k3d/share/shaders/k3d_brick.sl:48:  uniform float BMWIDTH = (brickwidth + mortarthickness);
k3d/share/shaders/k3d_brick.sl:50:  uniform float MWF = (mortarthickness * 0.5 / BMWIDTH);
k3d/share/shaders/k3d_brick.sl:60:  swidth = 1.5 * max(filterwidth(s), MINFILTWIDTH) / BMWIDTH;
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:123:	 (tt + tbrick) * pockfrequency / BMWIDTH), 0.25);
k3d/share/shaders/k3d_brick2.sl:20:#define BMWIDTH         (BRICKWIDTH+MORTARTHICKNESS)
k3d/share/shaders/k3d_brick2.sl:22:#define MWF             (MORTARTHICKNESS*0.5/BMWIDTH)
k3d/share/shaders/k3d_brick2.sl:41:    ss = scoord / BMWIDTH;
k3d/share/shaders/k3d_brick3.sl:48:#define BMWIDTH (brickwidth+mortarthickness)
k3d/share/shaders/k3d_brick3.sl:50:#define MWF (mortarthickness*0.5/BMWIDTH)
k3d/share/shaders/k3d_brick3.sl:69:  PP2 = point noise (s/BMWIDTH, t/BMHEIGHT);
k3d/share/shaders/k3d_brick3.sl:73:  ss = scoord / BMWIDTH;   /* Determine which brick the point is in */
k3d/share/shaders/k3d_brick3.sl:75:  swidth /= BMWIDTH;
k3d/share/shaders/k3d_brickanti.sl:21:#define BMWIDTH         (BRICKWIDTH+MORTARTHICKNESS)
k3d/share/shaders/k3d_brickanti.sl:23:#define MWF             (MORTARTHICKNESS*0.5/BMWIDTH)
k3d/share/shaders/k3d_brickanti.sl:43:    ss = scoord / BMWIDTH;
k3d/share/shaders/k3d_brickbump.sl:41:  uniform float BMWIDTH = (brickwidth + mortarthickness);
k3d/share/shaders/k3d_brickbump.sl:43:  uniform float MWF = (mortarthickness * 0.5 / BMWIDTH);
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:77:	 (tt + tbrick) * pockfrequency / BMWIDTH), 0.25);
k3d/share/shaders/k3d_brickbump2.sl:20:#define BMWIDTH         (BRICKWIDTH+MORTARTHICKNESS)
k3d/share/shaders/k3d_brickbump2.sl:22:#define MWF             (MORTARTHICKNESS*0.5/BMWIDTH)
k3d/share/shaders/k3d_brickbump2.sl:42:    ss = scoord / BMWIDTH;
k3d/share/shaders/k3d_brickbump3.sl:58:#define BMWIDTH (brickwidth+mortarthickness)
k3d/share/shaders/k3d_brickbump3.sl:60:#define MWF (mortarthickness*0.5/BMWIDTH)
k3d/share/shaders/k3d_brickbump3.sl:73:  PP2 = point noise (s/BMWIDTH, t/BMHEIGHT);
k3d/share/shaders/k3d_brickbump3.sl:77:  ss = scoord / BMWIDTH;
k3d/share/shaders/k3d_brickbump3.sl:113:		            (tt+tbrick)*pockfrequency/BMWIDTH), 0.25);
k3d/share/shaders/k3d_brickperturb.sl:20:#define BMWIDTH         (BRICKWIDTH+MORTARTHICKNESS)
k3d/share/shaders/k3d_brickperturb.sl:22:#define MWF             (MORTARTHICKNESS*0.5/BMWIDTH)
k3d/share/shaders/k3d_brickperturb.sl:41:    ss = scoord / BMWIDTH;
