ], D * R[ 1 ] );\n"
"  vec2 ybc1;\n"
"  ybc1[ 0 ] = ( -B - sqrt( B * B - 4. * A * C ) ) / ( 2.0 * A );\n"
"  ybc1[ 1 ] = ( -B + sqrt( B * B - 4. * A * C ) ) / ( 2.0 * A );\n"
"\n"
"  R = transpose( gl_ModelViewProjectionMatrix * T * t2 );\n"
"  A = dot( R[ 3 ], D * R[ 3 ] );\n"
"  B = -2. * dot( R[ 0 ], D * R[ 3 ] );\n"
"  C = dot( R[ 0 ], D * R[ 0 ] );\n"
"  vec2 xbc2;\n"
"  xbc2[ 0 ] = ( -B - sqrt( B * B - 4. * A * C ) ) / ( 2.0 * A ) ;\n"
"  xbc2[ 1 ] = ( -B + sqrt( B * B - 4. * A * C ) ) / ( 2.0 * A );\n"
"\n"
"  A = dot( R[ 3 ], D * R[ 3 ] );\n"
"  B = -2. * dot( R[ 1 ], D * R[ 3 ] );\n"
"  C = dot( R[ 1 ], D * R[ 1 ] );\n"
"  vec2 ybc2;\n"
"  ybc2[ 0 ] = ( -B - sqrt( B * B - 4. * A * C ) ) / ( 2.0 * A );\n"
"  ybc2[ 1 ] = ( -B + sqrt( B * B - 4. * A * C ) ) / ( 2.0 * A );\n"
"\n"
"\n"
"  xbc[ 0 ] = min( xbc1[ 0 ], min( xbc1[ 1 ], min( xbc2[ 0 ], xbc2[ 1 ] ) ) );\n"
"  xbc[ 1 ] = max( xbc1[ 0 ], max( xbc1[ 1 ], max( xbc2[ 0 ], xbc2[ 1 ] ) ) );\n"
"\n"
"  ybc[ 0 ] = min( ybc1[ 0 ], min( ybc1[ 1 ], min( ybc2[ 0 ], ybc2[ 1 ] ) ) );\n"
"  ybc[ 1 ] = max( ybc1[ 0 ], max( ybc1[ 1 ], max( ybc2[ 0 ], ybc2[ 1 ] ) ) );\n"
"\n"
"  float sx = ( xbc[ 1 ] - xbc[ 0 ] ) * .5 * viewport.x;\n"
"  float sy = ( ybc[ 1 ] - ybc[ 0 ] ) * .5 * viewport.y;\n"
"\n"
"  pointSize =  ceil( max( sx, sy ) );\n"
"  gl_PointSize = pointSize;\n"
"\n"
"#ifdef CORRECT_POINT_Z\n"
"  // gl_Position has to be precomputed before getting here\n"
"  // the reason for which we want the z coordinate to be correct is for debugging\n"
"  // purpose only: when displaying point shapes as quads the point center will match\n"
"  // the the quadric center\n"
"  gl_Position.xy = vec2( .5 * ( xbc.x + xbc.y ), .5 * ( ybc.x + ybc.y ) ) * gl_Position.w;\n"
"#else\n"
"  gl_Position = vec4( .5 * ( xbc.x + xbc.y ), .5 * ( ybc.x + ybc.y ), DEF_Z, 1. );\n"
"#endif\n"
"}\n"
"#endif\n"
"\n"
"//------------------------------------------------------------------------------\n"
"// Generic bounding box computation, works with any quadric type by splatting\n"
"// in clip space the bounding box in parameter space;\n"
"// in most cases you'll have to use a point scaling factor from 1.05 to 1.5\n"
"void ComputePointSizeAndPositionWithProjection()\n"
"{\n"
"\n"
"  mat4 M = gl_ModelViewProjectionMatrix * T;\n"
"\n"
"  const float dxm = -1.;\n"
"  const float dxp =  1.;\n"
"  const float dym = -1.;\n"
"  const float dyp =  1.;\n"
"  const float dzm = -1.;\n"
"  const float dzp =  1.;\n"
"  vec4 P1 = M * vec4( dxm, dym, dzm, 1. );\n"
"  vec4 P2 = M * vec4( dxp, dym, dzm, 1. );\n"
"  vec4 P3 = M * vec4( dxp, dyp, dzm, 1. );\n"
"  vec4 P4 = M * vec4( dxm, dyp, dzm, 1. );\n"
"  vec4 P5 = M * vec4( dxm, dym, dzp, 1. );\n"
"  vec4 P6 = M * vec4( dxp, dym, dzp, 1. );\n"
"  vec4 P7 = M * vec4( dxp, dyp, dzp, 1. );\n"
