k3d/share/shaders/k3d_antialiasedchecks.sl:9: *   Ka, Kd	    	work just like the matte shader
k3d/share/shaders/k3d_antialiasedchecks.sl:26:float Ka = 1, Kd = 1, frequency = 10;
k3d/share/shaders/k3d_antialiasedchecks.sl:68:  Ci *= Os * (Ka*ambient() + Kd*diffuse(Nf));
k3d/share/shaders/k3d_background.sl:1:// K-3D
k3d/share/shaders/k3d_bluemarble.sl:10: *    F. Kenton Musgrave, Darwyn Peachey, Ken Perlin, and Steven Worley.
k3d/share/shaders/k3d_bluemarble.sl:18:#define DARK_BLUE        color (0.05, 0.05, 0.26)
k3d/share/shaders/k3d_bluemarble.sl:19:#define DARKER_BLUE      color (0.03, 0.03, 0.20)
k3d/share/shaders/k3d_bluemarble.sl:30:        DARK_BLUE, DARK_BLUE,
k3d/share/shaders/k3d_bluemarble.sl:31:        DARKER_BLUE, DARKER_BLUE,
k3d/share/shaders/k3d_bluemarble.sl:32:        PALE_BLUE, DARKER_BLUE);
k3d/share/shaders/k3d_bluemarble.sl:37:    uniform float Ka = 1;
k3d/share/shaders/k3d_bluemarble.sl:38:    uniform float Kd = 0.8;
k3d/share/shaders/k3d_bluemarble.sl:39:    uniform float Ks = 0.2;
k3d/share/shaders/k3d_bluemarble.sl:59:    Ci = Os * (Ct * (Ka * ambient() + Kd * diffuse(NN))
k3d/share/shaders/k3d_bluemarble.sl:60:        + Ks * specular(NN, normalize(-I), roughness));
k3d/share/shaders/k3d_brick.sl:5: *   Makes a wall of bricks.  Need more be said?  OK.  It makes a good
k3d/share/shaders/k3d_brick.sl:13: *    Ka, Kd			The usual
k3d/share/shaders/k3d_brick.sl:30:float Ka = 1, Kd = 1;
k3d/share/shaders/k3d_brick.sl:136:  Ci = Os * Ct * (Ka * ambient() + Kd * diffuse(Nf));
k3d/share/shaders/k3d_brick2.sl:10: *    F. Kenton Musgrave, Darwyn Peachey, Ken Perlin, and Steven Worley.
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:27:    uniform float Ka = 1;
k3d/share/shaders/k3d_brick2.sl:28:    uniform float Kd = 1;
k3d/share/shaders/k3d_brick2.sl:57:    Ci = Os * Ct * (Ka * ambient() + Kd * diffuse(Nf));
k3d/share/shaders/k3d_brick3.sl:5: *   Makes a wall of bricks.  Need more be said?  OK.  It makes a good
k3d/share/shaders/k3d_brick3.sl:13: *    Ka, Kd			The usual
k3d/share/shaders/k3d_brick3.sl:39:float Ka = 1, Kd = 1;
k3d/share/shaders/k3d_brick3.sl:107:  Ci = Os * Ct * (Ka * ambient() + Kd*diffuse(Nf));
k3d/share/shaders/k3d_brickanti.sl:10: *    F. Kenton Musgrave, Darwyn Peachey, Ken Perlin, and Steven Worley.
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:28:    uniform float Ka = 1;
k3d/share/shaders/k3d_brickanti.sl:29:    uniform float Kd = 1;
k3d/share/shaders/k3d_brickanti.sl:80:    Ci = Os * Ct * (Ka * ambient() + Kd * diffuse(Nf));
k3d/share/shaders/k3d_brickbump2.sl:10: *    F. Kenton Musgrave, Darwyn Peachey, Ken Perlin, and Steven Worley.
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:27:    uniform float Ka = 1;
k3d/share/shaders/k3d_brickbump2.sl:28:    uniform float Kd = 1;
k3d/share/shaders/k3d_brickbump2.sl:67:    Ci = Os * Ct * (Ka * ambient() + Kd * diffuse(Nf));
k3d/share/shaders/k3d_brickperturb.sl:10: *    F. Kenton Musgrave, Darwyn Peachey, Ken Perlin, and Steven Worley.
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:27:    uniform float Ka = 1;
k3d/share/shaders/k3d_brickperturb.sl:28:    uniform float Kd = 1;
k3d/share/shaders/k3d_brickperturb.sl:58:    Ci = Os * Ct * (Ka * ambient() + Kd * diffuse(Nf));
k3d/share/shaders/k3d_brushedmetal.sl:8: *   Ka, Kd, Ks - the usual meaning
k3d/share/shaders/k3d_brushedmetal.sl:15: *   by Anthony A. Apodaca and Larry Gritz, Morgan Kaufmann, 1999.
k3d/share/shaders/k3d_brushedmetal.sl:21:float Ka = 1, Kd = 0.1, Ks = .9;
k3d/share/shaders/k3d_brushedmetal.sl:27:    MaterialBrushedMetal(Nf, Cs, Ka, Kd, Ks, normalize(dPdu), uroughness,
k3d/share/shaders/k3d_brushedmetal2.sl:11: *  if you set Kr = 0 and specwidth = 10
k3d/share/shaders/k3d_brushedmetal2.sl:16: *  Ks			- coefficient of specular
k3d/share/shaders/k3d_brushedmetal2.sl:17: *  Kd			- coefficient of diffuse
k3d/share/shaders/k3d_brushedmetal2.sl:18: *  Ka			- coefficient of ambient
k3d/share/shaders/k3d_brushedmetal2.sl:19: *  Kr			- coefficient of reflectivity
k3d/share/shaders/k3d_brushedmetal2.sl:66:	float	Ks		=  1,
k3d/share/shaders/k3d_brushedmetal2.sl:67:		Kd		= .01,
k3d/share/shaders/k3d_brushedmetal2.sl:68:		Ka		= .001,
k3d/share/shaders/k3d_brushedmetal2.sl:69:		Kr		= .6,
k3d/share/shaders/k3d_brushedmetal2.sl:104:	Ci = Oi * (Cs * (Ka * ambient() + Kd * diffuse(-Nf)) + 
k3d/share/shaders/k3d_brushedmetal2.sl:105:	specularcolor * Ks * anisospecular(VA, specspread*2, specwidth*.1)) +
k3d/share/shaders/k3d_brushedmetal2.sl:106:	ev * Kr;
k3d/share/shaders/k3d_brushedmetal3.sl:52:float Ka = 1, Kd = 0.1, Ks = .9;
k3d/share/shaders/k3d_brushedmetal3.sl:62:    Ci = basecolor * (Ka*ambient() + Kd*diffuse(Nf) + Ks*spec);
k3d/share/shaders/k3d_bubbles.sl:11:	float Kmag = 1;       /* scale                                */
k3d/share/shaders/k3d_bubbles.sl:26: P += Kmag * magnitud * normalize(N);
k3d/share/shaders/k3d_bubbly.sl:14: *  try negative values for Kd.
k3d/share/shaders/k3d_bubbly.sl:22: *  Kd      - coefficient of displacement. 
k3d/share/shaders/k3d_bubbly.sl:31:         Kd      = .2,
k3d/share/shaders/k3d_bubbly.sl:60:  P+= Nn*(pow(bub,2)-1)*Kd;
k3d/share/shaders/k3d_castucco.sl:11: *   Km - amplitude of the mesas.
k3d/share/shaders/k3d_castucco.sl:24:			  float Km = 0.2;
k3d/share/shaders/k3d_castucco.sl:41:  disp = Km * smoothstep(trough, peak, disp);
k3d/share/shaders/k3d_celld.sl:17:        float Kvoro = 0;        /* desc {amount to displace. } */
k3d/share/shaders/k3d_celld.sl:48:	objP += Kvoro * voro_dist * Nn;
k3d/share/shaders/k3d_ceramic.sl:5:surface k3d_ceramic(float Ka = 1, Kd = 0.5, Ks = .5, roughness = 0.1;
k3d/share/shaders/k3d_ceramic.sl:6:		    float Kr = 1, blur = 0, eta = 1.5;
k3d/share/shaders/k3d_ceramic.sl:11:  Ci = MaterialCeramic(Nf, Cs, Ka, Kd, Ks, roughness, specsharpness);
k3d/share/shaders/k3d_ceramictiles.sl:30: *   Ka - the usual meaning
k3d/share/shaders/k3d_ceramictiles.sl:31: *   Kdmortar - Kd for the mortar between tiles
k3d/share/shaders/k3d_ceramictiles.sl:33: *   Kdtile - diffuse component weighting of the tile
k3d/share/shaders/k3d_ceramictiles.sl:34: *   Ks, roughness, specsharpness - glossy specular controls of the tile
k3d/share/shaders/k3d_ceramictiles.sl:35: *   Kr, blur, eta - reflection parameters for the tile
k3d/share/shaders/k3d_ceramictiles.sl:142:			   float Ka, Kdmortar, Kdtile, Ks;
k3d/share/shaders/k3d_ceramictiles.sl:143:			   float roughness, specsharpness, Kr, blur, eta;
k3d/share/shaders/k3d_ceramictiles.sl:149:  float ks = Ks * intile;
k3d/share/shaders/k3d_ceramictiles.sl:150:  float kd = mix(Kdmortar, Kdtile, intile);
k3d/share/shaders/k3d_ceramictiles.sl:156:  float kr = fkr * Kr * intile;
k3d/share/shaders/k3d_ceramictiles.sl:157:  return fkt * basecolor * (Ka * ambient() + kd * diffuse(Nf)) +
k3d/share/shaders/k3d_ceramictiles.sl:165:surface k3d_ceramictiles(float Ka = 1, Ks = .75, roughness =
k3d/share/shaders/k3d_ceramictiles.sl:167:			 float Kr = 1, blur = 0, eta = 1.5;
k3d/share/shaders/k3d_ceramictiles.sl:168:			 float Kdtile = 0.5;
k3d/share/shaders/k3d_ceramictiles.sl:169:			 float Kdmortar = 0.8;
k3d/share/shaders/k3d_ceramictiles.sl:248:    MaterialCeramicTiles(Nf, Cmortar, Ctile, intile, Ka, Kdmortar, Kdtile, Ks,
k3d/share/shaders/k3d_ceramictiles.sl:249:			 roughness, specsharpness, Kr, blur, eta, ENVPARAMS);
k3d/share/shaders/k3d_checkerboard.sl:3:surface k3d_checkerboard(float Ka = 1.0;
k3d/share/shaders/k3d_checkerboard.sl:4:			 float Kd = 1.0;
k3d/share/shaders/k3d_checkerboard.sl:5:			 float Ks = 0.5;
k3d/share/shaders/k3d_checkerboard.sl:50:    Os * (checkcolor * (Ka * ambient() + Kd * diffuse(Nf)) +
k3d/share/shaders/k3d_checkerboard.sl:51:	  specularcolor * Ks * specular(Nf, -normalize(I), roughness));
k3d/share/shaders/k3d_checkerboard_solid.sl:3:	float Ka = 1.0;
k3d/share/shaders/k3d_checkerboard_solid.sl:4:	float Kd = 1.0;
k3d/share/shaders/k3d_checkerboard_solid.sl:5:	float Ks = 0.5;
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_clay.sl:8: *   by Anthony A. Apodaca and Larry Gritz, Morgan Kaufmann, 1999.
k3d/share/shaders/k3d_clay.sl:13:surface k3d_clay(float Ka = 1, Kd = 0.7, roughness = 0.1;)
k3d/share/shaders/k3d_clay.sl:16:  Ci = MaterialClay(Nf, Cs, Ka, Kd, roughness);
k3d/share/shaders/k3d_cloudplane.sl:10: *    F. Kenton Musgrave, Darwyn Peachey, Ken Perlin, and Steven Worley.
k3d/share/shaders/k3d_corktile.sl:10: * Ka, Kd, Ks, roughness, specularcolor - take their usual meanings
k3d/share/shaders/k3d_corktile.sl:11: * Ksgap - the specular component for tile gaps : by default 0.3 * Ks
k3d/share/shaders/k3d_corktile.sl:79:k3d_corktile( 	float	Ka = 1;
k3d/share/shaders/k3d_corktile.sl:80:          	float	Kd = .75;
k3d/share/shaders/k3d_corktile.sl:81:         		float	Ks = .3;
k3d/share/shaders/k3d_corktile.sl:82:						float Ksgap = -1;
k3d/share/shaders/k3d_corktile.sl:93:	uniform float Ksg = Ksgap > 0 ? Ksgap : Ks * .3; 
k3d/share/shaders/k3d_corktile.sl:119:	Ci = Os * (mix( Ct, Cg, ingap) * (Ka*ambient() + Kd*diffuse(Nf)) +
k3d/share/shaders/k3d_corktile.sl:120:		specularcolor * Ks*specular(Nf,-normalize(I),roughness)); 
k3d/share/shaders/k3d_craters.sl:15:k3d_craters ( float Ka = 1, Kd = 0.7, roughness = 0.1;
k3d/share/shaders/k3d_craters.sl:16:   float Km = 0.03;	/* Depth of crater displacement */
k3d/share/shaders/k3d_craters.sl:109:    P += Km*pert*normalize(N);
k3d/share/shaders/k3d_craters.sl:114:    Ci = MaterialClay (Nf, Ct, Ka, Kd, roughness);
k3d/share/shaders/k3d_crayon.sl:12:	Ka, Kd, Ks, roughness, specularcolor - work as in the plastic shader
k3d/share/shaders/k3d_crayon.sl:55:k3d_crayon (	float Ka = 1;
k3d/share/shaders/k3d_crayon.sl:56:        	float Kd = .5;
k3d/share/shaders/k3d_crayon.sl:57:         	float Ks = .5;
k3d/share/shaders/k3d_crayon.sl:91:    Ci = Os * ( Csurf * (Ka*ambient() + Kd*diffuse(Nf)) +
k3d/share/shaders/k3d_crayon.sl:92:		specularcolor * Ks*specular(Nf,-normalize(I),roughness));
k3d/share/shaders/k3d_crayontoon.sl:17:                         Kd = .33;)

