This file is indexed.

/usr/src/castle-game-engine-4.1.1/x3d/opengl/glsl/screen_effect_library.glsl.inc is in castle-game-engine-src 4.1.1-1.

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
{ -*- buffer-read-only: t -*- }
{ DON'T EDIT -- this file was automatically generated from "screen_effect_library.glsl" }
'/* The library of common functions for GLSL screen effects.' + LineEnding + 
'   The ObjectPascal code that includes this will take care to define (or not)' + LineEnding + 
'   symbols MULTI_SAMPLING_x, DEPTH at the beginning of this file.' + LineEnding + 
'   Screen effect code using these functions is safe to work both with and without' + LineEnding + 
'   multi-sampling.' + LineEnding + 
'*/' + LineEnding + 
'' + LineEnding + 
'#ifdef MULTI_SAMPLING' + LineEnding + 
'  #extension GL_ARB_texture_multisample : enable' + LineEnding + 
'  uniform sampler2DMS screen;' + LineEnding + 
'  #ifdef DEPTH' + LineEnding + 
'    uniform sampler2DMS screen_depth;' + LineEnding + 
'  #endif' + LineEnding + 
'#else' + LineEnding + 
'  #extension GL_ARB_texture_rectangle : enable' + LineEnding + 
'  uniform sampler2DRect screen;' + LineEnding + 
'  #ifdef DEPTH' + LineEnding + 
'    uniform sampler2DRect screen_depth;' + LineEnding + 
'  #endif' + LineEnding + 
'#endif' + LineEnding + 
'' + LineEnding + 
'ivec2 screen_position()' + LineEnding + 
'{' + LineEnding + 
'  return ivec2(int(gl_TexCoord[0].s), int(gl_TexCoord[0].t));' + LineEnding + 
'}' + LineEnding + 
'' + LineEnding + 
'int screen_x()' + LineEnding + 
'{' + LineEnding + 
'  return int(gl_TexCoord[0].s);' + LineEnding + 
'}' + LineEnding + 
'' + LineEnding + 
'int screen_y()' + LineEnding + 
'{' + LineEnding + 
'  return int(gl_TexCoord[0].t);' + LineEnding + 
'}' + LineEnding + 
'' + LineEnding + 
'vec4 screen_get_color(ivec2 position)' + LineEnding + 
'{' + LineEnding + 
'/* TODO: it would be nice to autogenerate this code */' + LineEnding + 
'#ifdef MULTI_SAMPLING_16' + LineEnding + 
'  return ( texelFetch(screen, position, 0) +' + LineEnding + 
'           texelFetch(screen, position, 1) +' + LineEnding + 
'           texelFetch(screen, position, 2) +' + LineEnding + 
'           texelFetch(screen, position, 3) +' + LineEnding + 
'           texelFetch(screen, position, 4) +' + LineEnding + 
'           texelFetch(screen, position, 5) +' + LineEnding + 
'           texelFetch(screen, position, 6) +' + LineEnding + 
'           texelFetch(screen, position, 7) +' + LineEnding + 
'           texelFetch(screen, position, 8) +' + LineEnding + 
'           texelFetch(screen, position, 9) +' + LineEnding + 
'           texelFetch(screen, position, 10) +' + LineEnding + 
'           texelFetch(screen, position, 11) +' + LineEnding + 
'           texelFetch(screen, position, 12) +' + LineEnding + 
'           texelFetch(screen, position, 13) +' + LineEnding + 
'           texelFetch(screen, position, 14) +' + LineEnding + 
'           texelFetch(screen, position, 15) ) / 16.0;' + LineEnding + 
'#else' + LineEnding + 
'#ifdef MULTI_SAMPLING_8' + LineEnding + 
'  return ( texelFetch(screen, position, 0) +' + LineEnding + 
'           texelFetch(screen, position, 1) +' + LineEnding + 
'           texelFetch(screen, position, 2) +' + LineEnding + 
'           texelFetch(screen, position, 3) +' + LineEnding + 
'           texelFetch(screen, position, 4) +' + LineEnding + 
'           texelFetch(screen, position, 5) +' + LineEnding + 
'           texelFetch(screen, position, 6) +' + LineEnding + 
'           texelFetch(screen, position, 7) ) / 8.0;' + LineEnding + 
