k3d/share/shaders/k3d_altitude_fog.sl:10:	Ci = mix(Ci, background, fog);
k3d/share/shaders/k3d_ambientlight.sl:2: * (c) Copyright 1988, Pixar.
k3d/share/shaders/k3d_ambientlight.sl:5: *     Copyright 1988, 1989, Pixar.  All rights reserved.
k3d/share/shaders/k3d_ambientlight.sl:14:  Cl = intensity * lightcolor;
k3d/share/shaders/k3d_antialiasedchecks.sl:4: * DESCRIPTION:
k3d/share/shaders/k3d_antialiasedchecks.sl:32:  color checkcolor;     /* Color of the checks */
k3d/share/shaders/k3d_antialiasedchecks.sl:60:      Ci = mix (checkcolor, (color1+color2)/2, smoothstep (.125, .5, fuzzmax));
k3d/share/shaders/k3d_antialiasedchecks.sl:63:      Ci = (color1 + color2) / 2;
k3d/share/shaders/k3d_antialiasedchecks.sl:68:  Ci *= Os * (Ka*ambient() + Kd*diffuse(Nf));
k3d/share/shaders/k3d_arealight.sl:4: * DESCRIPTION:
k3d/share/shaders/k3d_arealight.sl:21:    Cl = (intensity / (L.L)) * lightcolor;
k3d/share/shaders/k3d_arealight.sl:31:    Cl = (intensity * (Nl.normalize(L) / (L.L)) * lightcolor);
k3d/share/shaders/k3d_background.sl:2:// Copyright (c) 1995-2004, Timothy M. Shead
k3d/share/shaders/k3d_background.sl:4:// Contact: tshead@k-3d.com
k3d/share/shaders/k3d_background.sl:13:// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
k3d/share/shaders/k3d_background.sl:30:  Ci += (1 - alpha) * bgcolor;
k3d/share/shaders/k3d_bluemarble.sl:8: * REFERENCES:
k3d/share/shaders/k3d_bluemarble.sl:44:    color Ct;
k3d/share/shaders/k3d_bluemarble.sl:57:    Ct = marble_color(marble);
k3d/share/shaders/k3d_bluemarble.sl:59:    Ci = Os * (Ct * (Ka * ambient() + Kd * diffuse(NN))
k3d/share/shaders/k3d_bluescreen.sl:26:	Ci+=(1-alpha)*  tex;
k3d/share/shaders/k3d_bluescreen.sl:29:       Ci+=(1-alpha)*background;
k3d/share/shaders/k3d_brick.sl:4: * DESCRIPTION:
k3d/share/shaders/k3d_brick.sl:43:  color bcolor, Ct;
k3d/share/shaders/k3d_brick.sl:81:  /* Choose a color for the surface */
k3d/share/shaders/k3d_brick.sl:130:  /* Choose a brick color that varies from brick to brick */
k3d/share/shaders/k3d_brick.sl:133:  Ct = mix(mortarcolor, bcolor, w * h);
k3d/share/shaders/k3d_brick.sl:136:  Ci = Os * Ct * (Ka * ambient() + Kd * diffuse(Nf));
k3d/share/shaders/k3d_brick2.sl:8: * REFERENCES:
k3d/share/shaders/k3d_brick2.sl:16:#define BRICKWIDTH      0.25
k3d/share/shaders/k3d_brick2.sl:17:#define BRICKHEIGHT     0.08
k3d/share/shaders/k3d_brick2.sl:18:#define MORTARTHICKNESS 0.01
k3d/share/shaders/k3d_brick2.sl:20:#define BMWIDTH         (BRICKWIDTH+MORTARTHICKNESS)
k3d/share/shaders/k3d_brick2.sl:21:#define BMHEIGHT        (BRICKHEIGHT+MORTARTHICKNESS)
k3d/share/shaders/k3d_brick2.sl:22:#define MWF             (MORTARTHICKNESS*0.5/BMWIDTH)
k3d/share/shaders/k3d_brick2.sl:23:#define MHF             (MORTARTHICKNESS*0.5/BMHEIGHT)
k3d/share/shaders/k3d_brick2.sl:29:    uniform color Cbrick = color (0.5, 0.15, 0.14);
k3d/share/shaders/k3d_brick2.sl:30:    uniform color Cmortar = color (0.5, 0.5, 0.5);
k3d/share/shaders/k3d_brick2.sl:33:    color Ct;
k3d/share/shaders/k3d_brick2.sl:53:    Ct = mix(Cmortar, Cbrick, w*h);
k3d/share/shaders/k3d_brick2.sl:57:    Ci = Os * Ct * (Ka * ambient() + Kd * diffuse(Nf));
k3d/share/shaders/k3d_brick3.sl:4: * DESCRIPTION:
k3d/share/shaders/k3d_brick3.sl:55:  color bcolor, Ct;
k3d/share/shaders/k3d_brick3.sl:90:  /* Choose a color for the surface */
k3d/share/shaders/k3d_brick3.sl:101:  /* Choose a brick color that varies from brick to brick */
k3d/share/shaders/k3d_brick3.sl:104:  Ct = mix (mortarcolor, bcolor, w*h);
k3d/share/shaders/k3d_brick3.sl:107:  Ci = Os * Ct * (Ka * ambient() + Kd*diffuse(Nf));
k3d/share/shaders/k3d_brickanti.sl:8: * REFERENCES:
k3d/share/shaders/k3d_brickanti.sl:17:#define BRICKWIDTH      0.25
k3d/share/shaders/k3d_brickanti.sl:18:#define BRICKHEIGHT     0.08
k3d/share/shaders/k3d_brickanti.sl:19:#define MORTARTHICKNESS 0.02
k3d/share/shaders/k3d_brickanti.sl:21:#define BMWIDTH         (BRICKWIDTH+MORTARTHICKNESS)
k3d/share/shaders/k3d_brickanti.sl:22:#define BMHEIGHT        (BRICKHEIGHT+MORTARTHICKNESS)
k3d/share/shaders/k3d_brickanti.sl:23:#define MWF             (MORTARTHICKNESS*0.5/BMWIDTH)
k3d/share/shaders/k3d_brickanti.sl:24:#define MHF             (MORTARTHICKNESS*0.5/BMHEIGHT)
k3d/share/shaders/k3d_brickanti.sl:30:    uniform color Cbrick = color (0.5, 0.15, 0.14);
k3d/share/shaders/k3d_brickanti.sl:31:    uniform color Cmortar = color (0.5, 0.5, 0.5);
k3d/share/shaders/k3d_brickanti.sl:34:    color Ct;
k3d/share/shaders/k3d_brickanti.sl:76:    Ct = mix(Cmortar, Cbrick, w*h);
k3d/share/shaders/k3d_brickanti.sl:80:    Ci = Os * Ct * (Ka * ambient() + Kd * diffuse(Nf));
k3d/share/shaders/k3d_brickbump2.sl:8: * REFERENCES:
k3d/share/shaders/k3d_brickbump2.sl:16:#define BRICKWIDTH      0.25
k3d/share/shaders/k3d_brickbump2.sl:17:#define BRICKHEIGHT     0.08
k3d/share/shaders/k3d_brickbump2.sl:18:#define MORTARTHICKNESS 0.01
k3d/share/shaders/k3d_brickbump2.sl:20:#define BMWIDTH         (BRICKWIDTH+MORTARTHICKNESS)
k3d/share/shaders/k3d_brickbump2.sl:21:#define BMHEIGHT        (BRICKHEIGHT+MORTARTHICKNESS)
k3d/share/shaders/k3d_brickbump2.sl:22:#define MWF             (MORTARTHICKNESS*0.5/BMWIDTH)
k3d/share/shaders/k3d_brickbump2.sl:23:#define MHF             (MORTARTHICKNESS*0.5/BMHEIGHT)
k3d/share/shaders/k3d_brickbump2.sl:29:    uniform color Cbrick = color (0.5, 0.15, 0.14);
k3d/share/shaders/k3d_brickbump2.sl:30:    uniform color Cmortar = color (0.5, 0.5, 0.5);
k3d/share/shaders/k3d_brickbump2.sl:33:    color Ct;
k3d/share/shaders/k3d_brickbump2.sl:54:    Ct = mix(Cmortar, Cbrick, w*h);
k3d/share/shaders/k3d_brickbump2.sl:67:    Ci = Os * Ct * (Ka * ambient() + Kd * diffuse(Nf));
k3d/share/shaders/k3d_brickbump3.sl:4: * DESCRIPTION:
k3d/share/shaders/k3d_brickperturb.sl:8: * REFERENCES:
k3d/share/shaders/k3d_brickperturb.sl:16:#define BRICKWIDTH      0.25
k3d/share/shaders/k3d_brickperturb.sl:17:#define BRICKHEIGHT     0.08
k3d/share/shaders/k3d_brickperturb.sl:18:#define MORTARTHICKNESS 0.01
k3d/share/shaders/k3d_brickperturb.sl:20:#define BMWIDTH         (BRICKWIDTH+MORTARTHICKNESS)
k3d/share/shaders/k3d_brickperturb.sl:21:#define BMHEIGHT        (BRICKHEIGHT+MORTARTHICKNESS)
k3d/share/shaders/k3d_brickperturb.sl:22:#define MWF             (MORTARTHICKNESS*0.5/BMWIDTH)
k3d/share/shaders/k3d_brickperturb.sl:23:#define MHF             (MORTARTHICKNESS*0.5/BMHEIGHT)
k3d/share/shaders/k3d_brickperturb.sl:29:    uniform color Cbrick = color (0.5, 0.15, 0.14);
k3d/share/shaders/k3d_brickperturb.sl:30:    uniform color Cmortar = color (0.5, 0.5, 0.5);
k3d/share/shaders/k3d_brickperturb.sl:33:    color Ct;
k3d/share/shaders/k3d_brickperturb.sl:54:    Ct = mix(Cmortar, Cbrick, w*h);
k3d/share/shaders/k3d_brickperturb.sl:58:    Ci = Os * Ct * (Ka * ambient() + Kd * diffuse(Nf));
k3d/share/shaders/k3d_brushedmetal.sl:14: *   _Advanced RenderMan: Creating CGI for Motion Picture_, 
k3d/share/shaders/k3d_brushedmetal.sl:26:  Ci =
k3d/share/shaders/k3d_brushedmetal.sl:27:    MaterialBrushedMetal(Nf, Cs, Ka, Kd, Ks, normalize(dPdu), uroughness,
k3d/share/shaders/k3d_brushedmetal.sl:30:  Ci *= Oi;
k3d/share/shaders/k3d_brushedmetal2.sl:44:    color pixbrdf, C = 0;
k3d/share/shaders/k3d_brushedmetal2.sl:49:	extern color Cl;
k3d/share/shaders/k3d_brushedmetal2.sl:58:            C += Cl * pixbrdf * pow( 1-abs(VA.H), 1/specwidth );
k3d/share/shaders/k3d_brushedmetal2.sl:61:    return C;
k3d/share/shaders/k3d_brushedmetal2.sl:104:	Ci = Oi * (Cs * (Ka * ambient() + Kd * diffuse(-Nf)) + 
k3d/share/shaders/k3d_brushedmetal3.sl:6: * "Measuring and Modeling Anisotropic Reflection," ACM Computer
k3d/share/shaders/k3d_brushedmetal3.sl:27:    color C = 0;
k3d/share/shaders/k3d_brushedmetal3.sl:30:        /* Must declare because extern L & Cl because we're in a function */
k3d/share/shaders/k3d_brushedmetal3.sl:31:        extern vector L;  extern color Cl;
k3d/share/shaders/k3d_brushedmetal3.sl:41:                C += Cl * ((1-nonspec) * cos_theta_i * rho);
k3d/share/shaders/k3d_brushedmetal3.sl:45:    return C / (4 * xroughness * yroughness);
k3d/share/shaders/k3d_brushedmetal3.sl:62:    Ci = basecolor * (Ka*ambient() + Kd*diffuse(Nf) + Ks*spec);
k3d/share/shaders/k3d_brushedmetal3.sl:63:    Oi = Os;  Ci *= Oi;
k3d/share/shaders/k3d_bubbles.sl:16: point myCenter = (0, 0, 0);
k3d/share/shaders/k3d_bubbles.sl:22: distance2point = distance(myPoint, myCenter);
k3d/share/shaders/k3d_castucco.sl:6: *   in Northern California.  I never really saw it on the East Coast,
k3d/share/shaders/k3d_castucco.sl:7: *   but in CA it's truly ubiquitous.
k3d/share/shaders/k3d_castucco.sl:37:  /* Compute some fractional Brownian motion */
k3d/share/shaders/k3d_causticlight.sl:24:	Cl = atten * intensity * lightcolor;
k3d/share/shaders/k3d_causticlight.sl:33:            Cl *= caustic;
k3d/share/shaders/k3d_celld.sl:10: *   01/12/15  Created
k3d/share/shaders/k3d_ceramic.sl:8:		    DECLARE_DEFAULTED_ENVPARAMS;)
k3d/share/shaders/k3d_ceramic.sl:11:  Ci = MaterialCeramic(Nf, Cs, Ka, Kd, Ks, roughness, specsharpness);
k3d/share/shaders/k3d_ceramic.sl:13:  Ci *= Oi;
k3d/share/shaders/k3d_ceramictiles.sl:4: * Description: Ceramic tiles (like you'd find in a bathroom)
k3d/share/shaders/k3d_ceramictiles.sl:18: *   Cbase, Cmottle - base color and mottle color of the tile
k3d/share/shaders/k3d_ceramictiles.sl:19: *   mottlefreq - frequency of the mottling between Cbase & Cmottle
k3d/share/shaders/k3d_ceramictiles.sl:20: *   Cedge - separate edge color for the tiles
k3d/share/shaders/k3d_ceramictiles.sl:21: *   Cspeck - color of the occasional specks in the tiles
k3d/share/shaders/k3d_ceramictiles.sl:43: * Contacts:  lg@pixar.com
k3d/share/shaders/k3d_ceramictiles.sl:49:/* Comment out the following line if you do *not* wish to use BMRT and
k3d/share/shaders/k3d_ceramictiles.sl:93:		  color Cbase, Cedge, Cmottle, Cspeck)
k3d/share/shaders/k3d_ceramictiles.sl:95:  color C = Cbase;
k3d/share/shaders/k3d_ceramictiles.sl:102:      C = mix(C, Cmottle, clamp(mottling * mottle, 0, 1));
k3d/share/shaders/k3d_ceramictiles.sl:116:      C = mix(C, Cedge, edgevary * edgy);
k3d/share/shaders/k3d_ceramictiles.sl:125:      C = mix(C, Cspeck, speckly * specky);
k3d/share/shaders/k3d_ceramictiles.sl:127:  return C;
k3d/share/shaders/k3d_ceramictiles.sl:133:/* Compute the color of a ceramic object.  Like plastic, but use a
k3d/share/shaders/k3d_ceramictiles.sl:139:color MaterialCeramicTiles(normal Nf;
k3d/share/shaders/k3d_ceramictiles.sl:140:			   color Cmortar, Ctile;
k3d/share/shaders/k3d_ceramictiles.sl:144:			   DECLARE_ENVPARAMS)
k3d/share/shaders/k3d_ceramictiles.sl:148:  color basecolor = mix(Cmortar, Ctile, intile);
k3d/share/shaders/k3d_ceramictiles.sl:171:			 DECLARE_DEFAULTED_ENVPARAMS;
k3d/share/shaders/k3d_ceramictiles.sl:182:			 color Cbase = color(.05, .075, .6);
k3d/share/shaders/k3d_ceramictiles.sl:183:			 color Cedge = color(.025, .025, .2);
k3d/share/shaders/k3d_ceramictiles.sl:184:			 color Cmottle = color(.2, .2, .7);
k3d/share/shaders/k3d_ceramictiles.sl:185:			 color Cspeck = color(.015, .015, .015);
k3d/share/shaders/k3d_ceramictiles.sl:228:  color Ctile = tiletexture(tileindex, stile, ttile, dss, dtt,
k3d/share/shaders/k3d_ceramictiles.sl:231:			    Cbase, Cedge, Cmottle, Cspeck);
k3d/share/shaders/k3d_ceramictiles.sl:232:  Ctile = varyEach(Ctile, tileindex, varyhue, varysat, varylum);
k3d/share/shaders/k3d_ceramictiles.sl:238:  color Cmortar = mortarcolor;
k3d/share/shaders/k3d_ceramictiles.sl:242:    Cmortar *= smoothstep(0, 1, (.5 + .4 * fBm(Q, dQ, 3, 2, .6)));
k3d/share/shaders/k3d_ceramictiles.sl:247:  Ci =
k3d/share/shaders/k3d_ceramictiles.sl:248:    MaterialCeramicTiles(Nf, Cmortar, Ctile, intile, Ka, Kdmortar, Kdtile, Ks,
k3d/share/shaders/k3d_ceramictiles.sl:251:  Ci *= Oi;
k3d/share/shaders/k3d_checkerboard.sl:8:			 color EvenColor = 0.0;)
k3d/share/shaders/k3d_checkerboard.sl:18:	// Calculate our "filter zone" around the edges of each tile ...
k3d/share/shaders/k3d_checkerboard.sl:31:  // Calculate which tile we're in ...
k3d/share/shaders/k3d_checkerboard.sl:44:  checkcolor = mix(EvenColor, Cs, mixamount);
k3d/share/shaders/k3d_checkerboard.sl:49:  Ci =
k3d/share/shaders/k3d_checkerboard_solid.sl:11:	color EvenColor = 0.0;
k3d/share/shaders/k3d_checkerboard_solid.sl:15:	color Ct;
k3d/share/shaders/k3d_checkerboard_solid.sl:28:			Ct = EvenColor;
k3d/share/shaders/k3d_checkerboard_solid.sl:32:			Ct = Cs;
k3d/share/shaders/k3d_checkerboard_solid.sl:38:	Ci = Os * (Ct * (Ka * ambient() + Kd * diffuse(Nf)) + specularcolor * Ks * specular(Nf, -normalize(I), roughness));
k3d/share/shaders/k3d_clamptoalpha.sl:2: * clamptoalpha.sl -- imager shader that forces Ci to be non-negative
k3d/share/shaders/k3d_clamptoalpha.sl:10:  Ci = clamp(Ci, color(0, 0, 0), color(alpha, alpha, alpha));
k3d/share/shaders/k3d_clay.sl:2: * clay.sl -- simple clay surface using MaterialClay
k3d/share/shaders/k3d_clay.sl:7: *   _Advanced RenderMan: Creating CGI for Motion Picture_, 
k3d/share/shaders/k3d_clay.sl:16:  Ci = MaterialClay(Nf, Cs, Ka, Kd, roughness);
k3d/share/shaders/k3d_clay.sl:18:  Ci *= Oi;
k3d/share/shaders/k3d_cloudplane.sl:1:/* I took wave's lead and renamed cloudplane to DPCloudplane.sl -- tal@SpamSucks_cs.caltech.edu */
k3d/share/shaders/k3d_cloudplane.sl:8: * REFERENCES:
k3d/share/shaders/k3d_cloudplane.sl:23:    color Ct;
k3d/share/shaders/k3d_cloudplane.sl:57:    Ct = mix(Cs, cloudcolor, f);
k3d/share/shaders/k3d_cloudplane.sl:59:    Ci = Os * Ct;
k3d/share/shaders/k3d_constant.sl:2: * (c) Copyright 1988, Pixar.
k3d/share/shaders/k3d_constant.sl:5: *     Copyright 1988, 1989, Pixar.  All rights reserved.
k3d/share/shaders/k3d_constant.sl:12:  Ci = Os * Cs * intensity;
k3d/share/shaders/k3d_contacshadow.sl:40:	Ci = color(0);  
k3d/share/shaders/k3d_contacshadow.sl:60:	Ci = (1.0-distance);  
k3d/share/shaders/k3d_corktile.sl:50:		color Ct;
k3d/share/shaders/k3d_corktile.sl:60:		Ct = color spline( 	f,
k3d/share/shaders/k3d_corktile.sl:73:				Ct = Ct * (1 - g * .65);
k3d/share/shaders/k3d_corktile.sl:75:		return Ct;
k3d/share/shaders/k3d_corktile.sl:102:	color Cg, Ct;
k3d/share/shaders/k3d_corktile.sl:106:	Ct = cork( P, txtscale, filtwidth);	
k3d/share/shaders/k3d_corktile.sl:107:	/* Calculate color of gap between tiles */
k3d/share/shaders/k3d_corktile.sl:108:	Cg = color( .20, 0, 0) + filteredsnoise(PP * txtscale, filtwidth * txtscale) * .2;
k3d/share/shaders/k3d_corktile.sl:119:	Ci = Os * (mix( Ct, Cg, ingap) * (Ka*ambient() + Kd*diffuse(Nf)) +
k3d/share/shaders/k3d_craters.sl:26:   float distortamp = 0.0005; /* Crater distortion.  You'll get artifacts if it goes too high. */
k3d/share/shaders/k3d_craters.sl:30:    color		Ct;
k3d/share/shaders/k3d_craters.sl:87:	/* Optional Crater Distortion... */
k3d/share/shaders/k3d_craters.sl:113:    Ct = Cs;
k3d/share/shaders/k3d_craters.sl:114:    Ci = MaterialClay (Nf, Ct, Ka, Kd, roughness);
k3d/share/shaders/k3d_craters.sl:115:    Oi = Os;  Ci *= Oi;
k3d/share/shaders/k3d_crayon.sl:1:/* Renamed shader to PQCrayon for RMR -- talrmr@SpamSucks_pacbell.net */
k3d/share/shaders/k3d_crayon.sl:5:	DESCRIPTION
k3d/share/shaders/k3d_crayon.sl:70:  color Csurf;
k3d/share/shaders/k3d_crayon.sl:76:		process is described by Steven Worley in Ch 3 of "Texturing and Modelling a
k3d/share/shaders/k3d_crayon.sl:89:	Csurf = mix(basecolor, topcolor, m);
k3d/share/shaders/k3d_crayon.sl:91:    Ci = Os * ( Csurf * (Ka*ambient() + Kd*diffuse(Nf)) +
k3d/share/shaders/k3d_crayontoon.sl:25:  Ci = Os * (mix(colorBase, colorSombra, Kt1) + Kd * Kt1 * diffuse(Nf) * colorBase);

