/usr/share/openwalnut/shaders/WGEUtils.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.
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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/>.
//
//---------------------------------------------------------------------------
#ifndef WGEUTILS_GLSL
#define WGEUTILS_GLSL
#version 120
/**
*
* This makes threshold lying between min and max to lie between 0 and 1 where 0 corresponds to min and 1 to max
*
* \param threshold threshold value used for cutting
* \param min minumum of original space
* \param max maximum of original space
*
* \return
*/
float scaleZeroOne( in float threshold, in float min, in float max )
{
return ( threshold - min ) / ( max - min );
}
/**
* Evaluates a given value whether it is zero, or more exactly, if it can be seen as zero.
*
* \param value the value to check
* \param epsilon the epsilon to use. Default is 0.001. Much lower is not recommended since floating point precision in GLSL is not that high.
*
* \return true if zero.
*/
bool isZero( in float value, in float epsilon )
{
return ( abs( value ) <= epsilon );
}
/**
* Evaluates a given value whether it is zero, or more exactly, if it can be seen as zero.
* \note This version is needed for portability as the GLSL compiler on MacOS X does not allow argument default values in functions.
*
* \param value the value to check
* \param epsilon the epsilon to use. Default is 0.001. Much lower is not recommended since floating point precision in GLSL is not that high.
*
* \return true if zero.
*/
bool isZero( in float value )
{
return ( abs( value ) <= 0.001 );
}
/**
* Takes the largest absolute component of the vector and scales the whole vector with it. This ensures that the resulting vector always is in
* [-1, 1] with its largest component to be -1 or 1.
*
* \param point the vector to scale
*
* \return the scaled vector
*/
vec2 scaleMaxToOne( vec2 point )
{
float maxC = max( abs( point.x ), abs( point.y ) ) + 0.00001;
return point / maxC;
}
/**
* Takes the largest absolute component of the vector and scales the whole vector with it. This ensures that the resulting vector always is in
* [-1, 1] with its largest component to be -1 or 1.
*
* \param point the vector to scale
*
* \return the scaled vector
*/
vec3 scaleMaxToOne( vec3 point )
{
float maxC = max( abs( point.x ), max( abs( point.y ), abs( point.z ) ) ) + 0.00001;
return point / maxC;
}
/**
* Takes the largest absolute component of the vector and scales the whole vector with it. This ensures that the resulting vector always is in
* [-1, 1] with its largest component to be -1 or 1.
*
* \param point the vector to scale
*
* \return the scaled vector
*/
vec4 scaleMaxToOne( vec4 point )
{
float maxC = max( abs( point.x ), max( abs( point.y ), max( abs( point.z ), abs( point.w ) ) ) ) + 0.00001;
return point / maxC;
}
#endif // WGEUTILS_GLSL
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