k3d/share/shaders/k3d_brick.sl:51:  uniform float MHF = (mortarthickness * 0.5 / BMHEIGHT);
k3d/share/shaders/k3d_brick.sl:89:    h = 1 - 2 * MHF;
k3d/share/shaders/k3d_brick.sl:92:      clamp(filteredpulse(MHF, 1 - MHF, tt, twidth), max(1 - MHF / twidth, 0),
k3d/share/shaders/k3d_brick.sl:97:  if(tt < MHF)
k3d/share/shaders/k3d_brick.sl:100:      disp = groovedepth * (sqr((tt) / MHF) - 1);
k3d/share/shaders/k3d_brick.sl:102:  else if(tt > (1.0 - MHF))
k3d/share/shaders/k3d_brick.sl:105:      disp = groovedepth * (sqr((1 - tt) / MHF) - 1);
k3d/share/shaders/k3d_brick.sl:116:  fact = smoothstep(0, 1.3 * MHF, tt) - smoothstep(1.0 - 1.3 * MHF, 1, tt);
k3d/share/shaders/k3d_brick2.sl:23:#define MHF             (MORTARTHICKNESS*0.5/BMHEIGHT)
k3d/share/shaders/k3d_brick2.sl:51:    h = step(MHF,tt) - step(1-MHF,tt);
k3d/share/shaders/k3d_brick3.sl:51:#define MHF (mortarthickness*0.5/BMHEIGHT)
k3d/share/shaders/k3d_brick3.sl:97:      h = 1 - 2*MHF;
k3d/share/shaders/k3d_brick3.sl:98:  else h = clamp (boxstep(MHF-twidth,MHF,tt), max(1-MHF/twidth,0),1)
k3d/share/shaders/k3d_brick3.sl:99:	 - clamp (boxstep(1-MHF-twidth,1-MHF,tt), 0, 2*MHF/twidth);
k3d/share/shaders/k3d_brickanti.sl:24:#define MHF             (MORTARTHICKNESS*0.5/BMHEIGHT)
k3d/share/shaders/k3d_brickanti.sl:61:    h = boxstep(MHF-twidth,MHF,tt)
k3d/share/shaders/k3d_brickanti.sl:62:      - boxstep(1-MHF-twidth,1-MHF,tt);
k3d/share/shaders/k3d_brickanti.sl:69:#define tintegral(tt)  (floor(tt)*(1-2*MHF) + \
k3d/share/shaders/k3d_brickanti.sl:70:                        max(0,frac(tt)-MHF))
k3d/share/shaders/k3d_brickbump.sl:44:  uniform float MHF = (mortarthickness * 0.5 / BMHEIGHT);
k3d/share/shaders/k3d_brickbump.sl:51:  if(tt < MHF)
k3d/share/shaders/k3d_brickbump.sl:54:      disp = groovedepth * (sqr((tt) / MHF) - 1);
k3d/share/shaders/k3d_brickbump.sl:56:  else if(tt > (1.0 - MHF))
k3d/share/shaders/k3d_brickbump.sl:59:      disp = groovedepth * (sqr((1 - tt) / MHF) - 1);
k3d/share/shaders/k3d_brickbump.sl:70:  fact = smoothstep(0, 1.3 * MHF, tt) - smoothstep(1.0 - 1.3 * MHF, 1, tt);
k3d/share/shaders/k3d_brickbump2.sl:23:#define MHF             (MORTARTHICKNESS*0.5/BMHEIGHT)
k3d/share/shaders/k3d_brickbump2.sl:52:    h = step(MHF,tt) - step(1-MHF,tt);
k3d/share/shaders/k3d_brickbump2.sl:58:    tbump = smoothstep(0,MHF,tt) - smoothstep(1-MHF,1,tt);
k3d/share/shaders/k3d_brickbump3.sl:61:#define MHF (mortarthickness*0.5/BMHEIGHT)
k3d/share/shaders/k3d_brickbump3.sl:94:  if (tt < MHF) {
k3d/share/shaders/k3d_brickbump3.sl:96:      disp = groovedepth * (sqr((tt)/MHF) - 1);
k3d/share/shaders/k3d_brickbump3.sl:98:  if (tt > (1.0-MHF)) {
k3d/share/shaders/k3d_brickbump3.sl:100:      disp = groovedepth * (sqr((1-tt)/MHF) - 1);
k3d/share/shaders/k3d_brickbump3.sl:109:  fact = smoothstep (0, 1.3*MHF, tt) - smoothstep (1.0-1.3*MHF, 1, tt);
k3d/share/shaders/k3d_brickperturb.sl:23:#define MHF             (MORTARTHICKNESS*0.5/BMHEIGHT)
k3d/share/shaders/k3d_brickperturb.sl:52:    h = step(MHF,tt) - step(1-MHF,tt);
