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

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!!VP1.0

# Compute ring illumination.  Assumes rings made of spherical particles,
# and no occlusion or shadowing between ring particles.  We also compute the
# texture coordinates for the projected shadow of a planet.

# 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 object color * light color
# c[32] contains the ambient light color
# c[33] contains the haze color
# c[34] contains the specular color * light color
# c[41] and c[42] contain the shadow projection matrix
# c[40] contains (0, 1, 0, specPower)
# c[90] contains (0, 0.5, 1, 0)
# v[OPOS] contains the per-vertex position
# v[NRML] contains the per-vertex normal
# v[TEX0] contains the per-vertex texture coordinate 0
# o[HPOS] output register for homogeneous position
# o[TEX0] output register for texture coordinate 0
# o[COL0] output register for primary color
# R0...R11 temporary registers

# Transform the vertex by the modelview matrix
DP4   R1.x, c[0], v[OPOS];
DP4   R1.y, c[1], v[OPOS];
DP4   R1.z, c[2], v[OPOS];
DP4   R1.w, c[3], v[OPOS];

# Get the vector from the eye to the vertex
ADD   R4, c[15], -v[OPOS];

# Normalize it
DP3   R0.w, R4, R4;
RSQ   R0.w, R0.w;
MUL   R4.xyz, R4, R0.w;

# Compute the illumination
DP3   R2.x, R4, c[16];
ADD   R2.x, R2.x, c[90].z;
MUL   R2.x, R2.x, c[90].y;

# Output the primary color
MOV   R0, c[32];
MAD   o[COL0], c[20], R2.xxxx, R0;

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

# The second texture is the shadow; we need to compute the
# it from the vertex coordinate.
DP4   o[TEX1].x, c[41], v[OPOS];
DP4   o[TEX1].y, c[42], v[OPOS];

# Output the vertex
MOV   o[HPOS], R1;

END