k3d/share/shaders/k3d_antialiasedchecks.sl:30:  point Nf;             /* Forward facing surface normal */
k3d/share/shaders/k3d_antialiasedchecks.sl:35:  float Nfactor;        /* Multiplicative factor for AA due to normal */
k3d/share/shaders/k3d_antialiasedchecks.sl:38:  Nf = faceforward (normalize(N), I);
k3d/share/shaders/k3d_antialiasedchecks.sl:45:  Nfactor = abs (Nf . I) / (length(Nf) * length(I));
k3d/share/shaders/k3d_antialiasedchecks.sl:46:  sfuzz = .5 * swidth * frequency / Nfactor;
k3d/share/shaders/k3d_antialiasedchecks.sl:47:  tfuzz = .5 * twidth * frequency / Nfactor;
k3d/share/shaders/k3d_antialiasedchecks.sl:68:  Ci *= Os * (Ka*ambient() + Kd*diffuse(Nf));
k3d/share/shaders/k3d_brick.sl:44:  normal Nf;
k3d/share/shaders/k3d_brick.sl:127:  Nf = faceforward(normalize(N), I);
k3d/share/shaders/k3d_brick.sl:136:  Ci = Os * Ct * (Ka * ambient() + Kd * diffuse(Nf));
k3d/share/shaders/k3d_brick2.sl:34:    point Nf;
k3d/share/shaders/k3d_brick2.sl:39:    Nf = normalize(faceforward(N, I));
k3d/share/shaders/k3d_brick2.sl:57:    Ci = Os * Ct * (Ka * ambient() + Kd * diffuse(Nf));
k3d/share/shaders/k3d_brick3.sl:56:  point PP2, Nf;
k3d/share/shaders/k3d_brick3.sl:60:  float Nfactor;
k3d/share/shaders/k3d_brick3.sl:66:  Nf = faceforward (normalize(N),I);
k3d/share/shaders/k3d_brick3.sl:107:  Ci = Os * Ct * (Ka * ambient() + Kd*diffuse(Nf));
k3d/share/shaders/k3d_brickanti.sl:35:    point Nf;
k3d/share/shaders/k3d_brickanti.sl:41:    Nf = normalize(faceforward(N, I));
k3d/share/shaders/k3d_brickanti.sl:80:    Ci = Os * Ct * (Ka * ambient() + Kd * diffuse(Nf));
k3d/share/shaders/k3d_brickbump2.sl:34:    point Nf;
k3d/share/shaders/k3d_brickbump2.sl:40:    Nf = normalize(faceforward(N, I));
k3d/share/shaders/k3d_brickbump2.sl:62:    Nf = calculatenormal(P + normalize(N) * stbump);
k3d/share/shaders/k3d_brickbump2.sl:63:    Nf = normalize(faceforward(Nf, I));
k3d/share/shaders/k3d_brickbump2.sl:67:    Ci = Os * Ct * (Ka * ambient() + Kd * diffuse(Nf));
k3d/share/shaders/k3d_brickperturb.sl:34:    point Nf;
k3d/share/shaders/k3d_brickperturb.sl:39:    Nf = normalize(faceforward(N, I));
k3d/share/shaders/k3d_brickperturb.sl:58:    Ci = Os * Ct * (Ka * ambient() + Kd * diffuse(Nf));
k3d/share/shaders/k3d_brushedmetal.sl:25:  normal Nf = faceforward(normalize(N), I);
k3d/share/shaders/k3d_brushedmetal.sl:27:    MaterialBrushedMetal(Nf, Cs, Ka, Kd, Ks, normalize(dPdu), uroughness,
k3d/share/shaders/k3d_brushedmetal2.sl:43:    normal Nf = faceforward(NN,-V);
k3d/share/shaders/k3d_brushedmetal2.sl:47:    illuminance (P, Nf, PI*.5) {
k3d/share/shaders/k3d_brushedmetal2.sl:57:	    pixbrdf  = specularbrdf(LN, Nf,V,specspread);
k3d/share/shaders/k3d_brushedmetal2.sl:80:	vector Nf, Ntmp;
