This file is indexed.

/usr/include/SFML/Graphics/Shader.h is in libcsfml-dev 2.1-2.

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
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2013 Laurent Gomila (laurent.gom@gmail.com)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
//    you must not claim that you wrote the original software.
//    If you use this software in a product, an acknowledgment
//    in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
//    and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////

#ifndef SFML_SHADER_H
#define SFML_SHADER_H

////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Graphics/Export.h>
#include <SFML/Graphics/Color.h>
#include <SFML/Graphics/Transform.h>
#include <SFML/Graphics/Types.h>
#include <SFML/System/InputStream.h>
#include <SFML/System/Vector2.h>
#include <SFML/System/Vector3.h>


////////////////////////////////////////////////////////////
/// \brief Load both the vertex and fragment shaders from files
///
/// This function can load both the vertex and the fragment
/// shaders, or only one of them: pass NULL if you don't want to load
/// either the vertex shader or the fragment shader.
/// The sources must be text files containing valid shaders
/// in GLSL language. GLSL is a C-like language dedicated to
/// OpenGL shaders; you'll probably need to read a good documentation
/// for it before writing your own shaders.
///
/// \param vertexShaderFilename   Path of the vertex shader file to load, or NULL to skip this shader
/// \param fragmentShaderFilename Path of the fragment shader file to load, or NULL to skip this shader
///
/// \return A new sfShader object, or NULL if it failed
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API sfShader* sfShader_createFromFile(const char* vertexShaderFilename, const char* fragmentShaderFilename);

////////////////////////////////////////////////////////////
/// \brief Load both the vertex and fragment shaders from source codes in memory
///
/// This function can load both the vertex and the fragment
/// shaders, or only one of them: pass NULL if you don't want to load
/// either the vertex shader or the fragment shader.
/// The sources must be valid shaders in GLSL language. GLSL is
/// a C-like language dedicated to OpenGL shaders; you'll
/// probably need to read a good documentation for it before
/// writing your own shaders.
///
/// \param vertexShader   String containing the source code of the vertex shader, or NULL to skip this shader
/// \param fragmentShader String containing the source code of the fragment shader, or NULL to skip this shader
///
/// \return A new sfShader object, or NULL if it failed
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API sfShader* sfShader_createFromMemory(const char* vertexShader, const char* fragmentShader);

////////////////////////////////////////////////////////////
/// \brief Load both the vertex and fragment shaders from custom streams
///
/// This function can load both the vertex and the fragment
/// shaders, or only one of them: pass NULL if you don't want to load
/// either the vertex shader or the fragment shader.
/// The source codes must be valid shaders in GLSL language.
/// GLSL is a C-like language dedicated to OpenGL shaders;
/// you'll probably need to read a good documentation for
/// it before writing your own shaders.
///
/// \param vertexShaderStream   Source stream to read the vertex shader from, or NULL to skip this shader
/// \param fragmentShaderStream Source stream to read the fragment shader from, or NULL to skip this shader
///
/// \return A new sfShader object, or NULL if it failed
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API sfShader* sfShader_createFromStream(sfInputStream* vertexShaderStream, sfInputStream* fragmentShaderStream);

////////////////////////////////////////////////////////////
/// \brief Destroy an existing shader
///
/// \param shader Shader to delete
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfShader_destroy(sfShader* shader);

////////////////////////////////////////////////////////////
/// \brief Change a float parameter of a shader
///
/// \a name is the name of the variable to change in the shader.
/// The corresponding parameter in the shader must be a float
/// (float GLSL type).
///
/// Example:
/// \code
/// uniform float myparam; // this is the variable in the shader
/// \endcode
/// \code
/// sfShader_setFloatParameter(shader, "myparam", 5.2f);
/// \endcode
///
/// \param shader Shader object
/// \param name   Name of the parameter in the shader
/// \param x      Value to assign
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfShader_setFloatParameter(sfShader* shader, const char* name, float x);