k3d/share/shaders/k3d_cs.sl:1:surface k3d_cs(){Ci = Cs;}
k3d/share/shaders/k3d_cyclone.sl:53:      /* Compute VLfBm */
k3d/share/shaders/k3d_cyclone.sl:72:  Ci =
k3d/share/shaders/k3d_cyclone.sl:73:    Oi * Cs * (Ka * ambient() + Kd * diffuse(faceforward(normalize(N), I)));
k3d/share/shaders/k3d_decalplastic.sl:2:// Copyright (c) 1995-2004, Timothy M. Shead
k3d/share/shaders/k3d_decalplastic.sl:4:// Contact: tshead@k-3d.com
k3d/share/shaders/k3d_decalplastic.sl:13:// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
k3d/share/shaders/k3d_decalplastic.sl:37:	color Ct = Cs;
k3d/share/shaders/k3d_decalplastic.sl:43:			Ct = (1.0 - alpha) * Cs + (alpha * color texture(texturename, ss, tt));
k3d/share/shaders/k3d_decalplastic.sl:49:	Ci = Oi * Ct * (Ka * ambient() + Kd * diffuse(Nf)) + specularcolor * Ks * specular(Nf, V, roughness);
k3d/share/shaders/k3d_defaultsurface.sl:4: *     Copyright 1988, 1989, Pixar.  All rights reserved.
k3d/share/shaders/k3d_defaultsurface.sl:12:  Ci = Os * Cs * (Ka + Kd * d * d);
k3d/share/shaders/k3d_dented.sl:4: * DESCRIPTION:
k3d/share/shaders/k3d_dented.sl:16: *         RenderMan Companion, but with more control parameters.
k3d/share/shaders/k3d_dented.sl:24: *     Copyright 1988, 1989, Pixar.  All rights reserved.
k3d/share/shaders/k3d_depthcue.sl:2: * (c) Copyright 1988, Pixar.
k3d/share/shaders/k3d_depthcue.sl:5: *     Copyright 1988, 1989, Pixar.  All rights reserved.
k3d/share/shaders/k3d_depthcue.sl:15:  Ci = mix(Ci, background, d);
k3d/share/shaders/k3d_depthcue_surf.sl:8:float mindistance = 0, maxdistance = 1, CScale=1000;
k3d/share/shaders/k3d_depthcue_surf.sl:14:  Ci = 0;
k3d/share/shaders/k3d_depthcue_surf.sl:15:  Ci = 1 - mix(Ci, (1,1,1), d)*CScale;
k3d/share/shaders/k3d_depthcue_surf.sl:18:			printf("<debug shadername='k3d_depthcue_surf' shadertype='surface'>%p\t%f\t%f\t%c</debug>\n", P, depth(P), d, Ci);
k3d/share/shaders/k3d_displacementmap.sl:7:  float Ct;
k3d/share/shaders/k3d_displacementmap.sl:9:  Ct = (texturename != "") ? float texture(texturename) : 0;
k3d/share/shaders/k3d_displacementmap.sl:12:  P = P - (Km * (Ct - ZeroPoint)) * normalize(N);
k3d/share/shaders/k3d_distant_shadow.sl:13:			Cl = intensity * lightcolor;
k3d/share/shaders/k3d_distant_shadow.sl:16:				Cl *= 1 - shadow(shadowname, Ps, "samples", samples,
k3d/share/shaders/k3d_distantlight.sl:2: * (c) Copyright 1988, Pixar.
k3d/share/shaders/k3d_distantlight.sl:5: *     Copyright 1988, 1989, Pixar.  All rights reserved.
k3d/share/shaders/k3d_distantlight.sl:14:  solar(to - from, 0) Cl = intensity * lightcolor;
k3d/share/shaders/k3d_droop.sl:1:/* Copyrighted Pixar 1989 */
k3d/share/shaders/k3d_droop.sl:2:/* From the RenderMan Companion p.370 */
k3d/share/shaders/k3d_easysurface.sl:1:/* Copyrighted Pixar 1989 */
k3d/share/shaders/k3d_easysurface.sl:2:/* From the RenderMan Companion p.363 */
k3d/share/shaders/k3d_easysurface.sl:21:	Ci = Cs * (Ka + Kd * diffuse ) ;
k3d/share/shaders/k3d_ember.sl:43:	Ci = color spline (spcol * size, 
k3d/share/shaders/k3d_ember.sl:68:		Ci *= angle;
k3d/share/shaders/k3d_ember.sl:73:		Ci *= Oi;
k3d/share/shaders/k3d_emboss.sl:1:/* Copyrighted Pixar 1989 */
k3d/share/shaders/k3d_emboss.sl:2:/* From the RenderMan Companion p.383 */
k3d/share/shaders/k3d_envsurf.sl:4:	Ci = environment (envname, normalize(vtransform(envspace, I)));
k3d/share/shaders/k3d_envsurf.sl:5:    else Ci = Cs;
k3d/share/shaders/k3d_eroded.sl:1:/* Copyrighted Pixar 1989 */
k3d/share/shaders/k3d_eroded.sl:2:/* From the RenderMan Companion p.353 */
k3d/share/shaders/k3d_eroded.sl:24:		/* Calculate a simple fractal 1/f noise function */
k3d/share/shaders/k3d_eroded.sl:36:	Ci = Oi * Cs * (Ka * ambient() + Ks * specular (Nf, V, roughness) );
k3d/share/shaders/k3d_eyeball.sl:4: * DESCRIPTION:
k3d/share/shaders/k3d_eyeball.sl:31: *                 "Graphic Violence".  Original version hard coded in C.
k3d/share/shaders/k3d_eyeball.sl:37: *       8 Jan 95 (wave) - changed Ciris line to fix bug Larry figured out and changed defaults
k3d/share/shaders/k3d_eyeball.sl:62:  color Ct;
k3d/share/shaders/k3d_eyeball.sl:67:  color Cball, Ciris;
k3d/share/shaders/k3d_eyeball.sl:73:  /* Calculate an appropriate filter width for antialiasing */
k3d/share/shaders/k3d_eyeball.sl:103:      Cball = mix (eyeballcolor, bloodcolor, smoothstep(0,.75,displayed));
k3d/share/shaders/k3d_eyeball.sl:105:  else Cball = eyeballcolor;
k3d/share/shaders/k3d_eyeball.sl:107:  Ciris = mix (iriscolor, irisoutercolor, smoothstep (irissize*.8, irissize, tt));
k3d/share/shaders/k3d_eyeball.sl:117:      Ciris *= (1-clamp(turb/2,0,1));
k3d/share/shaders/k3d_eyeball.sl:120:  /* OK, now calculate a surface texture color (Ct) based on where we are
k3d/share/shaders/k3d_eyeball.sl:123:  Ct = mix (Ciris, Cball, irisstat);
k3d/share/shaders/k3d_eyeball.sl:124:  Ct = mix (pupilcolor, Ct, pupilstat);
k3d/share/shaders/k3d_eyeball.sl:135:  Ci = Os * ( Ct * (Ka*ambient() + Kd*diffuse(Nf)) +
k3d/share/shaders/k3d_ez.sl:3:Ci = abs(normalize(N).normalize(I));
k3d/share/shaders/k3d_fakesky.sl:11:    Ci = Os * (.5 + .5 * max(0., (up . normalize(N)))) * 1.8 * skycolor;

k3d/share/shaders/k3d_filament.sl:1:/* Copyrighted Pixar 1989 */
k3d/share/shaders/k3d_filament.sl:2:/* From the RenderMan Companion p.368 */
k3d/share/shaders/k3d_filament.sl:14:	/* Calculate the distance of (s,t) from a spiral as a fraction [0,1] */
k3d/share/shaders/k3d_filament.sl:19:		Ci = Cs;
k3d/share/shaders/k3d_filament.sl:22:		Ci = 0.0;
k3d/share/shaders/k3d_fill.sl:13:	Ci = Cs * (Ka*ambient() + Kd*(smoothstep(min,max,comp(diffuse(Nf),0))));
k3d/share/shaders/k3d_fire.sl:52:  Ci = surface_color;
k3d/share/shaders/k3d_flame.sl:4: * DESCRIPTION:
k3d/share/shaders/k3d_flame.sl:17: *    C language version by F. Kenton Musgrave
k3d/share/shaders/k3d_flame.sl:20: * REFERENCES:
k3d/share/shaders/k3d_flame.sl:26: *    ??? - original C language version by Ken Musgrave
k3d/share/shaders/k3d_flame.sl:58:  Ci =
k3d/share/shaders/k3d_flame.sl:59:    Cs * color spline(cmap, color(0, 0, 0), color(0, 0, 0), color(27, 0, 0),
k3d/share/shaders/k3d_fog.sl:2: * (c) Copyright 1988, Pixar.
k3d/share/shaders/k3d_fog.sl:5: *     Copyright 1988, 1989, Pixar.  All rights reserved.
k3d/share/shaders/k3d_fog.sl:12:  Ci = mix(Ci, background, d);
k3d/share/shaders/k3d_fractal.sl:3: *    Conversion to Shading Language and minor modifications by Fredrik Brnnbacka.

k3d/share/shaders/k3d_fractal.sl:6: * REFERENCES:

k3d/share/shaders/k3d_fresnelplastic.sl:4: * DESCRIPTION:
k3d/share/shaders/k3d_fresnelplastic.sl:12: *    Jan 26 2002  Created
k3d/share/shaders/k3d_fresnelplastic.sl:19:#define CHKTX(tx) ((tx != "" && textureinfo (tx, "exists", 0) != 0)? 1: 0)
k3d/share/shaders/k3d_fresnelplastic.sl:21:#define CHKTX(tx) \
k3d/share/shaders/k3d_fresnelplastic.sl:26:   color Csurf = 0.5; /* cat Color 
k3d/share/shaders/k3d_fresnelplastic.sl:29:   string colorMap = ""; /* cat Color
k3d/share/shaders/k3d_fresnelplastic.sl:30:			    desc {Optional color map.  Replaces 'Csurf'.} */
k3d/share/shaders/k3d_fresnelplastic.sl:40:   color Cspec = 1;       /* desc {Specular color} */
k3d/share/shaders/k3d_fresnelplastic.sl:61:    color Ct;
k3d/share/shaders/k3d_fresnelplastic.sl:81:    /* Calculate fresnel index of refraction */
k3d/share/shaders/k3d_fresnelplastic.sl:94:    /*Ct = (CHKTX (colorMap))? texture (colorMap, ss, tt): Csurf; */
k3d/share/shaders/k3d_fresnelplastic.sl:95:    if (CHKTX (colorMap) == 1)
k3d/share/shaders/k3d_fresnelplastic.sl:96:      Ct = texture (colorMap, ss, tt);
k3d/share/shaders/k3d_fresnelplastic.sl:98:      Ct = Csurf;
k3d/share/shaders/k3d_fresnelplastic.sl:101:    color Cr = 0;
k3d/share/shaders/k3d_fresnelplastic.sl:104:      Cr = Environment (reflectMap, reflectSpace, reflectDist, 
k3d/share/shaders/k3d_fresnelplastic.sl:109:    Ci = Os * ( fKt * Ct * (Ka*ambient() + Kd*diffuse(Nf)) +
k3d/share/shaders/k3d_fresnelplastic.sl:110:                fKr * Cspec * Ks * specular(Nf,V,roughness) +
k3d/share/shaders/k3d_fresnelplastic.sl:111:		Kr * Cr * fKr);
k3d/share/shaders/k3d_funkyglass.sl:2: * (c) Copyright 1994, Larry Gritz
k3d/share/shaders/k3d_funkyglass.sl:5: *     Copyright 1988, 1989, Pixar.  All rights reserved.
k3d/share/shaders/k3d_funkyglass.sl:16:  color Ct, Ot;
k3d/share/shaders/k3d_funkyglass.sl:21:  Ct = 2 * (color noise(PP) - .5) + .5;
k3d/share/shaders/k3d_funkyglass.sl:22:  Ot = (comp(Ct, 0) + comp(Ct, 1) + comp(Ct, 2)) / 3 + (1 - Ct);
k3d/share/shaders/k3d_funkyglass.sl:25:  Ci =
k3d/share/shaders/k3d_funkyglass.sl:26:    (Ct * (Ka * ambient() + Kd * diffuse(Nf)) +
k3d/share/shaders/k3d_fur1.sl:5: *     by Lawrence D. Chin, cs184-bo