"  vec4 P8 = M * vec4( dxm, dyp, dzp, 1. );\n"
"\n"
"  P1 /= P1.w;\n"
"  P2 /= P2.w;\n"
"  P3 /= P3.w;\n"
"  P4 /= P4.w;\n"
"  P5 /= P5.w;\n"
"  P6 /= P6.w;\n"
"  P7 /= P7.w;\n"
"  P8 /= P8.w;\n"
"\n"
"  float xmin = min( P1.x,\n"
"                 min( P2.x,\n"
"                   min( P3.x,\n"
"                     min( P4.x,\n"
"                       min( P5.x,\n"
"                         min( P6.x,\n"
"                           min( P7.x, P8.x ) ) ) ) ) ) );\n"
"  float ymin = min( P1.y,\n"
"                 min( P2.y,\n"
"                   min( P3.y,\n"
"                     min( P4.y,\n"
"                       min( P5.y,\n"
"                         min( P6.y,\n"
"                          min( P7.y, P8.y ) ) ) ) ) ) );\n"
"\n"
"  float xmax = max( P1.x,\n"
"                 max( P2.x,\n"
"                   max( P3.x,\n"
"                     max( P4.x,\n"
"                       max( P5.x,\n"
"                         max( P6.x,\n"
"                           max( P7.x, P8.x ) ) ) ) ) ) );\n"
"\n"
"  float ymax = max( P1.y,\n"
"                 max( P2.y,\n"
"                   max( P3.y,\n"
"                     max( P4.y,\n"
"                       max( P5.y,\n"
"                         max( P6.y,\n"
"                           max( P7.y, P8.y ) ) ) ) ) ) );\n"
"\n"
"\n"
"  float sx = ( xmax - xmin ) * 0.5 * viewport.x;\n"
"  float sy = ( ymax - ymin ) * 0.5 * viewport.y;\n"
"\n"
"//  gl_PointSize =  ceil( pointScaling * max( sx, sy ) );\n"
"  pointSize =  ceil( max( sx, sy ) );\n"
"  gl_PointSize = pointSize;\n"
"#ifdef CORRECT_POINT_Z\n"
"  // gl_Position has to be precomputed before getting here\n"
"  // the reason for which we want the z coordinate to be correct is for debugging\n"
"  // purpose only: when displaying point shapes as quads the point center will match\n"
"  // the the quadric center\n"
"  gl_Position.xy = vec2( .5 * ( xmin + xmax ), .5 * ( ymin + ymax ) ) * gl_Position.w;\n"
"#else\n"
"  gl_Position = vec4( .5 * ( xmin + xmax ), .5 * ( ymin + ymax ), DEF_Z, 1. );\n"
"#endif\n"
"}\n"
"\n"
"#ifdef SPHERE\n"
"float GetRadius();\n"
"#endif\n"
"\n"
"void  ComputePointSizeAndPosition()\n"
"{\n"
"#if defined( ELLIPSOID )\n"
"  ComputePointSizeAndPositionWithProjection();\n"
"  //ComputePointSizeAndPositionInClipCoordEllipsoid();\n"
"#elif defined( CYLINDER ) || defined( CONE ) || defined( HYPERBOLOID1 ) || defined( HYPERBOLOID2 )  || defined( PARABOLOID )\n"
"  ComputePointSizeAndPositionInClipCoord();\n"
"#else\n"
"  ComputePointSizeAndPositionWithProjection();\n"
"#endif\n"
"}\n"
"\n"
"//------------------------------------------------------------------------------\n"
"// MAIN\n"
"void propFuncVS()\n"
"{  \n"
"  color = gl_Color;\n"
"\n"
"  // compute position, this is required only when displaying the point quad\n"