////////////////////////////////////////////////////////////
/// \brief Change a 2-components vector parameter of a shader
///
/// \a name is the name of the variable to change in the shader.
/// The corresponding parameter in the shader must be a 2x1 vector
/// (vec2 GLSL type).
///
/// Example:
/// \code
/// uniform vec2 myparam; // this is the variable in the shader
/// \endcode
/// \code
/// sfShader_setFloat2Parameter(shader, "myparam", 5.2f, 6.0f);
/// \endcode
///
/// \param shader Shader object
/// \param name   Name of the parameter in the shader
/// \param x      First component of the value to assign
/// \param y      Second component of the value to assign
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfShader_setFloat2Parameter(sfShader* shader, const char* name, float x, float y);

////////////////////////////////////////////////////////////
/// \brief Change a 3-components vector parameter of a shader
///
/// \a name is the name of the variable to change in the shader.
/// The corresponding parameter in the shader must be a 3x1 vector
/// (vec3 GLSL type).
///
/// Example:
/// \code
/// uniform vec3 myparam; // this is the variable in the shader
/// \endcode
/// \code
/// sfShader_setFloat3Parameter(shader, "myparam", 5.2f, 6.0f, -8.1f);
/// \endcode
///
/// \param shader Shader object
/// \param name   Name of the parameter in the shader
/// \param x      First component of the value to assign
/// \param y      Second component of the value to assign
/// \param z      Third component of the value to assign
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfShader_setFloat3Parameter(sfShader* shader, const char* name, float x, float y, float z);

////////////////////////////////////////////////////////////
/// \brief Change a 4-components vector parameter of a shader
///
/// \a name is the name of the variable to change in the shader.
/// The corresponding parameter in the shader must be a 4x1 vector
/// (vec4 GLSL type).
///
/// Example:
/// \code
/// uniform vec4 myparam; // this is the variable in the shader
/// \endcode
/// \code
/// sfShader_setFloat4Parameter(shader, "myparam", 5.2f, 6.0f, -8.1f, 0.4f);
/// \endcode
///
/// \param shader Shader object
/// \param name   Name of the parameter in the shader
/// \param x      First component of the value to assign
/// \param y      Second component of the value to assign
/// \param z      Third component of the value to assign
/// \param w      Fourth component of the value to assign
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfShader_setFloat4Parameter(sfShader* shader, const char* name, float x, float y, float z, float w);

////////////////////////////////////////////////////////////
/// \brief Change a 2-components vector parameter of a shader
///
/// \a name is the name of the variable to change in the shader.
/// The corresponding parameter in the shader must be a 2x1 vector
/// (vec2 GLSL type).
///
/// Example:
/// \code
/// uniform vec2 myparam; // this is the variable in the shader
/// \endcode
/// \code
/// sfVector2f vec = {5.2f, 6.0f};
/// sfShader_setVector2Parameter(shader, "myparam", vec);
/// \endcode
///
/// \param shader Shader object
/// \param name   Name of the parameter in the shader
/// \param vector Vector to assign
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfShader_setVector2Parameter(sfShader* shader, const char* name, sfVector2f vector);

////////////////////////////////////////////////////////////
/// \brief Change a 3-components vector parameter of a shader
///
/// \a name is the name of the variable to change in the shader.
/// The corresponding parameter in the shader must be a 3x1 vector
/// (vec3 GLSL type).
///
/// Example:
/// \code
/// uniform vec3 myparam; // this is the variable in the shader
/// \endcode
/// \code
/// sfVector3f vec = {5.2f, 6.0f, -8.1f};
/// sfShader_setVector3Parameter(shader, "myparam", vec);
/// \endcode
///
/// \param shader Shader object
/// \param name   Name of the parameter in the shader
/// \param vector Vector to assign
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfShader_setVector3Parameter(sfShader* shader, const char* name, sfVector3f vector);

