/usr/include/libwildmagic/Wm5Texture2MulEffect.h is in libwildmagic-dev 5.13-1ubuntu3.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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// Copyright (c) 1998-2014
// Distributed under the Boost Software License, Version 1.0.
// http://www.boost.org/LICENSE_1_0.txt
// http://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
//
// File Version: 5.0.1 (2010/10/01)
#ifndef WM5TEXTURE2MULEFFECT_H
#define WM5TEXTURE2MULEFFECT_H
#include "Wm5GraphicsLIB.h"
#include "Wm5VisualEffectInstance.h"
#include "Wm5Texture2D.h"
namespace Wm5
{
class WM5_GRAPHICS_ITEM Texture2MulEffect : public VisualEffect
{
WM5_DECLARE_RTTI;
WM5_DECLARE_NAMES;
WM5_DECLARE_STREAM(Texture2MulEffect);
public:
// Construction and destruction.
Texture2MulEffect ();
virtual ~Texture2MulEffect ();
// Any change in sampler state is made via the pixel shader.
PixelShader* GetPixelShader () const;
// Create an instance of the effect with unique parameters. If a
// sampler filter mode is set to a value corresponding to mipmapping,
// then the mipmaps will be generated if necessary.
VisualEffectInstance* CreateInstance (Texture2D* texture0,
Texture2D* texture1) const;
// Convenience for creating an instance. The application does not have to
// create the effect explicitly in order to create an instance from it.
static VisualEffectInstance* CreateUniqueInstance (
Texture2D* texture0,
Shader::SamplerFilter filter0,
Shader::SamplerCoordinate coordinate00,
Shader::SamplerCoordinate coordinate01,
Texture2D* texture1,
Shader::SamplerFilter filter1,
Shader::SamplerCoordinate coordinate10,
Shader::SamplerCoordinate coordinate11);
private:
static int msDx9VRegisters[1];
static int msOglVRegisters[1];
static int* msVRegisters[Shader::MAX_PROFILES];
static std::string msVPrograms[Shader::MAX_PROFILES];
static int msAllPTextureUnits[2];
static int* msPTextureUnits[Shader::MAX_PROFILES];
static std::string msPPrograms[Shader::MAX_PROFILES];
};
WM5_REGISTER_STREAM(Texture2MulEffect);
typedef Pointer0<Texture2MulEffect> Texture2MulEffectPtr;
}
#endif
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