k3d/share/shaders/k3d_brick3.sl:87:  ss -= sbrick;          /* Now ss and tt are coords within the brick */
k3d/share/shaders/k3d_brickbump3.sl:89:  ss -= sbrick;          /* Now ss and tt are coords within the brick */
k3d/share/shaders/k3d_brushedmetal2.sl:8: *  stochasticly spreads the map, so it looks a little grainy.
k3d/share/shaders/k3d_bubbly.sl:12: *  the "bubbles" are paraboloids diplaced along the normal. 
k3d/share/shaders/k3d_bubbly.sl:23: *	      Displacement bounds and this value should be equal.
k3d/share/shaders/k3d_ceramictiles.sl:60:/* Given 2-D texture coordinates ss,tt and their filter widths ds, dt,
k3d/share/shaders/k3d_ceramictiles.sl:66:float tilepattern(float ss, tt, ds, dt;
k3d/share/shaders/k3d_ceramictiles.sl:77:			    ds) * filteredpulsetrain(grooveheight, 1,
k3d/share/shaders/k3d_ceramictiles.sl:84:/* Given coordinates (stile,ttile) and derivatives (ds,dt) *within* a
k3d/share/shaders/k3d_ceramictiles.sl:91:		  float stile, ttile, ds, dt;
k3d/share/shaders/k3d_ceramictiles.sl:96:  float dst = max(ds, dt);
k3d/share/shaders/k3d_ceramictiles.sl:101:	.2 + .6 * fBm(noisep, mottlefreq * max(ds, dt), 4, 2, 0.65);
k3d/share/shaders/k3d_ceramictiles.sl:108:		  10 * dst, 2, 2, 0.5);
k3d/share/shaders/k3d_ceramictiles.sl:111:		  10 * dst, 2, 2, 0.5);
k3d/share/shaders/k3d_ceramictiles.sl:123:      float specky = filteredsnoise(noisep, speckfreq * dst);
k3d/share/shaders/k3d_ceramictiles.sl:192:  float ss, tt, dss, dtt;
k3d/share/shaders/k3d_ceramictiles.sl:193:    ProjectTo2D (projection, P, textureprojspace, array_to_mx(mx),ss, tt, dss, dtt);
k3d/share/shaders/k3d_ceramictiles.sl:195:  dss /= stilespacing;
k3d/share/shaders/k3d_ceramictiles.sl:204:  float intile = tilepattern(ss, tt, dss, dtt,
k3d/share/shaders/k3d_ceramictiles.sl:228:  color Ctile = tiletexture(tileindex, stile, ttile, dss, dtt,
k3d/share/shaders/k3d_corktile.sl:108:	Cg = color( .20, 0, 0) + filteredsnoise(PP * txtscale, filtwidth * txtscale) * .2;
k3d/share/shaders/k3d_cyclone.sl:68:  /* Thin the density of the clouds */
k3d/share/shaders/k3d_eyeball.sl:19: *   bloodshot - controls how bloodshot the eye is (0=no blood, 1=very ugly)
k3d/share/shaders/k3d_eyeball.sl:55:	 float bloodshot = 1.0;
k3d/share/shaders/k3d_eyeball.sl:85:  bloody = bloodshot * (smoothstep (-irissize, 2.5*irissize, tt));
k3d/share/shaders/k3d_gloop.sl:13: *        have to change your displacement bounds to fit
k3d/share/shaders/k3d_gloop.sl:18: * displacement bounds can be computed with the following 
k3d/share/shaders/k3d_gloop.sl:62:  /* wash your hands after displacing P*/
k3d/share/shaders/k3d_gmarbtile_polish.sl:57:  float dss = filterwidth(ss);
k3d/share/shaders/k3d_gmarbtile_polish.sl:61:  float groovy = tilepattern(ss, tt, dss, dtt, groovewidth, groovewidth,
k3d/share/shaders/k3d_gmarbtile_polish.sl:87:      turb = abs(filteredsnoise(PP * freq, dPP * freq));
k3d/share/shaders/k3d_gmarbtile_polish.sl:94:	       filteredsnoise(2 * (PP + vector(-4.4, 8.34, 27.1)), 2 * dPP));
k3d/share/shaders/k3d_gouge.sl:19:    *  displace the surface point inwards by that amount. 
k3d/share/shaders/k3d_greenmarble.sl:61:      turb = abs(filteredsnoise(PP * freq, dPP * freq));
k3d/share/shaders/k3d_grids.sl:3:surface k3d_grids (
k3d/share/shaders/k3d_grids_disp.sl:13: displacement k3d_grids_disp (
k3d/share/shaders/k3d_imagelayerclouds.sl:5:surface k3d_imagelayerclouds(float txtscale = 1;
k3d/share/shaders/k3d_lensflare.sl:27: *          the 4 different kinds of spots.
k3d/share/shaders/k3d_mondometal.sl:206:        D = vtransform("worldspace", D);

