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/usr/share/openwalnut/shaders/WGECoordinateSystem-fragment.glsl is in libopenwalnut1 1.2.5-1.

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//---------------------------------------------------------------------------
//
// Project: OpenWalnut ( http://www.openwalnut.org )
//
// Copyright 2009 OpenWalnut Community, BSV-Leipzig and CNCF-CBS
// For more information see http://www.openwalnut.org/copying
//
// This file is part of OpenWalnut.
//
// OpenWalnut 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 3 of the License, or
// (at your option) any later version.
//
// OpenWalnut 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 OpenWalnut. If not, see <http://www.gnu.org/licenses/>.
//
//---------------------------------------------------------------------------

#version 120

#include "WGEShadingTools.glsl"

/**
 * The normal.
 */
varying vec3 v_normal;

void main()
{
    vec4 col = gl_FrontMaterial.diffuse;
    vec4 white = vec4( 1, 1, 1, 1 );

    // calculate lighting
    float light = blinnPhongIlluminationIntensity( normalize( v_normal ) );
    col *= light;

    // use texture coordinate to mix along the cylinder
    gl_FragColor = mix( white, col, gl_TexCoord[0].t + 0.2 );
}