k3d/share/shaders/k3d_crayontoon.sl:19:  float Kr1, Kt1;

k3d/share/shaders/k3d_crayontoon.sl:22:  fresnel(normalize(I), faceforward(Nf, I, Nf), 1/eta, Kr1, Kt1);

k3d/share/shaders/k3d_crayontoon.sl:23:  if(Kt1 > 1) Kt1 = 1;

k3d/share/shaders/k3d_crayontoon.sl:25:  Ci = Os * (mix(colorBase, colorSombra, Kt1) + Kd * Kt1 * diffuse(Nf) * colorBase);

k3d/share/shaders/k3d_cyclone.sl:10:surface k3d_cyclone(float Ka = 0.5, Kd = 0.75; float max_radius = 1;
k3d/share/shaders/k3d_cyclone.sl:73:    Oi * Cs * (Ka * ambient() + Kd * diffuse(faceforward(normalize(N), I)));
k3d/share/shaders/k3d_decalplastic.sl:1:// K-3D
k3d/share/shaders/k3d_decalplastic.sl:25:	float Ka = 1.0;
k3d/share/shaders/k3d_decalplastic.sl:26:	float Kd = 0.5;
k3d/share/shaders/k3d_decalplastic.sl:27:	float Ks = 0.5;
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:9:k3d_defaultsurface(float Kd = .8, Ka = .2)
k3d/share/shaders/k3d_defaultsurface.sl:12:  Ci = Os * Cs * (Ka + Kd * d * d);
k3d/share/shaders/k3d_dented.sl:8: *   Km 	   	the amplitude of the dents
k3d/share/shaders/k3d_dented.sl:30:displacement k3d_dented( float Km = 1; float power = 3; float frequency = 1; float maxoctaves = 6; )
k3d/share/shaders/k3d_dented.sl:44:	P = P - (Km * pow(magnitude, power)) * normalize(N);
k3d/share/shaders/k3d_displacementmap.sl:1:displacement k3d_displacementmap(float Km = 1;
k3d/share/shaders/k3d_displacementmap.sl:12:  P = P - (Km * (Ct - ZeroPoint)) * normalize(N);
k3d/share/shaders/k3d_droop.sl:12:	float	Km = 0.05 )
k3d/share/shaders/k3d_droop.sl:18:	yDel = -Km * ( M_E + (1/M_E) - (exp(droop)+exp(-droop)) );
k3d/share/shaders/k3d_dturb.sl:8:displacement k3d_dturb(float Km = 0.1, freq = 10, flatness = 1)
k3d/share/shaders/k3d_dturb.sl:33:  P += Km * magnitude * normalize(N);
k3d/share/shaders/k3d_easysurface.sl:10:	float	Kd	= .8, 
k3d/share/shaders/k3d_easysurface.sl:11:		Ka	= .2, 
k3d/share/shaders/k3d_easysurface.sl:21:	Ci = Cs * (Ka + Kd * diffuse ) ;
k3d/share/shaders/k3d_ember.sl:61:	// the colours for the fire effect from F. Kenton Musgrave's KMFlame.sl
k3d/share/shaders/k3d_emboss.sl:11:	float	Km		= .05;
k3d/share/shaders/k3d_emboss.sl:15:		P -= Km * texture(texturename, s, t) * normalize(N);
k3d/share/shaders/k3d_eroded.sl:10:	float Ks = 0.4,
k3d/share/shaders/k3d_eroded.sl:11:	      Ka = 0.1,
k3d/share/shaders/k3d_eroded.sl:12:		  Km = 0.3,
k3d/share/shaders/k3d_eroded.sl:30:	magnitude = magnitude * magnitude * magnitude * Km;
k3d/share/shaders/k3d_eroded.sl:36:	Ci = Oi * Cs * (Ka * ambient() + Ks * specular (Nf, V, roughness) );
k3d/share/shaders/k3d_eyeball.sl:12: *   Ka, Kd, Ks, roughness, specularcolor - work just like the plastic shader
k3d/share/shaders/k3d_eyeball.sl:46:k3d_eyeball (float Ka = .75, Kd = 0.75, Ks = 0.4, roughness = 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:127:  ks = Ks * (1+2*(1-irisstat));
k3d/share/shaders/k3d_eyeball.sl:131:   * our modified values for roughness and Ks.
k3d/share/shaders/k3d_eyeball.sl:135:  Ci = Os * ( Ct * (Ka*ambient() + Kd*diffuse(Nf)) +
k3d/share/shaders/k3d_fill.sl:7:	float	Kd			=   1, 
k3d/share/shaders/k3d_fill.sl:8:		Ka			=  .7,
k3d/share/shaders/k3d_fill.sl:13:	Ci = Cs * (Ka*ambient() + Kd*(smoothstep(min,max,comp(diffuse(Nf),0))));
k3d/share/shaders/k3d_flame.sl:17: *    C language version by F. Kenton Musgrave
k3d/share/shaders/k3d_flame.sl:22: *    F. Kenton Musgrave, Darwyn Peachey, Ken Perlin, and Steven Worley.
k3d/share/shaders/k3d_flame.sl:26: *    ??? - original C language version by Ken Musgrave
k3d/share/shaders/k3d_fractal.sl:2: *AUTHOR: Ken Musgrave.

k3d/share/shaders/k3d_fractal.sl:8: *    F. Kenton Musgrave, Darwyn Peachey, Ken Perlin, and Steven Worley.

k3d/share/shaders/k3d_fractal.sl:15:k3d_fractal(float H = 0.8, lacunarity = 2.5, octaves = 7, offset = 0.9, sharpness = 4, threshold = 12, Kt = 0.1)

k3d/share/shaders/k3d_fractal.sl:62:	P+= Nn*result*Kt;

