k3d/share/shaders/k3d_noisysmoke.sl:51:  color Cv = 0, Ov = 0;		/* net color & opacity of volume */
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:106:   * Now Cv is the light contributed by the volume itself, and Ov is the
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_smoke.sl:102:  color Cv = 0, Ov = 0;		/* color & opacity of volume that we accumulate */
k3d/share/shaders/k3d_smoke.sl:119:      Cv += (1 - Ov) * lighttau;
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:130:  Ci = Cv + (1 - Ov) * Ci;
k3d/share/shaders/k3d_smoke2.sl:98:  color Cv = 0, Ov = 0;           /* net color & opacity of volume */
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:149:   * Now Cv is the light contributed by the volume itself, and Ov is the
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_stones.sl:68:    /* Modify Chsv by adding Cvary scaled by our separate h,s,v controls */