k3d/share/shaders/k3d_fur2.sl:9:   by Clint Hanson and Armin Bruderlin
k3d/share/shaders/k3d_fur2.sl:13:fnc_diffuselgt (color Cin;       /* Light Colour */
k3d/share/shaders/k3d_fur2.sl:18:    color Cout = Cin;
k3d/share/shaders/k3d_fur2.sl:29:    Cout *= Atten;
k3d/share/shaders/k3d_fur2.sl:31:    return (Cout);
k3d/share/shaders/k3d_fur2.sl:44:	 float SPEC1  = 0.01;
k3d/share/shaders/k3d_fur2.sl:46:	 float SPEC2  = 0.003;
k3d/share/shaders/k3d_fur2.sl:55:	 /* Hair Color */
k3d/share/shaders/k3d_fur2.sl:72:    color Cspec = 0, Cdiff = 0;  /* collect specular & diffuse light */
k3d/share/shaders/k3d_fur2.sl:76:    vector S = nSN^T;     /* Cross product of the tangent along the hair and surface normal */
k3d/share/shaders/k3d_fur2.sl:91:    uniform color SpecularColor = 1;
k3d/share/shaders/k3d_fur2.sl:112:       Dimensional Textures", Computer Graphics 23,3, 271-280  
k3d/share/shaders/k3d_fur2.sl:136:	if ( lightsource("__SpecularColor",SpecularColor) == 0)
k3d/share/shaders/k3d_fur2.sl:137:	    SpecularColor = color 1;
k3d/share/shaders/k3d_fur2.sl:139:	Cspec += (1-nonspecular) * SpecularColor * clump_darkening * 
k3d/share/shaders/k3d_fur2.sl:140:	    ((SPEC1*Cl*pow(Kajiya, 1/roughness1)) + 
k3d/share/shaders/k3d_fur2.sl:141:	     (SPEC2*Cl*pow(Kajiya, 1/roughness2)));
k3d/share/shaders/k3d_fur2.sl:143:	Cdiff += clump_darkening * fnc_diffuselgt(Cl, L, norm_hair);
k3d/share/shaders/k3d_fur2.sl:149:				  abs(luminance(Kd*Cdiff))) * darkening));
k3d/share/shaders/k3d_fur2.sl:153:    Ci =  ((Ka*ambient() + Kd*Cdiff + static_ambient) * final_c
k3d/share/shaders/k3d_fur2.sl:154:	   + ((v) * Kspec * Cspec * specularcolor));
k3d/share/shaders/k3d_fur2.sl:156:    Ci = clamp(Ci, color 0, color 1 );
k3d/share/shaders/k3d_fur2.sl:159:    Ci = Oi * Ci;
k3d/share/shaders/k3d_glass.sl:25: *   _Advanced RenderMan: Creating CGI for Motion Picture_, 
k3d/share/shaders/k3d_glass.sl:38:		  DECLARE_DEFAULTED_ENVPARAMS;
k3d/share/shaders/k3d_glass.sl:44:  Ci =
k3d/share/shaders/k3d_glass.sl:45:    MaterialGlass(Nf, Cs, Ka, Kd, Ks, roughness, Kr, reflblur, Kt, refrblur,
k3d/share/shaders/k3d_glow.sl:6:  color C;
k3d/share/shaders/k3d_glow.sl:14:      // Calculate a "strength" function based on incidence
k3d/share/shaders/k3d_glow.sl:17:      C = mix(edgecolor, centercolor, strength);
k3d/share/shaders/k3d_glow.sl:19:      // Calculate final color and opacity - we set Oi near zero
k3d/share/shaders/k3d_glow.sl:21:      Ci = C * strength * Os;
k3d/share/shaders/k3d_gmarbtile_polish.sl:4: * DESCRIPTION:
k3d/share/shaders/k3d_gmarbtile_polish.sl:40:			     string envname = "", envspace = "NDC";
k3d/share/shaders/k3d_gmarbtile_polish.sl:48:  color Ct, env;
k3d/share/shaders/k3d_gmarbtile_polish.sl:71:  Ct = mix(darkcolor, lightcolor, smoothstep(0.1, .35, turb));
k3d/share/shaders/k3d_gmarbtile_polish.sl:96:  Ct = mix(Ct, veincolor, turbsum);
k3d/share/shaders/k3d_gmarbtile_polish.sl:98:  Ct = mix(groovecolor, Ct, groovy);
k3d/share/shaders/k3d_gmarbtile_polish.sl:108:  Ci = Oi * (Ct * (Ka * ambient() + Kd * diffuse(Nf)) + env);
k3d/share/shaders/k3d_gooch.sl:6: * DESCRIPTION   : This model is described in "A Non-Photorealistc
k3d/share/shaders/k3d_gooch.sl:41:    color Cgooch = color(0,0,0); 
k3d/share/shaders/k3d_gooch.sl:45:    kcool = blue + ( Cs * alpha);
k3d/share/shaders/k3d_gooch.sl:46:    kwarm = yellow + (Cs * beta);
k3d/share/shaders/k3d_gooch.sl:50:        Cgooch += mix(kcool,kwarm,blendval); 
k3d/share/shaders/k3d_gooch.sl:54:    Ci = Os * ((Ka*ambient() + 
k3d/share/shaders/k3d_gooch.sl:55:                Kd*Cgooch +
k3d/share/shaders/k3d_gouge.sl:1:/* Copyrighted Pixar 1989 */
k3d/share/shaders/k3d_gouge.sl:2:/* From the RenderMan Companion p.379 */
k3d/share/shaders/k3d_gradient_t.sl:7:	color C = mix(start_color, end_color, t);
k3d/share/shaders/k3d_gradient_t.sl:11:			Ci = C;
k3d/share/shaders/k3d_gradient_t.sl:16:			Ci = C * Os;
k3d/share/shaders/k3d_granite.sl:1:/* Copyrighted Pixar 1989 */
k3d/share/shaders/k3d_granite.sl:2:/* From the RenderMan Companion p.352 */
k3d/share/shaders/k3d_granite.sl:20:	Ci = Cs * sum * (Ka + Kd * diffuse(faceforward( normalize(N), I )) ) ;
k3d/share/shaders/k3d_graphic_lines.sl:90:	color Ci_highlight = Ci;
k3d/share/shaders/k3d_graphic_lines.sl:161:	Ci_highlight=surface_opac_highlight*color_curve_highlight;
k3d/share/shaders/k3d_graphic_lines.sl:168:	color Ci_paint = Ci;
k3d/share/shaders/k3d_graphic_lines.sl:233:	Ci_paint=surface_opac_paint*color_curve_paint;
k3d/share/shaders/k3d_graphic_lines.sl:240:	color Ci_ink = Ci;
k3d/share/shaders/k3d_graphic_lines.sl:305:	Ci_ink=surface_opac_ink*color_curve_ink;
k3d/share/shaders/k3d_graphic_lines.sl:316:		float C = 0;
k3d/share/shaders/k3d_graphic_lines.sl:321:			C += pow(N.H, 1/roughness);
k3d/share/shaders/k3d_graphic_lines.sl:323:		return C;
k3d/share/shaders/k3d_graphic_lines.sl:355:	layer_color = Cs*(Kd*diff*Ci_paint + Ka*ambient()) + Ci_highlight*Ks*spec;
k3d/share/shaders/k3d_graphic_lines.sl:369:		layer_color = Ci_ink;
k3d/share/shaders/k3d_graphic_lines.sl:377:	color glineCi = gline_opac * gline_color;
k3d/share/shaders/k3d_graphic_lines.sl:381:	Ci = glineCi;
k3d/share/shaders/k3d_grass_displace.sl:10: *   by Lawrence D. Chin, cs184-bo

k3d/share/shaders/k3d_grass_surface.sl:4: *  by Lawrence D. Chin, cs184-bo

k3d/share/shaders/k3d_grass_surface.sl:37:      Ci = blend(color1, color2, layer_opac);

k3d/share/shaders/k3d_grass_surface.sl:39:      Ci = color1;

k3d/share/shaders/k3d_grass_surface.sl:42:    Ci = color1;

k3d/share/shaders/k3d_grass_surface.sl:46:  Ci = Ci * (Ka *ambient() + Kd * diffuse(Nf) + Ks* specular(Nf,-I,roughness));

k3d/share/shaders/k3d_greenmarble.sl:4: * DESCRIPTION:
k3d/share/shaders/k3d_greenmarble.sl:34:  color Ct;
k3d/share/shaders/k3d_greenmarble.sl:46:  Ct = mix(darkcolor, lightcolor, smoothstep(0.1, .35, turb));
k3d/share/shaders/k3d_greenmarble.sl:69:  Ct = mix(Ct, veincolor, turbsum);
k3d/share/shaders/k3d_greenmarble.sl:75:  Ci = MaterialPlastic(Nf, Ct, Ka, Kd, Ks, roughness);
k3d/share/shaders/k3d_greenmarble.sl:77:  Ci *= Os;
k3d/share/shaders/k3d_grids.sl:17:color G1L1_SurfaceColor=color(1,1,1); 
k3d/share/shaders/k3d_grids.sl:18:color G1L1_GridColor=color(0,0,0); 
k3d/share/shaders/k3d_grids.sl:25:color G1L2_SurfaceColor=color(1,1,1); 
k3d/share/shaders/k3d_grids.sl:26:color G1L2_GridColor=color(0,0,0); 
k3d/share/shaders/k3d_grids.sl:33:color G2L1_SurfaceColor=color(1,1,1); 
k3d/share/shaders/k3d_grids.sl:34:color G2L1_GridColor=color(0,0,0); 
k3d/share/shaders/k3d_grids.sl:41:color G2L2_SurfaceColor=color(1,1,1); 
k3d/share/shaders/k3d_grids.sl:42:color G2L2_GridColor=color(0,0,0); 
k3d/share/shaders/k3d_grids.sl:59:/** Grid 1 Color **/
k3d/share/shaders/k3d_grids.sl:66:color G1L1_Ct = blend(G1L1_SurfaceColor, G1L1_GridColor, G1L1_layer_opac);
k3d/share/shaders/k3d_grids.sl:74:color G1L2_Ct = blend(G1L2_SurfaceColor, G1L2_GridColor, G1L2_layer_opac);
k3d/share/shaders/k3d_grids.sl:85:color G2L1_Ct = blend(G2L1_SurfaceColor, G2L1_GridColor, G2L1_layer_opac);
k3d/share/shaders/k3d_grids.sl:93:color G2L2_Ct = blend(G2L2_SurfaceColor, G2L2_GridColor, G2L2_layer_opac);
k3d/share/shaders/k3d_grids.sl:97:Ci = (blend_val*G1L1_Ct+(1-blend_val)*G1L2_Ct) * (ambientcolor * K_ambient * ambient() + K_diffuse * diffuse(G1_Nf)) + 
k3d/share/shaders/k3d_grids.sl:99:Oi = (blend_val*G2L1_Ct+(1-blend_val)*G2L2_Ct);
k3d/share/shaders/k3d_grids_disp.sl:18:color SurfaceColor=color(1,1,1); 
k3d/share/shaders/k3d_grids_disp.sl:19:color GridColor=color(0,0,0); 
k3d/share/shaders/k3d_grids_disp.sl:38:color Ct0 = blend(SurfaceColor, GridColor, layer_opac0);
k3d/share/shaders/k3d_grids_disp.sl:51:color Ct1 = blend(SurfaceColor, GridColor, layer_opac1);
k3d/share/shaders/k3d_grids_disp.sl:53:/** ColorToFloat_Brick_2 **/
k3d/share/shaders/k3d_grids_disp.sl:54:float temp_f_2=(comp((x*Ct0+(1-x)*Ct1),0)+comp((x*Ct0+(1-x)*Ct1),1)+comp((x*Ct0+(1-x)*Ct1),2))/3;
k3d/share/shaders/k3d_hair.sl:15:	color Cspec = 0, Cdiff = 0;  /* collect specular & diffuse light */
k3d/share/shaders/k3d_hair.sl:22:			Cspec += Cl * v * pow (cosang, 1/roughness);
k3d/share/shaders/k3d_hair.sl:23:			Cdiff += Cl * v;
k3d/share/shaders/k3d_hair.sl:29:	Ci = Oi * (mix(rootcolor, tipcolor, v) * (Ka*ambient() + Kd * Cdiff) + (Ks * Cspec * specularcolor));
k3d/share/shaders/k3d_hdr_light.sl:5:*Created by Simon Bunker 27th September 2001

k3d/share/shaders/k3d_hdr_light.sl:56:/* Code based off of Larry Gritz's Uberlight Shader */

k3d/share/shaders/k3d_hdr_light.sl:64:		color Ct;

k3d/share/shaders/k3d_hdr_light.sl:71:			Ct = color (1,0,0);

k3d/share/shaders/k3d_hdr_light.sl:77:				Ct = hdrenv(envname,R,blur);

k3d/share/shaders/k3d_hdr_light.sl:82:				Ct = environment(envname,R,"blur",blur);

k3d/share/shaders/k3d_hdr_light.sl:87:				Ct = texture(envname,s,t,"blur",blur);

k3d/share/shaders/k3d_hdr_light.sl:95:		            Cl *= 1 - shadow(shadowname, Ps, "samples", shadowsamples, "blur", shadowblur, "bias", shadowbias);

k3d/share/shaders/k3d_hdr_light.sl:99:		Cl = Ct * intensity * exposure;

k3d/share/shaders/k3d_hdr_surface.sl:5:*Created by Simon Bunker 27th September 2001

k3d/share/shaders/k3d_hdr_surface.sl:50:	color Ct;

k3d/share/shaders/k3d_hdr_surface.sl:56:			Ct = hdrenv(envname,R,blur);

k3d/share/shaders/k3d_hdr_surface.sl:61:			Ct = environment(envname,R,"blur",blur);

k3d/share/shaders/k3d_hdr_surface.sl:66:			Ct = texture(envname,s,t,"blur",blur);

k3d/share/shaders/k3d_hdr_surface.sl:73:	Ci = Cs * Oi * Ct * intensity * exposure;

k3d/share/shaders/k3d_hdri1.sl:5:	    Cl = environment (envname, -L, "blur", 0.5);
k3d/share/shaders/k3d_hdri1.sl:6:	else Cl = 0;
k3d/share/shaders/k3d_hdri2.sl:15:	    Cl = environment (envname, Lenv, "blur", envblur);
k3d/share/shaders/k3d_hdri2.sl:16:	else Cl = 0;
k3d/share/shaders/k3d_hdri2.sl:18:            Cl *= 1 - color shadow (shadowname, Ps, "samples", shadowsamples,
k3d/share/shaders/k3d_hexatile_bump.sl:15:*	point P1	= point(0,0,0) 		---	Center point for Rotation.
k3d/share/shaders/k3d_hexatile_bump.sl:20:*	float C1	= 1 			---	Multiply of f1 the closes future point.
k3d/share/shaders/k3d_hexatile_bump.sl:21:*	float C2	= 2 			---	Multiply of f2 the second closes future point.
k3d/share/shaders/k3d_hexatile_bump.sl:32:* Arman "Advanced Renderman-"Creating CGI for Motion Picture.
k3d/share/shaders/k3d_hexatile_bump.sl:90:	float C1	= 1; 
k3d/share/shaders/k3d_hexatile_bump.sl:91:	float C2	= 2; 
k3d/share/shaders/k3d_hexatile_bump.sl:104:Worley2D_f1f2 (scale1,scale2,/* Jitter */ 0,/* Seed */ 0,C1,C2,/* Hexagon */ 1,/* TileScaleSS */ 1,
k3d/share/shaders/k3d_hextile.sl:4: * DESCRIPTION
k3d/share/shaders/k3d_hextile.sl:27: * HINTS & APPLICATIONS
k3d/share/shaders/k3d_hextile.sl:29: *    the floors in the public areas of the Washington DC subway system.
k3d/share/shaders/k3d_hextile.sl:62:  color Ct, Ctile;
k3d/share/shaders/k3d_hextile.sl:110:  Ctile = tilecolor * (1 + tilevary * snoise(tileindex+0.5));
k3d/share/shaders/k3d_hextile.sl:118:  Ct = (1-stain) * mix (mix (Ctile, scuffcolor, scuff), mortarcolor, mortar);
k3d/share/shaders/k3d_hextile.sl:121:  Ci = Os * ( Ct * (Ka*ambient() + Kd*diffuse(Nf)) +
k3d/share/shaders/k3d_imagelayerclouds.sl:12:  color Ct;			/* Color of the surface */
k3d/share/shaders/k3d_imagelayerclouds.sl:33:  Ct = mix(skycolor, cloudcolor, smoothstep(threshold, 1, value));
k3d/share/shaders/k3d_imagelayerclouds.sl:35:  /* Shade like matte, but use color Ct */
k3d/share/shaders/k3d_imagelayerclouds.sl:37:  Ci = Ct;			/* This makes the color disregard the lighting */
k3d/share/shaders/k3d_imagelayergradient.sl:10:      Ci = Cs * mix(zenith, sky, v * 2.0);
k3d/share/shaders/k3d_imagelayergradient.sl:14:      Ci = Cs * mix(ground, nadir, (v - 0.5) * 2.0);
k3d/share/shaders/k3d_incandplastic.sl:11:k3d_incandplastic(color SurfaceColor = color(0, 0.25, 1);

k3d/share/shaders/k3d_incandplastic.sl:17:	      color SpecularColor = 1;

k3d/share/shaders/k3d_incandplastic.sl:25:  Ci = SurfaceOpacity * (SurfaceColor * (Ka * ambient() + Kd * diffuse(Nf)) +

k3d/share/shaders/k3d_incandplastic.sl:26:			 SpecularColor * Ks * specular(Nf, NI, Roughness) +

k3d/share/shaders/k3d_indirect.sl:7: *     Copyright 1988, 1989, Pixar.  All rights reserved.
k3d/share/shaders/k3d_indirect.sl:18:  Cl = 0;
k3d/share/shaders/k3d_indirect.sl:28:    Cl = rs_indirect(Ps, axis);
k3d/share/shaders/k3d_leather.sl:30:	/*BLOTCH sont les zebrure*/

k3d/share/shaders/k3d_leather.sl:32:	float BLOTCH_TCF = 5;		/*zebrure sur la peau*/

k3d/share/shaders/k3d_leather.sl:33:	float BLOTCH_SF = 5;		/*definis le s */

k3d/share/shaders/k3d_leather.sl:34:	float BLOTCH_TF = 5;		/*definis le s */

k3d/share/shaders/k3d_leather.sl:79:	#define BASE_GRC         0.4    /* shift factor for more red       */

k3d/share/shaders/k3d_leather.sl:88:	small_noise = snoise(BASE_NF*PP*txtscale/TSCALE);

k3d/share/shaders/k3d_leather.sl:89:	small_speckle = mix(red, green, BASE_GRC+

k3d/share/shaders/k3d_leather.sl:112:	/*#define BLOTCH_SF          20   s-factor for blotches  */

k3d/share/shaders/k3d_leather.sl:113:	/*#define BLOTCH_TF          15   t-factor for blotches  */

k3d/share/shaders/k3d_leather.sl:114:	/*#define BLOTCH_TCF         0     zebrure                */

k3d/share/shaders/k3d_leather.sl:115:	#define BLOTCH_DELTA       0.1  /* 'nother scaling kludge */

k3d/share/shaders/k3d_leather.sl:116:	#define BLOTCH_SPECK_COEFF 0.3  /* blotch specking coeff  */

k3d/share/shaders/k3d_leather.sl:117:	blotch_turb = noise(BLOTCH_SF*sin(2*PI*(s+.1234)) + PI + label,

k3d/share/shaders/k3d_leather.sl:118:	                    BLOTCH_TF*t + label) + BLOTCH_DELTA;

k3d/share/shaders/k3d_leather.sl:119:	blotch = pow(blotch_turb, 1.3) * BLOTCH_TCF * 

k3d/share/shaders/k3d_leather.sl:122:	         small_noise * BLOTCH_SPECK_COEFF;

k3d/share/shaders/k3d_leather.sl:135:	#define SPECK_NF        0     /* un dented dessus que je met a zero*/    

k3d/share/shaders/k3d_leather.sl:136:	#define SPECK_CUTOFF    .45   /*Cutoff for 'tops' of specks*/ 

k3d/share/shaders/k3d_leather.sl:137:	speck = pow(smoothstep(SPECK_CUTOFF, 1,

k3d/share/shaders/k3d_leather.sl:138:	            noise(SPECK_NF*PP*txtscale/TSCALE)), 3);

k3d/share/shaders/k3d_leather.sl:153:	 * Combine what we have so far to set the surface

k3d/share/shaders/k3d_leather.sl:174:	#define DISP_SPECK_AMP    (1/40)   /* speckle disp. amplitude */

k3d/share/shaders/k3d_leather.sl:176:	              DISP_TF*t + label) * DISP_DENT_AMP * txtscale / TSCALE;

k3d/share/shaders/k3d_leather.sl:177:	disp += small_noise * DISP_SMNOISE_AMP * txtscale / TSCALE;

k3d/share/shaders/k3d_leather.sl:178:	disp -= speck * DISP_SPECK_AMP * txtscale / TSCALE;

k3d/share/shaders/k3d_leather.sl:194:#ifdef USE_LG_RAYTRACE

k3d/share/shaders/k3d_leather.sl:207:	 * Combine everything to get Ci, in the standard form.