////////////////////////////////////////////////////////////
/// \brief Change a color parameter of a shader
///
/// \a name is the name of the variable to change in the shader.
/// The corresponding parameter in the shader must be a 4x1 vector
/// (vec4 GLSL type).
///
/// It is important to note that the components of the color are
/// normalized before being passed to the shader. Therefore,
/// they are converted from range [0 .. 255] to range [0 .. 1].
/// For example, a sf::Color(255, 125, 0, 255) will be transformed
/// to a vec4(1.0, 0.5, 0.0, 1.0) in the shader.
///
/// Example:
/// \code
/// uniform vec4 color; // this is the variable in the shader
/// \endcode
/// \code
/// sfShader_setColorParameter(shader, "color", sfColor_fromRGB(255, 128, 0));
/// \endcode
///
/// \param shader Shader object
/// \param name   Name of the parameter in the shader
/// \param color  Color to assign
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfShader_setColorParameter(sfShader* shader, const char* name, sfColor color);

////////////////////////////////////////////////////////////
/// \brief Change a matrix parameter of a shader
///
/// \a name is the name of the variable to change in the shader.
/// The corresponding parameter in the shader must be a 4x4 matrix
/// (mat4 GLSL type).
///
/// Example:
/// \code
/// uniform mat4 matrix; // this is the variable in the shader
/// \endcode
/// \code
/// @todo
/// sfShader_setTransformParameter(shader, "matrix", transform);
/// \endcode
///
/// \param shader    Shader object
/// \param name      Name of the parameter in the shader
/// \param transform Transform to assign
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfShader_setTransformParameter(sfShader* shader, const char* name, sfTransform transform);

////////////////////////////////////////////////////////////
/// \brief Change a texture parameter of a shader
///
/// \a name is the name of the variable to change in the shader.
/// The corresponding parameter in the shader must be a 2D texture
/// (sampler2D GLSL type).
///
/// Example:
/// \code
/// uniform sampler2D the_texture; // this is the variable in the shader
/// \endcode
/// \code
/// sf::Texture texture;
/// ...
/// sfShader_setTextureParameter(shader, "the_texture", texture);
/// \endcode
/// It is important to note that \a texture must remain alive as long
/// as the shader uses it, no copy is made internally.
///
/// To use the texture of the object being draw, which cannot be
/// known in advance, you can use the special function
/// sfShader_setCurrentTextureParameter:
/// \code
/// sfShader_setCurrentTextureParameter(shader, "the_texture").
/// \endcode
///
/// \param shader  Shader object
/// \param name    Name of the texture in the shader
/// \param texture Texture to assign
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfShader_setTextureParameter(sfShader* shader, const char* name, const sfTexture* texture);

////////////////////////////////////////////////////////////
/// \brief Change a texture parameter of a shader
///
/// This function maps a shader texture variable to the
/// texture of the object being drawn, which cannot be
/// known in advance.
/// The corresponding parameter in the shader must be a 2D texture
/// (sampler2D GLSL type).
///
/// Example:
/// \code
/// uniform sampler2D current; // this is the variable in the shader
/// \endcode
/// \code
/// sfShader_setCurrentTextureParameter(shader, "current");
/// \endcode
///
/// \param shader Shader object
/// \param name   Name of the texture in the shader
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfShader_setCurrentTextureParameter(sfShader* shader, const char* name);

////////////////////////////////////////////////////////////
/// \brief Bind a shader for rendering (activate it)
///
/// This function is not part of the graphics API, it mustn't be
/// used when drawing SFML entities. It must be used only if you
/// mix sfShader with OpenGL code.
///
/// \code
/// sfShader *s1, *s2;
/// ...
/// sfShader_bind(s1);
/// // draw OpenGL stuff that use s1...
/// sfShader_bind(s2);
/// // draw OpenGL stuff that use s2...
/// sfShader_bind(0);
/// // draw OpenGL stuff that use no shader...
/// \endcode
///
/// \param shader Shader to bind, can be null to use no shader
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfShader_bind(const sfShader* shader);

////////////////////////////////////////////////////////////
/// \brief Tell whether or not the system supports shaders
///
/// This function should always be called before using
/// the shader features. If it returns false, then
/// any attempt to use sfShader will fail.
///
/// \return sfTrue if the system can use shaders, sfFalse otherwise
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API sfBool sfShader_isAvailable(void);


#endif // SFML_SHADER_H