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:36:   float Ka= 1;       /* desc { Usual } */
k3d/share/shaders/k3d_fresnelplastic.sl:37:   float Kd= 0.5;     /* desc { Usual } */
k3d/share/shaders/k3d_fresnelplastic.sl:38:   float Ks= 0.5;     /* desc { Usual } */
k3d/share/shaders/k3d_fresnelplastic.sl:41:   float Kr = 0;  /* cat Reflection desc {Strength of reflection } */
k3d/share/shaders/k3d_fresnelplastic.sl:60:    float fKt, fKr;
k3d/share/shaders/k3d_fresnelplastic.sl:84:	       fKr, fKt);
k3d/share/shaders/k3d_fresnelplastic.sl:86:      fKt = 1 - fKr;
k3d/share/shaders/k3d_fresnelplastic.sl:90:      fKr = fKt = 1;
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: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:9:surface k3d_funkyglass(float Ka = .2;
k3d/share/shaders/k3d_funkyglass.sl:10:		       float Kd = .2; float Ks = 1; float roughness = .08;
k3d/share/shaders/k3d_funkyglass.sl:26:    (Ct * (Ka * ambient() + Kd * diffuse(Nf)) +
k3d/share/shaders/k3d_funkyglass.sl:27:     specularcolor * Ks * specular(Nf, -V, roughness));
k3d/share/shaders/k3d_fur2.sl:40:         float Ka   = 0.0287;
k3d/share/shaders/k3d_fur2.sl:41:	 float Kd   = 0.77;
k3d/share/shaders/k3d_fur2.sl:42:	 float Ks   = 1.285;
k3d/share/shaders/k3d_fur2.sl:73:    float Kspec = Ks;
k3d/share/shaders/k3d_fur2.sl:85:    float Kajiya = 0;
k3d/share/shaders/k3d_fur2.sl:104:    Kspec *= min( smoothstep( start_spec, start_spec + spec_size_fade, v),  
k3d/share/shaders/k3d_fur2.sl:111:       James T. Kajiya and Timothy L.  Kay (1989) "Rendering Fur with Three 
k3d/share/shaders/k3d_fur2.sl:123:	Kajiya = T_Dot_nL * T_Dot_e + sin(Alpha) * sin(Beta);
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: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_glass.sl:9: *    Ka, Kd, Ks, roughness, specularcolor - The usual meaning
k3d/share/shaders/k3d_glass.sl:10: *    Kr - coefficient for mirror-like reflections of environment
k3d/share/shaders/k3d_glass.sl:14: *    Kt - coefficient for refracted transmission
k3d/share/shaders/k3d_glass.sl:26: *   by Anthony A. Apodaca and Larry Gritz, Morgan Kaufmann, 1999.
k3d/share/shaders/k3d_glass.sl:35:surface k3d_glass(float Ka = 0.2, Kd = 0, Ks = 0.5, roughness = 0.05;
k3d/share/shaders/k3d_glass.sl:37:		  float Kr = 1, reflblur = 0;
k3d/share/shaders/k3d_glass.sl:39:		  float Kt = 1, refrblur = 0, eta = 1.5;
k3d/share/shaders/k3d_glass.sl:45:    MaterialGlass(Nf, Cs, Ka, Kd, Ks, roughness, Kr, reflblur, Kt, refrblur,
k3d/share/shaders/k3d_gmarbtile_polish.sl:9: *   Ka, Kd, Ks, roughness, specularcolor - work just like the plastic
k3d/share/shaders/k3d_gmarbtile_polish.sl:10: *   Kr - reflectivity (shininess) of the surface
k3d/share/shaders/k3d_gmarbtile_polish.sl:28:surface k3d_gmarbtile_polish(float Ka = 0.5, Kd = 0.4, Ks = 0.2;
k3d/share/shaders/k3d_gmarbtile_polish.sl:29:			     float Kr = 0.2, roughness = 0.05;
k3d/share/shaders/k3d_gmarbtile_polish.sl:103:  env = Ks * specular(Nf, -V, roughness);
k3d/share/shaders/k3d_gmarbtile_polish.sl:104:  env += SampleEnvironment(P, reflect(V, Nf), Kr, blur, ENVPARAMS);
k3d/share/shaders/k3d_gmarbtile_polish.sl:108:  Ci = Oi * (Ct * (Ka * ambient() + Kd * diffuse(Nf)) + env);
k3d/share/shaders/k3d_gooch.sl:1:/* Renamed to MKgooch.sl for RMR -- tal@SpamSucks_cs.caltech.edu */
k3d/share/shaders/k3d_gooch.sl:12: *  Ka           : ambient factor
k3d/share/shaders/k3d_gooch.sl:13: *  Kd           : diffuse factor
k3d/share/shaders/k3d_gooch.sl:14: *  Ks           : specular factor
k3d/share/shaders/k3d_gooch.sl:22: * AUTHOR: written by Mike King
k3d/share/shaders/k3d_gooch.sl:27:k3d_gooch (float Ka = 0;
k3d/share/shaders/k3d_gooch.sl:28:         float Kd = 1;
k3d/share/shaders/k3d_gooch.sl:29:         float Ks = 0;
k3d/share/shaders/k3d_gooch.sl:54:    Ci = Os * ((Ka*ambient() + 
k3d/share/shaders/k3d_gooch.sl:55:                Kd*Cgooch +
k3d/share/shaders/k3d_gooch.sl:56:                specularcolor*Ks*specular(Nf,-normalize(I),roughness)));
k3d/share/shaders/k3d_gouge.sl:10:	float	Km	= 0.03,
k3d/share/shaders/k3d_gouge.sl:18:    *  determines the size of the gouge. Multiply by the Km factor, then 
k3d/share/shaders/k3d_gouge.sl:23:   {  P += (-Km * texture(texturename,s+spin,y/15.0)) * normalize(N);
k3d/share/shaders/k3d_granite.sl:10:	float	Kd	= .8,
k3d/share/shaders/k3d_granite.sl:11:		Ka	= .2 )
k3d/share/shaders/k3d_granite.sl:20:	Ci = Cs * sum * (Ka + Kd * diffuse(faceforward( normalize(N), I )) ) ;
k3d/share/shaders/k3d_graphic_lines.sl:3:        float Ka=1.0;
k3d/share/shaders/k3d_graphic_lines.sl:4:        float Kd=1.0;
k3d/share/shaders/k3d_graphic_lines.sl:5:        float Ks=0.6;
k3d/share/shaders/k3d_graphic_lines.sl:32:				float Ka_highlight=0.10;
k3d/share/shaders/k3d_graphic_lines.sl:33:				float Kd_highlight=0.70;
k3d/share/shaders/k3d_graphic_lines.sl:34:				float Ks_highlight=0.20;
k3d/share/shaders/k3d_graphic_lines.sl:55:				float Ka_paint=0.10;
k3d/share/shaders/k3d_graphic_lines.sl:56:				float Kd_paint=0.70;
k3d/share/shaders/k3d_graphic_lines.sl:57:				float Ks_paint=0.20;
k3d/share/shaders/k3d_graphic_lines.sl:78:				float Ka_ink=0.10;
k3d/share/shaders/k3d_graphic_lines.sl:79:				float Kd_ink=0.70;
k3d/share/shaders/k3d_graphic_lines.sl:80:				float Ks_ink=0.20;
k3d/share/shaders/k3d_graphic_lines.sl:128:	illumcolor_highlight=(Ka_highlight*ambient()+Kd_highlight*diffuse(Nf_highlight)+Ks_highlight*specular(Nf_highlight,V_highlight,roughness_highlight));
k3d/share/shaders/k3d_graphic_lines.sl:203:	}illumcolor_paint=(Ka_paint*ambient()+Kd_paint*diffuse(Nf_paint)+Ks_paint*specular(Nf_paint,V_paint,roughness_paint));
k3d/share/shaders/k3d_graphic_lines.sl:275:	}illumcolor_ink=(Ka_ink*ambient()+Kd_ink*diffuse(Nf_ink)+Ks_ink*specular(Nf_ink,V_ink,roughness_ink));
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_grass_surface.sl:10:k3d_grass_surface ( float height = 1.0, Ka=0.5, Kd=0.1, Ks= 1, roughness = 0.25,

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:8: *   Ka, Kd, Ks, roughness, specularcolor - work just like the plastic
k3d/share/shaders/k3d_greenmarble.sl:25:surface k3d_greenmarble(float Ka = 0.1, Kd = 0.6, Ks = 0.4, roughness = 0.1;
k3d/share/shaders/k3d_greenmarble.sl:75:  Ci = MaterialPlastic(Nf, Ct, Ka, Kd, Ks, roughness);
k3d/share/shaders/k3d_grids.sl:5:float K_ambient=0.993; 
k3d/share/shaders/k3d_grids.sl:6:float K_diffuse=0.381; 
k3d/share/shaders/k3d_grids.sl:7:float K_specular=0.269; 
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:98:specularcolor * K_specular * phong(G1_Nf, G1_V, 1/roughness);
k3d/share/shaders/k3d_hair.sl:4:	float Ka = 1;
k3d/share/shaders/k3d_hair.sl:5:	float Kd = .6;
k3d/share/shaders/k3d_hair.sl:6:	float Ks = .35;
k3d/share/shaders/k3d_hair.sl:29:	Ci = Oi * (mix(rootcolor, tipcolor, v) * (Ka*ambient() + Kd * Cdiff) + (Ks * Cspec * specularcolor));
k3d/share/shaders/k3d_hexatile_bump.sl:22:*	float Km	= -.015 		---	Diplacement amplitude.
k3d/share/shaders/k3d_hexatile_bump.sl:92:	float Km	= -.015; 
k3d/share/shaders/k3d_hexatile_bump.sl:135:N = Displace(normalize(N),VShd,Km*disp,Truedisp); 
k3d/share/shaders/k3d_hextile.sl:16: *    Ka, Kd, Ks, roughness, specularcolor - work just like plastic
k3d/share/shaders/k3d_hextile.sl:45:k3d_hextile (float Ka = .5;
k3d/share/shaders/k3d_hextile.sl:46:         float Kd = .5;
k3d/share/shaders/k3d_hextile.sl:47:         float Ks = .2;
k3d/share/shaders/k3d_hextile.sl:117:  ks = Ks * (1-scuff/2);
k3d/share/shaders/k3d_hextile.sl:121:  Ci = Os * ( Ct * (Ka*ambient() + Kd*diffuse(Nf)) +
k3d/share/shaders/k3d_incandplastic.sl:13:	      float Ka = 0;

k3d/share/shaders/k3d_incandplastic.sl:14:	      float Kd = 0.9;

k3d/share/shaders/k3d_incandplastic.sl:15:	      float Ks = 0.5;

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_leather.sl:19:	float Ks = .2;           /* Specular reflection coeff.    */

k3d/share/shaders/k3d_leather.sl:20:	float Kd = 1;            /* Diffuse reflection coeff.     */

k3d/share/shaders/k3d_leather.sl:21:	float Ka = 1;             /* Ambient light coeff.          */

k3d/share/shaders/k3d_leather.sl:22:	float Kr = .2;             /* Mirror-like reflection coeff. */

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

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:174:	#define DISP_SPECK_AMP    (1/40)   /* speckle disp. amplitude */