k3d/share/shaders/k3d_brushedmetal2.sl:88:	Nf = faceforward(normalize(N), -I);
k3d/share/shaders/k3d_brushedmetal2.sl:89:        Ntmp = Nf;
k3d/share/shaders/k3d_brushedmetal2.sl:95:	      Ntmp = rotate(Nf,angle+jitter,zro,VA);
k3d/share/shaders/k3d_brushedmetal2.sl:104:	Ci = Oi * (Cs * (Ka * ambient() + Kd * diffuse(-Nf)) + 
k3d/share/shaders/k3d_brushedmetal3.sl:57:    normal Nf = faceforward (normalize(N), I);
k3d/share/shaders/k3d_brushedmetal3.sl:60:    color spec = LocIllumWardAnisotropic (Nf, -normalize(I),
k3d/share/shaders/k3d_brushedmetal3.sl:62:    Ci = basecolor * (Ka*ambient() + Kd*diffuse(Nf) + Ks*spec);
k3d/share/shaders/k3d_ceramic.sl:10:  normal Nf = faceforward(normalize(N), I);
k3d/share/shaders/k3d_ceramic.sl:11:  Ci = MaterialCeramic(Nf, Cs, Ka, Kd, Ks, roughness, specsharpness);
k3d/share/shaders/k3d_ceramictiles.sl:139:color MaterialCeramicTiles(normal Nf;
k3d/share/shaders/k3d_ceramictiles.sl:154:  fresnel(IN, Nf, 1 / eta, fkr, fkt, R, T);
k3d/share/shaders/k3d_ceramictiles.sl:157:  return fkt * basecolor * (Ka * ambient() + kd * diffuse(Nf)) +
k3d/share/shaders/k3d_ceramictiles.sl:158:    ks * LocIllumGlossy(Nf, V, roughness / 10,
k3d/share/shaders/k3d_ceramictiles.sl:216:  normal Nf = faceforward(normalize(N), I);
k3d/share/shaders/k3d_ceramictiles.sl:218:    Displace(Nf, "shader", groovedepth * (tiledisp - 1), truedisp);
k3d/share/shaders/k3d_ceramictiles.sl:221:  Nf = normalize(mix(Nf, Ntile, intile));
k3d/share/shaders/k3d_ceramictiles.sl:248:    MaterialCeramicTiles(Nf, Cmortar, Ctile, intile, Ka, Kdmortar, Kdtile, Ks,
k3d/share/shaders/k3d_checkerboard.sl:10:  point Nf;
k3d/share/shaders/k3d_checkerboard.sl:47:  Nf = normalize(faceforward(N, I));
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:16:	point Nf;
k3d/share/shaders/k3d_checkerboard_solid.sl:36:	Nf = normalize(faceforward(N, I));
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:15:  normal Nf = faceforward(normalize(N), I);
k3d/share/shaders/k3d_clay.sl:16:  Ci = MaterialClay(Nf, Cs, Ka, Kd, roughness);
k3d/share/shaders/k3d_corktile.sl:103:	normal Nf;
k3d/share/shaders/k3d_corktile.sl:115:	Nf = faceforward(calculatenormal(P + disp *	normalize(N)), I);
k3d/share/shaders/k3d_corktile.sl:116:	Nf = normalize(Nf);
k3d/share/shaders/k3d_corktile.sl:117:	/* printf("Nf = %p\n", Nf);	 */
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:29:    normal Nf;
k3d/share/shaders/k3d_craters.sl:111:    Nf = faceforward (normalize(N),I);
k3d/share/shaders/k3d_craters.sl:114:    Ci = MaterialClay (Nf, Ct, Ka, Kd, roughness);
k3d/share/shaders/k3d_crayon.sl:78:	normal Nf = faceforward (normalize(N),I);
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:20:  vector Nf = normalize(N);