k3d/share/shaders/k3d_leather.sl:210:	Ci = Os * (cs * (Ka*ambient() + Kd*diffuse(Nf)) +

k3d/share/shaders/k3d_lensflare.sl:39: * Contacts:  lg@pixar.com
k3d/share/shaders/k3d_lensflare.sl:52:  uniform point Pcorner0 = transform("NDC", "screen", point(0, 0, 0));
k3d/share/shaders/k3d_lensflare.sl:53:  uniform point Pcorner1 = transform("NDC", "screen", point(1, 1, 0));
k3d/share/shaders/k3d_lensflare.sl:63:  uniform vector corner = vector(transform("NDC", "camera", point(1, 1, 0)));
k3d/share/shaders/k3d_lensflare.sl:111:  Ci = 0;
k3d/share/shaders/k3d_lensflare.sl:117:  point Pndc = (transform("NDC", P) - vector(.5, .5, 0)) * 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:129:    color Cflare = 0;
k3d/share/shaders/k3d_lensflare.sl:132:    point Plight = (transform("NDC", P + L) - vector(.5, .5, 0)) * 2;
k3d/share/shaders/k3d_lensflare.sl:151:	Cflare += bloom * (bloomintensity / intensity) / brightness;
k3d/share/shaders/k3d_lensflare.sl:163:	Cflare += star * (starburstintensity / intensity) / brightness;
k3d/share/shaders/k3d_lensflare.sl:169:	Cflare +=
k3d/share/shaders/k3d_lensflare.sl:188:	color clr = Cl;
k3d/share/shaders/k3d_lensflare.sl:220:	Cflare += spotintensity * bright * clr * Cs * int;
k3d/share/shaders/k3d_lensflare.sl:223:    Ci += Cflare * Cl * atten;
k3d/share/shaders/k3d_lensflare.sl:226:  Ci *= intensity;
k3d/share/shaders/k3d_luna.sl:4: * DESCRIPTION:
k3d/share/shaders/k3d_luna.sl:10: *    C language version by F. Kenton Musgrave
k3d/share/shaders/k3d_luna.sl:13: * REFERENCES:
k3d/share/shaders/k3d_luna.sl:19: *    ??? - original C language version by Ken Musgrave
k3d/share/shaders/k3d_luna.sl:52:  color Ct;
k3d/share/shaders/k3d_luna.sl:79:  Ct = Cs;
k3d/share/shaders/k3d_luna.sl:89:      Ct += highland_color * chaos;
k3d/share/shaders/k3d_luna.sl:94:      Ct *= maria_basecolor + maria_color * chaos;
k3d/share/shaders/k3d_luna.sl:130:  Ct += color(lighten, lighten, lighten);
k3d/share/shaders/k3d_luna.sl:179:  Ct += color(lighten, lighten, lighten);
k3d/share/shaders/k3d_luna.sl:187:  Ci = Ct * (Ka * ambient() + Kd * diffuse(faceforward(normalize(N), I)));
k3d/share/shaders/k3d_lunette.sl:71:color lunetteColor (
k3d/share/shaders/k3d_lunette.sl:91:	 * Calculate pulsegrid, which is a variable indicating the value of
k3d/share/shaders/k3d_lunette.sl:143:	/* Colors used. */
k3d/share/shaders/k3d_lunette.sl:159:	color cc = lunetteColor(
k3d/share/shaders/k3d_lunette.sl:171:	Ci = Os * ( cc * (Ka*ambient() + Kd*diffuse(Nf)) +
k3d/share/shaders/k3d_map_pattern_1.sl:43:/** ColorToFloat_Brick_3 **/
k3d/share/shaders/k3d_map_pattern_1.sl:46:color Ct; 
k3d/share/shaders/k3d_map_pattern_1.sl:49:color C_temp1;
k3d/share/shaders/k3d_map_pattern_1.sl:65:Ct = mix (lightwood, darkwood, r*r2*r2);
k3d/share/shaders/k3d_map_pattern_1.sl:69:C_temp1 = Os * (Cs * (Ka * ambient() + Kd * diffuse(Nf)) + specularcolor * Ks * specular(Nf, -normalize(I), roughness));
k3d/share/shaders/k3d_map_pattern_1.sl:70:Ci = mix (C_temp1, Ct, 0.5);
k3d/share/shaders/k3d_map_pattern_1.sl:72:  Ci *= Oi;
k3d/share/shaders/k3d_matte.sl:2: * (c) Copyright 1988, Pixar.
k3d/share/shaders/k3d_matte.sl:5: *     Copyright 1988, 1989, Pixar.  All rights reserved.
k3d/share/shaders/k3d_matte.sl:14:  Ci = Os * Cs * (Ka * ambient() + Kd * diffuse(Nf));
k3d/share/shaders/k3d_metal.sl:2: * (c) Copyright 1988, Pixar.
k3d/share/shaders/k3d_metal.sl:5: *     Copyright 1988, 1989, Pixar.  All rights reserved.
k3d/share/shaders/k3d_metal.sl:16:  Ci = Os * Cs * (Ka * ambient() + Ks * specular(Nf, V, roughness));
k3d/share/shaders/k3d_mondometal.sl:13:    string abColorMap = "";

k3d/share/shaders/k3d_mondometal.sl:14:    float abColorMapBlur = 1;

k3d/share/shaders/k3d_mondometal.sl:15:    float abUseColorMapAlpha = 0;

k3d/share/shaders/k3d_mondometal.sl:22:    color abSpecularColor = color(1,1,1);

k3d/share/shaders/k3d_mondometal.sl:23:    string abSpecularColorMap = "";

k3d/share/shaders/k3d_mondometal.sl:24:    float abSpecularColorMapBlur = 1;

k3d/share/shaders/k3d_mondometal.sl:47:    color Cmetal = color(0.0,0.76,0.79);

k3d/share/shaders/k3d_mondometal.sl:62:    color Csurf, Cspec, Copac, Cincand, Crefl;

k3d/share/shaders/k3d_mondometal.sl:63:    color Cmatte = 0;

k3d/share/shaders/k3d_mondometal.sl:71:    if(abColorMap != "")

k3d/share/shaders/k3d_mondometal.sl:73:        Csurf = Cs * color texture(abColorMap, ss, tt,

k3d/share/shaders/k3d_mondometal.sl:74:                            "swidth", abColorMapBlur,

k3d/share/shaders/k3d_mondometal.sl:75:                            "twidth", abColorMapBlur );

k3d/share/shaders/k3d_mondometal.sl:76:        if(abUseColorMapAlpha != 0)

k3d/share/shaders/k3d_mondometal.sl:78:            Copac = float texture(abColorMap[3], ss, tt, 

k3d/share/shaders/k3d_mondometal.sl:79:                            "swidth", abColorMapBlur,

k3d/share/shaders/k3d_mondometal.sl:80:                            "twidth", abColorMapBlur );

k3d/share/shaders/k3d_mondometal.sl:82:            Csurf = Csurf / Copac;

k3d/share/shaders/k3d_mondometal.sl:86:            Copac = color(1, 1, 1);

k3d/share/shaders/k3d_mondometal.sl:91:        Csurf = Cs;

k3d/share/shaders/k3d_mondometal.sl:92:        Copac = color(1);

k3d/share/shaders/k3d_mondometal.sl:121:    if(abSpecularColorMap != "")

k3d/share/shaders/k3d_mondometal.sl:123:        Cspec = abSpecularColor * color texture(abSpecularColorMap, ss, tt,

k3d/share/shaders/k3d_mondometal.sl:124:                      "swidth", abSpecularColorMapBlur, 

k3d/share/shaders/k3d_mondometal.sl:125:                      "twidth", abSpecularColorMapBlur );

k3d/share/shaders/k3d_mondometal.sl:129:        Cspec = abSpecularColor;

k3d/share/shaders/k3d_mondometal.sl:148:            Copac = Copac * color texture(abTransparencyMap, ss, tt,

k3d/share/shaders/k3d_mondometal.sl:154:            Copac = Copac * (color(1) - color texture(abTransparencyMap, ss, tt,

k3d/share/shaders/k3d_mondometal.sl:163:        Cincand = abIncandescence * color texture(abIncandescenseMap, ss, tt,

k3d/share/shaders/k3d_mondometal.sl:169:        Cincand = abIncandescence;

k3d/share/shaders/k3d_mondometal.sl:211:        Crefl = abReflectivity * 

k3d/share/shaders/k3d_mondometal.sl:217:        Crefl = color(0);

k3d/share/shaders/k3d_mondometal.sl:222:        Cmatte = color texture(metalMatte, ss, tt,

k3d/share/shaders/k3d_mondometal.sl:223:                            "swidth", abColorMapBlur,

k3d/share/shaders/k3d_mondometal.sl:224:                            "twidth", abColorMapBlur);

k3d/share/shaders/k3d_mondometal.sl:230:    Oi = Os * Copac;

k3d/share/shaders/k3d_mondometal.sl:233:    if(comp(Cmatte, 1) < 0.5){

k3d/share/shaders/k3d_mondometal.sl:234:      Ci = Os * Copac * (Csurf * (Cincand + ambient() + diff * diffuse(Nf)) + 

k3d/share/shaders/k3d_mondometal.sl:235:           (spec * Cspec * (specular(Nf, V, roughness) + Crefl) ));

k3d/share/shaders/k3d_mondometal.sl:239:      Ci = Cmetal * Oi * (Ka * ambient() + Kd * diffuse(Nf) +

k3d/share/shaders/k3d_mysky.sl:9: * DESCRIPTION:

k3d/share/shaders/k3d_mysky.sl:28: *    C language version by F. Kenton Musgrave

k3d/share/shaders/k3d_mysky.sl:31: * REFERENCES:

k3d/share/shaders/k3d_mysky.sl:37: *    ??? - original C language version by Ken Musgrave

k3d/share/shaders/k3d_mysky.sl:60:  color Ct;      /* Color of the surface */

k3d/share/shaders/k3d_mysky.sl:76:  Ct = mix (skycolor, cloudcolor, smoothstep (threshold, 1, value));

k3d/share/shaders/k3d_mysky.sl:78:  /* Shade like matte, but use color Ct */

k3d/share/shaders/k3d_mysky.sl:80:  Ci = Ct;  