k3d/share/shaders/k3d_mysky.sl:1:/* I took wave's lead and renamed starfield to KMPuffyclouds.sl -- tal@cs.caltech.edu */

k3d/share/shaders/k3d_mysky.sl:6: * puffyclouds.sl -- RenderMan compatible surface shader for puffy

k3d/share/shaders/k3d_mysky.sl:7: *                   clouds.

k3d/share/shaders/k3d_mysky.sl:10: *    Makes nice looking cumulous clouds like you would see in the sky

k3d/share/shaders/k3d_mysky.sl:14: *    puffy clouds (like painted clouds on a wall), then it would be pretty

k3d/share/shaders/k3d_mysky.sl:20: *    octaves, omega, lambda - control the fractal appearance of the clouds

k3d/share/shaders/k3d_noisysmoke.sl:63:  /* Integrate forwards from the start point */
k3d/share/shaders/k3d_oakplank.sl:71:/* Given 2-D texture coordinates ss,tt, filter widths ds, dt, and the
k3d/share/shaders/k3d_oakplank.sl:76:float plankpattern(float ss, tt, ds, dt;
k3d/share/shaders/k3d_oakplank.sl:94:			    ds) * filteredpulsetrain(grooveheight,
k3d/share/shaders/k3d_oakplank.sl:125:  float dss = filterwidth(ss), dtt = filterwidth(tt);
k3d/share/shaders/k3d_oakplank.sl:132:  float inplank = plankpattern(ss, tt, dss, dtt, plankwidth, planklength,
k3d/share/shaders/k3d_oakplank.sl:160:    varnishlump * filteredsnoise(Pshad * varnishlumpfreq,
k3d/share/shaders/k3d_planetclouds.sl:2: * planetclouds.sl - surface for a semi-opaque cloud layer to be put on
k3d/share/shaders/k3d_planetclouds.sl:7: *   make it look like the clouds surrounding an Earth-like planet.
k3d/share/shaders/k3d_planetclouds.sl:10: *   a way that looks like clouds on a planetary scale.
k3d/share/shaders/k3d_planetclouds.sl:16: *    omega,lambda,octaves - the fractal characteristics of the clouds
k3d/share/shaders/k3d_planetclouds.sl:18: *    offset - controls the zero crossings (where the clouds disappear)
k3d/share/shaders/k3d_planetclouds.sl:25: *      outer one uses the "planetclouds" shader.
k3d/share/shaders/k3d_planetclouds.sl:26: *   2. The best effects are achieved when the clouds not only occlude
k3d/share/shaders/k3d_planetclouds.sl:32: *             Surface "planetclouds"
k3d/share/shaders/k3d_planetclouds.sl:66:surface k3d_planetclouds(float Ka = 0.5, Kd = 0.75;
k3d/share/shaders/k3d_planetclouds.sl:96:  /* Adjust zero crossing (where the clouds disappear) */
k3d/share/shaders/k3d_puffyclouds.sl:1:/* I took wave's lead and renamed starfield to KMPuffyclouds.sl -- tal@SpamSucks_cs.caltech.edu */
k3d/share/shaders/k3d_puffyclouds.sl:4: * puffyclouds.sl -- RenderMan compatible surface shader for puffy
k3d/share/shaders/k3d_puffyclouds.sl:5: *                   clouds.
k3d/share/shaders/k3d_puffyclouds.sl:8: *    Makes nice looking cumulous clouds like you would see in the sky
k3d/share/shaders/k3d_puffyclouds.sl:12: *    puffy clouds (like painted clouds on a wall), then it would be pretty
k3d/share/shaders/k3d_puffyclouds.sl:18: *    octaves, omega, lambda - control the fractal appearance of the clouds
