k3d/share/shaders/k3d_brick.sl:49:  uniform float BMHEIGHT = (brickheight + mortarthickness);
k3d/share/shaders/k3d_brick.sl:51:  uniform float MHF = (mortarthickness * 0.5 / BMHEIGHT);
k3d/share/shaders/k3d_brick.sl:61:  twidth = 1.5 * max(filterwidth(t), MINFILTWIDTH) / BMHEIGHT;
k3d/share/shaders/k3d_brick.sl:63:  basicbrick(s, t, BMWIDTH, BMHEIGHT, 0.5, 0.2, 1, jagged, sbrick, tbrick, ss,
k3d/share/shaders/k3d_brick.sl:122:	((ss + sbrick) * pockfrequency / BMHEIGHT,
k3d/share/shaders/k3d_brick2.sl:21:#define BMHEIGHT        (BRICKHEIGHT+MORTARTHICKNESS)
k3d/share/shaders/k3d_brick2.sl:23:#define MHF             (MORTARTHICKNESS*0.5/BMHEIGHT)
k3d/share/shaders/k3d_brick2.sl:42:    tt = tcoord / BMHEIGHT;
k3d/share/shaders/k3d_brick3.sl:49:#define BMHEIGHT (brickheight+mortarthickness)
k3d/share/shaders/k3d_brick3.sl:51:#define MHF (mortarthickness*0.5/BMHEIGHT)
k3d/share/shaders/k3d_brick3.sl:69:  PP2 = point noise (s/BMWIDTH, t/BMHEIGHT);
k3d/share/shaders/k3d_brick3.sl:74:  tt = tcoord / BMHEIGHT;  /*                   "                   */
k3d/share/shaders/k3d_brick3.sl:76:  twidth /= BMHEIGHT;
k3d/share/shaders/k3d_brickanti.sl:22:#define BMHEIGHT        (BRICKHEIGHT+MORTARTHICKNESS)
k3d/share/shaders/k3d_brickanti.sl:24:#define MHF             (MORTARTHICKNESS*0.5/BMHEIGHT)
k3d/share/shaders/k3d_brickanti.sl:44:    tt = tcoord / BMHEIGHT;
k3d/share/shaders/k3d_brickbump.sl:42:  uniform float BMHEIGHT = (brickheight + mortarthickness);
k3d/share/shaders/k3d_brickbump.sl:44:  uniform float MHF = (mortarthickness * 0.5 / BMHEIGHT);
k3d/share/shaders/k3d_brickbump.sl:46:  basicbrick(s, t, BMWIDTH, BMHEIGHT, 0.5, 0.2, 1, jagged, sbrick, tbrick, ss,
k3d/share/shaders/k3d_brickbump.sl:76:	((ss + sbrick) * pockfrequency / BMHEIGHT,
k3d/share/shaders/k3d_brickbump2.sl:21:#define BMHEIGHT        (BRICKHEIGHT+MORTARTHICKNESS)
k3d/share/shaders/k3d_brickbump2.sl:23:#define MHF             (MORTARTHICKNESS*0.5/BMHEIGHT)
k3d/share/shaders/k3d_brickbump2.sl:43:    tt = tcoord / BMHEIGHT;
k3d/share/shaders/k3d_brickbump3.sl:59:#define BMHEIGHT (brickheight+mortarthickness)
k3d/share/shaders/k3d_brickbump3.sl:61:#define MHF (mortarthickness*0.5/BMHEIGHT)
k3d/share/shaders/k3d_brickbump3.sl:73:  PP2 = point noise (s/BMWIDTH, t/BMHEIGHT);
k3d/share/shaders/k3d_brickbump3.sl:78:  tt = tcoord / BMHEIGHT;
k3d/share/shaders/k3d_brickbump3.sl:112:  disp -= fact * pow(noise ((ss+sbrick)*pockfrequency/BMHEIGHT,
k3d/share/shaders/k3d_brickperturb.sl:21:#define BMHEIGHT        (BRICKHEIGHT+MORTARTHICKNESS)
k3d/share/shaders/k3d_brickperturb.sl:23:#define MHF             (MORTARTHICKNESS*0.5/BMHEIGHT)
k3d/share/shaders/k3d_brickperturb.sl:42:    tt = tcoord / BMHEIGHT;