k3d/share/shaders/k3d_noisysmoke.sl:8:	     illuminance (PW) { li += Cl; }                                 \
k3d/share/shaders/k3d_noisysmoke.sl:51:  color Cv = 0, Ov = 0;		/* net color & opacity of volume */
k3d/share/shaders/k3d_noisysmoke.sl:52:  color dC, dO;			/* differential color & opacity */
k3d/share/shaders/k3d_noisysmoke.sl:82:	    /* Our goal now is to find dC and dO, the color and opacity
k3d/share/shaders/k3d_noisysmoke.sl:92:	  dC = lighttau * dO;
k3d/share/shaders/k3d_noisysmoke.sl:94:	  /* Now we adjust Cv/Ov to account for dC and dO */
k3d/share/shaders/k3d_noisysmoke.sl:95:	  Cv += (1 - Ov) * dC;
k3d/share/shaders/k3d_noisysmoke.sl:104:  /* Ci & Oi are the color (premultiplied by opacity) and opacity of 
k3d/share/shaders/k3d_noisysmoke.sl:106:   * Now Cv is the light contributed by the volume itself, and Ov is the
k3d/share/shaders/k3d_noisysmoke.sl:107:   * opacity of the volume, i.e. (1-Ov)*Ci is the light from the background
k3d/share/shaders/k3d_noisysmoke.sl:110:  Ci = lightscale * Cv + (1 - Ov) * Ci;
k3d/share/shaders/k3d_noisysmoke.sl:116:      printf("   Cv = %c, Ov = %c\n", Cv, Ov);
k3d/share/shaders/k3d_oak.sl:16: *   Clightwood - the light, "background" wood color
k3d/share/shaders/k3d_oak.sl:17: *   Cdarkwood - the darker color in the ring/grain
k3d/share/shaders/k3d_oak.sl:39: * Contacts:  lg@pixar.com
k3d/share/shaders/k3d_oak.sl:62:		color Clightwood = color(.5, .2, .067);	/* light wood color */
k3d/share/shaders/k3d_oak.sl:63:		color Cdarkwood = color(0.15, 0.077, 0.028);
k3d/share/shaders/k3d_oak.sl:76:  color Cwood = mix(Clightwood, Cdarkwood, wood);
k3d/share/shaders/k3d_oak.sl:80:  Ci = MaterialPlastic(Nf, Cwood, Ka, Kd, Ks * (1 - 0.5 * wood), roughness);
k3d/share/shaders/k3d_oak.sl:82:  Ci *= Oi;
k3d/share/shaders/k3d_oakplank.sl:17: *   Cgroove - color of the grooves between the planks
k3d/share/shaders/k3d_oakplank.sl:23: *   Clightwood - the light, "background" wood color
k3d/share/shaders/k3d_oakplank.sl:24: *   Cdarkwood - the darker color in the ring/grain
k3d/share/shaders/k3d_oakplank.sl:50: * Contacts:  lg@pixar.com
k3d/share/shaders/k3d_oakplank.sl:56:/* Comment out the following line if you do *not* wish to use BMRT and
k3d/share/shaders/k3d_oakplank.sl:90:  /* Calculate our "in-plank" value by multiplying two perpendicular
k3d/share/shaders/k3d_oakplank.sl:104:		     DECLARE_DEFAULTED_ENVPARAMS;
k3d/share/shaders/k3d_oakplank.sl:112:		     color Clightwood = color(.5, .2, .067);	/* light wood color */
k3d/share/shaders/k3d_oakplank.sl:113:		     color Cdarkwood = color(0.15, 0.077, 0.028);
k3d/share/shaders/k3d_oakplank.sl:114:		     color Cgroove = color(0.02, 0.02, 0.02);
k3d/share/shaders/k3d_oakplank.sl:145:  color Cwood = mix(Clightwood, Cdarkwood, wood);
k3d/share/shaders/k3d_oakplank.sl:147:  Cwood = varyEach(Cwood, plankindex, varyhue, varysat, varylum);
k3d/share/shaders/k3d_oakplank.sl:148:  Cwood = mix(Cgroove, Cwood, inplank);
k3d/share/shaders/k3d_oakplank.sl:168:  Ci =
k3d/share/shaders/k3d_oakplank.sl:169:    MaterialShinyPlastic(Nf, Cwood, Ka, Kd, specadjusted * Ks, roughness,
k3d/share/shaders/k3d_oakplank.sl:172:  Ci *= Oi;
k3d/share/shaders/k3d_orange.sl:8: * DESCRIPTION:
k3d/share/shaders/k3d_orange.sl:9: *	Creates an stippled orange surface.
k3d/share/shaders/k3d_orange.sl:20: *	Created: 9/4/96
k3d/share/shaders/k3d_orange.sl:24:#define BUMP_FREQUENCY (35)
k3d/share/shaders/k3d_orange.sl:43:	turb = noise (BUMP_FREQUENCY * p2) * BUMP_AMPLITUDE;
k3d/share/shaders/k3d_orange.sl:49:	Ci = Cs * (Ka * ambient() + Kd * diffuse (Nf)) + Ks * specular (Nf, V, roughness);
k3d/share/shaders/k3d_orennayar.sl:7: * DESCRIPTION:
k3d/share/shaders/k3d_orennayar.sl:21: * REFERENCES:
k3d/share/shaders/k3d_orennayar.sl:23: *         Reflectance Model," Computer Graphics Annual Conference
k3d/share/shaders/k3d_orennayar.sl:46:    color lightC = 0;
k3d/share/shaders/k3d_orennayar.sl:48:    float C1, C2, C3;
k3d/share/shaders/k3d_orennayar.sl:65:	C1 = 1 - 0.5 * sigma2/(sigma2+0.33);
k3d/share/shaders/k3d_orennayar.sl:66:	C2 = 0.45 * sigma2 / (sigma2 + 0.09);
k3d/share/shaders/k3d_orennayar.sl:68:	    C2 *= sin(alpha);
k3d/share/shaders/k3d_orennayar.sl:69:	else C2 *= (sin(alpha) - pow(2*beta/PI,3));
k3d/share/shaders/k3d_orennayar.sl:70:	C3 = 0.125 * sigma2 / (sigma2+0.09) * pow ((4*alpha*beta)/(PI*PI),2);
k3d/share/shaders/k3d_orennayar.sl:71:	L1 = Cs * (cos_theta_i * (C1 + cos_phi_diff * C2 * tan(beta) +
k3d/share/shaders/k3d_orennayar.sl:72:				  (1 - abs(cos_phi_diff)) * C3 * tan((alpha+beta)/2)));
k3d/share/shaders/k3d_orennayar.sl:73:	L2 = (Cs * Cs) * (0.17 * cos_theta_i * sigma2/(sigma2+0.13) *
k3d/share/shaders/k3d_orennayar.sl:75:	lightC += (L1 + L2) * Cl;
k3d/share/shaders/k3d_orennayar.sl:79:    Ci = Os * (Cs * (Ka*ambient()) + Kd*lightC);
k3d/share/shaders/k3d_outlet.sl:4: * DESCRIPTION:
k3d/share/shaders/k3d_outlet.sl:32:  color Ct;
k3d/share/shaders/k3d_outlet.sl:41:  Ct = Cs;
k3d/share/shaders/k3d_outlet.sl:47:      Ct = Cs * 0.5;
k3d/share/shaders/k3d_outlet.sl:54:      Ct = 0.1 * Cs;
k3d/share/shaders/k3d_outlet.sl:59:	  Ct = 0.1 * Cs;
k3d/share/shaders/k3d_outlet.sl:62:	  Ct = 0.75 * Cs;
k3d/share/shaders/k3d_outlet.sl:70:  Ci = Os * ( Ct * (Ka*ambient() + kd*diffuse(Nf)) +
k3d/share/shaders/k3d_outline.sl:13:  Ci = 0;
k3d/share/shaders/k3d_painted_constant.sl:9:	color Ct = color(1, 1, 1);
k3d/share/shaders/k3d_painted_constant.sl:17:			Ct = color texture(texturename, ss, tt);
k3d/share/shaders/k3d_painted_constant.sl:22:	Ci = Oi * Cs * Ct;
k3d/share/shaders/k3d_paintedplastic.sl:2: * (c) Copyright 1988, Pixar.
k3d/share/shaders/k3d_paintedplastic.sl:5: *     Copyright 1988, 1989, Pixar.  All rights reserved.
k3d/share/shaders/k3d_paintedplastic.sl:8: * DESCRIPTION:
k3d/share/shaders/k3d_paintedplastic.sl:31:	color Ct = color(1, 1, 1);
k3d/share/shaders/k3d_paintedplastic.sl:39:			Ct = color texture(texturename, ss, tt);
k3d/share/shaders/k3d_paintedplastic.sl:46:	Ci = Oi * Cs * Ct * (Ka * ambient() + Kd * diffuse(Nf)) + specularcolor * Ks * specular(Nf, V, roughness);
k3d/share/shaders/k3d_parquet_plank.sl:4: * DESCRIPTION:
k3d/share/shaders/k3d_parquet_plank.sl:51:  color Ct, woodcolor;
k3d/share/shaders/k3d_parquet_plank.sl:154:  Ct = mix(groovecolor, woodcolor, groovy);
k3d/share/shaders/k3d_parquet_plank.sl:158:  Ci =
k3d/share/shaders/k3d_parquet_plank.sl:159:    Os * (Ct * (Ka * ambient() + Kd * diffuse(Nf)) +
k3d/share/shaders/k3d_parquet_plank2.sl:5: * DESCRIPTION:
k3d/share/shaders/k3d_parquet_plank2.sl:30: *         snail: Dept. of EE & CS
k3d/share/shaders/k3d_parquet_plank2.sl:32: *                Washington, DC 20052
k3d/share/shaders/k3d_parquet_plank2.sl:65:  color Ct, woodcolor;
k3d/share/shaders/k3d_parquet_plank2.sl:149:  Ct = mix (groovecolor, woodcolor, groovy);
k3d/share/shaders/k3d_parquet_plank2.sl:153:  Ci = Os * ( Ct * (Ka*ambient() + Kd*diffuse(Nf)) +
k3d/share/shaders/k3d_parquet_tile.sl:6: * DESCRIPTION:
k3d/share/shaders/k3d_parquet_tile.sl:31: *         snail: Dept. of EE & CS
k3d/share/shaders/k3d_parquet_tile.sl:33: *                Washington, DC 20052
k3d/share/shaders/k3d_parquet_tile.sl:80:  color Ct, woodcolor;
k3d/share/shaders/k3d_parquet_tile.sl:164:  Ct = mix (groovecolor, woodcolor, groovy);
k3d/share/shaders/k3d_parquet_tile.sl:168:  Ci = Os * ( Ct * (Ka*ambient() + Kd*diffuse(Nf)) +
k3d/share/shaders/k3d_particle.sl:1:/** Copied from RenderMan AppNote #18 */
k3d/share/shaders/k3d_particle.sl:5:	Ci = Cs * Os;
k3d/share/shaders/k3d_planetclouds.sl:5: * DESCRIPTION:
k3d/share/shaders/k3d_planetclouds.sl:42: *    Conversion to Shading Language and other minor changes by Larry Gritz.
k3d/share/shaders/k3d_planetclouds.sl:44: * REFERENCES:
k3d/share/shaders/k3d_planetclouds.sl:51: *    Feb 1994 - Conversion to Shading Language by L. Gritz
k3d/share/shaders/k3d_planetclouds.sl:84:  /* Compute VLfBm */
k3d/share/shaders/k3d_planetclouds.sl:109:  Ci = Oi * (Ka * ambient() + Kd * diffuse(faceforward(normalize(N), I)));
k3d/share/shaders/k3d_plank.sl:4: * DESCRIPTION:
k3d/share/shaders/k3d_plank.sl:48:  color Ct, woodcolor;
k3d/share/shaders/k3d_plank.sl:140:  Ct = mix(groovecolor, woodcolor, groovy);
k3d/share/shaders/k3d_plank.sl:146:  Ci =
k3d/share/shaders/k3d_plank.sl:147:    Os * (Ct * (Ka * ambient() + Kd * diffuse(Nf)) +
k3d/share/shaders/k3d_plastic.sl:2: * (c) Copyright 1988, Pixar.
k3d/share/shaders/k3d_plastic.sl:5: *     Copyright 1988, 1989, Pixar.  All rights reserved.
k3d/share/shaders/k3d_plastic.sl:16:  Ci = Os * (Cs * (Ka * ambient() + Kd * diffuse(Nf)) + specularcolor * Ks * specular(Nf, -normalize(I), roughness));
k3d/share/shaders/k3d_plastic2.sl:8: * REFERENCES:
k3d/share/shaders/k3d_plastic2.sl:23:    Ci = Os * (Cs * (Ka * ambient() + Kd * diffuse(Nf))
k3d/share/shaders/k3d_pointlight.sl:2: * (c) Copyright 1988, Pixar.
k3d/share/shaders/k3d_pointlight.sl:5: *     Copyright 1988, 1989, Pixar.  All rights reserved.
k3d/share/shaders/k3d_pointlight.sl:13:  illuminate(from) Cl = intensity * lightcolor / (L.L);
k3d/share/shaders/k3d_projectionmap_plastic.sl:2:// Copyright (c) 1995-2004, Timothy M. Shead
k3d/share/shaders/k3d_projectionmap_plastic.sl:4:// Contact: tshead@k-3d.com
k3d/share/shaders/k3d_projectionmap_plastic.sl:13:// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
k3d/share/shaders/k3d_projectionmap_plastic.sl:42:	color Ct = color(1, 1, 1);
k3d/share/shaders/k3d_projectionmap_plastic.sl:55:			Ct = color texture(texturename, ss, tt);
k3d/share/shaders/k3d_projectionmap_plastic.sl:62:	Ci = Oi * Cs * Ct * (Ka * ambient() + Kd * diffuse(Nf)) + specularcolor * Ks * specular(Nf, V, roughness);
k3d/share/shaders/k3d_puffyclouds.sl:7: * DESCRIPTION:
k3d/share/shaders/k3d_puffyclouds.sl:26: *    C language version by F. Kenton Musgrave
k3d/share/shaders/k3d_puffyclouds.sl:29: * REFERENCES:
k3d/share/shaders/k3d_puffyclouds.sl:35: *    ??? - original C language version by Ken Musgrave
k3d/share/shaders/k3d_puffyclouds.sl:57:  color Ct;      /* Color of the surface */
k3d/share/shaders/k3d_puffyclouds.sl:73:  Ct = mix (skycolor, cloudcolor, smoothstep (threshold, 1, value));
k3d/share/shaders/k3d_puffyclouds.sl:75:  /* Shade like matte, but use color Ct */
k3d/share/shaders/k3d_puffyclouds.sl:77:  Ci = Ct;   /* This makes the color disregard the lighting */
k3d/share/shaders/k3d_puffyclouds.sl:79:/*  Ci = Ct * (Ka * ambient() + Kd * diffuse(faceforward(N,I))); */
k3d/share/shaders/k3d_redapple.sl:6: * Copyright (C) Jonathan Merritt, 1999.
k3d/share/shaders/k3d_redapple.sl:31:/*#define USE_LG_RAYTRACE */
k3d/share/shaders/k3d_redapple.sl:33:#ifdef USE_LG_RAYTRACE
k3d/share/shaders/k3d_redapple.sl:42:#define TSCALE .05
k3d/share/shaders/k3d_redapple.sl:103:	#define BASE_GRC         0.4    /* shift factor for more red       */
k3d/share/shaders/k3d_redapple.sl:112:	small_noise = snoise(BASE_NF*PP*txtscale/TSCALE);
k3d/share/shaders/k3d_redapple.sl:113:	small_speckle = mix(red, green, BASE_GRC+
k3d/share/shaders/k3d_redapple.sl:136:	#define BLOTCH_SF          20   /* s-factor for blotches  */
k3d/share/shaders/k3d_redapple.sl:137:	#define BLOTCH_TF          15   /* t-factor for blotches  */
k3d/share/shaders/k3d_redapple.sl:138:	#define BLOTCH_TCF         2.5  /* scaling kludge         */
k3d/share/shaders/k3d_redapple.sl:139:	#define BLOTCH_DELTA       0.1  /* 'nother scaling kludge */
k3d/share/shaders/k3d_redapple.sl:140:	#define BLOTCH_SPECK_COEFF 0.3  /* blotch specking coeff  */
k3d/share/shaders/k3d_redapple.sl:141:	blotch_turb = noise(BLOTCH_SF*sin(2*PI*(s+.1234)) + PI + label,
k3d/share/shaders/k3d_redapple.sl:142:	                    BLOTCH_TF*t + label) + BLOTCH_DELTA;
k3d/share/shaders/k3d_redapple.sl:143:	blotch = pow(blotch_turb, 1.3) * BLOTCH_TCF * 
k3d/share/shaders/k3d_redapple.sl:146:	         small_noise * BLOTCH_SPECK_COEFF;
k3d/share/shaders/k3d_redapple.sl:159:	#define SPECK_NF        50    /* A noise scaling factor      */
k3d/share/shaders/k3d_redapple.sl:160:	#define SPECK_CUTOFF    .45   /* Cutoff for 'tops' of specks */
k3d/share/shaders/k3d_redapple.sl:161:	speck = pow(smoothstep(SPECK_CUTOFF, 1,
k3d/share/shaders/k3d_redapple.sl:162:	            noise(SPECK_NF*PP*txtscale/TSCALE)), 3);
k3d/share/shaders/k3d_redapple.sl:177:	 * Combine what we have so far to set the surface
k3d/share/shaders/k3d_redapple.sl:198:	#define DISP_SPECK_AMP    (1/40)   /* speckle disp. amplitude */
k3d/share/shaders/k3d_redapple.sl:200:	              DISP_TF*t + label) * DISP_DENT_AMP * txtscale / TSCALE;
k3d/share/shaders/k3d_redapple.sl:201:	disp += small_noise * DISP_SMNOISE_AMP * txtscale / TSCALE;
k3d/share/shaders/k3d_redapple.sl:202:	disp -= speck * DISP_SPECK_AMP * txtscale / TSCALE;
k3d/share/shaders/k3d_redapple.sl:217:#ifdef USE_LG_RAYTRACE
k3d/share/shaders/k3d_redapple.sl:230:	 * Combine everything to get Ci, in the standard form.
k3d/share/shaders/k3d_redapple.sl:233:	Ci = Os * (cs * (Ka*ambient() + Kd*diffuse(Nf)) +
k3d/share/shaders/k3d_ridged_multifractal.sl:3: *    Conversion to Shading Language and minor modifications by Fredrik Brnnbacka.

k3d/share/shaders/k3d_ridged_multifractal.sl:6: * REFERENCES:

k3d/share/shaders/k3d_ripple.sl:7: *    by Lawrence D. Chin, cs184-bo

k3d/share/shaders/k3d_roughmetal.sl:12: *     Copyright 1988, 1989, Pixar.  All rights reserved.
k3d/share/shaders/k3d_roughmetal.sl:22:  Ci = MaterialRoughMetal(Nf, Cs, Ka, Kd, Ks, roughness);
k3d/share/shaders/k3d_roughmetal.sl:24:  Ci *= Oi;
k3d/share/shaders/k3d_round.sl:1:/* Copyrighted Pixar 1989 */
k3d/share/shaders/k3d_round.sl:2:/* From the RenderMan Companion p.364 */
k3d/share/shaders/k3d_rubber.sl:1:/* Copyrighted Pixar 1989 */
k3d/share/shaders/k3d_rubber.sl:2:/* From the RenderMan Companion p.385 */
k3d/share/shaders/k3d_rubber.sl:20:	cout = mix(Cs, white, .05* (float noise(txtscale*Ploc)));
k3d/share/shaders/k3d_rubber.sl:22:	/* Compute a matte surface. */
k3d/share/shaders/k3d_rubber.sl:24:	Ci = Os * cout * ( Ka*ambient() + Kd*diffuse(Nf) ) ;
k3d/share/shaders/k3d_ruledpaper.sl:4: * DESCRIPTION:
k3d/share/shaders/k3d_ruledpaper.sl:21: *    8 Nov 1997 - started writing shader for RDC under MS VC++
k3d/share/shaders/k3d_ruledpaper.sl:27: * COMMENTS:
k3d/share/shaders/k3d_ruledpaper.sl:68:	// Circle center along page (ss coordinate system)
k3d/share/shaders/k3d_ruledpaper.sl:70:	// Circle radius in ss/tt coord. system
k3d/share/shaders/k3d_ruledpaper.sl:97:	// Check if there's a texture given.
k3d/share/shaders/k3d_ruledpaper.sl:103:		tex = Cs; // Colour of paper
k3d/share/shaders/k3d_ruledpaper.sl:132:	// Check if it actually needs shading
k3d/share/shaders/k3d_ruledpaper.sl:133:	if (Oi == color (0, 0, 0)) { Ci = 0; } else {
k3d/share/shaders/k3d_ruledpaper.sl:137:			Ci = Oi * (tex * (Ka * ambient() + Kd * diffuse(Nf)) + 
k3d/share/shaders/k3d_ruledpaper.sl:141:			Ci = Oi * tex * (Ka * ambient() + Kd * diffuse(Nf));
k3d/share/shaders/k3d_rustymetal.sl:4: * DESCRIPTION:
k3d/share/shaders/k3d_rustymetal.sl:38:#define MAXOCTAVES 8
k3d/share/shaders/k3d_rustymetal.sl:58:  color Cmetal = 0, Crust = 0; /* Computed colors of metal & rust */
k3d/share/shaders/k3d_rustymetal.sl:66:  for (i = 0;  i < MAXOCTAVES  &&  a > alimit;  i += 1) {
k3d/share/shaders/k3d_rustymetal.sl:86:      Crust = rustcolor * (rustKa*ambient() + rustKd*diffuse(Nf));
k3d/share/shaders/k3d_rustymetal.sl:94:      Cmetal = Cs * (metalKa*ambient() + metalKs*specular(Nf,V,metalroughness));
k3d/share/shaders/k3d_rustymetal.sl:101:  Ci = Oi * mix (Cmetal, Crust, rustiness);
k3d/share/shaders/k3d_saturn.sl:8: * DESCRIPTION:
k3d/share/shaders/k3d_saturn.sl:26: *    Conversion to Shading Language and minor modifications by Larry Gritz.
k3d/share/shaders/k3d_saturn.sl:29: * REFERENCES:
k3d/share/shaders/k3d_saturn.sl:35: *    23 May 1995 - Changed name from terran.sl to TLSaturn.sl and
k3d/share/shaders/k3d_saturn.sl:52:  color Ct;
k3d/share/shaders/k3d_saturn.sl:70:  	/* Color map for Saturn */
k3d/share/shaders/k3d_saturn.sl:71:      Ct = spline (latitude,
k3d/share/shaders/k3d_saturn.sl:86:  Ci = Os * Ct * (Ka * ambient() + Kd * diffuse(faceforward(normalize(N),I)));
k3d/share/shaders/k3d_saturnring.sl:4: * DESCRIPTION:
k3d/share/shaders/k3d_saturnring.sl:22: *	Created: 5/15/95
k3d/share/shaders/k3d_saturnring.sl:64:		/* Creating an inner disk that is transparent to place the planet */
k3d/share/shaders/k3d_saturnring.sl:68:		/* Create rings of varing transparency */
k3d/share/shaders/k3d_saturnring.sl:77:		/* Create some gaps of completely transparent rings */
k3d/share/shaders/k3d_saturnring.sl:107:			Ci = Oi * (cs * (Ka*ambient() + Kd*diffuse(Nf) ));
k3d/share/shaders/k3d_scartissue.sl:34:	Ci = ( base * (Ka + Kd*diffuse(Nf)) + 
k3d/share/shaders/k3d_screen.sl:2: * (c) Pixar (appears in _RenderMan Companion_)
k3d/share/shaders/k3d_screen.sl:5: * DESCRIPTION:
k3d/share/shaders/k3d_screen.sl:19: *     Copyright 1988, 1989, Pixar.  All rights reserved.
k3d/share/shaders/k3d_screen.sl:34:      Ci =
k3d/share/shaders/k3d_screen.sl:35:	Os * (Cs * (Ka * ambient() + Kd * diffuse(Nf)) +
k3d/share/shaders/k3d_screen.sl:41:      Ci = 0;
k3d/share/shaders/k3d_screen_aa.sl:4: * DESCRIPTION:
k3d/share/shaders/k3d_screen_aa.sl:21: *     Copyright 1988, 1989, Pixar.  All rights reserved.
k3d/share/shaders/k3d_screen_aa.sl:40:  /* Compute a forward facing normal */
k3d/share/shaders/k3d_screen_aa.sl:77:      Ci =
k3d/share/shaders/k3d_screen_aa.sl:78:	Oi * (Cs * (Ka * ambient() + Kd * diffuse(Nf)) +
k3d/share/shaders/k3d_screen_aa.sl:82:    Ci = 0;
k3d/share/shaders/k3d_sdixon.sl:1:/* Copyrighted Pixar 1989 */
k3d/share/shaders/k3d_sdixon.sl:2:/* From the RenderMan Companion p.384 */
k3d/share/shaders/k3d_sdixon.sl:32:	/* Compute the output color. Notice that as ink goes from zero to
k3d/share/shaders/k3d_sdixon.sl:37:	Ci = Os * cout * ( Ka*ambient() + (1-ink)*Kd*diffuse(Nf) +
k3d/share/shaders/k3d_shadowdistant_rim.sl:18:        Cl = intensity * lightcolor;
k3d/share/shaders/k3d_shadowdistant_rim.sl:20:                Cl *= 1 - shadow(shadowname, Ps, "samples", samples,
k3d/share/shaders/k3d_shadowspot.sl:1:/* Copyrighted Pixar 1989 */
k3d/share/shaders/k3d_shadowspot.sl:2:/* From the RenderMan Companion p.380 */
k3d/share/shaders/k3d_shadowspot.sl:33:		Cl = attenuation * intensity * lightcolor;
k3d/share/shaders/k3d_shifteddrtile.sl:4: * DESCRIPTION:
k3d/share/shaders/k3d_shifteddrtile.sl:10: *  roughness -  Contols the specular reflection
k3d/share/shaders/k3d_shifteddrtile.sl:31: *	Created: 8/12/95
k3d/share/shaders/k3d_shifteddrtile.sl:61:	uniform point center;      /* Center of disk */
k3d/share/shaders/k3d_shifteddrtile.sl:62:	color surfColor;   /* Color of surface */ 
k3d/share/shaders/k3d_shifteddrtile.sl:71:	surfColor = Cs;
k3d/share/shaders/k3d_shifteddrtile.sl:96:	surfColor = mix (surfColor, cstate1, mix_opacity);
k3d/share/shaders/k3d_shifteddrtile.sl:100:	Ci = Os * (surfColor * (Ka*ambient() + Kd*diffuse(Nf)) +
k3d/share/shaders/k3d_shiftedmoontile.sl:4: * DESCRIPTION:
k3d/share/shaders/k3d_shiftedmoontile.sl:9: *  roughness - Contols the specular reflection
k3d/share/shaders/k3d_shiftedmoontile.sl:14: *	eclipseCenter - Center of obscuring disk
k3d/share/shaders/k3d_shiftedmoontile.sl:15: *	cstate1 - Color of disk
k3d/share/shaders/k3d_shiftedmoontile.sl:26: *	Created: 8/12/95
k3d/share/shaders/k3d_shiftedmoontile.sl:53:	uniform point eclipseCenter = point "current" (0.6, 0.5, 0);
k3d/share/shaders/k3d_shiftedmoontile.sl:58:	uniform point center;            /* Center of disk */
k3d/share/shaders/k3d_shiftedmoontile.sl:59:	color surfColor;         /* Color of surface */
k3d/share/shaders/k3d_shiftedmoontile.sl:67:	surfColor = Cs;
k3d/share/shaders/k3d_shiftedmoontile.sl:80:	d2 = distance (eclipseCenter, (ss, tt, 0));
k3d/share/shaders/k3d_shiftedmoontile.sl:85:	surfColor = mix (surfColor, cstate1, mix_opacity);
k3d/share/shaders/k3d_shiftedmoontile.sl:88:	Ci = Os * (surfColor * (Ka*ambient() + Kd*diffuse(Nf)) +
k3d/share/shaders/k3d_shiny.sl:20: *   _Advanced RenderMan: Creating CGI for Motion Picture_, 
k3d/share/shaders/k3d_shiny.sl:34:		  float Kr = 0.8, blur = 0; DECLARE_DEFAULTED_ENVPARAMS;
k3d/share/shaders/k3d_shiny.sl:38:  Ci =
k3d/share/shaders/k3d_shiny.sl:39:    MaterialShinyMetal(Nf, Cs, Ka, Kd, Ks, roughness, Kr, blur, twosided,
k3d/share/shaders/k3d_shiny.sl:42:  Ci *= Oi;
k3d/share/shaders/k3d_shinymetal.sl:3: * (c) Copyright 1988, Pixar.
k3d/share/shaders/k3d_shinymetal.sl:6: *     Copyright 1988, 1989, Pixar.  All rights reserved.
k3d/share/shaders/k3d_shinymetal.sl:29:  Ci = Os * Cs * (Ka * ambient() + Ks * specular(Nf, -V, roughness) + env);
k3d/share/shaders/k3d_shinyplastic.sl:29:			 DECLARE_DEFAULTED_ENVPARAMS;
k3d/share/shaders/k3d_shinyplastic.sl:34:  Ci =
k3d/share/shaders/k3d_shinyplastic.sl:35:    MaterialShinyPlastic(Nf, Cs, Ka, Kd, Ks, roughness, Kr, blur, ior,
k3d/share/shaders/k3d_shinyplastic.sl:38:  Ci *= Oi;
k3d/share/shaders/k3d_show_st.sl:1:/* Copyrighted Pixar 1989 */
k3d/share/shaders/k3d_show_st.sl:2:/* From the RenderMan Companion p.344 */
k3d/share/shaders/k3d_show_st.sl:11:	Ci = color(s, t, 0);
k3d/share/shaders/k3d_skin1.sl:2: * RCskin.sl
k3d/share/shaders/k3d_skin1.sl:4: * Copyright (C) 2002, Rudy Cortes   rcortes@hntb.com
k3d/share/shaders/k3d_skin1.sl:42: *     Renamed RudyCSkin for RMR.
k3d/share/shaders/k3d_skin1.sl:50: /* NECESARY FUNCTIONS */
k3d/share/shaders/k3d_skin1.sl:56: * "Measuring and Modeling Anisotropic Reflection," ACM Computer 
k3d/share/shaders/k3d_skin1.sl:70:    color C = 0;
k3d/share/shaders/k3d_skin1.sl:73:  /* Must declare extern L & Cl because we're in a function */
k3d/share/shaders/k3d_skin1.sl:74:  extern vector L;  extern color Cl; 
k3d/share/shaders/k3d_skin1.sl:84:    C += Cl * ((1-nonspec) * cos_theta_i * rho);
k3d/share/shaders/k3d_skin1.sl:88:    return C / (4 * xroughness * yroughness);
k3d/share/shaders/k3d_skin1.sl:110:/* Compute a the single-scattering approximation to scattering from
k3d/share/shaders/k3d_skin1.sl:137:color subsurfaceSkin(vector Vf; normal Nn; color skinColor, sheenColor;
k3d/share/shaders/k3d_skin1.sl:141:  color C = 0;
k3d/share/shaders/k3d_skin1.sl:150:    C += Kr * sheenColor * Cl * (Ln . Nn) * pow(H . Nn, 4.);
k3d/share/shaders/k3d_skin1.sl:151:      C += Kr * sheenColor * Cl * (Ln . Nn) * .2;
k3d/share/shaders/k3d_skin1.sl:154:      C += skinColor * Cl * (Ln . Nn) * Kt * Kt2 * 
k3d/share/shaders/k3d_skin1.sl:159:  return C;
k3d/share/shaders/k3d_skin1.sl:174:  color sheenColor = 1.;
k3d/share/shaders/k3d_skin1.sl:204:  color Cskin = skincolor;
k3d/share/shaders/k3d_skin1.sl:205:  color Csheen = sheenColor;
k3d/share/shaders/k3d_skin1.sl:228:      Cskin = color texture(skinmap);
k3d/share/shaders/k3d_skin1.sl:231:      Csheen = color texture(sheenmap);
k3d/share/shaders/k3d_skin1.sl:233:  sc = Cskin;
k3d/share/shaders/k3d_skin1.sl:245:  color red01 = Cskin + 0.05,
k3d/share/shaders/k3d_skin1.sl:247:        darkred01 = Cskin - 0.05,
k3d/share/shaders/k3d_skin1.sl:264:  lc =  subsurfaceSkin(Vf, Nf, blemishcol, Csheen, 1/eta, thickness);
k3d/share/shaders/k3d_skin1.sl:296:  Ci = sc + Kd * diffuse(Nf) ;
k3d/share/shaders/k3d_skin2.sl:4: * Copyright (C) 2000-2001, Matt Pharr <mmp@SpamSucks_Exluna.com> 
k3d/share/shaders/k3d_skin2.sl:29:/* Compute a the single-scattering approximation to scattering from
k3d/share/shaders/k3d_skin2.sl:63:color subsurfaceSkin(vector Vf; normal Nn; color skinColor, sheenColor;
k3d/share/shaders/k3d_skin2.sl:67:	color C = 0;
k3d/share/shaders/k3d_skin2.sl:76:		C += Kr * sheenColor * Cl * (Ln . Nn) * pow(H . Nn, 4.);
k3d/share/shaders/k3d_skin2.sl:77:	    C += Kr * sheenColor * Cl * (Ln . Nn) * .2;
k3d/share/shaders/k3d_skin2.sl:80:	    C += skinColor * Cl * (Ln . Nn) * Kt * Kt2 * 
k3d/share/shaders/k3d_skin2.sl:85:	return C;
k3d/share/shaders/k3d_skin2.sl:89:   above.  Uses Cs for the basic color of the skin (.8, .5, .5) works
k3d/share/shaders/k3d_skin2.sl:90:   reasonably well for Caucasian skin.
k3d/share/shaders/k3d_skin2.sl:92:surface k3d_skin2(color Ka = .5; color sheenColor = 1.;
k3d/share/shaders/k3d_skin2.sl:98:	Ci = Os * subsurfaceSkin(Vf, Nn, Cs, sheenColor, eta, thickness);
k3d/share/shaders/k3d_skymetal.sl:2: * from p. 103 of Siggraph 1991 Course 21
k3d/share/shaders/k3d_skymetal.sl:43:	Ci = Os * Cs * (Kr*refl + (1-Kr) * (Ka * ambient () +
k3d/share/shaders/k3d_slateroof.sl:12:   Ka: Coefficient of ambient light;
k3d/share/shaders/k3d_slateroof.sl:13: 	Kd: Coefficient of diffuse light;
k3d/share/shaders/k3d_slateroof.sl:69:			cs, ct; 									/* Coordinates set to the centre of the tile and fed into the noise function */
k3d/share/shaders/k3d_slateroof.sl:77:   color 	Ct = 0;								/* A temporary color variable */
k3d/share/shaders/k3d_slateroof.sl:185:	Ct = color spline( 	ns, 
k3d/share/shaders/k3d_slateroof.sl:191:	Ct = Ct * (1 + colorvary);
k3d/share/shaders/k3d_slateroof.sl:197:			Ct = 0;
k3d/share/shaders/k3d_slateroof.sl:199:	Ci = Ct * (Ka * ambient() + Kd * diffuse(faceforward( normalize(N), I )));
k3d/share/shaders/k3d_slateroofd.sl:61:			cs, ct; 									/* Coordinates set to the centre of the tile and fed into the noise function */
k3d/share/shaders/k3d_slideprojector.sl:21:  color Ct;
k3d/share/shaders/k3d_slideprojector.sl:43:	Ct = 0.0;
k3d/share/shaders/k3d_slideprojector.sl:47:	Ct = color texture(slidename, sloc, tloc);
k3d/share/shaders/k3d_slideprojector.sl:50:    Cl = attenuation * intensity * lightcolor * Ct;
k3d/share/shaders/k3d_smoke.sl:43:    extern color Cl;
k3d/share/shaders/k3d_smoke.sl:47:      Lscatter += Cl;
k3d/share/shaders/k3d_smoke.sl:70:colorexp(color C)
k3d/share/shaders/k3d_smoke.sl:72:  return color(exp(comp(C, 0)), exp(comp(C, 1)), exp(comp(C, 2)));
k3d/share/shaders/k3d_smoke.sl:93:  /* Calculate a reasonable step size */
k3d/share/shaders/k3d_smoke.sl:102:  color Cv = 0, Ov = 0;		/* color & opacity of volume that we accumulate */
k3d/share/shaders/k3d_smoke.sl:118:      /* Composite with exponential extinction of background light */
k3d/share/shaders/k3d_smoke.sl:119:      Cv += (1 - Ov) * lighttau;
k3d/share/shaders/k3d_smoke.sl:125:  /* Ci & Oi are the color and opacity of the background element.
k3d/share/shaders/k3d_smoke.sl:126:   * Now Cv is the light contributed by the volume itself, and Ov is the
k3d/share/shaders/k3d_smoke.sl:127:   * opacity of the volume, i.e. (1-Ov)*Ci is the light from the background
k3d/share/shaders/k3d_smoke.sl:130:  Ci = Cv + (1 - Ov) * Ci;
k3d/share/shaders/k3d_smoke2.sl:39: * Compute only one octave of noise when not lit (big speedup)
k3d/share/shaders/k3d_smoke2.sl:42: * Initial RCS revision
k3d/share/shaders/k3d_smoke2.sl:54:	     illuminance (PW, point(0,0,1), PI) { li += Cl; }               \
k3d/share/shaders/k3d_smoke2.sl:98:  color Cv = 0, Ov = 0;           /* net color & opacity of volume */
k3d/share/shaders/k3d_smoke2.sl:99:  color dC, dO;                   /* differential color & opacity */
k3d/share/shaders/k3d_smoke2.sl:127:	  /* Our goal now is to find dC and dO, the color and opacity
k3d/share/shaders/k3d_smoke2.sl:135:	  dC = lighttau * dO;
k3d/share/shaders/k3d_smoke2.sl:137:	  /* Now we adjust Cv/Ov to account for dC and dO */
k3d/share/shaders/k3d_smoke2.sl:138:	  Cv += (1-Ov)*dC;
k3d/share/shaders/k3d_smoke2.sl:147:  /* Ci & Oi are the color (premultiplied by opacity) and opacity of 
k3d/share/shaders/k3d_smoke2.sl:149:   * Now Cv is the light contributed by the volume itself, and Ov is the
k3d/share/shaders/k3d_smoke2.sl:150:   * opacity of the volume, i.e. (1-Ov)*Ci is the light from the background
k3d/share/shaders/k3d_smoke2.sl:153:  Ci = lightscale*Cv + (1-Ov)*Ci; 
k3d/share/shaders/k3d_smoke2.sl:158:      printf ("   Cv = %c, Ov = %c\n", Cv, Ov);