k3d/share/shaders/k3d_puffyclouds.sl:48:k3d_puffyclouds (float Ka = 0, Kd = 0;
k3d/share/shaders/k3d_round.sl:44:	 * Find the point towards which the surface  point will be 
k3d/share/shaders/k3d_rubber.sl:7: * adds in a little white dust to mimic the dust on a new eraser.
k3d/share/shaders/k3d_ruledpaper.sl:77:// Fancy macro checks ss/tt coords against bounding box and [if inside]
k3d/share/shaders/k3d_ruledpaper.sl:132:	// Check if it actually needs shading
k3d/share/shaders/k3d_skin1.sl:89:}    /*---locillum.h ends---*/
k3d/share/shaders/k3d_skin1.sl:160:}    /* subsurfaceSkin --ends */
k3d/share/shaders/k3d_slateroofd.sl:32:		sloping towards zero at the top of the tile. It then looks to see if the
k3d/share/shaders/k3d_smoke.sl:13: *   integstart, integend - bounds along the viewing ray direction of the
k3d/share/shaders/k3d_smoke.sl:88:  /* Integrate forwards from the start point */
k3d/share/shaders/k3d_smoke2.sl:11: *   integstart, integend - bounds along the viewing ray direction of the
k3d/share/shaders/k3d_smoke2.sl:109:  /* Integrate forwards from the start point */
k3d/share/shaders/k3d_softboxes.sl:10:* To do: accomodate negative widths. twosided/onesided cards.
k3d/share/shaders/k3d_softboxes.sl:88:    uniform string	boxCoords;
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: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_stones.sl:59: * are all independently controlled.  Hue adds, but saturation and
k3d/share/shaders/k3d_strata.sl:5: *    Makes sedimentary rock strata, useful for rendering landscapes.
k3d/share/shaders/k3d_superplank.sl:132:  /* How much current space corresponds to a unit of s or t?
k3d/share/shaders/k3d_terran.sl:3:           mottling that adds detail to lower latitude regions.
k3d/share/shaders/k3d_terran.sl:67:      /* get "distortion" vector, as used with clouds */
k3d/share/shaders/k3d_terran2.sl:34: *               mottling that adds detail to lower latitude regions.
k3d/share/shaders/k3d_terran2.sl:43: *    and add a cloud layer using either "planetclouds" or "venusclouds".
k3d/share/shaders/k3d_terran2.sl:125:      /* get "distortion" vector, as used with clouds */
k3d/share/shaders/k3d_terranbump.sl:45:      /* get "distortion" vector, as used with clouds */
k3d/share/shaders/k3d_texblender.sl:57:float tex_clouds(point P;float depth)
k3d/share/shaders/k3d_texblender.sl:99:	if (mapname=="clouds")
k3d/share/shaders/k3d_texblender.sl:100:		newc=tex_clouds(transp,octaves);
k3d/share/shaders/k3d_texblender.sl:194:	float olds=raysamples;
k3d/share/shaders/k3d_texblender.sl:205:		else raysamples=olds;
k3d/share/shaders/k3d_threads.sl:3:/* Listing 16.24  Displacement shader providing light-bulb threads to cylinder */
k3d/share/shaders/k3d_threads.sl:6: * threads(): wrap threads around a cylinder 
k3d/share/shaders/k3d_threads.sl:9:k3d_threads ( 
