k3d/share/shaders/k3d_parquet_plank.sl:53:  float PGWIDTH, PGHEIGHT, GWF, GHF;
k3d/share/shaders/k3d_parquet_plank.sl:60:  GHF = groovewidth * 0.5 / PGHEIGHT;
k3d/share/shaders/k3d_parquet_plank.sl:104:    h = 1 - 2 * GHF;
k3d/share/shaders/k3d_parquet_plank.sl:107:      clamp(boxstep(GHF - twidth, GHF, tt), max(1 - GHF / twidth, 0),
k3d/share/shaders/k3d_parquet_plank.sl:108:	    1) - clamp(boxstep(1 - GHF - twidth, 1 - GHF, tt), 0,
k3d/share/shaders/k3d_parquet_plank.sl:109:		       2 * GHF / twidth);
k3d/share/shaders/k3d_parquet_plank.sl:112:   * h = step (GHF,tt) - step(1-GHF,tt);
k3d/share/shaders/k3d_parquet_plank2.sl:67:  float PGWIDTH, PGHEIGHT, GWF, GHF;
k3d/share/shaders/k3d_parquet_plank2.sl:74:  GHF = groovewidth*0.5/PGHEIGHT;
k3d/share/shaders/k3d_parquet_plank2.sl:108:      h = 1 - 2*GHF;
k3d/share/shaders/k3d_parquet_plank2.sl:109:  else h = clamp (boxstep(GHF-twidth,GHF,tt), max(1-GHF/twidth,0),1)
k3d/share/shaders/k3d_parquet_plank2.sl:110:	 - clamp (boxstep(1-GHF-twidth,1-GHF,tt), 0, 2*GHF/twidth);
k3d/share/shaders/k3d_parquet_plank2.sl:113:   * h = step (GHF,tt) - step(1-GHF,tt);
k3d/share/shaders/k3d_parquet_tile.sl:82:  float PGWIDTH, PGHEIGHT, GWF, GHF;
k3d/share/shaders/k3d_parquet_tile.sl:89:  GHF = groovewidth*0.5/PGHEIGHT;
k3d/share/shaders/k3d_parquet_tile.sl:123:      h = 1 - 2*GHF;
k3d/share/shaders/k3d_parquet_tile.sl:124:  else h = clamp (boxstep(GHF-twidth,GHF,tt), max(1-GHF/twidth,0),1)
k3d/share/shaders/k3d_parquet_tile.sl:125:	 - clamp (boxstep(1-GHF-twidth,1-GHF,tt), 0, 2*GHF/twidth);
k3d/share/shaders/k3d_parquet_tile.sl:128:   * h = step (GHF,tt) - step(1-GHF,tt);
k3d/share/shaders/k3d_plank.sl:50:  float PGWIDTH, PGHEIGHT, GWF, GHF;
k3d/share/shaders/k3d_plank.sl:55:  GHF = groovewidth * 0.5 / PGHEIGHT;
k3d/share/shaders/k3d_plank.sl:90:    h = 1 - 2 * GHF;
k3d/share/shaders/k3d_plank.sl:93:      clamp(boxstep(GHF - twidth, GHF, tt), max(1 - GHF / twidth, 0),
k3d/share/shaders/k3d_plank.sl:94:	    1) - clamp(boxstep(1 - GHF - twidth, 1 - GHF, tt), 0,
k3d/share/shaders/k3d_plank.sl:95:		       2 * GHF / twidth);
k3d/share/shaders/k3d_plank.sl:98:   * h = step (GHF,tt) - step(1-GHF,tt);
k3d/share/shaders/k3d_superplank.sl:92:  uniform float PGWIDTH, PGHEIGHT, GWF, GHF;
k3d/share/shaders/k3d_superplank.sl:189:  GHF = groovewidth * 0.5 / PGHEIGHT;
k3d/share/shaders/k3d_superplank.sl:197:    h = 1 - 2 * GHF;		/* Filter width is longer than the plank itself */
k3d/share/shaders/k3d_superplank.sl:199:    h = filteredpulse(whichplank + GHF, whichplank + 1 - GHF, plank_t, tw);