k3d/share/shaders/k3d_softboxes.sl:5:/*** INSTEAD EDIT THE .SLM4 FILE WHICH GENERATES THE .SL FILE *************/
k3d/share/shaders/k3d_softboxes.sl:18:** Full RCS log in .slm4 file
k3d/share/shaders/k3d_softboxes.sl:38:#define CLASSIC 0
k3d/share/shaders/k3d_softboxes.sl:39:#define SPHERICAL 1
k3d/share/shaders/k3d_softboxes.sl:41:#define CUBEFACE 0
k3d/share/shaders/k3d_softboxes.sl:88:    uniform string	boxCoords;
k3d/share/shaders/k3d_softboxes.sl:98:    uniform color	boxColor,
k3d/share/shaders/k3d_softboxes.sl:102:    output color theColor;
k3d/share/shaders/k3d_softboxes.sl:111:    varying point Pb1 = transform (boxCoords, surfPt);
k3d/share/shaders/k3d_softboxes.sl:112:    varying vector Vlight = vtransform (boxCoords, reflVect);
k3d/share/shaders/k3d_softboxes.sl:137:	    uniform float nChans;
k3d/share/shaders/k3d_softboxes.sl:138:	    textureinfo(boxTexture,"channels",nChans);
k3d/share/shaders/k3d_softboxes.sl:143:	    if (nChans>1) {
k3d/share/shaders/k3d_softboxes.sl:151:	    if ((nChans==1)||(nChans>3)) {
k3d/share/shaders/k3d_softboxes.sl:152:		uniform float alphaChan;
k3d/share/shaders/k3d_softboxes.sl:153:		if (nChans==1) {
k3d/share/shaders/k3d_softboxes.sl:154:		    alphaChan = 0;
k3d/share/shaders/k3d_softboxes.sl:156:		    alphaChan = 3;
k3d/share/shaders/k3d_softboxes.sl:158:		ot = float texture(boxTexture[alphaChan],theS,theT,
k3d/share/shaders/k3d_softboxes.sl:165:    varying point ppC = transform(boxCoords,"world",Pplane);
k3d/share/shaders/k3d_softboxes.sl:167:    varying float pDist = length(ppC - spw); /* in "world" coords */
k3d/share/shaders/k3d_softboxes.sl:170:    theColor = contrib * ct * boxColor / pow(pDist,decayExp);	/* premultiplied!!!!! */
k3d/share/shaders/k3d_softboxes.sl:201:    string	Comment = "";
k3d/share/shaders/k3d_softboxes.sl:217:    string	boxCoord1	= "";
k3d/share/shaders/k3d_softboxes.sl:218:    color	boxColor1	= color (1,1,1),	/* multiplied by lightcolor&intensity */
k3d/share/shaders/k3d_softboxes.sl:229:    string	boxCoord2	= "";
k3d/share/shaders/k3d_softboxes.sl:230:    color	boxColor2	= color (1,1,1),	/* multiplied by lightcolor&intensity */
k3d/share/shaders/k3d_softboxes.sl:241:    string	boxCoord3	= "";
k3d/share/shaders/k3d_softboxes.sl:242:    color	boxColor3	= color (1,1,1),	/* multiplied by lightcolor&intensity */
k3d/share/shaders/k3d_softboxes.sl:253:    string	boxCoord4	= "";
k3d/share/shaders/k3d_softboxes.sl:254:    color	boxColor4	= color (1,1,1),	/* multiplied by lightcolor&intensity */
k3d/share/shaders/k3d_softboxes.sl:266:    uniform float	EnvType = CLASSIC;
k3d/share/shaders/k3d_softboxes.sl:267:    uniform float	MapType = CUBEFACE;
k3d/share/shaders/k3d_softboxes.sl:328:    Cl = 0;
k3d/share/shaders/k3d_softboxes.sl:353:	    uniform float boxCt=0;
k3d/share/shaders/k3d_softboxes.sl:356:	    varying color thisColor;
k3d/share/shaders/k3d_softboxes.sl:359:	    varying color sortedColor[4];
k3d/share/shaders/k3d_softboxes.sl:360:	    if (boxCoord1 != "") {
k3d/share/shaders/k3d_softboxes.sl:362:boxCoord1,boxTex1,boxTexStr1,
k3d/share/shaders/k3d_softboxes.sl:365:		    boxRoundness1,boxColor1,boxOpacity1,decayRate,
k3d/share/shaders/k3d_softboxes.sl:366:		    thisDist,thisColor,thisOpac);
k3d/share/shaders/k3d_softboxes.sl:367:	    sortedDist[boxCt]  = thisDist;
k3d/share/shaders/k3d_softboxes.sl:368:	    sortedColor[boxCt] = thisColor;
k3d/share/shaders/k3d_softboxes.sl:369:	    sortedOpac[boxCt]  = thisOpac;
k3d/share/shaders/k3d_softboxes.sl:370:	    boxCt += 1;
k3d/share/shaders/k3d_softboxes.sl:372:	    if (boxCoord2 != "") {
k3d/share/shaders/k3d_softboxes.sl:374:boxCoord2,boxTex2,boxTexStr2,
k3d/share/shaders/k3d_softboxes.sl:377:		    boxRoundness2,boxColor2,boxOpacity2,decayRate,
k3d/share/shaders/k3d_softboxes.sl:378:		    thisDist,thisColor,thisOpac);
k3d/share/shaders/k3d_softboxes.sl:379:	    sortedDist[boxCt]  = thisDist;
k3d/share/shaders/k3d_softboxes.sl:380:	    sortedColor[boxCt] = thisColor;
k3d/share/shaders/k3d_softboxes.sl:381:	    sortedOpac[boxCt]  = thisOpac;
k3d/share/shaders/k3d_softboxes.sl:382:	    boxCt += 1;
k3d/share/shaders/k3d_softboxes.sl:384:	    if (boxCoord3 != "") {
k3d/share/shaders/k3d_softboxes.sl:386:boxCoord3,boxTex3,boxTexStr3,
k3d/share/shaders/k3d_softboxes.sl:389:		    boxRoundness3,boxColor3,boxOpacity3,decayRate,
k3d/share/shaders/k3d_softboxes.sl:390:		    thisDist,thisColor,thisOpac);
k3d/share/shaders/k3d_softboxes.sl:391:	    sortedDist[boxCt]  = thisDist;
k3d/share/shaders/k3d_softboxes.sl:392:	    sortedColor[boxCt] = thisColor;
k3d/share/shaders/k3d_softboxes.sl:393:	    sortedOpac[boxCt]  = thisOpac;
k3d/share/shaders/k3d_softboxes.sl:394:	    boxCt += 1;
k3d/share/shaders/k3d_softboxes.sl:396:	    if (boxCoord4 != "") {
k3d/share/shaders/k3d_softboxes.sl:398:boxCoord4,boxTex4,boxTexStr4,
k3d/share/shaders/k3d_softboxes.sl:401:		    boxRoundness4,boxColor4,boxOpacity4,decayRate,
k3d/share/shaders/k3d_softboxes.sl:402:		    thisDist,thisColor,thisOpac);
k3d/share/shaders/k3d_softboxes.sl:403:	    sortedDist[boxCt]  = thisDist;
k3d/share/shaders/k3d_softboxes.sl:404:	    sortedColor[boxCt] = thisColor;
k3d/share/shaders/k3d_softboxes.sl:405:	    sortedOpac[boxCt]  = thisOpac;
k3d/share/shaders/k3d_softboxes.sl:406:	    boxCt += 1;
k3d/share/shaders/k3d_softboxes.sl:411:		if (EnvType == SPHERICAL) {
k3d/share/shaders/k3d_softboxes.sl:421:		Cl = color environment (envTexName, Rs,
k3d/share/shaders/k3d_softboxes.sl:425:		    Cl = (Cl*envTexStr)+(1-envTexStr);
k3d/share/shaders/k3d_softboxes.sl:427:		Cl *= envTexIntensity;
k3d/share/shaders/k3d_softboxes.sl:429:	    if (boxCt > 0) {
k3d/share/shaders/k3d_softboxes.sl:431:		for(k=0; k<(boxCt-1); k+=1) {
k3d/share/shaders/k3d_softboxes.sl:433:		    for(i=1; i<boxCt; i+=1) {
k3d/share/shaders/k3d_softboxes.sl:437:			    thisColor = sortedColor[j];
k3d/share/shaders/k3d_softboxes.sl:440:			    sortedColor[j] = sortedColor[i];
k3d/share/shaders/k3d_softboxes.sl:443:			    sortedColor[i] = thisColor;
k3d/share/shaders/k3d_softboxes.sl:449:		for(k=0; k<boxCt; k+=1) {
k3d/share/shaders/k3d_softboxes.sl:450:		    ttc = Cl;
k3d/share/shaders/k3d_softboxes.sl:451:		    Cl = sortedColor[k]+(Cl*(1-sortedOpac[k]));
k3d/share/shaders/k3d_softboxes.sl:463:		Cl = mix(color(0,0,0),Cl,q);
k3d/share/shaders/k3d_softboxes.sl:490:	Cl *= (lightcolor * adjIntensity * materiaRefl);
k3d/share/shaders/k3d_softboxes.sl:491:	Cl = mix(Cl, (shadowcolor*shadowintensity*adjIntensity), fullShad);
k3d/share/shaders/k3d_softboxes.sl:493:	Cl = 0;
k3d/share/shaders/k3d_spacecloud.sl:2: * TLSpaceCloud.sl - perform turbulence function to add more dimension to
k3d/share/shaders/k3d_spacecloud.sl:6: * DESCRIPTION:
k3d/share/shaders/k3d_spacecloud.sl:25: *  Created: 6/1/95
k3d/share/shaders/k3d_spacecloud.sl:27: *  tal 3/2/97  -- Cleaned up code, removed many constants, added comments
k3d/share/shaders/k3d_spacecloud.sl:60:  color Ct;
k3d/share/shaders/k3d_spacecloud.sl:68:    Ct = color texture (txtFile, s, 1-t);
k3d/share/shaders/k3d_spacecloud.sl:70:    Ct = color (.3, .3, .3);
k3d/share/shaders/k3d_spacecloud.sl:96:	Ci = Ct * Oi * 1.75  /* saturate colors */;
k3d/share/shaders/k3d_spaceshiphull1.sl:41:  // Calculate plate color
k3d/share/shaders/k3d_spaceshiphull1.sl:42:  platecolor = Cs - (lumavary * float noise(splate + 0.4, tplate + 0.5));
k3d/share/shaders/k3d_spaceshiphull1.sl:53:  Ci = Os * platecolor * (Ka * ambient() + Kd * diffuse(Nf)) + specularcolor * platespecular * specular(Nf, V, roughness);
k3d/share/shaders/k3d_spotlight.sl:2: * (c) Copyright 1988, Pixar.
k3d/share/shaders/k3d_spotlight.sl:5: *     Copyright 1988, 1989, Pixar.  All rights reserved.
k3d/share/shaders/k3d_spotlight.sl:26:    Cl = atten * intensity * lightcolor;
k3d/share/shaders/k3d_square_ridges.sl:2:// Copyright (c) 1995-2004, Timothy M. Shead
k3d/share/shaders/k3d_square_ridges.sl:4:// Contact: tshead@k-3d.com
k3d/share/shaders/k3d_square_ridges.sl:13:// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
k3d/share/shaders/k3d_srfdeformation.sl:22:fnc_mydiffuse (color Cl; 
k3d/share/shaders/k3d_srfdeformation.sl:31:    return Cl * max(Ln.Nn,0);   
k3d/share/shaders/k3d_srfdeformation.sl:36:fnc_projectCurrentCamera(point P;
k3d/share/shaders/k3d_srfdeformation.sl:39:    point Pndc = transform("NDC", P);
k3d/share/shaders/k3d_srfdeformation.sl:60:    color Ci0, Ci1, Ci2;
k3d/share/shaders/k3d_srfdeformation.sl:66:    fnc_projectCurrentCamera(Pref, x, y);
k3d/share/shaders/k3d_srfdeformation.sl:69:	Ci0 = texture(texname, x, y);
k3d/share/shaders/k3d_srfdeformation.sl:71:    else Ci0 = 0.5;
k3d/share/shaders/k3d_srfdeformation.sl:73:    /* Calculate shading difference between P and Porig*/
k3d/share/shaders/k3d_srfdeformation.sl:80:    Ci1 = 0.0; Ci2 = 0.0;
k3d/share/shaders/k3d_srfdeformation.sl:86:	Ci1 += Kd * fnc_mydiffuse(Cl,L,N1);
k3d/share/shaders/k3d_srfdeformation.sl:90:	Ci2 += Kd * fnc_mydiffuse(Cl,L,N2);
k3d/share/shaders/k3d_srfdeformation.sl:95:    Ci = Ci0 * (1+(Ci1-Ci2));
k3d/share/shaders/k3d_srfdeformation.sl:99:	Ci = Ci0;
k3d/share/shaders/k3d_srfdeformation.sl:101:	Ci = Ci1;
k3d/share/shaders/k3d_srfdeformation.sl:103:	Ci = Ci2;
k3d/share/shaders/k3d_star.sl:8: * REFERENCES:
k3d/share/shaders/k3d_star.sl:27:    color Ct;
k3d/share/shaders/k3d_star.sl:46:    Ct = mix(Cs, starcolor, in_out);
k3d/share/shaders/k3d_star.sl:50:    Ci = Os * Ct * (Ka * ambient() + Kd * diffuse(Nf));
k3d/share/shaders/k3d_starfield.sl:1:/* DESCRIPTION:
k3d/share/shaders/k3d_starfield.sl:21:	// Calculate the distance to the nearest star ...
k3d/share/shaders/k3d_starfield.sl:29:	Ci = intensity * star_intensity * inside_star * inside_star;
k3d/share/shaders/k3d_stones.sl:3: * RudyCstones.sl
k3d/share/shaders/k3d_stones.sl:5: * Copyright (C) 2002, Rudy Cortes   rcortes@hntb.com
k3d/share/shaders/k3d_stones.sl:31: * modified 10/17/02 Changed algorithms arround to make it render a little faster.
k3d/share/shaders/k3d_stones.sl:61: * Original by Larry Gritz. Modified to "hsv" by Rudy Cortes
k3d/share/shaders/k3d_stones.sl:63:color varyEach (color Cin; float index, varyhue, varysat, varyval;)
k3d/share/shaders/k3d_stones.sl:65:    /* Convert to "hsv" space, it's more convenient */
k3d/share/shaders/k3d_stones.sl:66:    color Chsv = ctransform ("hsv", Cin);
k3d/share/shaders/k3d_stones.sl:67:    float h = comp(Chsv,0), s = comp(Chsv,1), v = comp(Chsv,2);
k3d/share/shaders/k3d_stones.sl:68:    /* Modify Chsv by adding Cvary scaled by our separate h,s,v controls */
k3d/share/shaders/k3d_stones.sl:72:    Chsv = color (mod(h,1), clamp(s,0,1), clamp(v,0,1));
k3d/share/shaders/k3d_stones.sl:73:    /* Clamp hsl and transform back to rgb space */
k3d/share/shaders/k3d_stones.sl:74:    return ctransform ("hsv", "rgb", clamp(Chsv,color 0, color 1));
k3d/share/shaders/k3d_stones.sl:190:Ci = surface_color * Oi * (Ka * ambient() + Kd * diffuse(Nf))+
k3d/share/shaders/k3d_strata.sl:4: * DESCRIPTION:
k3d/share/shaders/k3d_strata.sl:20: *    C language version by F. Kenton Musgrave
k3d/share/shaders/k3d_strata.sl:23: * REFERENCES:
k3d/share/shaders/k3d_strata.sl:29: *    ??? - original C language version by Ken Musgrave
k3d/share/shaders/k3d_strata.sl:42:  color Ct;
k3d/share/shaders/k3d_strata.sl:58:  Ct =
k3d/share/shaders/k3d_strata.sl:84:  Ci =
k3d/share/shaders/k3d_strata.sl:85:    Cs * Ct * (Ka * ambient() + Kd * diffuse(faceforward(normalize(N), I)));
k3d/share/shaders/k3d_stucco.sl:4: * DESCRIPTION:
k3d/share/shaders/k3d_superkagee.sl:40:    color shadColor = 0;
k3d/share/shaders/k3d_superkagee.sl:105:    Ci = Oi * mix(Cs,shadColor,fullShad);
k3d/share/shaders/k3d_superplank.sl:97:  color Ct, woodcolor;
k3d/share/shaders/k3d_superplank.sl:111:  point Pndc;			/* NDC coordinate of P */
k3d/share/shaders/k3d_superplank.sl:113:  color Cspec;
k3d/share/shaders/k3d_superplank.sl:127:  /* Compute the basic filter size for antialiasing */
k3d/share/shaders/k3d_superplank.sl:209:  /* Compute the filter width first, so we don't bother with more if
k3d/share/shaders/k3d_superplank.sl:254:  /* Combine the rings, grain, plank variation into one surface color */
k3d/share/shaders/k3d_superplank.sl:255:  Ct = mix(groovecolor, woodcolor, groovy);
k3d/share/shaders/k3d_superplank.sl:299:  Cspec = 0;
k3d/share/shaders/k3d_superplank.sl:307:	Cspec +=
k3d/share/shaders/k3d_superplank.sl:308:	  Cl * ((1 - nonspec) *
k3d/share/shaders/k3d_superplank.sl:312:  Ci =
k3d/share/shaders/k3d_superplank.sl:313:    (1 - fresnelKr) * (Ct * (Ka * ambient() + Kd * diffuse(Nf))) +
k3d/share/shaders/k3d_superplank.sl:314:    adjustedKs * (specularcolor * Cspec);
k3d/share/shaders/k3d_superplank.sl:321:	  Pndc = transform("NDC", P);
k3d/share/shaders/k3d_superplank.sl:322:	  Ci +=
k3d/share/shaders/k3d_superplank.sl:327:	Ci += Ktrace * fresnelKr * specularcolor * trace(P, R);
k3d/share/shaders/k3d_superplank.sl:332:  Ci *= Oi;
k3d/share/shaders/k3d_superpplastic.sl:2: * (c) Copyright 1988, Pixar.
k3d/share/shaders/k3d_superpplastic.sl:5: *     Copyright 1988, 1989, Pixar.  All rights reserved.
k3d/share/shaders/k3d_superpplastic.sl:8: * DESCRIPTION:
k3d/share/shaders/k3d_superpplastic.sl:29:  color Ct;
k3d/share/shaders/k3d_superpplastic.sl:46:    Ct =
k3d/share/shaders/k3d_superpplastic.sl:51:    Ct = 1;
k3d/share/shaders/k3d_superpplastic.sl:56:  Ci =
k3d/share/shaders/k3d_superpplastic.sl:57:    Os * (Cs * Ct * (Ka * ambient() + Kd * diffuse(Nf)) +
k3d/share/shaders/k3d_supertexmap.sl:25: *   _Advanced RenderMan: Creating CGI for Motion Picture_, 
k3d/share/shaders/k3d_supertexmap.sl:38:			string Csmapname = "", Csproj = "st", Csspace =
k3d/share/shaders/k3d_supertexmap.sl:40:			float Csmx[16] =
k3d/share/shaders/k3d_supertexmap.sl:43:			float Csblur = 0;
k3d/share/shaders/k3d_supertexmap.sl:71:  color Ct = Cs, Ot = Os;
k3d/share/shaders/k3d_supertexmap.sl:75:  /* Color mapping */
k3d/share/shaders/k3d_supertexmap.sl:76:  if(Csmapname != "")
k3d/share/shaders/k3d_supertexmap.sl:77:    Ct =
k3d/share/shaders/k3d_supertexmap.sl:78:      ApplyColorTextureOver(Ct, Csmapname, Csproj, P, Csspace,
k3d/share/shaders/k3d_supertexmap.sl:79:			    array_to_mx(Csmx), Csblur);
k3d/share/shaders/k3d_supertexmap.sl:84:      ApplyColorTextureOver(Ct, Osmapname, Osproj, P, Osspace,
k3d/share/shaders/k3d_supertexmap.sl:104:  Ci = MaterialPlastic(Nf, Ct, Ka, Kd, ks, roughness);
k3d/share/shaders/k3d_supertexmap.sl:106:  Ci *= Oi;
k3d/share/shaders/k3d_supertoon.sl:14:color splitColor(color valor; float delta; float lim2; float lim3; float lim4;){

