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_bluemarble.sl:37:    uniform float Ka = 1;
k3d/share/shaders/k3d_bluemarble.sl:59:    Ci = Os * (Ct * (Ka * ambient() + Kd * diffuse(NN))
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:27:    uniform float Ka = 1;
k3d/share/shaders/k3d_brick2.sl:57:    Ci = Os * Ct * (Ka * ambient() + Kd * diffuse(Nf));
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:28:    uniform float Ka = 1;
k3d/share/shaders/k3d_brickanti.sl:80:    Ci = Os * Ct * (Ka * ambient() + Kd * diffuse(Nf));
k3d/share/shaders/k3d_brickbump2.sl:27:    uniform float Ka = 1;
k3d/share/shaders/k3d_brickbump2.sl:67:    Ci = Os * Ct * (Ka * ambient() + Kd * diffuse(Nf));
k3d/share/shaders/k3d_brickperturb.sl:27:    uniform float Ka = 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:18: *  Ka			- coefficient of ambient
k3d/share/shaders/k3d_brushedmetal2.sl:68:		Ka		= .001,
k3d/share/shaders/k3d_brushedmetal2.sl:104:	Ci = Oi * (Cs * (Ka * ambient() + Kd * diffuse(-Nf)) + 
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_ceramic.sl:5:surface k3d_ceramic(float Ka = 1, Kd = 0.5, Ks = .5, roughness = 0.1;
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:142:			   float Ka, Kdmortar, Kdtile, Ks;
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:248:    MaterialCeramicTiles(Nf, Cmortar, Ctile, intile, Ka, Kdmortar, Kdtile, Ks,
k3d/share/shaders/k3d_checkerboard.sl:3:surface k3d_checkerboard(float Ka = 1.0;
k3d/share/shaders/k3d_checkerboard.sl:50:    Os * (checkcolor * (Ka * ambient() + Kd * diffuse(Nf)) +
k3d/share/shaders/k3d_checkerboard_solid.sl:3:	float Ka = 1.0;
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_corktile.sl:10: * Ka, Kd, Ks, roughness, specularcolor - take their usual meanings
k3d/share/shaders/k3d_corktile.sl:79:k3d_corktile( 	float	Ka = 1;
k3d/share/shaders/k3d_corktile.sl:119:	Ci = Os * (mix( Ct, Cg, ingap) * (Ka*ambient() + Kd*diffuse(Nf)) +
k3d/share/shaders/k3d_craters.sl:15:k3d_craters ( float Ka = 1, Kd = 0.7, roughness = 0.1;
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:91:    Ci = Os * ( Csurf * (Ka*ambient() + Kd*diffuse(Nf)) +
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:25:	float Ka = 1.0;
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_easysurface.sl:11:		Ka	= .2, 
k3d/share/shaders/k3d_easysurface.sl:21:	Ci = Cs * (Ka + Kd * diffuse ) ;
k3d/share/shaders/k3d_eroded.sl:11:	      Ka = 0.1,
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:135:  Ci = Os * ( Ct * (Ka*ambient() + Kd*diffuse(Nf)) +
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_fresnelplastic.sl:36:   float Ka= 1;       /* desc { Usual } */
k3d/share/shaders/k3d_fresnelplastic.sl:109:    Ci = Os * ( fKt * Ct * (Ka*ambient() + Kd*diffuse(Nf)) +
k3d/share/shaders/k3d_funkyglass.sl:9:surface k3d_funkyglass(float Ka = .2;
k3d/share/shaders/k3d_funkyglass.sl:26:    (Ct * (Ka * ambient() + Kd * diffuse(Nf)) +
k3d/share/shaders/k3d_fur2.sl:40:         float Ka   = 0.0287;
k3d/share/shaders/k3d_fur2.sl:85:    float Kajiya = 0;
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:153:    Ci =  ((Ka*ambient() + Kd*Cdiff + static_ambient) * final_c
k3d/share/shaders/k3d_glass.sl:9: *    Ka, Kd, Ks, roughness, specularcolor - The usual meaning
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: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:28:surface k3d_gmarbtile_polish(float Ka = 0.5, Kd = 0.4, Ks = 0.2;
k3d/share/shaders/k3d_gmarbtile_polish.sl:108:  Ci = Oi * (Ct * (Ka * ambient() + Kd * diffuse(Nf)) + env);
k3d/share/shaders/k3d_gooch.sl:12: *  Ka           : ambient factor
k3d/share/shaders/k3d_gooch.sl:27:k3d_gooch (float Ka = 0;
k3d/share/shaders/k3d_gooch.sl:54:    Ci = Os * ((Ka*ambient() + 
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:32:				float Ka_highlight=0.10;
k3d/share/shaders/k3d_graphic_lines.sl:55:				float Ka_paint=0.10;
k3d/share/shaders/k3d_graphic_lines.sl:78:				float Ka_ink=0.10;
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_hair.sl:4:	float Ka = 1;
k3d/share/shaders/k3d_hair.sl:29:	Ci = Oi * (mix(rootcolor, tipcolor, v) * (Ka*ambient() + Kd * Cdiff) + (Ks * Cspec * specularcolor));
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: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:25:  Ci = SurfaceOpacity * (SurfaceColor * (Ka * ambient() + Kd * diffuse(Nf)) +