"#ifdef CORRECT_POINT_Z\n"
"  gl_Position = ftransform();\n"
"#endif\n"
"\n"
"  //set perspective flag by inspecting the projection matrix\n"
"  perspective = float( gl_ProjectionMatrix[ 3 ][ 3 ] < FEPS && abs( gl_ProjectionMatrix[ 2 ][ 3 ] ) > FEPS );\n"
"\n"
"  #ifdef SPHERE\n"
"  float radius = GetRadius();\n"
"  float iradius;\n"
"  if(radius < FEPS)\n"
"    iradius = 1.0/FEPS;\n"
"  else\n"
"    iradius = 1.0/radius;\n"
"\n"
"  T =  mat4(  radius, 0., 0., 0.,\n"
"              0., radius, 0., 0.,\n"
"              0., 0., radius, 0.,\n"
"              gl_Vertex.x, gl_Vertex.y, gl_Vertex.z, 1.0 );\n"
"\n"
"  Ti =  mat4( iradius, 0., 0., 0.,\n"
"              0., iradius, 0., 0.,\n"
"              0., 0., iradius, 0.,\n"
"              -gl_Vertex.x*iradius, -gl_Vertex.y*iradius, -gl_Vertex.z*iradius, 1.0 );\n"
"\n"
"\n"
"  #else\n"
"  // inverse of transformation matrix\n"
"  Ti = mat4( Ti1, Ti2, Ti3, Ti4 );\n"
"  // transformation matrix\n"
"  T  = mat4( T1, T2, T3, T4 );\n"
"  #endif\n"
"\n"
"  // compute point size and gl_Position; uses Ti and T which have to be\n"
"  // computed before calling the function\n"
"  ComputePointSizeAndPosition();\n"
"\n"
"  if(pointSize > MaxPixelSize)\n"
"    {\n"
"    gl_PointSize = MaxPixelSize;\n"
"    float factor = gl_PointSize / pointSize;\n"
"    float realRadius = radius*factor;\n"
"    float realIRadius = 1.0/realRadius;\n"
"    T =  mat4(  realRadius, 0., 0., 0.,\n"
"                0., realRadius, 0., 0.,\n"
"                0., 0., realRadius, 0.,\n"
"                gl_Vertex.x, gl_Vertex.y, gl_Vertex.z, 1.0 );\n"
"\n"
"    Ti =  mat4( realIRadius, 0., 0., 0.,\n"
"                0., realIRadius, 0., 0.,\n"
"                0., 0., realIRadius, 0.,\n"
"                -gl_Vertex.x*realIRadius, -gl_Vertex.y*realIRadius, -gl_Vertex.z*realIRadius, 1.0 );\n"
"    \n"
"    ComputePointSizeAndPosition();\n"
"    }\n"
"  // if pixel size valid set quadric's coefficients\n"
"  if( pointSize > pointSizeThreshold )\n"
"  {\n"
"         // transposed inverse of transformation matrix\n"
"    mat4 Tit = transpose( Ti );\n"
"    // transform quadric matrix into world coordinates and\n"
"    // assign values to coefficients to be passed to fragment shader\n"
"    mat4 Q = gl_ModelViewMatrixInverseTranspose * Tit * D * Ti * gl_ModelViewMatrixInverse;\n"
"         //////////////////\n"
"    // | a d e g |\n"
"    // | d b f h |\n"
"    // | e f c i |\n"
"    // | g h i j |\n"
"    // ax^2 + by^2 + cz^2 + 2dxy +2exz + 2fyz + 2gx + 2hy + 2iz + j = 0\n"
"    a = Q[ 0 ][ 0 ];\n"
"    b = Q[ 1 ][ 1 ];\n"
"    c = Q[ 2 ][ 2 ];\n"
"    d = Q[ 1 ][ 0 ];\n"
"    e = Q[ 2 ][ 0 ];\n"
"    f = Q[ 2 ][ 1 ];\n"
"    g = Q[ 3 ][ 0 ];\n"
"    h = Q[ 3 ][ 1 ];\n"
"    i = Q[ 3 ][ 2 ];\n"
"    j = Q[ 3 ][ 3 ];\n"
"  }\n"
"}\n"
"\n";