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

k3d/share/shaders/k3d_leather.sl:195:	if (Kr > .01) {

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

k3d/share/shaders/k3d_leather.sl:211:	           specularcolor * (Kr * reflect +

k3d/share/shaders/k3d_leather.sl:212:	                            Ks * specular(Nf, V, roughness)));

k3d/share/shaders/k3d_luna.sl:10: *    C language version by F. Kenton Musgrave
k3d/share/shaders/k3d_luna.sl:15: *    F. Kenton Musgrave, Darwyn Peachey, Ken Perlin, and Steven Worley.
k3d/share/shaders/k3d_luna.sl:19: *    ??? - original C language version by Ken Musgrave
k3d/share/shaders/k3d_luna.sl:33:surface k3d_luna(float Ka = .5, Kd = 1;
k3d/share/shaders/k3d_luna.sl:187:  Ci = Ct * (Ka * ambient() + Kd * diffuse(faceforward(normalize(N), I)));
k3d/share/shaders/k3d_lunette.sl:16: *   Ka, Kd, Ks, roughness, specularcolor - work like the plastic shader
k3d/share/shaders/k3d_lunette.sl:133:	float Ka = 1;
k3d/share/shaders/k3d_lunette.sl:134:	float Kd = .5;
k3d/share/shaders/k3d_lunette.sl:135:	float Ks = .5;
k3d/share/shaders/k3d_lunette.sl:171:	Ci = Os * ( cc * (Ka*ambient() + Kd*diffuse(Nf)) +
k3d/share/shaders/k3d_lunette.sl:172:		specularcolor * Ks*specular(Nf,-normalize(I),roughness));
k3d/share/shaders/k3d_map_pattern_1.sl:13:float Ka = 1;
k3d/share/shaders/k3d_map_pattern_1.sl:14:float Kd = .5; 
k3d/share/shaders/k3d_map_pattern_1.sl:15:float Ks = .5; 
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_matte.sl:9:surface k3d_matte(float Ka = 1;
k3d/share/shaders/k3d_matte.sl:10:		  float Kd = 1;)
k3d/share/shaders/k3d_matte.sl:14:  Ci = Os * Cs * (Ka * ambient() + Kd * diffuse(Nf));
k3d/share/shaders/k3d_metal.sl:9:surface k3d_metal(float Ka = 1;
k3d/share/shaders/k3d_metal.sl:10:		  float Ks = 1;
k3d/share/shaders/k3d_metal.sl:16:  Ci = Os * Cs * (Ka * ambient() + Ks * specular(Nf, V, roughness));
k3d/share/shaders/k3d_mondometal.sl:43:    float Ka = 0.05;

k3d/share/shaders/k3d_mondometal.sl:44:    float Kd = 0.80;

k3d/share/shaders/k3d_mondometal.sl:45:    float Ks = 0.80;

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

k3d/share/shaders/k3d_mondometal.sl:240:            Ks * specular(Nf,-normalize(I),roughness));

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:28: *    C language version by F. Kenton Musgrave

k3d/share/shaders/k3d_mysky.sl:33: *    F. Kenton Musgrave, Darwyn Peachey, Ken Perlin, and Steven Worley.

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

k3d/share/shaders/k3d_mysky.sl:51:k3d_mysky (float Ka = 0, Kd = 0;

k3d/share/shaders/k3d_null.sl:4: * Note: we include dummy Ka and Kd arguments to appease the radiosity
k3d/share/shaders/k3d_oak.sl:33: *   Ka, Kd, Ks, roughness - the usual meaning
k3d/share/shaders/k3d_oak.sl:54:surface k3d_oak(float Ka = 1, Kd = 1, Ks = .25, roughness = 0.2;
k3d/share/shaders/k3d_oak.sl:80:  Ci = MaterialPlastic(Nf, Cwood, Ka, Kd, Ks * (1 - 0.5 * wood), roughness);
k3d/share/shaders/k3d_oakplank.sl:40: *   Ka, Kd, Ks, roughness - the usual meaning
k3d/share/shaders/k3d_oakplank.sl:41: *   Kr, blur, eta - reflection parameters for the tile
k3d/share/shaders/k3d_oakplank.sl:102:surface k3d_oakplank(float Ka = 1, Kd = 1, Ks = .75, roughness = 0.1;
k3d/share/shaders/k3d_oakplank.sl:103:		     float Kr = 1, blur = 0, eta = 1.5;
k3d/share/shaders/k3d_oakplank.sl:169:    MaterialShinyPlastic(Nf, Cwood, Ka, Kd, specadjusted * Ks, roughness,
k3d/share/shaders/k3d_oakplank.sl:170:			 specadjusted * Kr, blur, eta, 1, ENVPARAMS);
k3d/share/shaders/k3d_orange.sl:12: *	Ka, Kd, Ks, roughness - the usual
k3d/share/shaders/k3d_orange.sl:27:	float Ka = 1;
k3d/share/shaders/k3d_orange.sl:28:	float Kd = .8;
k3d/share/shaders/k3d_orange.sl:29:	float Ks = .8;
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:16: *   Ka, Kd - just like matte.sl
k3d/share/shaders/k3d_orennayar.sl:22: *   Oren, Michael and Shree K. Nayar.  "Generalization of Lambert's
k3d/share/shaders/k3d_orennayar.sl:41:k3d_orennayar (float Ka = 1;
k3d/share/shaders/k3d_orennayar.sl:42:	   float Kd = .5;
k3d/share/shaders/k3d_orennayar.sl:79:    Ci = Os * (Cs * (Ka*ambient()) + Kd*lightC);
k3d/share/shaders/k3d_outlet.sl:13: *   Ka, Kd 	   	work just like the matte shader
k3d/share/shaders/k3d_outlet.sl:14: *   screwKs            Ks parameter for the screw
k3d/share/shaders/k3d_outlet.sl:20: *      June 1992 -- first written by lg for the Kitchen image
k3d/share/shaders/k3d_outlet.sl:29:k3d_outlet ( float Ka = 1, Kd = 1, Km = 0.1;
k3d/share/shaders/k3d_outlet.sl:30:	 float screwKs = 0.5; )
k3d/share/shaders/k3d_outlet.sl:38:  kd = Kd;
k3d/share/shaders/k3d_outlet.sl:48:      ks = screwKs;
k3d/share/shaders/k3d_outlet.sl:70:  Ci = Os * ( Ct * (Ka*ambient() + kd*diffuse(Nf)) +
k3d/share/shaders/k3d_paintedplastic.sl:13: *    Ka, Kd, Ks, roughness, specularcolor - the usual meaning.
k3d/share/shaders/k3d_paintedplastic.sl:19:	float Ka = 1.0;
k3d/share/shaders/k3d_paintedplastic.sl:20:	float Kd = 0.5;
k3d/share/shaders/k3d_paintedplastic.sl:21:	float Ks = 0.5;
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:11: *   Ka, Kd, Ks, specular, roughness - work just like the plastic shader
k3d/share/shaders/k3d_parquet_plank.sl:31:surface k3d_parquet_plank(float Ka = 1, Kd = 0.75, Ks = .15, roughness = .025;
k3d/share/shaders/k3d_parquet_plank.sl:159:    Os * (Ct * (Ka * ambient() + Kd * diffuse(Nf)) +
k3d/share/shaders/k3d_parquet_plank.sl:160:	  specularcolor * Ks * specular(Nf, -normalize(I), roughness));
k3d/share/shaders/k3d_parquet_plank2.sl:12: *   Ka, Kd, Ks, specular, roughness - work just like the plastic shader
k3d/share/shaders/k3d_parquet_plank2.sl:45:k3d_parquet_plank2 (float Ka = 1, Kd = 0.75, Ks = .15, roughness = .025;
k3d/share/shaders/k3d_parquet_plank2.sl:153:  Ci = Os * ( Ct * (Ka*ambient() + Kd*diffuse(Nf)) +
k3d/share/shaders/k3d_parquet_plank2.sl:154:	      specularcolor * Ks*specular(Nf,-normalize(I),roughness));
k3d/share/shaders/k3d_parquet_tile.sl:13: *   Ka, Kd, Ks, specular, roughness - work just like the plastic shader
k3d/share/shaders/k3d_parquet_tile.sl:60:k3d_parquet_tile (float Ka = 1, Kd = 0.75, Ks = .15, roughness = .025;
k3d/share/shaders/k3d_parquet_tile.sl:168:  Ci = Os * ( Ct * (Ka*ambient() + Kd*diffuse(Nf)) +
k3d/share/shaders/k3d_parquet_tile.sl:169:	      specularcolor * Ks*specular(Nf,-normalize(I),roughness));
k3d/share/shaders/k3d_planetclouds.sl:14: *    Ka, Kd - the usual meaning
k3d/share/shaders/k3d_planetclouds.sl:41: * AUTHOR: Ken Musgrave
k3d/share/shaders/k3d_planetclouds.sl:46: *    F. Kenton Musgrave, Darwyn Peachey, Ken Perlin, and Steven Worley.
k3d/share/shaders/k3d_planetclouds.sl:50: *    ???? - original texture developed by Ken Musgrave.
k3d/share/shaders/k3d_planetclouds.sl:66:surface k3d_planetclouds(float Ka = 0.5, Kd = 0.75;
k3d/share/shaders/k3d_planetclouds.sl:109:  Ci = Oi * (Ka * ambient() + Kd * diffuse(faceforward(normalize(N), I)));
k3d/share/shaders/k3d_plank.sl:9: *   Ka, Kd, Ks, specular, roughness - work just like the plastic shader
k3d/share/shaders/k3d_plank.sl:29:surface k3d_plank(float Ka = 1, Kd = 0.75, Ks = .15, roughness = .05;
k3d/share/shaders/k3d_plank.sl:147:    Os * (Ct * (Ka * ambient() + Kd * diffuse(Nf)) +
k3d/share/shaders/k3d_plank.sl:148:	  specularcolor * Ks * specular(Nf, -normalize(I), roughness));
k3d/share/shaders/k3d_plastic.sl:9:surface k3d_plastic(float Ka = 1;
k3d/share/shaders/k3d_plastic.sl:10:		    float Kd = .5; float Ks = .5; float roughness = .1;
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:10: *    F. Kenton Musgrave, Darwyn Peachey, Ken Perlin, and Steven Worley.
k3d/share/shaders/k3d_plastic2.sl:15:k3d_plastic2(float Ka = 1, Kd = 0.5, Ks = 0.5;
k3d/share/shaders/k3d_plastic2.sl:23:    Ci = Os * (Cs * (Ka * ambient() + Kd * diffuse(Nf))
k3d/share/shaders/k3d_plastic2.sl:24:         + specularcolor * Ks * specular(Nf, V, roughness));
k3d/share/shaders/k3d_projectionmap_plastic.sl:1:// K-3D
k3d/share/shaders/k3d_projectionmap_plastic.sl:25:	float Ka = 1.0;
k3d/share/shaders/k3d_projectionmap_plastic.sl:26:	float Kd = 0.5;
k3d/share/shaders/k3d_projectionmap_plastic.sl:27:	float Ks = 0.5;
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:1:/* I took wave's lead and renamed starfield to KMPuffyclouds.sl -- tal@SpamSucks_cs.caltech.edu */
k3d/share/shaders/k3d_puffyclouds.sl:26: *    C language version by F. Kenton Musgrave
k3d/share/shaders/k3d_puffyclouds.sl:31: *    F. Kenton Musgrave, Darwyn Peachey, Ken Perlin, and Steven Worley.
k3d/share/shaders/k3d_puffyclouds.sl:35: *    ??? - original C language version by Ken Musgrave
k3d/share/shaders/k3d_puffyclouds.sl:48:k3d_puffyclouds (float Ka = 0, Kd = 0;
k3d/share/shaders/k3d_puffyclouds.sl:79:/*  Ci = Ct * (Ka * ambient() + Kd * diffuse(faceforward(N,I))); */
k3d/share/shaders/k3d_redapple.sl:46:	float Ks = .25;           /* Specular reflection coeff.    */
k3d/share/shaders/k3d_redapple.sl:47:	float Kd = .5;            /* Diffuse reflection coeff.     */
k3d/share/shaders/k3d_redapple.sl:48:	float Ka = 1;             /* Ambient light coeff.          */
k3d/share/shaders/k3d_redapple.sl:49:	float Kr = .05;           /* Mirror-like reflection coeff. */
k3d/share/shaders/k3d_redapple.sl:140:	#define BLOTCH_SPECK_COEFF 0.3  /* blotch specking coeff  */
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:198:	#define DISP_SPECK_AMP    (1/40)   /* speckle disp. amplitude */
k3d/share/shaders/k3d_redapple.sl:202:	disp -= speck * DISP_SPECK_AMP * txtscale / TSCALE;
k3d/share/shaders/k3d_redapple.sl:218:	if (Kr > .01) {
k3d/share/shaders/k3d_redapple.sl:233:	Ci = Os * (cs * (Ka*ambient() + Kd*diffuse(Nf)) +
k3d/share/shaders/k3d_redapple.sl:234:	           specularcolor * (Kr * reflect +
k3d/share/shaders/k3d_redapple.sl:235:	                            Ks * specular(Nf, V, roughness)));
k3d/share/shaders/k3d_ridged_multifractal.sl:2: *AUTHOR: Ken Musgrave.