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

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

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:171:	Ci = Os * ( cc * (Ka*ambient() + Kd*diffuse(Nf)) +
k3d/share/shaders/k3d_map_pattern_1.sl:13:float Ka = 1;
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: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: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:239:      Ci = Cmetal * Oi * (Ka * ambient() + Kd * diffuse(Nf) +

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:102:surface k3d_oakplank(float Ka = 1, Kd = 1, Ks = .75, roughness = 0.1;
k3d/share/shaders/k3d_oakplank.sl:169:    MaterialShinyPlastic(Nf, Cwood, Ka, Kd, specadjusted * Ks, roughness,
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: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:41:k3d_orennayar (float Ka = 1;
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:29:k3d_outlet ( float Ka = 1, Kd = 1, Km = 0.1;
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: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_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_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_planetclouds.sl:14: *    Ka, Kd - the usual meaning
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_plastic.sl:9:surface k3d_plastic(float Ka = 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: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_projectionmap_plastic.sl:25:	float Ka = 1.0;
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: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:48:	float Ka = 1;             /* Ambient light coeff.          */
k3d/share/shaders/k3d_redapple.sl:233:	Ci = Os * (cs * (Ka*ambient() + Kd*diffuse(Nf)) +
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: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: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:15: *    Ka, Kd - the usual meaning
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:10:		Ka			=  1, 
k3d/share/shaders/k3d_scartissue.sl:34:	Ci = ( base * (Ka + Kd*diffuse(Nf)) + 
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_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_sdixon.sl:10:	float	Ka		= 1.0, 
k3d/share/shaders/k3d_sdixon.sl:37:	Ci = Os * cout * ( Ka*ambient() + (1-ink)*Kd*diffuse(Nf) +
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:100:	Ci = Os * (surfColor * (Ka*ambient() + Kd*diffuse(Nf)) +
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:88:	Ci = Os * (surfColor * (Ka*ambient() + Kd*diffuse(Nf)) +
k3d/share/shaders/k3d_shiny.sl:5: *    Ka, Kd, Ks, roughness - The usual meaning
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: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: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:27:surface k3d_shinyplastic(float Ka = 1, Kd = 0.5, Ks = .5, roughness = 0.1;
k3d/share/shaders/k3d_shinyplastic.sl:35:    MaterialShinyPlastic(Nf, Cs, Ka, Kd, Ks, roughness, Kr, blur, ior,
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_slateroof.sl:12:   Ka: Coefficient of ambient light;
k3d/share/shaders/k3d_slateroof.sl:48:k3d_slateroof(  float 	Ka = .2,
k3d/share/shaders/k3d_slateroof.sl:199:	Ci = Ct * (Ka * ambient() + Kd * diffuse(faceforward( normalize(N), I )));
k3d/share/shaders/k3d_spaceshiphull1.sl:18:	float Ka = 1;
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_star.sl:18:    uniform float Ka = 1;
k3d/share/shaders/k3d_star.sl:50:    Ci = Os * Ct * (Ka * ambient() + Kd * diffuse(Nf));
k3d/share/shaders/k3d_stones.sl:83:    float Ka = .6, Kd = .85,
k3d/share/shaders/k3d_stones.sl:190:Ci = surface_color * Oi * (Ka * ambient() + Kd * diffuse(Nf))+
k3d/share/shaders/k3d_strata.sl:8: *    Ka, Kd - the usual meaning
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_superplank.sl:12: *   Ka, Kd, Ks, specularcolor, roughness - work just like the plastic shader
k3d/share/shaders/k3d_superplank.sl:54:			float Ka = 1, Kd = 1;	/* Overall ambient & diffuse response */
k3d/share/shaders/k3d_superplank.sl:313:    (1 - fresnelKr) * (Ct * (Ka * ambient() + Kd * diffuse(Nf))) +
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_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:104:  Ci = MaterialPlastic(Nf, Ct, Ka, Kd, ks, roughness);
k3d/share/shaders/k3d_terran.sl:20:surface k3d_terran(float Ka = .5, Kd = .7;
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:77:k3d_terran2 (float Ka = .5, Kd = .7;
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: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:132:k3d_texblender (float Ka = 1, Kd = .5, Ks = .2, roughness = .3, Kr=0,selft=0;
k3d/share/shaders/k3d_texblender.sl:209:				Ka,Kd,ks,roughness,selft,kr,Krfr);
k3d/share/shaders/k3d_tooledsteel.sl:21: *  Ka			- coefficient of ambient
k3d/share/shaders/k3d_tooledsteel.sl:127:		Ka		= .001,
k3d/share/shaders/k3d_tooledsteel.sl:165:	Ci = Oi * (Cs * (Ka * ambient() + Kd * diffuse(-Nf)) + 
k3d/share/shaders/k3d_toonmap.sl:5:float Ka=0.327; 
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: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:71:  Ci = MaterialPlastic(Nf, Ct, Ka, Kd, Ks, roughness);
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: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: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_venus2.sl:17: *    Ka, Kd - the usual meaning
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_wallpaper.sl:20:    uniform float Ka = 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_water.sl:17: *    Ka, Kd, Ks, roughness, specularcolor - The usual meaning

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

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

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_woodcut.sl:22:float Ka = 0.10;
k3d/share/shaders/k3d_woodcut.sl:45:illumcolor = (Ka*ambient() + Kd*diffuse(Nf) + Ks*specular(Nf,V,roughness));