k3d/share/shaders/k3d_supertoon.sl:15:  color C = 0;

k3d/share/shaders/k3d_supertoon.sl:18:    C = smoothstep(lim2 - delta, lim2 + delta, comp(valor, 0))* lim2;

k3d/share/shaders/k3d_supertoon.sl:21:    C = lim2 + (smoothstep(lim3 - delta, lim3 + delta, comp(valor, 0))* lim3);

k3d/share/shaders/k3d_supertoon.sl:24:    C = lim3 + (smoothstep(lim4 - delta, lim4, comp(valor, 0))* lim4);

k3d/share/shaders/k3d_supertoon.sl:27:  return C;

k3d/share/shaders/k3d_supertoon.sl:37:                  color specColor = 1;)

k3d/share/shaders/k3d_supertoon.sl:46:      especular = splitColor(especular, delta * 3, lim3, lim4, lim4);

k3d/share/shaders/k3d_supertoon.sl:50:      difusion = splitColor(difusion, delta, lim2, lim3, lim4);

k3d/share/shaders/k3d_supertoon.sl:54:    Ci = Os * (Cs * Kd * difusion + Ks * especular * specColor);

k3d/share/shaders/k3d_terran.sl:38:  color Ct;
k3d/share/shaders/k3d_terran.sl:114:      /* Choose color of land based on the following spline.
k3d/share/shaders/k3d_terran.sl:120:      Ct = spline (latitude,
k3d/share/shaders/k3d_terran.sl:134:      Ct =
k3d/share/shaders/k3d_terran.sl:153:	  Ct += (mottle_mag * purt) * (color(0.5, 0.175, 0.5));
k3d/share/shaders/k3d_terran.sl:159:      Ct = color(.1, .2, .5);
k3d/share/shaders/k3d_terran.sl:161:	Ct = color(1, 1, 1);	/* Ice color */
k3d/share/shaders/k3d_terran.sl:168:	  Ct *= (1 + chaos);
k3d/share/shaders/k3d_terran.sl:174:  Ci =
k3d/share/shaders/k3d_terran.sl:175:    Os * Ct * (Ka * ambient() + Kd * diffuse(faceforward(normalize(N), I)));
k3d/share/shaders/k3d_terran2.sl:8: * DESCRIPTION:
k3d/share/shaders/k3d_terran2.sl:47: *    Conversion to Shading Language and minor modifications by Larry Gritz.
k3d/share/shaders/k3d_terran2.sl:50: * REFERENCES:
k3d/share/shaders/k3d_terran2.sl:55: *    Feb 1994 - Conversion to Shading Language by L. Gritz
k3d/share/shaders/k3d_terran2.sl:101:  color Ct;
k3d/share/shaders/k3d_terran2.sl:167:      /* Choose color of land based on the following spline.
k3d/share/shaders/k3d_terran2.sl:173:      Ct = spline (latitude,
k3d/share/shaders/k3d_terran2.sl:187:      Ct = spline (latitude,
k3d/share/shaders/k3d_terran2.sl:210:	 Ct += (mottle_mag * purt) * (color (0.5,0.175,0.5));
k3d/share/shaders/k3d_terran2.sl:215:      Ct = color(.1,.2,.5);
k3d/share/shaders/k3d_terran2.sl:217:	  Ct = color(1,1,1);  /* Ice color */
k3d/share/shaders/k3d_terran2.sl:223:	  Ct *= (1+chaos);
k3d/share/shaders/k3d_terran2.sl:229:  Ci = Os * Ct * (Ka * ambient() + Kd * diffuse(faceforward(normalize(N),I)));
k3d/share/shaders/k3d_texblender.sl:21:myEnvironment (point P;  vector R;  float Kr, blur;  DECLARE_ENVPARAMS;)
k3d/share/shaders/k3d_texblender.sl:23:    color C = 0;
k3d/share/shaders/k3d_texblender.sl:26:        if (envspace == "NDC")
k3d/share/shaders/k3d_texblender.sl:27:            C = ReflMap (envname, P, blur, alpha);
k3d/share/shaders/k3d_texblender.sl:29:            C = Environment (envname, envspace, envrad, P, R, blur, alpha);
k3d/share/shaders/k3d_texblender.sl:34:    color Cray = RayTrace (P, R, Kr, sqrt(blur), rayjitter, raysamples, alpha);
k3d/share/shaders/k3d_texblender.sl:35:    C = Cray + (1-alpha) * C;
k3d/share/shaders/k3d_texblender.sl:38:    return C;
k3d/share/shaders/k3d_texblender.sl:113:color BlendColor(string mode; float K; color newc, oldc)
k3d/share/shaders/k3d_texblender.sl:153:		DECLARE_DEFAULTED_ENVPARAMS;
k3d/share/shaders/k3d_texblender.sl:156:    color Ct = Kcs*Cs, Ot = Os*Ko,Cselft=Kcs*Cs;
k3d/share/shaders/k3d_texblender.sl:168:		color MC=colorMap(Gmapname[i],Gspace[i],Sgmx[i],Sgmy[i],Sgmz[i],
k3d/share/shaders/k3d_texblender.sl:170:    float MF=(comp(MC,0)+comp(MC,1)+comp(MC,2))/3; // when we want a float
k3d/share/shaders/k3d_texblender.sl:173:		if((Alpha*cKmap[i])!=0) Ct=BlendColor(mode,Alpha*cKmap[i],MC,Ct);
k3d/share/shaders/k3d_texblender.sl:174:		if((Alpha*oKmap[i])!=0) Ot=BlendColor(mode,Alpha*oKmap[i],MC,Ot);
k3d/share/shaders/k3d_texblender.sl:208:    Ci = altMaterialPlastic (Nf,Ct,Cselft,env,benv,
k3d/share/shaders/k3d_texblender.sl:210:    Oi = Ot;  Ci *= Oi;
k3d/share/shaders/k3d_threads.sl:1:/* Copyrighted Pixar 1989 */
k3d/share/shaders/k3d_threads.sl:2:/* From the RenderMan Companion p.367 */
k3d/share/shaders/k3d_threads.sl:18:	/* Calculate the undamped displacement */
k3d/share/shaders/k3d_tooledsteel.sl:100:    color pixbrdf, C = 0;
k3d/share/shaders/k3d_tooledsteel.sl:105:	extern color Cl;
k3d/share/shaders/k3d_tooledsteel.sl:114:            C += Cl * pixbrdf * pow( 1-abs(VA.H), 1/specwidth );
k3d/share/shaders/k3d_tooledsteel.sl:118:    return C;
k3d/share/shaders/k3d_tooledsteel.sl:165:	Ci = Oi * (Cs * (Ka * ambient() + Kd * diffuse(-Nf)) + 
k3d/share/shaders/k3d_toonmap.sl:10:color Highlight_Color=(1, 1, 1); 
k3d/share/shaders/k3d_toonmap.sl:18:color Paint_Color=(0.5, 0.5, 0.5); 
k3d/share/shaders/k3d_toonmap.sl:31:color Ink_Color=(0, 0, 0);
k3d/share/shaders/k3d_toonmap.sl:49:temt_c4=Highlight_Color;
k3d/share/shaders/k3d_toonmap.sl:70:temt_c3=Paint_Color;
k3d/share/shaders/k3d_toonmap.sl:91:temt_c2=Ink_Color;
k3d/share/shaders/k3d_toonmap.sl:110:float C = 0;
k3d/share/shaders/k3d_toonmap.sl:115:C += pow(N.H, 1/roughness);
k3d/share/shaders/k3d_toonmap.sl:117:return C;
k3d/share/shaders/k3d_toonmap.sl:149:layer_color = Cs*(Kd*diff*temt_c3 + Ka*ambient()) + temt_c4*Ks*spec;
k3d/share/shaders/k3d_toonmap.sl:171:color toonCi = toon_opac * toon_color;
k3d/share/shaders/k3d_toonmap.sl:175:Ci = toonCi;
k3d/share/shaders/k3d_translucency.sl:6:* Author: Xavier Matia Bernasconi - The Chimney Pot -
k3d/share/shaders/k3d_translucency.sl:74:	/*Color texturing of different side*/
k3d/share/shaders/k3d_translucency.sl:76:	color Ct;
k3d/share/shaders/k3d_translucency.sl:82:			Ct = color texture(colorTx, ss, tt, "blur", blurcolorTx) + (1-opac)*Cs;
k3d/share/shaders/k3d_translucency.sl:83:		} else Ct = Cs;
k3d/share/shaders/k3d_translucency.sl:88:			Ct = color texture(colorTx2, ss, tt, "blur", blurcolorTx2) + (1-opac)*Cs;
k3d/share/shaders/k3d_translucency.sl:89:		} else Ct = Cs;
k3d/share/shaders/k3d_translucency.sl:120:		shiny += pow (cosine, 1.0/roughness) / (ln.Nf) * Cl * sheen;
k3d/share/shaders/k3d_translucency.sl:123:		shiny += pow(sine, 10.0)*ln.Nf * Cl*sheen;
k3d/share/shaders/k3d_translucency.sl:127:	Ci = Ct * (Ka*ambient() + Kd*diffuse(Nf) + Kt*diffuse(-Nf)) + Ks*specular(Nf,V,roughness) + shiny;
k3d/share/shaders/k3d_translucency.sl:129:	Oi = Os; Ci *= Oi;
k3d/share/shaders/k3d_uberlight.sl:5: *   Based on Ronen Barzel's paper "Lighting Controls for Computer
k3d/share/shaders/k3d_uberlight.sl:6: *   Cinematography" (in Journal of Graphics Tools, vol. 2, no. 1: 1-20).
k3d/share/shaders/k3d_uberlight.sl:78: * Cookie or slide filter:
k3d/share/shaders/k3d_uberlight.sl:122: * the RIB file using the CoordinateSystem command).
k3d/share/shaders/k3d_uberlight.sl:183: * This shader was written as part of the course notes for ACM
k3d/share/shaders/k3d_uberlight.sl:184: * SIGGRAPH '98, course 11, "Advanced RenderMan: Beyond the Companion"
k3d/share/shaders/k3d_uberlight.sl:202: * Contacts:  {lg|ronen}@pixar.com
k3d/share/shaders/k3d_uberlight.sl:209:/* Comment out the following line if you do *not* wish to use BMRT and
k3d/share/shaders/k3d_uberlight.sl:322:  /* Clip to superellipse */
k3d/share/shaders/k3d_uberlight.sl:342:float BlockerContribution(point P1, P2;
k3d/share/shaders/k3d_uberlight.sl:383:		     /* Cookie or slide to control light cross-sectional color */
k3d/share/shaders/k3d_uberlight.sl:514:	      BlockerContribution(Ps, shadoworigin, blockercoords,
k3d/share/shaders/k3d_uberlight.sl:521:    Cl = (atten * intensity) * lcol;
k3d/share/shaders/k3d_urbermap.sl:5:string abColorMap="I:/ArtWorks/Textures/Batik_1.4.tif"; 
k3d/share/shaders/k3d_urbermap.sl:6:float abColorMapBlur=1; 
k3d/share/shaders/k3d_urbermap.sl:7:float abUseColorMapAlpha=0; 
k3d/share/shaders/k3d_urbermap.sl:12:string abSpecularMap="I:/ArtWorks/Textures/Curlitron_1.1.tif"; 
k3d/share/shaders/k3d_urbermap.sl:14:color abSpecularColor=color(1.00,1.00,1.00); 
k3d/share/shaders/k3d_urbermap.sl:15:string abSpecularColorMap="I:/ArtWorks/Textures/Native_1.2.highlight.tif"; 
k3d/share/shaders/k3d_urbermap.sl:16:float abSpecularColorMapBlur=1; 
k3d/share/shaders/k3d_urbermap.sl:30:string abBumpMap="I:/ArtWorks/Textures/Curlitron_1.1.tif"; 
k3d/share/shaders/k3d_urbermap.sl:43:color Csurf, Cspec, Copac, Cincand, Crefl;
k3d/share/shaders/k3d_urbermap.sl:51:if(abColorMap != "")
k3d/share/shaders/k3d_urbermap.sl:53:Csurf = Cs * color texture(abColorMap, ss, tt,
k3d/share/shaders/k3d_urbermap.sl:54:"swidth", abColorMapBlur,
k3d/share/shaders/k3d_urbermap.sl:55:"twidth", abColorMapBlur );
k3d/share/shaders/k3d_urbermap.sl:56:if(abUseColorMapAlpha != 0)
k3d/share/shaders/k3d_urbermap.sl:58:Copac = float texture(abColorMap[3], ss, tt,
k3d/share/shaders/k3d_urbermap.sl:59:"swidth", abColorMapBlur,
k3d/share/shaders/k3d_urbermap.sl:60:"twidth", abColorMapBlur );
k3d/share/shaders/k3d_urbermap.sl:62:Csurf = Csurf / Copac;
k3d/share/shaders/k3d_urbermap.sl:66:Copac = color(1, 1, 1);
k3d/share/shaders/k3d_urbermap.sl:71:Csurf = Cs;
k3d/share/shaders/k3d_urbermap.sl:72:Copac = color(1);
k3d/share/shaders/k3d_urbermap.sl:100:if(abSpecularColorMap != "")
k3d/share/shaders/k3d_urbermap.sl:102:Cspec = abSpecularColor * color texture(abSpecularColorMap, ss, tt,
k3d/share/shaders/k3d_urbermap.sl:103:"swidth", abSpecularColorMapBlur,
k3d/share/shaders/k3d_urbermap.sl:104:"twidth", abSpecularColorMapBlur );
k3d/share/shaders/k3d_urbermap.sl:108:Cspec = abSpecularColor;
k3d/share/shaders/k3d_urbermap.sl:128:Copac = Copac * color texture(abTransparencyMap, ss, tt,
k3d/share/shaders/k3d_urbermap.sl:134:Copac = Copac * (color(1) - color texture(abTransparencyMap, ss, tt,
k3d/share/shaders/k3d_urbermap.sl:143:Cincand = abIncandescence * color texture(abIncandescenseMap, ss, tt,
k3d/share/shaders/k3d_urbermap.sl:149:Cincand = abIncandescence;
k3d/share/shaders/k3d_urbermap.sl:191:Crefl = abReflectivity *
k3d/share/shaders/k3d_urbermap.sl:197:Crefl = color(0);
k3d/share/shaders/k3d_urbermap.sl:201:Ci = Csurf * (Cincand + ambient() + diff * diffuse(Nf)) + (spec * Cspec * (specular(Nf, V, roughness) + Crefl));
k3d/share/shaders/k3d_veinedmarble.sl:4: * DESCRIPTION:
k3d/share/shaders/k3d_veinedmarble.sl:7: *   surface color (Cs).
k3d/share/shaders/k3d_veinedmarble.sl:45:  color Ct;
k3d/share/shaders/k3d_veinedmarble.sl:68:  Ct = mix(Cs, veincolor, turbsum);
k3d/share/shaders/k3d_veinedmarble.sl:71:  Ci = MaterialPlastic(Nf, Ct, Ka, Kd, Ks, roughness);
k3d/share/shaders/k3d_veinedmarble.sl:73:  Ci *= Oi;
k3d/share/shaders/k3d_velvet.sl:6: * DESCRIPTION:
k3d/share/shaders/k3d_velvet.sl:22: * AUTHOR: written by Stephen H. Westin, Ford Motor Company
k3d/share/shaders/k3d_velvet.sl:51:  float cosine, sine;            /* Components for horizon scatter */
k3d/share/shaders/k3d_velvet.sl:62:      * Cl * sheen;
k3d/share/shaders/k3d_velvet.sl:66:    shiny += pow ( sine, edginess ) * Ln.Nf * Cl * sheen;
k3d/share/shaders/k3d_velvet.sl:71:  Ci = Os * (Ka*ambient() + Kd*diffuse(Nf)) * Cs + shiny;
k3d/share/shaders/k3d_venus.sl:5: * DESCRIPTION:
k3d/share/shaders/k3d_venus.sl:9: *   the surface to simulate the clouds.  Strong Coriolis forces are
k3d/share/shaders/k3d_venus.sl:17: *    twist - controls the twisting of the clouds due to Coriolis forces.
k3d/share/shaders/k3d_venus.sl:30: *    Conversion to Shading Language and minor modifications by Larry Gritz.
k3d/share/shaders/k3d_venus.sl:33: * REFERENCES:
k3d/share/shaders/k3d_venus.sl:41: *    Feb 1994 - Conversion to Shading Language by L. Gritz
k3d/share/shaders/k3d_venus.sl:71:  /* Calculate Coriolis twist, yielding point PP */
k3d/share/shaders/k3d_venus.sl:81:  /* Compute VLfBm */
k3d/share/shaders/k3d_venus.sl:96:  Ci =
k3d/share/shaders/k3d_venus.sl:97:    Os * (value * Cs) * (Ka * ambient() +
k3d/share/shaders/k3d_venus2.sl:7: * DESCRIPTION:
k3d/share/shaders/k3d_venus2.sl:11: *   the surface to simulate the clouds.  Strong Coriolis forces are
k3d/share/shaders/k3d_venus2.sl:19: *    twist - controls the twisting of the clouds due to Coriolis forces.
k3d/share/shaders/k3d_venus2.sl:26: *    Conversion to Shading Language and minor modifications by Larry Gritz.
k3d/share/shaders/k3d_venus2.sl:29: * REFERENCES:
k3d/share/shaders/k3d_venus2.sl:37: *    Feb 1994 - Conversion to Shading Language by L. Gritz
k3d/share/shaders/k3d_venus2.sl:73:  /* Calculate Coriolis twist, yielding point PP */
k3d/share/shaders/k3d_venus2.sl:83:  /* Compute VLfBm */
k3d/share/shaders/k3d_venus2.sl:95:  Ci = Os * (value * Cs) * (Ka * ambient() +
k3d/share/shaders/k3d_volcube.sl:155:    extern color Cl;
k3d/share/shaders/k3d_volcube.sl:159:	diff += Cl * max(0,normalize(L).Nf);
k3d/share/shaders/k3d_volcube.sl:160:	spec += Cl * specularbrdf(L, Nf, V, Roughness);
k3d/share/shaders/k3d_volcube.sl:225:    Ci = 0;
k3d/share/shaders/k3d_volcube.sl:263:	    /*---- Composite Sample ----*/
k3d/share/shaders/k3d_volcube.sl:291:            /* Displace Point To Current Sample */
k3d/share/shaders/k3d_volcube.sl:301:    Ci = color_sum;
k3d/share/shaders/k3d_wallpaper.sl:8: * REFERENCES:
k3d/share/shaders/k3d_wallpaper.sl:14:#define NCELLS 10
k3d/share/shaders/k3d_wallpaper.sl:15:#define CELLSIZE (1/NCELLS)
k3d/share/shaders/k3d_wallpaper.sl:26:    color Ct;
k3d/share/shaders/k3d_wallpaper.sl:40:    scellctr = floor(s*NCELLS);
k3d/share/shaders/k3d_wallpaper.sl:41:    tcellctr = floor(t*NCELLS);
k3d/share/shaders/k3d_wallpaper.sl:49:                sctr = CELLSIZE * (scell + 0.5
k3d/share/shaders/k3d_wallpaper.sl:51:                tctr = CELLSIZE * (tcell + 0.5
k3d/share/shaders/k3d_wallpaper.sl:67:    Ct = mix(Cs, starcolor, step(0.5,in_out));
k3d/share/shaders/k3d_wallpaper.sl:72:    Ci = Os * Ct * (Ka * ambient() + Kd * diffuse(Nf));
k3d/share/shaders/k3d_wallpaper_2stripe.sl:4: * DESCRIPTION:
k3d/share/shaders/k3d_wallpaper_2stripe.sl:43:  color Ct = mix(Cs, stripecolor, stripe);
k3d/share/shaders/k3d_wallpaper_2stripe.sl:46:  Ci = MaterialPlastic(Nf, Ct, Ka, Kd, Ks, roughness);
k3d/share/shaders/k3d_wallpaper_2stripe.sl:48:  Ci *= Oi;
k3d/share/shaders/k3d_warningstripes.sl:2:// Copyright (c) 1995-2004, Timothy M. Shead
k3d/share/shaders/k3d_warningstripes.sl:4:// Contact: tshead@k-3d.com
k3d/share/shaders/k3d_warningstripes.sl:13:// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
k3d/share/shaders/k3d_warningstripes.sl:47:	color StripeColor = color(0, 0, 0)
k3d/share/shaders/k3d_warningstripes.sl:52:	color Ct = mix(Cs, StripeColor, stripe_position);
k3d/share/shaders/k3d_warningstripes.sl:57:	Ci = (Os * Ct * (ambient() + diffuse(Nf)));
k3d/share/shaders/k3d_water.sl:9: * modified by Lawrence D. Chin, cs184-bo

k3d/share/shaders/k3d_water.sl:12:/* DESCRIPTION:

k3d/share/shaders/k3d_water.sl:24: *      Aug 1991 -- written by lg in C

k3d/share/shaders/k3d_water.sl:50:          ev;                /* Color of the reflections */

k3d/share/shaders/k3d_water.sl:54:    /* Construct a forward facing surface normal */

k3d/share/shaders/k3d_water.sl:59:    /* Calculate the reflection color */

k3d/share/shaders/k3d_water.sl:64:	    /* Construct orthogonal components to Rdir */

k3d/share/shaders/k3d_water.sl:85:    surface_color = Os * ( Cs * (Ka*ambient() + Kd*diffuse(Nf)) +

k3d/share/shaders/k3d_water.sl:102:    Ci = surface_color;

k3d/share/shaders/k3d_watercolor.sl:45:	Ci = dist * ( reflectivity * sky + (1-reflectivity) * upwelling ) + (1-dist)* air;

k3d/share/shaders/k3d_waterdisplacement.sl:21:	/* STEP 2 - Calculate an appropriate value for the displacement */

k3d/share/shaders/k3d_waterdisplacement.sl:25:	/* STEP 3 - Calculate a new position of the surface point, "P" */

k3d/share/shaders/k3d_waterlight.sl:3:Copyright (c) 1995-2004, Timothy M. Shead
k3d/share/shaders/k3d_waterlight.sl:24:			Cl = mix(minimum_intensity, maximum_intensity, float noise(frequency * Ps)) * lightcolor;
k3d/share/shaders/k3d_waterlight.sl:29:			Cl *= 1 - shadow(shadowname, Ps, "samples", samples, "blur", blur, "bias", bias);
k3d/share/shaders/k3d_windowlight.sl:81:    Cl = intensity * mix(darkcolor, lightcolor, yfract * xfract);
k3d/share/shaders/k3d_wood2.sl:4: * DESCRIPTION:
k3d/share/shaders/k3d_wood2.sl:31:  color Ct;			/* surface color of the wood */
k3d/share/shaders/k3d_wood2.sl:35:  /* Calculate in shader space */
k3d/share/shaders/k3d_wood2.sl:51:  Ct = mix(lightwood, darkwood, r * r2 * r2);
k3d/share/shaders/k3d_wood2.sl:59:  Ci =
k3d/share/shaders/k3d_wood2.sl:60:    Os * (Ct * (Ka * ambient() + Kd * diffuse(Nf)) +
k3d/share/shaders/k3d_woodcut.sl:14:color surface_opac, layer_opac, Cr;
k3d/share/shaders/k3d_woodcut.sl:80:Cr = spline (color_val,
k3d/share/shaders/k3d_woodcut.sl:91: Ci = surface_opac * Cr; Oi = 1; }