k3d/share/shaders/k3d_ridged_multifractal.sl:8: *    F. Kenton Musgrave, Darwyn Peachey, Ken Perlin, and Steven Worley.

k3d/share/shaders/k3d_ridged_multifractal.sl:15:k3d_ridged_multifractal(float H = 0.8, lacunarity = 2.5, octaves = 7, offset = 0.9, sharpness = 4, threshold = 12, Kt = 0.1)

k3d/share/shaders/k3d_ridged_multifractal.sl:62:	P+= Nn*result*Kt;

k3d/share/shaders/k3d_roughmetal.sl:8: *   Ka, Kd, Ks - ambient, diffuse, specular weights
k3d/share/shaders/k3d_roughmetal.sl:19:surface k3d_roughmetal(float Ka = 1, Kd = 0.1, Ks = .9, roughness = 0.4;)
k3d/share/shaders/k3d_roughmetal.sl:22:  Ci = MaterialRoughMetal(Nf, Cs, Ka, Kd, Ks, roughness);
k3d/share/shaders/k3d_rubber.sl:11:	float	Ka		= 1.0, 
k3d/share/shaders/k3d_rubber.sl:12:		Kd		= 1.0, 
k3d/share/shaders/k3d_rubber.sl:24:	Ci = Os * cout * ( Ka*ambient() + Kd*diffuse(Nf) ) ;
k3d/share/shaders/k3d_ruledpaper.sl:10: *   Ka, Kd, Ks, specular, roughness - work just like the plastic shader
k3d/share/shaders/k3d_ruledpaper.sl:42:k3d_ruledpaper(float Ka = 1, Kd = 0.5, Ks = 0.5;
k3d/share/shaders/k3d_ruledpaper.sl:137:			Ci = Oi * (tex * (Ka * ambient() + Kd * diffuse(Nf)) + 
k3d/share/shaders/k3d_ruledpaper.sl:138:			specularcolor * Ks * specular(Nf, V, roughness));
k3d/share/shaders/k3d_ruledpaper.sl:141:			Ci = Oi * tex * (Ka * ambient() + Kd * diffuse(Nf));
k3d/share/shaders/k3d_rustymetal.sl:12: *   metalKa, metalKs, metalroughness - control the appearance of the metal.
k3d/share/shaders/k3d_rustymetal.sl:13: *   rustKa, rustKd, rustcolor - control the appearance of the rust.
k3d/share/shaders/k3d_rustymetal.sl:44:k3d_rustymetal (float metalKa = 1, metalKs = 1, metalroughness = .1;
k3d/share/shaders/k3d_rustymetal.sl:45:	    float rustKa = 1, rustKd = 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_saturn.sl:1:/* This was terran.sl from Larry Gritz and Ken Musgrave.  But there isn't much of it left.
k3d/share/shaders/k3d_saturn.sl:15: *    Ka, Kd - the usual meaning
k3d/share/shaders/k3d_saturn.sl:25: * AUTHOR: Ken Musgrave.
k3d/share/shaders/k3d_saturn.sl:43:k3d_saturn (float Ka = .5, Kd = .7;
k3d/share/shaders/k3d_saturn.sl:86:  Ci = Os * Ct * (Ka * ambient() + Kd * diffuse(faceforward(normalize(N),I)));
k3d/share/shaders/k3d_saturnring.sl:9: *	Ka, Kd - the usual
k3d/share/shaders/k3d_saturnring.sl:39:surface k3d_saturnring (float Ka = 1.0, Kd = 1.0,
k3d/share/shaders/k3d_saturnring.sl:107:			Ci = Oi * (cs * (Ka*ambient() + Kd*diffuse(Nf) ));
k3d/share/shaders/k3d_scartissue.sl:8:	float	Ks			=  2, 
k3d/share/shaders/k3d_scartissue.sl:9:		Kd			= .5, 
k3d/share/shaders/k3d_scartissue.sl:10:		Ka			=  1, 
k3d/share/shaders/k3d_scartissue.sl:34:	Ci = ( base * (Ka + Kd*diffuse(Nf)) + 
k3d/share/shaders/k3d_scartissue.sl:35:	 	(1-nz)*Ks * specular(Nf,V,roughness) );
k3d/share/shaders/k3d_screen.sl:7: *   parallel to lines of s and t.  You can adjust the Ka, Kd, Ks, etc.
k3d/share/shaders/k3d_screen.sl:11: *   Ka, Kd, Ks, roughness, specularcolor - work just like the plastic shader
k3d/share/shaders/k3d_screen.sl:24:surface k3d_screen(float Ka = 1, Kd = 0.75, Ks = 0.4, roughness = 0.1;
k3d/share/shaders/k3d_screen.sl:35:	Os * (Cs * (Ka * ambient() + Kd * diffuse(Nf)) +
k3d/share/shaders/k3d_screen.sl:36:	      specularcolor * Ks * specular(Nf, -normalize(I), roughness));
k3d/share/shaders/k3d_screen_aa.sl:6: *   parallel to lines of s and t.  You can adjust the Ka, Kd, Ks, etc.
k3d/share/shaders/k3d_screen_aa.sl:11: *   Ka, Kd, Ks, roughness, specularcolor - work just like the plastic shader
k3d/share/shaders/k3d_screen_aa.sl:30:surface k3d_screen_aa(float Ka = 1, Kd = 0.75, Ks = 0.4, roughness = 0.1;
k3d/share/shaders/k3d_screen_aa.sl:78:	Oi * (Cs * (Ka * ambient() + Kd * diffuse(Nf)) +
k3d/share/shaders/k3d_screen_aa.sl:79:	      specularcolor * Ks * specular(Nf, -IN, roughness));
k3d/share/shaders/k3d_sdixon.sl:10:	float	Ka		= 1.0, 
k3d/share/shaders/k3d_sdixon.sl:11:		Kd		= 1.0, 
k3d/share/shaders/k3d_sdixon.sl:12:		Ks		= 1.0,
k3d/share/shaders/k3d_sdixon.sl:37:	Ci = Os * cout * ( Ka*ambient() + (1-ink)*Kd*diffuse(Nf) +
k3d/share/shaders/k3d_sdixon.sl:38:					ink*Ks*specular(Nf,V,roughness) ) ;
k3d/share/shaders/k3d_shadowdistant_rim.sl:1:/* renamed from MKshadowdistant_rim.sl */
k3d/share/shaders/k3d_shifteddrtile.sl:9: *	Ka, Kd, Ks - the usual
k3d/share/shaders/k3d_shifteddrtile.sl:48:	uniform float Ka = 1;
k3d/share/shaders/k3d_shifteddrtile.sl:49:	uniform float Kd = .5;
k3d/share/shaders/k3d_shifteddrtile.sl:50:	uniform float Ks = .5;
k3d/share/shaders/k3d_shifteddrtile.sl:100:	Ci = Os * (surfColor * (Ka*ambient() + Kd*diffuse(Nf)) +
k3d/share/shaders/k3d_shifteddrtile.sl:101:	      specularcolor * Ks*specular(Nf,-normalize(I),roughness));
k3d/share/shaders/k3d_shiftedmoontile.sl:8: *	Ka, Kd, Ks - the usual
k3d/share/shaders/k3d_shiftedmoontile.sl:45:	uniform float Ka = 1;
k3d/share/shaders/k3d_shiftedmoontile.sl:46:	uniform float Kd = .5;
k3d/share/shaders/k3d_shiftedmoontile.sl:47:	uniform float Ks = .5;
k3d/share/shaders/k3d_shiftedmoontile.sl:88:	Ci = Os * (surfColor * (Ka*ambient() + Kd*diffuse(Nf)) +
k3d/share/shaders/k3d_shiftedmoontile.sl:89:	      specularcolor * Ks*specular(Nf,-normalize(I),roughness));
k3d/share/shaders/k3d_shiny.sl:5: *    Ka, Kd, Ks, roughness - The usual meaning
k3d/share/shaders/k3d_shiny.sl:6: *    Kr - coefficient for mirror-like reflections of environment
k3d/share/shaders/k3d_shiny.sl:21: *   by Anthony A. Apodaca and Larry Gritz, Morgan Kaufmann, 1999.
k3d/share/shaders/k3d_shiny.sl:33:surface k3d_shiny(float Ka = 1, Kd = 0.1, Ks = 1, roughness = 0.2;
k3d/share/shaders/k3d_shiny.sl:34:		  float Kr = 0.8, blur = 0; DECLARE_DEFAULTED_ENVPARAMS;
k3d/share/shaders/k3d_shiny.sl:39:    MaterialShinyMetal(Nf, Cs, Ka, Kd, Ks, roughness, Kr, blur, twosided,
k3d/share/shaders/k3d_shinymetal.sl:10:surface k3d_shinymetal(float Ka = 1;
k3d/share/shaders/k3d_shinymetal.sl:11:		       float Ks = 1; float Kr = 1; float roughness = .1;
k3d/share/shaders/k3d_shinymetal.sl:24:    env = Kr * color environment(texturename, D);
k3d/share/shaders/k3d_shinymetal.sl:29:  Ci = Os * Cs * (Ka * ambient() + Ks * specular(Nf, -V, roughness) + env);
k3d/share/shaders/k3d_shinyplastic.sl:5: *    Ka, Kd, Ks, roughness - The usual meaning
k3d/share/shaders/k3d_shinyplastic.sl:6: *    Kr - coefficient for mirror-like reflections of environment
k3d/share/shaders/k3d_shinyplastic.sl:27:surface k3d_shinyplastic(float Ka = 1, Kd = 0.5, Ks = .5, roughness = 0.1;
k3d/share/shaders/k3d_shinyplastic.sl:28:			 float Kr = 1, blur = 0, ior = 1.5;
k3d/share/shaders/k3d_shinyplastic.sl:35:    MaterialShinyPlastic(Nf, Cs, Ka, Kd, Ks, roughness, Kr, blur, ior,
k3d/share/shaders/k3d_skin1.sl:17: * Kd = the amount of uniform diffusion applyied to the skin
k3d/share/shaders/k3d_skin1.sl:96: * information about skin reflectance from Hanrahan and Krueger, 
k3d/share/shaders/k3d_skin1.sl:125:vector efresnel(vector II; normal NN; float eta; output float Kr, Kt;) {
k3d/share/shaders/k3d_skin1.sl:127:    fresnel(II, NN, eta, Kr, Kt, R, T);
k3d/share/shaders/k3d_skin1.sl:128:    Kr = smoothstep(0., .5, Kr);
k3d/share/shaders/k3d_skin1.sl:129:    Kt = 1. - Kr;
k3d/share/shaders/k3d_skin1.sl:140:  float Kr, Kt, Kr2, Kt2;
k3d/share/shaders/k3d_skin1.sl:143:  vector T = efresnel(-Vf, Nn, eta, Kr, Kt);
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:153:      vector T2 = efresnel(-Ln, Nn, eta, Kr2, Kt2);
k3d/share/shaders/k3d_skin1.sl:154:      C += skinColor * Cl * (Ln . Nn) * Kt * Kt2 * 
k3d/share/shaders/k3d_skin1.sl:171:  float Kd = .1;
k3d/share/shaders/k3d_skin1.sl:296:  Ci = sc + Kd * diffuse(Nf) ;
k3d/share/shaders/k3d_skin2.sl:11: * information about skin reflectance from Hanrahan and Krueger, 
k3d/share/shaders/k3d_skin2.sl:45:vector efresnel(vector II; normal NN; float eta; output float Kr, Kt;) {
k3d/share/shaders/k3d_skin2.sl:47:    fresnel(II, NN, eta, Kr, Kt, R, T);
k3d/share/shaders/k3d_skin2.sl:48:    Kr = smoothstep(0., .5, Kr);
k3d/share/shaders/k3d_skin2.sl:49:    Kt = 1. - Kr;
k3d/share/shaders/k3d_skin2.sl:66:	float Kr, Kt, Kr2, Kt2;
k3d/share/shaders/k3d_skin2.sl:69:	vector T = efresnel(-Vf, Nn, eta, Kr, Kt);
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:79:	    vector T2 = efresnel(-Ln, Nn, eta, Kr2, Kt2);
k3d/share/shaders/k3d_skin2.sl:80:	    C += skinColor * Cl * (Ln . Nn) * Kt * Kt2 * 
k3d/share/shaders/k3d_skin2.sl:92:surface k3d_skin2(color Ka = .5; color sheenColor = 1.;
k3d/share/shaders/k3d_skymetal.sl:16:  float Ka = 1, Ks = 1, Kr = .2;
