This file is indexed.

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

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
//---------------------------------------------------------------------------
//
// Project: OpenWalnut ( http://www.openwalnut.org )
//
// Copyright 2009 OpenWalnut Community, BSV@Uni-Leipzig and CNCF@MPI-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/>.
//
//---------------------------------------------------------------------------

#ifndef WGEPOSTPROCESSOR_FRAGMENT_GLSL
#define WGEPOSTPROCESSOR_FRAGMENT_GLSL

#version 120

#include "WGEShadingTools.glsl"
#include "WGETextureTools.glsl"

///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Input-Texture Uniforms
//  NOTE: do not put post-processor specific uniforms here!
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

/**
 * The texture Unit for the original color field
 */
uniform sampler2D u_texture0Sampler;

/**
 * The texture Unit for the Normal Map
 */
uniform sampler2D u_texture1Sampler;

/**
 * The depth texture
 */
uniform sampler2D u_texture2Sampler;

/**
 * The white-noise 3 channel texture: sampler
 */
uniform sampler2D u_texture3Sampler;

/**
 * The white-noise 3 channel texture: size in x direction
 */
uniform int u_texture3SizeX;

/**
 * Size of texture in pixels
 */
uniform int u_texture0SizeX;

/**
 * Size of texture in pixels
 */
uniform int u_texture0SizeY;

/**
 * Size of texture in pixels
 */
uniform int u_texture0SizeZ;

/**
 * Offset to access the neighbouring pixel in a texture.
 */
float offsetX = 1.0 / u_texture0SizeX;

/**
 * Offset to access the neighbouring pixel in a texture.
 */
float offsetY = 1.0 / u_texture0SizeY;

///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Varying
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Global Variables
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

/**
 * The final color is stored in this global variable
 */
vec4 color = vec4( 1.0 );

/**
 * If this value is used as in blend() and is 0.0 if no color has been set to the color variable. If it is 0.5, color has been set earlier. This
 * is imply needed to properly blend the colors together without the need of a "initial"-color.
 */
float colorSet = 0.0;   // is 0.5 if the color has been set earlier

/**
 * The coordinate of the current pixel for texture lookup
 */
vec2 pixelCoord = gl_TexCoord[0].st;

/**
 * This is needed for some swizzle tricks
 */
const vec2 zeroOneList = vec2( 1.0, 0.0 );

///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Utility functions.
//  * Get color at certain point
//  * Get normal and depth at certain point
//  * Blending utilities
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

/**
 * Returns the original unprocessed color value at the specified point
 *
 * \param where the pixel to grab
 *
 * \return the color
 */
vec4 getColor( in vec2 where )
{
    return texture2D( u_texture0Sampler, where );
}

/**
 * Returns the original unprocessed color value at the current pixel.
 *
 * \note GLSL does not officially allow default values for function arguments which is why we need this additional function.
 *
 * \return the color
 */
vec4 getColor()
{
    return getColor( pixelCoord );
}

/**
 * Grabs the normal at the specified point. The returned normal has been de-scaled to [-1,1] and normalized The w component is 1.
 *
 * \param where the pixel to grab
 *
 * \return the normal
 */
vec4 getNormal( in vec2 where )
{
    return normalize( texture2DUnscaled( u_texture1Sampler, where, -1.0, 2.0 ).xyz ).xyzz * zeroOneList.xxxy + zeroOneList.yyyx;
}

/**
 * Grabs the normal at the current pixel. The returned normal has been de-scaled to [-1,1]. The w component is 1.
 *
 * \note GLSL does not officially allow default values for function arguments which is why we need this additional function.
 *
 * \return the normal
 */
vec4 getNormal()
{
    return getNormal( pixelCoord );
}

/**
 * Grabs the depth at the specified point.
 *
 * \param where the position where to grab it.
 *
 * \return the depth
 */
float getDepth( in vec2 where )
{
    return texture2D( u_texture2Sampler, where ).r;
}

/**
 * Grabs the depth at the current pixel.
 *
 * \note GLSL does not officially allow default values for function arguments which is why we need this additional function.
 *
 * \return the depth
 */
float getDepth()
{
    return getDepth( pixelCoord );
}

/**
 * Blends the specified color to the current overall-color.
 *
 * \param newColor the new color to blend in.
 */
void blend( in vec4 newColor )
{
    color = mix( color, newColor, 1.0 - colorSet );
    colorSet = 0.5; // we definitely set the color.
}

/**
 * Scales the current color with the specified scaling.
 *
 * \param f the scaling factor
 */
void blendScale( in float f )
{
    color.rgb = mix( color.rgb * f, vec3( f ), 1.0 - ( 2.0 * colorSet ) );
    colorSet = 0.5; // we definitely set the color.
}

/**
 * Adds the specified color to the current color.
 *
 * \param newColor the color to add
 */
void blendAdd( in vec4 newColor )
{
    color = mix( color + newColor, newColor, 1.0 - ( 2.0 * colorSet ) );
    colorSet = 0.5; // we definitely set the color.
}