'#else' + LineEnding + 
'#ifdef MULTI_SAMPLING_4' + LineEnding + 
'  return ( texelFetch(screen, position, 0) +' + LineEnding + 
'           texelFetch(screen, position, 1) +' + LineEnding + 
'           texelFetch(screen, position, 2) +' + LineEnding + 
'           texelFetch(screen, position, 3) ) / 4.0;' + LineEnding + 
'#else' + LineEnding + 
'#ifdef MULTI_SAMPLING_2' + LineEnding + 
'  return ( texelFetch(screen, position, 0) +' + LineEnding + 
'           texelFetch(screen, position, 1) ) / 2.0;' + LineEnding + 
'#else' + LineEnding + 
'  return texture2DRect(screen, vec2(position)+vec2(0.5));' + LineEnding + 
'#endif' + LineEnding + 
'#endif' + LineEnding + 
'#endif' + LineEnding + 
'#endif' + LineEnding + 
'}' + LineEnding + 
'' + LineEnding + 
'#ifdef DEPTH' + LineEnding + 
'float screen_get_depth(ivec2 position)' + LineEnding + 
'{' + LineEnding + 
'/* TODO: it would be nice to autogenerate this code */' + LineEnding + 
'#ifdef MULTI_SAMPLING_16' + LineEnding + 
'  return ( texelFetch(screen_depth, position, 0).r +' + LineEnding + 
'           texelFetch(screen_depth, position, 1).r +' + LineEnding + 
'           texelFetch(screen_depth, position, 2).r +' + LineEnding + 
'           texelFetch(screen_depth, position, 3).r +' + LineEnding + 
'           texelFetch(screen_depth, position, 4).r +' + LineEnding + 
'           texelFetch(screen_depth, position, 5).r +' + LineEnding + 
'           texelFetch(screen_depth, position, 6).r +' + LineEnding + 
'           texelFetch(screen_depth, position, 7).r +' + LineEnding + 
'           texelFetch(screen_depth, position, 8).r +' + LineEnding + 
'           texelFetch(screen_depth, position, 9).r +' + LineEnding + 
'           texelFetch(screen_depth, position, 10).r +' + LineEnding + 
'           texelFetch(screen_depth, position, 11).r +' + LineEnding + 
'           texelFetch(screen_depth, position, 12).r +' + LineEnding + 
'           texelFetch(screen_depth, position, 13).r +' + LineEnding + 
'           texelFetch(screen_depth, position, 14).r +' + LineEnding + 
'           texelFetch(screen_depth, position, 15).r ) / 16.0;' + LineEnding + 
'#else' + LineEnding + 
'#ifdef MULTI_SAMPLING_8' + LineEnding + 
'  return ( texelFetch(screen_depth, position, 0).r +' + LineEnding + 
'           texelFetch(screen_depth, position, 1).r +' + LineEnding + 
'           texelFetch(screen_depth, position, 2).r +' + LineEnding + 
'           texelFetch(screen_depth, position, 3).r +' + LineEnding + 
'           texelFetch(screen_depth, position, 4).r +' + LineEnding + 
'           texelFetch(screen_depth, position, 5).r +' + LineEnding + 
'           texelFetch(screen_depth, position, 6).r +' + LineEnding + 
'           texelFetch(screen_depth, position, 7).r ) / 8.0;' + LineEnding + 
'#else' + LineEnding + 
'#ifdef MULTI_SAMPLING_4' + LineEnding + 
'  return ( texelFetch(screen_depth, position, 0).r +' + LineEnding + 
'           texelFetch(screen_depth, position, 1).r +' + LineEnding + 
'           texelFetch(screen_depth, position, 2).r +' + LineEnding + 
'           texelFetch(screen_depth, position, 3).r ) / 4.0;' + LineEnding + 
'#else' + LineEnding + 
'#ifdef MULTI_SAMPLING_2' + LineEnding + 
'  return ( texelFetch(screen_depth, position, 0).r +' + LineEnding + 
'           texelFetch(screen_depth, position, 1).r ) / 2.0;' + LineEnding + 
'#else' + LineEnding + 
'  return texture2DRect(screen_depth, vec2(position)+vec2(0.5)).r;' + LineEnding + 
'#endif' + LineEnding + 
'#endif' + LineEnding + 
'#endif' + LineEnding + 
'#endif' + LineEnding + 
'}' + LineEnding + 
'#endif' + LineEnding + 
''