k3d/share/shaders/k3d_skymetal.sl:43:	Ci = Os * Cs * (Kr*refl + (1-Kr) * (Ka * ambient () +
k3d/share/shaders/k3d_skymetal.sl:44:		Ks * specular (Nf, -I, roughness)));
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:48:k3d_slateroof(  float 	Ka = .2,
k3d/share/shaders/k3d_slateroof.sl:49: 							Kd = .8,
k3d/share/shaders/k3d_slateroof.sl:64:					  Km = 1;
k3d/share/shaders/k3d_slateroof.sl:117:   	dispt = Km / 2 + smoothstep(0, ramp / (1 + add), (1 - temp_t_offset)) * Km / 2;
k3d/share/shaders/k3d_slateroof.sl:119:	   dispt = Km / 2 + smoothstep( 0, 1 - ramp /(1 + add), temp_t_offset) * Km / 2;
k3d/share/shaders/k3d_slateroof.sl:125:	   disps = smoothstep(0, gap * (1 + add), temp_s_offset) * Km;
k3d/share/shaders/k3d_slateroof.sl:127:   	disps = Km;
k3d/share/shaders/k3d_slateroof.sl:170:			dispt = Km / 2 + smoothstep(0, ramp / (1 + add), (1 - t_offset)) * Km / 2;
k3d/share/shaders/k3d_slateroof.sl:172:		    dispt = Km / 2 + smoothstep( 0, 1 - ramp /(1 + add), t_offset) * Km / 2;
k3d/share/shaders/k3d_slateroof.sl:176:		disps = Km * smoothstep(0, gap / (1 + add), s_offset);
k3d/share/shaders/k3d_slateroof.sl:178:		disps = Km;
k3d/share/shaders/k3d_slateroof.sl:199:	Ci = Ct * (Ka * ambient() + Kd * diffuse(faceforward( normalize(N), I )));
k3d/share/shaders/k3d_slateroofd.sl:9:    	Km: Maximum displacement of tiles;
k3d/share/shaders/k3d_slateroofd.sl:44:k3d_slateroofd(  float 	Km = 1.0,
k3d/share/shaders/k3d_slateroofd.sl:109:		dispt = Km / 2 + smoothstep(0, ramp / (1 + add), (1 - temp_t_offset)) * Km / 2;
k3d/share/shaders/k3d_slateroofd.sl:111:	   dispt = Km / 2 + smoothstep( 0, 1 - ramp /(1 + add), temp_t_offset) * Km / 2;
k3d/share/shaders/k3d_slateroofd.sl:117:	   disps = smoothstep(0, gap * (1 + add), temp_s_offset) * Km;
k3d/share/shaders/k3d_slateroofd.sl:119:     	disps = Km;
k3d/share/shaders/k3d_slateroofd.sl:160:					dispt = Km / 2 + smoothstep(0, ramp / (1 + add), (1 - t_offset)) * Km / 2;
k3d/share/shaders/k3d_slateroofd.sl:163:				dispt = Km / 2 +  smoothstep( 0, 1 - ramp, t_offset) * Km / 2;
k3d/share/shaders/k3d_slateroofd.sl:167:				disps = Km * smoothstep(0, gap / (1 + add), s_offset);
k3d/share/shaders/k3d_slateroofd.sl:169:				disps = Km;
k3d/share/shaders/k3d_softboxes.sl:32:#define TEX_DISK_FILT 3
k3d/share/shaders/k3d_softboxes.sl:335:		    if (surface("Kr",materiaRefl) == 0) {
k3d/share/shaders/k3d_spaceshiphull1.sl:18:	float Ka = 1;
k3d/share/shaders/k3d_spaceshiphull1.sl:19:	float Kd = 1;
k3d/share/shaders/k3d_spaceshiphull1.sl:20:	float Ks = 0.25;
k3d/share/shaders/k3d_spaceshiphull1.sl:48:  platespecular = Ks * noise(splate + 0.6, tplate + 0.7);
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_square_ridges.sl:1:// K-3D
k3d/share/shaders/k3d_square_ridges.sl:58:	float Km = 1.0;
k3d/share/shaders/k3d_square_ridges.sl:67:	P += Nn * ((Km * ridge_position) / length(vtransform("shader", Nn)));
k3d/share/shaders/k3d_square_ridges.sl:68://	P += Km * ridge_position * N;
k3d/share/shaders/k3d_srfdeformation.sl:54:    float Kd=1;                 /* Surface Kd for lighting calculations */
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_star.sl:10: *    F. Kenton Musgrave, Darwyn Peachey, Ken Perlin, and Steven Worley.
k3d/share/shaders/k3d_star.sl:18:    uniform float Ka = 1;
k3d/share/shaders/k3d_star.sl:19:    uniform float Kd = 1;
k3d/share/shaders/k3d_star.sl:50:    Ci = Os * Ct * (Ka * ambient() + Kd * diffuse(Nf));
k3d/share/shaders/k3d_stones.sl:21: * ka, Kd, Ks, roughness = the usual
k3d/share/shaders/k3d_stones.sl:22: * Km = amount of displacement
k3d/share/shaders/k3d_stones.sl:83:    float Ka = .6, Kd = .85,
k3d/share/shaders/k3d_stones.sl:84:          Ks = 0, roughness = 1,
k3d/share/shaders/k3d_stones.sl:85:          Km = 0.01,
k3d/share/shaders/k3d_stones.sl:149:   /*calculate displacement if Km > .01*/
k3d/share/shaders/k3d_stones.sl:150:     if(Km != 0)
k3d/share/shaders/k3d_stones.sl:177:  P += Km * surface_mag * normalize(N);
k3d/share/shaders/k3d_stones.sl:181:  N = normalize(calculatenormal(P + Km * surface_mag * normalize(N)));
k3d/share/shaders/k3d_stones.sl:190:Ci = surface_color * Oi * (Ka * ambient() + Kd * diffuse(Nf))+
k3d/share/shaders/k3d_stones.sl:191:      Ks * specular(Nf,V,roughness);
k3d/share/shaders/k3d_strata.sl:8: *    Ka, Kd - the usual meaning
k3d/share/shaders/k3d_strata.sl:20: *    C language version by F. Kenton Musgrave
k3d/share/shaders/k3d_strata.sl:25: *    F. Kenton Musgrave, Darwyn Peachey, Ken Perlin, and Steven Worley.
k3d/share/shaders/k3d_strata.sl:29: *    ??? - original C language version by Ken Musgrave
k3d/share/shaders/k3d_strata.sl:37:surface k3d_strata(float Ka = 0.5, Kd = 1; float txtscale = 1;
k3d/share/shaders/k3d_strata.sl:85:    Cs * Ct * (Ka * ambient() + Kd * diffuse(faceforward(normalize(N), I)));
k3d/share/shaders/k3d_stucco.sl:8: *   Km 	   	the amplitude of the stucco pimples
k3d/share/shaders/k3d_stucco.sl:17:displacement k3d_stucco(float Km = 0.05, power = 5, frequency = 10;)
k3d/share/shaders/k3d_stucco.sl:23:  magnitude = Km * pow(noise(PP * frequency), power);
k3d/share/shaders/k3d_superplank.sl:12: *   Ka, Kd, Ks, specularcolor, roughness - work just like the plastic shader
k3d/share/shaders/k3d_superplank.sl:13: *   Kr, eta - reflection amount and index of refraction (for fresnel)
k3d/share/shaders/k3d_superplank.sl:14: *   Ktrace, Krefl, reflmap - const for trace, for refl map, filename
k3d/share/shaders/k3d_superplank.sl:16: *   Km - overall scaling factor for bumpiness.
k3d/share/shaders/k3d_superplank.sl:54:			float Ka = 1, Kd = 1;	/* Overall ambient & diffuse response */
k3d/share/shaders/k3d_superplank.sl:55:			float Ks = .75, roughness = .02;	/* Spec highlight control */
k3d/share/shaders/k3d_superplank.sl:57:			float Kr = 1, eta = 1.5;	/* Mirror refl & index of refr */
k3d/share/shaders/k3d_superplank.sl:58:			float Ktrace = 1, Krefl = 0;	/* trace and reflection map */
k3d/share/shaders/k3d_superplank.sl:62:			float Km = 1;	/* Overall bumpiness factor */
k3d/share/shaders/k3d_superplank.sl:103:  float adjustedKs;
k3d/share/shaders/k3d_superplank.sl:108:  float fresnelKr, fresnelKt;	/* Fresnel reflection coefficients */
k3d/share/shaders/k3d_superplank.sl:257:  adjustedKs = Ks * (1 + .2 * ring) * (1 + .3 * grain) * groovy;
k3d/share/shaders/k3d_superplank.sl:266:  if(Km > 0)
k3d/share/shaders/k3d_superplank.sl:283:      N = calculatenormal(P + (Km * shadlen * disp) * NN);
k3d/share/shaders/k3d_superplank.sl:297:  fresnel(IN, Nf, 1 / eta, fresnelKr, fresnelKt, R, T_dummy);
k3d/share/shaders/k3d_superplank.sl:298:  fresnelKr *= Kr;
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:316:  /* Only compute reflections if Kr > 0 */
k3d/share/shaders/k3d_superplank.sl:317:  if(fresnelKr > 0.001)
k3d/share/shaders/k3d_superplank.sl:319:      if(Krefl > 0 && reflmap != "")
k3d/share/shaders/k3d_superplank.sl:323:	    fresnelKr * specularcolor * texture(reflmap, xcomp(Pndc),
k3d/share/shaders/k3d_superplank.sl:326:      if(Ktrace > 0)
k3d/share/shaders/k3d_superplank.sl:327:	Ci += Ktrace * fresnelKr * specularcolor * trace(P, R);
k3d/share/shaders/k3d_superpplastic.sl:13: *    Ka, Kd, Ks, roughness, specularcolor - the usual meaning.
k3d/share/shaders/k3d_superpplastic.sl:21:surface k3d_superpplastic(float Ka = 1, Kd = .5, Ks = .5, roughness = .1;
k3d/share/shaders/k3d_superpplastic.sl:57:    Os * (Cs * Ct * (Ka * ambient() + Kd * diffuse(Nf)) +
k3d/share/shaders/k3d_superpplastic.sl:58:	  specularcolor * Ks * specular(Nf, V, roughness));
k3d/share/shaders/k3d_supertexmap.sl:11: *    Ka, Kd, Ks, roughness, specularcolor - the usual meaning.
k3d/share/shaders/k3d_supertexmap.sl:26: *   by Anthony A. Apodaca and Larry Gritz, Morgan Kaufmann, 1999.
k3d/share/shaders/k3d_supertexmap.sl:36:surface k3d_supertexmap(float Ka = 1, Kd = .5, Ks = .5, roughness = .1;
k3d/share/shaders/k3d_supertexmap.sl:52:			string Ksmapname = "", Ksproj = "st", Ksspace =
k3d/share/shaders/k3d_supertexmap.sl:54:			float Ksmx[16] =
k3d/share/shaders/k3d_supertexmap.sl:57:			float Ksblur = 0;
k3d/share/shaders/k3d_supertexmap.sl:72:  float ks = Ks;
k3d/share/shaders/k3d_supertexmap.sl:88:  if(Ksmapname != "")
k3d/share/shaders/k3d_supertexmap.sl:90:      ApplyFloatTextureOver(Ks, Ksmapname, Ksproj, P, Ksspace,
k3d/share/shaders/k3d_supertexmap.sl:91:			    array_to_mx(Ksmx), Ksblur);
k3d/share/shaders/k3d_supertexmap.sl:104:  Ci = MaterialPlastic(Nf, Ct, Ka, Kd, ks, roughness);
k3d/share/shaders/k3d_supertoon.sl:30:surface k3d_supertoon(float Kd = 1,