/**
 * Adds the specified value as vec4 to the current color.
 *
 * \param f the scaling factor
 */
void blendAdd( in float f )
{
    blendAdd( vec4( vec3( f ), 1.0 ) );
}

///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Postprocessors
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

/**
 * Phong based Per-Pixel-Lighting.
 *
 * \param normal the surface normal. Normalized.
 *
 * \return the intensity.
 */
float getPPLPhong( vec3 normal )
{
    // TODO(ebaum): provide properties/uniforms for the scaling factors here
    return blinnPhongIlluminationIntensity(
        0.2 ,               // material ambient
        0.75,               // material diffuse
        0.5,               // material specular
        100.0,                               // shinines
        1.0,               // light diffuse
        0.3,               // light ambient
        normal,                              // normal
        vec4( 0.0, 0.0, 1.0, 1.0 ).xyz,      // view direction  // in world space, this always is the view-dir
        gl_LightSource[0].position.xyz       // light source position
    );
}

/**
 * Phong based Per-Pixel-Lighting based on the specified color.
 *
 * \return the new lighten color.
 */
float getPPLPhong()
{
    return getPPLPhong( getNormal().xyz );
}

/**
 * Apply laplace-filter to depth buffer. An edge is > 0.0.
 *
 * \return the edge
 */
float getEdge()
{
    // TODO(ebaum): provide properties/uniforms for the scaling factors here

    /////////////////////////////////////////////////////////////////////////////////////////////
    // GETTING TEXELS
    //
    // Get surrounding texels; needed for ALL filters
    /////////////////////////////////////////////////////////////////////////////////////////////

    float edgec  = getDepth( pixelCoord );
    float edgebl = getDepth( pixelCoord + vec2( -offsetX, -offsetY ) );
    float edgel  = getDepth( pixelCoord + vec2( -offsetX,     0.0  ) );
    float edgetl = getDepth( pixelCoord + vec2( -offsetX,  offsetY ) );
    float edget  = getDepth( pixelCoord + vec2(     0.0,   offsetY ) );
    float edgetr = getDepth( pixelCoord + vec2(  offsetX,  offsetY ) );
    float edger  = getDepth( pixelCoord + vec2(  offsetX,     0.0  ) );
    float edgebr = getDepth( pixelCoord + vec2(  offsetX,  offsetY ) );
    float edgeb  = getDepth( pixelCoord + vec2(     0.0,  -offsetY ) );

    /////////////////////////////////////////////////////////////////////////////////////////////
    // LAPLACE
    //
    // apply a standart laplace filter kernel
    /////////////////////////////////////////////////////////////////////////////////////////////

    // laplace filter kernel
    float edge = 16.0 * abs(
            0.0 * edgetl +  1.0 * edget + 0.0 * edgetr +
            1.0 * edgel  +  -4.0 * edgec + 1.0 * edger  +
            0.0 * edgebl +  1.0 * edgeb + 0.0 * edgebr
        );

    // MPI Paper Hack, to make edges black and surrundings white
    // return 1 - edge;

    return edge;
}

/**
 * Returns the gauss-smoothed color of the specified pixel from the input color texture.
 *
 * \param where the pixel to grab
 *
 * \return the color
 */
vec4 getGaussedColor( vec2 where )
{
    // TODO(ebaum): provide properties/uniforms for the scaling factors here

    // get the 8-neighbourhood
    vec4 gaussedColorc  = getColor( where );
    vec4 gaussedColorbl = getColor( where + vec2( -offsetX, -offsetY ) );
    vec4 gaussedColorl  = getColor( where + vec2( -offsetX,     0.0  ) );
    vec4 gaussedColortl = getColor( where + vec2( -offsetX,  offsetY ) );
    vec4 gaussedColort  = getColor( where + vec2(     0.0,   offsetY ) );
    vec4 gaussedColortr = getColor( where + vec2(  offsetX,  offsetY ) );
    vec4 gaussedColorr  = getColor( where + vec2(  offsetX,     0.0  ) );
    vec4 gaussedColorbr = getColor( where + vec2(  offsetX,  offsetY ) );
    vec4 gaussedColorb  = getColor( where + vec2(     0.0,  -offsetY ) );

    // apply Gauss filter
    vec4 gaussed = ( 1.0 / 16.0 ) * (
            1.0 * gaussedColortl +  2.0 * gaussedColort + 1.0 * gaussedColortr +
            2.0 * gaussedColorl  +  4.0 * gaussedColorc + 2.0 * gaussedColorr  +
            1.0 * gaussedColorbl +  2.0 * gaussedColorb + 1.0 * gaussedColorbr );
    return gaussed;
}

/**
 * Returns the gauss-smoothed color of the current pixel from the input color texture.
 *
 * \return  the color
 */
vec4 getGaussedColor()
{
    return getGaussedColor( pixelCoord );
}

