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## <hr>Dummy value.
#
# No texture, but the value to be used as 'texture semantic'
# (#aiMaterialProperty::mSemantic) for all material properties
# *not* related to textures.
#
aiTextureType_NONE = 0x0

## <hr>The texture is combined with the result of the diffuse
# lighting equation.
#
aiTextureType_DIFFUSE = 0x1

## <hr>The texture is combined with the result of the specular
# lighting equation.
#
aiTextureType_SPECULAR = 0x2

## <hr>The texture is combined with the result of the ambient
# lighting equation.
#
aiTextureType_AMBIENT = 0x3

## <hr>The texture is added to the result of the lighting
# calculation. It isn't influenced by incoming light.
#
aiTextureType_EMISSIVE = 0x4

## <hr>The texture is a height map.
#
# By convention, higher gray-scale values stand for
# higher elevations from the base height.
#
aiTextureType_HEIGHT = 0x5

## <hr>The texture is a (tangent space) normal-map.
#
# Again, there are several conventions for tangent-space
# normal maps. Assimp does (intentionally) not
# distinguish here.
#
aiTextureType_NORMALS = 0x6

## <hr>The texture defines the glossiness of the material.
#
# The glossiness is in fact the exponent of the specular
# (phong) lighting equation. Usually there is a conversion
# function defined to map the linear color values in the
# texture to a suitable exponent. Have fun.
#
aiTextureType_SHININESS = 0x7

## <hr>The texture defines per-pixel opacity.
#
# Usually 'white' means opaque and 'black' means
# 'transparency'. Or quite the opposite. Have fun.
#
aiTextureType_OPACITY = 0x8

## <hr>Displacement texture
#
# The exact purpose and format is application-dependent.
# Higher color values stand for higher vertex displacements.
#
aiTextureType_DISPLACEMENT = 0x9

## <hr>Lightmap texture (aka Ambient Occlusion)
#
# Both 'Lightmaps' and dedicated 'ambient occlusion maps' are
# covered by this material property. The texture contains a
# scaling value for the final color value of a pixel. Its
# intensity is not affected by incoming light.
#
aiTextureType_LIGHTMAP = 0xA

## <hr>Reflection texture
#
#Contains the color of a perfect mirror reflection.
#Rarely used, almost never for real-time applications.
#
aiTextureType_REFLECTION = 0xB

## <hr>Unknown texture
#
# A texture reference that does not match any of the definitions
# above is considered to be 'unknown'. It is still imported
# but is excluded from any further postprocessing.
#
aiTextureType_UNKNOWN = 0xC