k3d/share/shaders/k3d_supertoon.sl:31:                        Ks = 0,

k3d/share/shaders/k3d_supertoon.sl:44:    if(Ks != 0){ /* Some optimization. If the multiplier is zero, why call an expensive function? */

k3d/share/shaders/k3d_supertoon.sl:48:    if(Kd != 0){

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

k3d/share/shaders/k3d_terran.sl:20:surface k3d_terran(float Ka = .5, Kd = .7;
k3d/share/shaders/k3d_terran.sl:115:       * Ken originally had a huge table.  I was too lazy to type it in,
k3d/share/shaders/k3d_terran.sl:175:    Os * Ct * (Ka * ambient() + Kd * diffuse(faceforward(normalize(N), I)));
k3d/share/shaders/k3d_terran2.sl:20: *    Ka, Kd - the usual meaning
k3d/share/shaders/k3d_terran2.sl:46: * AUTHOR: Ken Musgrave.
k3d/share/shaders/k3d_terran2.sl:54: *    ???? - original texture developed by F. Ken Musgrave.
k3d/share/shaders/k3d_terran2.sl:77:k3d_terran2 (float Ka = .5, Kd = .7;
k3d/share/shaders/k3d_terran2.sl:168:       * Ken originally had a huge table.  I was too lazy to type it in,
k3d/share/shaders/k3d_terran2.sl:229:  Ci = Os * Ct * (Ka * ambient() + Kd * diffuse(faceforward(normalize(N),I)));
k3d/share/shaders/k3d_texblender.sl:12:                       float Ka, Kd, Ks, roughness,selft,Kr,Krfr;)
k3d/share/shaders/k3d_texblender.sl:15:    return (basecolor * ( Ka*ambient() + Kd*diffuse(Nf)+selft*selftcolor ) )
k3d/share/shaders/k3d_texblender.sl:16:	   + Kr*Rcolor+Krfr*RFcolor
k3d/share/shaders/k3d_texblender.sl:17:     + Ks*specular(Nf,-normalize(I),roughness);
k3d/share/shaders/k3d_texblender.sl:21:myEnvironment (point P;  vector R;  float Kr, blur;  DECLARE_ENVPARAMS;)
k3d/share/shaders/k3d_texblender.sl:34:    color Cray = RayTrace (P, R, Kr, sqrt(blur), rayjitter, raysamples, alpha);
k3d/share/shaders/k3d_texblender.sl:61:	float Karm=1;
k3d/share/shaders/k3d_texblender.sl:65:		//val=val*(1-Karm)+Karm*snoise(arm*P);
k3d/share/shaders/k3d_texblender.sl:66:		val=val+Karm*snoise(arm*P);
k3d/share/shaders/k3d_texblender.sl:67:		Karm*=0.8;
k3d/share/shaders/k3d_texblender.sl:113:color BlendColor(string mode; float K; color newc, oldc)
k3d/share/shaders/k3d_texblender.sl:116:  if (mode=="m") res+=K*newc;
k3d/share/shaders/k3d_texblender.sl:117:  if (mode=="f") res*= (1-K)*(color 1)+K*newc;
k3d/share/shaders/k3d_texblender.sl:121:float BlendFloat(string mode; float K, newf, oldf)
k3d/share/shaders/k3d_texblender.sl:125: if (mode=="m") res=(res+K*newf)/(1+K);
k3d/share/shaders/k3d_texblender.sl:126: if (mode=="f") res*= ((1-K)+K*newf);
k3d/share/shaders/k3d_texblender.sl:132:k3d_texblender (float Ka = 1, Kd = .5, Ks = .2, roughness = .3, Kr=0,selft=0;
k3d/share/shaders/k3d_texblender.sl:134:		float Krfr=0,eta=0.8,Ko=1;
k3d/share/shaders/k3d_texblender.sl:136:		float cKmap[5]={0,0,0,0,0};
k3d/share/shaders/k3d_texblender.sl:137:		float oKmap[5]={0,0,0,0,0};
k3d/share/shaders/k3d_texblender.sl:138:		float sKmap[5]={0,0,0,0,0};
k3d/share/shaders/k3d_texblender.sl:139:		float mKmap[5]={0,0,0,0,0};
k3d/share/shaders/k3d_texblender.sl:140:		float bKmap[5]={0,0,0,0,0};
k3d/share/shaders/k3d_texblender.sl:141:		float rKmap[5]={0,0,0,0,0};
k3d/share/shaders/k3d_texblender.sl:142:		float iKmap[5]={0,0,0,0,0};
k3d/share/shaders/k3d_texblender.sl:143:		float aKmap[5]={0,0,0,0,0};
k3d/share/shaders/k3d_texblender.sl:145:		float Kcs=1;
k3d/share/shaders/k3d_texblender.sl:156:    color Ct = Kcs*Cs, Ot = Os*Ko,Cselft=Kcs*Cs;
k3d/share/shaders/k3d_texblender.sl:157:    float ks = Ks,kr=Kr;
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:175:		if((Alpha*sKmap[i])!=0) ks=BlendFloat(mode,Alpha*sKmap[i],MF,ks);
k3d/share/shaders/k3d_texblender.sl:176:		if((Alpha*mKmap[i])!=0) kr=BlendFloat(mode,Alpha*mKmap[i],MF,kr);
k3d/share/shaders/k3d_texblender.sl:177:		if((Alpha*rKmap[i])!=0) roughness=BlendFloat(mode,Alpha*rKmap[i],
k3d/share/shaders/k3d_texblender.sl:179:		if(aKmap[i]!=0) Alpha=BlendFloat("f",aKmap[i],MF,1);
k3d/share/shaders/k3d_texblender.sl:180:		if((Alpha*iKmap[i])!=0) selft=BlendFloat(mode,Alpha*iKmap[i],MF,selft);
k3d/share/shaders/k3d_texblender.sl:181:		if((Alpha*bKmap[i])!=0) disp=BlendFloat(mode,Alpha*bKmap[i],MF,disp);
k3d/share/shaders/k3d_texblender.sl:202:	if(Krfr!=0) 
k3d/share/shaders/k3d_texblender.sl:209:				Ka,Kd,ks,roughness,selft,kr,Krfr);
k3d/share/shaders/k3d_threads.sl:10:	float   Km		=  .1,
k3d/share/shaders/k3d_threads.sl:19:	magnitude = (sin( PI*2*(t*frequency + s + phase))+offset) * Km;
k3d/share/shaders/k3d_tooledsteel.sl:19: *  Ks			- coefficient of specular
k3d/share/shaders/k3d_tooledsteel.sl:20: *  Kd			- coefficient of diffuse
k3d/share/shaders/k3d_tooledsteel.sl:21: *  Ka			- coefficient of ambient
k3d/share/shaders/k3d_tooledsteel.sl:22: *  Kr			- coefficient of reflectivity
k3d/share/shaders/k3d_tooledsteel.sl:125:		Ks		=  1,
k3d/share/shaders/k3d_tooledsteel.sl:126:		Kd		= .01,
k3d/share/shaders/k3d_tooledsteel.sl:127:		Ka		= .001,
k3d/share/shaders/k3d_tooledsteel.sl:128:		Kr		= .6,
k3d/share/shaders/k3d_tooledsteel.sl:165:	Ci = Oi * (Cs * (Ka * ambient() + Kd * diffuse(-Nf)) + 
k3d/share/shaders/k3d_tooledsteel.sl:166:	specularcolor * Ks * anisospecular(VA, specspread*2, specwidth*.1)) +
k3d/share/shaders/k3d_tooledsteel.sl:167:	ev * Kr;
k3d/share/shaders/k3d_toonmap.sl:5:float Ka=0.327; 
k3d/share/shaders/k3d_toonmap.sl:6:float Kd=0.336; 
k3d/share/shaders/k3d_toonmap.sl:7:float Ks=0.929; 