/**
 * Returns the gauss-smoothed depth of the specified ixel from the input color texture.
 *
 * \param where the point to grab
 *
 * \return the gaussed depth
 */
float getGaussedDepth( vec2 where )
{
    // TODO(ebaum): provide properties/uniforms for the scaling factors here

    // get the 8-neighbourhood
    float gaussedDepthc  = getDepth( where );
    float gaussedDepthbl = getDepth( where + vec2( -offsetX, -offsetY ) );
    float gaussedDepthl  = getDepth( where + vec2( -offsetX,     0.0  ) );
    float gaussedDepthtl = getDepth( where + vec2( -offsetX,  offsetY ) );
    float gaussedDeptht  = getDepth( where + vec2(     0.0,   offsetY ) );
    float gaussedDepthtr = getDepth( where + vec2(  offsetX,  offsetY ) );
    float gaussedDepthr  = getDepth( where + vec2(  offsetX,     0.0  ) );
    float gaussedDepthbr = getDepth( where + vec2(  offsetX,  offsetY ) );
    float gaussedDepthb  = getDepth( where + vec2(     0.0,  -offsetY ) );

    // apply Gauss filter
    float gaussed = ( 1.0 / 16.0 ) * (
            1.0 * gaussedDepthtl +  2.0 * gaussedDeptht + 1.0 * gaussedDepthtr +
            2.0 * gaussedDepthl  +  4.0 * gaussedDepthc + 2.0 * gaussedDepthr  +
            1.0 * gaussedDepthbl +  2.0 * gaussedDepthb + 1.0 * gaussedDepthbr );
    return gaussed;
}

/**
 * Returns the gauss-smoothed depth of the current pixel from the input depth texture.
 *
 * \return the gaussed depth
 */
float getGaussedDepth()
{
    return getGaussedDepth( pixelCoord );
}

/**
 * Calculate the cel-shading of a specified color. The number of colors is defined by the u_celShadingSamples uniform.
 *
 * \param inColor the color to shade
 *
 * \return the cel-shaded color
 */
vec4 getCelShading( vec4 inColor )
{
    // TODO(ebaum): provide uniform for this
    float samples = 5.0;
    return vec4(
            vec3( int( ( inColor * samples ).r ),
                  int( ( inColor * samples ).g ),
                  int( ( inColor * samples ).b ) ) / samples, inColor.a );
}

/**
 * Calculate the cel-shading of the input color. The number of colors is defined by the u_celShadingSamples uniform.
 *
 * \return the cel-shaded color
 */
vec4 getCelShading()
{
    return getCelShading( getColor() );
}

/**
 * Returns a fade-out factor basing on pixel depth for the specified pixel
 *
 * \param where pixel coordinate
 *
 * \return the fade-out factor.
 */
float getDepthFading( vec2 where )
{
    // TODO(ebaum): add uniforms for this limits
    float invD = ( 1.0 - getDepth( where ) );
    return smoothstep( 0.20, 0.5, invD );
}

/**
 * Returns a fade-out factor basing on pixel depth for the current pixel.
 *
 * \return the fade-out factor.
 */
float getDepthFading()
{
    return getDepthFading( pixelCoord );
}

///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Main
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

/**
 * Main. Apply the specified post-processors.
 */
void main()
{
    // don't do this stuff for background pixel
    float depth = getDepth();
    gl_FragDepth = depth;
    if( depth > 0.99 )
    {
        discard;
    }

    // NOTE: Although the GLSL compiler might not be the most intelligent one, it will most probably be smart enough the reduce many texture
    // fetch operations on the same sampler and same position to one fetch and provides the result in a variable. So it is not stupid to use
    // getColor or getNormal or getDepth many times on the same u,v coordinate.

#ifdef WGE_POSTPROCESSOR_COLOR
    blend( getColor() );
#endif

#ifdef WGE_POSTPROCESSOR_GAUSSEDCOLOR
    blend( getGaussedColor() );
#endif

#ifdef WGE_POSTPROCESSOR_PPLPHONG
    blendScale( getPPLPhong() );
#endif

#ifdef WGE_POSTPROCESSOR_CELSHADING
    blend( getCelShading() );
#endif

#ifdef WGE_POSTPROCESSOR_DEPTHFADING
    blendScale( getDepthFading() );
#endif

#ifdef WGE_POSTPROCESSOR_EDGE
    blendAdd( getEdge() );
#endif

#ifdef WGE_POSTPROCESSOR_DEPTH
    blendScale( depth );
#endif

#ifdef WGE_POSTPROCESSOR_GAUSSEDDEPTH
    blendScale( getGaussedDepth() );
#endif

#ifdef WGE_POSTPROCESSOR_NORMAL
    blend( getNormal() );
#endif

#ifdef WGE_POSTPROCESSOR_CUSTOM
    vec4 customColor = vec4( 0.0 );
    %WGEPostprocessor-CustomCode%
    blend( customColor );
#endif

    // output the depth and final color.
    gl_FragColor = color;
}

#endif // WGEPOSTPROCESSOR_FRAGMENT_GLSL