k3d/share/shaders/k3d_tooledsteel.sl:1:/*  tooledsteel.sl written 9/99 by Ivan DeWolf
k3d/share/shaders/k3d_tooledsteel.sl:122:k3d_tooledsteel(
k3d/share/shaders/k3d_uberlight.sl:41: *       equal to intensity*lightcolor.  In other words, the intensity
k3d/share/shaders/k3d_uberlight.sl:59: *       from the light.  In other words, width==height==1 indicates a
k3d/share/shaders/k3d_uberlight.sl:72: *       corresponds to a cosine falloff.  For a BMRT area light, the
k3d/share/shaders/k3d_uberlight.sl:121: * its own coordinate system (which obviously needs to be defined in
k3d/share/shaders/k3d_uberlight.sl:123: *   blockercoords - the name of the coordinate system that defines the
k3d/share/shaders/k3d_uberlight.sl:154: *       NOTE: This depends on the surface shader looking for, and
k3d/share/shaders/k3d_uberlight.sl:170: *       parameter set to 1 (the default).  In other words, if you use
k3d/share/shaders/k3d_uberlight.sl:343:			  string blockercoords;
k3d/share/shaders/k3d_uberlight.sl:350:  /* Get the surface and light positions in blocker coords */
k3d/share/shaders/k3d_uberlight.sl:351:  point Pb1 = transform(blockercoords, P1);
k3d/share/shaders/k3d_uberlight.sl:352:  point Pb2 = transform(blockercoords, P2);
k3d/share/shaders/k3d_uberlight.sl:397:		     string blockercoords = "";
k3d/share/shaders/k3d_uberlight.sl:511:	if(blockercoords != "")
k3d/share/shaders/k3d_uberlight.sl:514:	      BlockerContribution(Ps, shadoworigin, blockercoords,
k3d/share/shaders/k3d_urbermap.sl:186:D = vtransform("worldspace", D);
k3d/share/shaders/k3d_veinedmarble.sl:61:      turb = abs(filteredsnoise(PP * freq, dPP * freq));
k3d/share/shaders/k3d_venus.sl:9: *   the surface to simulate the clouds.  Strong Coriolis forces are
k3d/share/shaders/k3d_venus.sl:10: *   simulated to give the twisting of clouds that is typically seen
k3d/share/shaders/k3d_venus.sl:17: *    twist - controls the twisting of the clouds due to Coriolis forces.
k3d/share/shaders/k3d_venus.sl:18: *    omega - controls the fractal characteristics of the clouds
k3d/share/shaders/k3d_venus.sl:19: *    octaves - the number of octaves of noise to sum for the clouds.
k3d/share/shaders/k3d_venus2.sl:11: *   the surface to simulate the clouds.  Strong Coriolis forces are
k3d/share/shaders/k3d_venus2.sl:12: *   simulated to give the twisting of clouds that is typically seen
k3d/share/shaders/k3d_venus2.sl:19: *    twist - controls the twisting of the clouds due to Coriolis forces.
k3d/share/shaders/k3d_venus2.sl:20: *    omega - controls the fractal characteristics of the clouds
k3d/share/shaders/k3d_venus2.sl:21: *    octaves - the number of octaves of noise to sum for the clouds.
k3d/share/shaders/k3d_wallpaper_2stripe.sl:36:  float ds = filterwidth(ss);
k3d/share/shaders/k3d_wallpaper_2stripe.sl:40:    (filteredpulsetrain(edge, 1, ss, ds) +
k3d/share/shaders/k3d_wallpaper_2stripe.sl:41:     filteredpulsetrain(edge, 1, ss + 2 * stripewidth, ds));