k3d/share/shaders/k3d_toonmap.sl:149:layer_color = Cs*(Kd*diff*temt_c3 + Ka*ambient()) + temt_c4*Ks*spec;
k3d/share/shaders/k3d_translucency.sl:33:surface k3d_translucency(float Ka = 1;
k3d/share/shaders/k3d_translucency.sl:34:			float Kd = 1;
k3d/share/shaders/k3d_translucency.sl:35:			float Ks = 0.5;
k3d/share/shaders/k3d_translucency.sl:92:	float Kt;
k3d/share/shaders/k3d_translucency.sl:99:			 Kt = float texture(transTex[0], ss, tt, "blur", transblurTx);
k3d/share/shaders/k3d_translucency.sl:100:			 Kt = Kt * transTx;
k3d/share/shaders/k3d_translucency.sl:101:		} else Kt = transTx;
k3d/share/shaders/k3d_translucency.sl:105:			 Kt = float texture(transTex2[0], ss, tt, "blur", transblurTx2);
k3d/share/shaders/k3d_translucency.sl:106:			 Kt = Kt * transTx2;
k3d/share/shaders/k3d_translucency.sl:107:		} else Kt = transTx2;
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_veinedmarble.sl:10: *   Ka, Kd, Ks, roughness, specularcolor - same as plastic
k3d/share/shaders/k3d_veinedmarble.sl:32:surface k3d_veinedmarble(float Ka = .5;
k3d/share/shaders/k3d_veinedmarble.sl:33:			 float Kd = .8;
k3d/share/shaders/k3d_veinedmarble.sl:34:			 float Ks = .4;
k3d/share/shaders/k3d_veinedmarble.sl:71:  Ci = MaterialPlastic(Nf, Ct, Ka, Kd, Ks, roughness);
k3d/share/shaders/k3d_velvet.sl:14: *   Ks:	controls retroreflective lobe
k3d/share/shaders/k3d_velvet.sl:15: *   Kd:	scales diffuse color
k3d/share/shaders/k3d_velvet.sl:16: *   Ka:	ambient component (affects diffuse color only)
k3d/share/shaders/k3d_velvet.sl:37:k3d_velvet (float Ka = 0.05,
k3d/share/shaders/k3d_velvet.sl:38:              Kd = 0.1,
k3d/share/shaders/k3d_velvet.sl:39:              Ks = 0.1;
k3d/share/shaders/k3d_velvet.sl:71:  Ci = Os * (Ka*ambient() + Kd*diffuse(Nf)) * Cs + shiny;
k3d/share/shaders/k3d_venus.sl:15: *    Ka, Kd - the usual meaning
k3d/share/shaders/k3d_venus.sl:29: * AUTHOR: Ken Musgrave.
k3d/share/shaders/k3d_venus.sl:35: *    F. Kenton Musgrave, Darwyn Peachey, Ken Perlin, and Steven Worley.
k3d/share/shaders/k3d_venus.sl:40: *    ???? - Venus texture developed by F. Ken Musgrave.
k3d/share/shaders/k3d_venus.sl:54:surface k3d_venus(float Ka = 1, Kd = 1;
k3d/share/shaders/k3d_venus.sl:97:    Os * (value * Cs) * (Ka * ambient() +
k3d/share/shaders/k3d_venus.sl:98:			 Kd * diffuse(faceforward(normalize(N), I)));
k3d/share/shaders/k3d_venus2.sl:17: *    Ka, Kd - the usual meaning
k3d/share/shaders/k3d_venus2.sl:25: * AUTHOR: Ken Musgrave.
k3d/share/shaders/k3d_venus2.sl:31: *    F. Kenton Musgrave, Darwyn Peachey, Ken Perlin, and Steven Worley.
k3d/share/shaders/k3d_venus2.sl:36: *    ???? - Venus texture developed by F. Ken Musgrave.
k3d/share/shaders/k3d_venus2.sl:53:k3d_venus2 (float Ka = 1, Kd = 1;
k3d/share/shaders/k3d_venus2.sl:95:  Ci = Os * (value * Cs) * (Ka * ambient() +
k3d/share/shaders/k3d_venus2.sl:96:			    Kd * diffuse(faceforward(normalize(N),I)));
k3d/share/shaders/k3d_wallpaper.sl:10: *    F. Kenton Musgrave, Darwyn Peachey, Ken Perlin, and Steven Worley.
k3d/share/shaders/k3d_wallpaper.sl:20:    uniform float Ka = 1;
k3d/share/shaders/k3d_wallpaper.sl:21:    uniform float Kd = 1;
k3d/share/shaders/k3d_wallpaper.sl:72:    Ci = Os * Ct * (Ka * ambient() + Kd * diffuse(Nf));
k3d/share/shaders/k3d_wallpaper_2stripe.sl:11: *   Ka, Kd, Ks, roughness	the usual
k3d/share/shaders/k3d_wallpaper_2stripe.sl:29:surface k3d_wallpaper_2stripe(float Ka = 0.5, Kd = 0.75, Ks = 0.25;
k3d/share/shaders/k3d_wallpaper_2stripe.sl:46:  Ci = MaterialPlastic(Nf, Ct, Ka, Kd, Ks, roughness);
k3d/share/shaders/k3d_warningstripes.sl:1:// K-3D
k3d/share/shaders/k3d_water.sl:17: *    Ka, Kd, Ks, roughness, specularcolor - The usual meaning

k3d/share/shaders/k3d_water.sl:18: *    Kr - coefficient for mirror-like reflections of environment

k3d/share/shaders/k3d_water.sl:36:k3d_water ( float Ka = 0, Kd = 0, Ks = 1;

k3d/share/shaders/k3d_water.sl:37:	float Kr = 1, roughness = 0, blur = 0;

k3d/share/shaders/k3d_water.sl:60:    if (Kr > 0.001) {

k3d/share/shaders/k3d_water.sl:78:	    ev *= Kr / (samples*samples);

k3d/share/shaders/k3d_water.sl:81:	    ev = Kr * trace (P, Rdir);

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

k3d/share/shaders/k3d_water.sl:86:		specularcolor * (ev + Ks*specular(Nf,-IN,roughness)));

k3d/share/shaders/k3d_watercolor.sl:15:	float Kdiffuse = 0.91;

k3d/share/shaders/k3d_watercolor.sl:38:	float dist = length(dPE) * Kdiffuse;

k3d/share/shaders/k3d_waterdisplacement.sl:13:displacement k3d_waterdisplacement (float Km = 1.0; string bumpmap = "")

k3d/share/shaders/k3d_waterdisplacement.sl:26:	P = P - norm * hump * Km;

k3d/share/shaders/k3d_windywave.sl:3:displacement k3d_windywave(float Km = 0.1; float txtscale = 1;
k3d/share/shaders/k3d_windywave.sl:14:  offset = Km * (snoise(PP) + 0.5 * snoise(2 * PP));
k3d/share/shaders/k3d_wood2.sl:8: *   Ka, Kd, Ks, specular, roughness - work just like the plastic shader
k3d/share/shaders/k3d_wood2.sl:21:surface k3d_wood2(float Ka = 1, Kd = .75, Ks = .4;
k3d/share/shaders/k3d_wood2.sl:60:    Os * (Ct * (Ka * ambient() + Kd * diffuse(Nf)) +
k3d/share/shaders/k3d_wood2.sl:61:	  specularcolor * Ks * specular(Nf, -normalize(I), roughness));
k3d/share/shaders/k3d_woodcut.sl:22:float Ka = 0.10;
k3d/share/shaders/k3d_woodcut.sl:23:float Kd = 0.70;
k3d/share/shaders/k3d_woodcut.sl:24:float Ks = 0.20;
k3d/share/shaders/k3d_woodcut.sl:45:illumcolor = (Ka*ambient() + Kd*diffuse(Nf) + Ks*specular(Nf,V,roughness));
