k3d/share/shaders/k3d_dturb.sl:12:  float width, cutoff, fade, f, turb, maxfreq = 16;
k3d/share/shaders/k3d_dturb.sl:19:  cutoff = clamp(0.5 / width, 0, maxfreq);
k3d/share/shaders/k3d_fire.sl:13:  float width, cutoff, fade, f, turb, maxfreq = 16;
k3d/share/shaders/k3d_fire.sl:32:  cutoff = clamp(0.5 / width, 0, maxfreq);
k3d/share/shaders/k3d_skin1.sl:202:  float maxfreq = 8;
k3d/share/shaders/k3d_skin1.sl:213:  for (f = 1; f< maxfreq; f *= 2)
k3d/share/shaders/k3d_skin1.sl:240:  for (f = 1; f< maxfreq; f *= 2)
k3d/share/shaders/k3d_stones.sl:24: * minfreq & maxfreq = limits to the rock loop excecution
k3d/share/shaders/k3d_stones.sl:88:          maxfreq = 10,
k3d/share/shaders/k3d_stones.sl:113: for (freq = maxfreq ; freq>minfreq;freq -=0.5)
k3d/share/shaders/k3d_stones.sl:140:              ((maxfreq - freq)/maxfreq); */
k3d/share/shaders/k3d_stones.sl:141:   mag= (0.5 - abs(bub - 0.5)) * 90 *(.09 - d * d)*((maxfreq - freq)/maxfreq);
k3d/share/shaders/k3d_stones.sl:162:       float cutoff = clamp(0.5 / width, 0, maxfreq);
