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/usr/share/celestia/shaders/bumphaze.vp is in celestia-common 1.6.1+dfsg-3.

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!!VP1.0

# Compute the surface space light vectors for diffuse bump mapping as well
# as a fog factor for an atmospheric haze effect.

# c[0]..c[3] contains the concatenation of the modelview and projection matrices.
# c[4]..c[7] contains the inverse transpose of the modelview
# c[15] contains the eye position in object space
# c[16] contains the light direction in object space
# c[17] contains H, the normalized sum of the eye and light direction
# c[20] contains the light color * object color
# c[32] contains the ambient light color * object color
# c[33] contains the haze color
# c[40] contains (0, 1, 0.5, specPower)
# v[6] contains the tangent vector

# Transform the vertex by the modelview matrix
DP4   o[HPOS].x, c[0], v[OPOS];
DP4   o[HPOS].y, c[1], v[OPOS];
DP4   o[HPOS].z, c[2], v[OPOS];
DP4   o[HPOS].w, c[3], v[OPOS];

# Compute the diffuse light component and clamp it to zero
DP3   R2, v[NRML], c[16];
MAX   R2.x, R2, c[40].xxxx;

# Get the normalized vector from the eye to the vertex
ADD   R4, c[15], -v[OPOS];
DP3   R0.w, R4, R4;
RSQ   R0.w, R0.w;
MUL   R4.xyz, R4, R0.w;

# Output the fog factor
DP3   R2.y, v[NRML], R4;
ADD   R2.y, c[40].y, -R2.y;
MUL   o[FOGC].x, R2.x, R2.y;

# We're done with the haze/fog stuff; now compute the surface space
# light direction.
MOV   R1, v[NRML];
MOV   R2, v[6];

# Compute the binormal--cross product of normal and tangent
MUL   R3, R1.zxyw, R2.yzxw;
MAD   R3, R1.yzxw, R2.zxyw, -R3;

# Assume that the tangent and normal are orthonormal; otherwise
# we need to normalize R3
#DP3   R0.w, R3, R3;
#RSQ   R0.w, R0.w;
#MUL   R3.xyz, R3, R0.w;

# Transform the light direction from object space into surface space
DP3   R0.x, R2, c[16];
DP3   R0.y, -R3, c[16];
DP3   R0.z, R1, c[16];
# Compress the light direction to fit in the primary color and output it
MOV   R5, c[40];
MAD   o[COL0], R0, R5.z, R5.z;

# Output the texture coordinates.
MOV   o[TEX0], v[TEX0];
MOV   o[TEX1], v[TEX1];

END