k3d/share/shaders/k3d_causticlight.sl:21:	float atten = pow (cosangle, beamdistribution) / (L . L);
k3d/share/shaders/k3d_causticlight.sl:22:	atten *= smoothstep (cos(coneangle), cos(coneangle-conedeltaangle),
k3d/share/shaders/k3d_causticlight.sl:24:	Cl = atten * intensity * lightcolor;
k3d/share/shaders/k3d_ember.sl:16:		float attenuation = 4;
k3d/share/shaders/k3d_ember.sl:66:		angle = pow(angle, attenuation);
k3d/share/shaders/k3d_glow.sl:1:surface k3d_glow(float attenuation = 2.0;
k3d/share/shaders/k3d_glow.sl:15:      strength = pow(incidence, attenuation);
k3d/share/shaders/k3d_lensflare.sl:123:    float atten = acos(zcomp(normalize(vector transform("camera", P + L))));
k3d/share/shaders/k3d_lensflare.sl:124:    atten = 1 - smoothstep(1, 2, abs(atten) / (lensfov / 2));
k3d/share/shaders/k3d_lensflare.sl:127:      atten * intensity * (comp(Cl, 0) + comp(Cl, 1) + comp(Cl, 2)) / 3;
k3d/share/shaders/k3d_lensflare.sl:223:    Ci += Cflare * Cl * atten;
k3d/share/shaders/k3d_shadowspot.sl:24:	float	attenuation, 	/* falloff from center of illumination cone */
k3d/share/shaders/k3d_shadowspot.sl:29:		attenuation = pow(cosangle, beamdistribution) / (L.L);
k3d/share/shaders/k3d_shadowspot.sl:30:		attenuation *= smoothstep( cosoutside, cosinside, cosangle );
k3d/share/shaders/k3d_shadowspot.sl:32:		    attenuation *= (1.0 - shadow( shadowfile, Ps, "samples", samples, "blur", blur, "bias", bias ));
k3d/share/shaders/k3d_shadowspot.sl:33:		Cl = attenuation * intensity * lightcolor;
k3d/share/shaders/k3d_slideprojector.sl:18:  float attenuation, cosangle;
k3d/share/shaders/k3d_slideprojector.sl:36:    attenuation = pow(cosangle, beamdistribution) / (L.L);
k3d/share/shaders/k3d_slideprojector.sl:37:    attenuation *=
k3d/share/shaders/k3d_slideprojector.sl:50:    Cl = attenuation * intensity * lightcolor * Ct;
k3d/share/shaders/k3d_spotlight.sl:17:  float atten, cosangle;
k3d/share/shaders/k3d_spotlight.sl:23:    atten = pow(cosangle, beamdistribution) / (L.L);
k3d/share/shaders/k3d_spotlight.sl:24:    atten *=
k3d/share/shaders/k3d_spotlight.sl:26:    Cl = atten * intensity * lightcolor;
k3d/share/shaders/k3d_uberlight.sl:94: *       attenuation of light as it passes through a window with 
k3d/share/shaders/k3d_uberlight.sl:274: *   - attenuation factor based on the falloff and shaping
k3d/share/shaders/k3d_uberlight.sl:292:  float atten = 1;
k3d/share/shaders/k3d_uberlight.sl:304:  atten *= smoothstep(znear - nearedge, znear, Pz);
k3d/share/shaders/k3d_uberlight.sl:305:  atten *= 1 - smoothstep(zfar, zfar + faredge, Pz);
k3d/share/shaders/k3d_uberlight.sl:312:	  atten *= pow(falloffdist / PLlen, falloff);
k3d/share/shaders/k3d_uberlight.sl:318:	  atten *= (maxintensity * exp(s * pow(PLlen / falloffdist, beta)));
k3d/share/shaders/k3d_uberlight.sl:324:    atten *= pow(zcomp(normalize(vector PL)), beamdistribution);
k3d/share/shaders/k3d_uberlight.sl:327:      atten *=
k3d/share/shaders/k3d_uberlight.sl:332:  return atten;
k3d/share/shaders/k3d_uberlight.sl:447:    /* Accumulate attenuation of the light as it is affected by various
k3d/share/shaders/k3d_uberlight.sl:448:     * blockers and whatnot.  Start with no attenuation (i.e., a 
k3d/share/shaders/k3d_uberlight.sl:449:     * multiplicative attenuation of 1.
k3d/share/shaders/k3d_uberlight.sl:451:    float atten = 1.0;
k3d/share/shaders/k3d_uberlight.sl:457:    atten *=
k3d/share/shaders/k3d_uberlight.sl:474:    if(atten > 0)
k3d/share/shaders/k3d_uberlight.sl:482:	    atten *= n;
k3d/share/shaders/k3d_uberlight.sl:521:    Cl = (atten * intensity) * lcol;
