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//---------------------------------------------------------------------------
//
// 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 WGETEXTURETOOLS_GLSL
#define WGETEXTURETOOLS_GLSL

#version 120

#include "WGEUtils.glsl"

/**
 * Grabs and unscales the value inside the texture and returns it.
 * 
 * \param texture the texture unit to use
 * \param point   the texture coordinates
 * \param minimum the minumum value of all values inside the texture
 * \param scale   the scaling value for all values inside the texture
 *
 * \note The minimum and scale values are normally transferred to the shader using uniforms, as the CPU scales the textures
 * 
 * \return the value at the given point
 */
vec4 texture3DUnscaled( sampler3D texture, vec3 point, float minimum, float scale )
{
    return ( scale * texture3D( texture, point ) ) + vec4( minimum );
}

/**
 * Grabs and unscales the value inside the texture and returns it.
 * 
 * \param texture the texture unit to use
 * \param point   the texture coordinates
 * \param minimum the minumum value of all values inside the texture
 * \param scale   the scaling value for all values inside the texture
 *
 * \note The minimum and scale values are normally transferred to the shader using uniforms, as the CPU scales the textures
 * 
 * \return the value at the given point
 */
vec4 texture2DUnscaled( sampler2D texture, vec2 point, float minimum, float scale )
{
    return ( scale * texture2D( texture, point ) ) + vec4( minimum );
}

/**
 * Grabs and unscales the value inside the texture and returns it.
 *
 * \param texture the texture unit to use
 * \param point   the texture coordinates
 * \param minimum the minumum value of all values inside the texture
 * \param scale   the scaling value for all values inside the texture
 *
 * \note The minimum and scale values are normally transferred to the shader using uniforms, as the CPU scales the textures
 *
 * \return the value at the given point
 */
vec4 texture1DUnscaled( sampler1D texture, float point, float minimum, float scale )
{
    return ( scale * texture1D( texture, point ) ) + vec4( minimum );
}

/**
 * This method normalizes a given point/vector in a special way. It scales it so that the largest component is exactly 1.
 * This way the other components can profit from the whole precision in textures (where all values are clamped if >1).
 * 
 * \param point the point to scale
 * 
 * \return the scaled point, where max( { point.x, point.y, point.z, point.w } ) = 1
 */
vec4 textureNormalize( vec4 point )
{
    return 0.5 + ( 0.5 * scaleMaxToOne( point ) );
}

/**
 * This method normalizes a given point/vector in a special way. It scales it so that the largest component is exactly 1.
 * This way the other components can profit from the whole precision in textures (where all values are clamped if >1).
 * 
 * \param point the point to scale
 * 
 * \return the scaled point, where max( { point.x, point.y, point.z } ) = 1
 */
vec3 textureNormalize( vec3 point )
{
    return 0.5 + ( 0.5 * scaleMaxToOne( point ) );
}

/**
 * This method normalizes a given point/vector in a special way. It scales it so that the largest component is exactly 1.
 * This way the other components can profit from the whole precision in textures (where all values are clamped if >1).
 * 
 * \param point the point to scale
 * 
 * \return the scaled point, where max( { point.x, point.y, point.z } ) = 1
 */
vec2 textureNormalize( vec2 point )
{
    return 0.5 + ( 0.5 * scaleMaxToOne( point ) );
}

#endif // WGETEXTURETOOLS_GLSL