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

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

k3d/share/shaders/k3d_decalplastic.sl:46:	normal Nf = faceforward(normalize(N), I);
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_ember.sl:27:	normal Nf;
k3d/share/shaders/k3d_ember.sl:33:	Nf = faceforward(NN,I);
k3d/share/shaders/k3d_ember.sl:39:	float spcol = pow (max (0, Nf.NI * -1), 1/roughness);
k3d/share/shaders/k3d_eroded.sl:18:	point Nf,
k3d/share/shaders/k3d_eroded.sl:34:	Nf = faceforward (normalize (N), I);
k3d/share/shaders/k3d_eroded.sl:36:	Ci = Oi * Cs * (Ka * ambient() + Ks * specular (Nf, V, roughness) );
k3d/share/shaders/k3d_eyeball.sl:63:  point Nf;
k3d/share/shaders/k3d_eyeball.sl:134:  Nf = faceforward (normalize(N),I);
k3d/share/shaders/k3d_eyeball.sl:135:  Ci = Os * ( Ct * (Ka*ambient() + Kd*diffuse(Nf)) +
k3d/share/shaders/k3d_eyeball.sl:136:	      specularcolor * ks*specular(Nf,-normalize(I),rough));
k3d/share/shaders/k3d_fill.sl:12:	normal Nf = faceforward(normalize(N), I );
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:63:    normal Nf = normalize (faceforward( normalize(N), I ));
k3d/share/shaders/k3d_fresnelplastic.sl:65:    vector R = normalize (reflect (I, Nf));
k3d/share/shaders/k3d_fresnelplastic.sl:83:      fresnel (normalize (I), Nf, (I.Nf > 0)? ior: 1/ior,
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_funkyglass.sl:14:  normal Nf;
k3d/share/shaders/k3d_funkyglass.sl:19:  Nf = faceforward(normalize(N), V);
k3d/share/shaders/k3d_funkyglass.sl:24:  Oi = Ot * (0.75 - 0.5 * abs(V.Nf));
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_glass.sl:43:  normal Nf = faceforward(normalize(N), I);
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:100:  normal Nf = faceforward(normalize(N), I);
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:37:    normal Nf = faceforward (normalize(N),I);
k3d/share/shaders/k3d_gooch.sl:47:    illuminance(P,Nf,PI) {
k3d/share/shaders/k3d_gooch.sl:48:        ldotn = (normalize(L)).Nf;
k3d/share/shaders/k3d_gooch.sl:56:                specularcolor*Ks*specular(Nf,-normalize(I),roughness)));
k3d/share/shaders/k3d_graphic_lines.sl:106:	vector Nf_highlight;
k3d/share/shaders/k3d_graphic_lines.sl:110:	Nf_highlight=faceforward(normalize(N_highlight),I);
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:184:	vector Nf_paint;
k3d/share/shaders/k3d_graphic_lines.sl:188:	Nf_paint=faceforward(normalize(N_paint),I);
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:256:	vector Nf_ink;
k3d/share/shaders/k3d_graphic_lines.sl:260:	Nf_ink=faceforward(normalize(N_ink),I);
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:328:	normal Nf;
k3d/share/shaders/k3d_graphic_lines.sl:334:	Nf = faceforward(normalize(N), I);
k3d/share/shaders/k3d_graphic_lines.sl:345:	illuminance(P, Nf, PI/2)
k3d/share/shaders/k3d_graphic_lines.sl:346:	diff += normalize(L).Nf;
k3d/share/shaders/k3d_graphic_lines.sl:352:	spec = glinespec(Nf, -normalize(I), roughness);
k3d/share/shaders/k3d_graphic_lines.sl:363:	cos_here = normalize(Nf).normI;
k3d/share/shaders/k3d_grass_surface.sl:17:  point Nf = faceforward(normalize(N),I);

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:74:  normal Nf = faceforward(normalize(N), I);
k3d/share/shaders/k3d_greenmarble.sl:75:  Ci = MaterialPlastic(Nf, Ct, Ka, Kd, Ks, roughness);
k3d/share/shaders/k3d_grids.sl:75:normal G1_Nf = faceforward(normalize(N), I);
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_hextile.sl:61:  point Nf;
k3d/share/shaders/k3d_hextile.sl:120:  Nf = faceforward (normalize(N),I);
k3d/share/shaders/k3d_hextile.sl:121:  Ci = Os * ( Ct * (Ka*ambient() + Kd*diffuse(Nf)) +
k3d/share/shaders/k3d_hextile.sl:122:	      specularcolor * ks*specular(Nf,-normalize(I),roughness));
k3d/share/shaders/k3d_incandplastic.sl:20:  normal Nf;

k3d/share/shaders/k3d_incandplastic.sl:23:  Nf = faceforward(normalize(N), I, normalize(N));

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:45:	vector Nf, V, Rdir;

k3d/share/shaders/k3d_leather.sl:181:	Nf = faceforward(normalize(newP), I);

k3d/share/shaders/k3d_leather.sl:196:		Rdir = normalize(reflect(normalize(I), Nf));

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

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

k3d/share/shaders/k3d_lunette.sl:168:	normal Nf = faceforward (normalize(N),I);
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:68:normal Nf = faceforward(normalize(N), I);
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:12:  normal Nf = faceforward(normalize(N), I);
k3d/share/shaders/k3d_matte.sl:14:  Ci = Os * Cs * (Ka * ambient() + Kd * diffuse(Nf));
k3d/share/shaders/k3d_metal.sl:13:  normal Nf = faceforward(normalize(N), I);
k3d/share/shaders/k3d_metal.sl:16:  Ci = Os * Cs * (Ka * ambient() + Ks * specular(Nf, V, roughness));
k3d/share/shaders/k3d_mondometal.sl:59:    normal Nf;

k3d/share/shaders/k3d_mondometal.sl:180:        Nf = normalize( ntransform("shader", N) );

k3d/share/shaders/k3d_mondometal.sl:181:        PP += bmp * Nf;

k3d/share/shaders/k3d_mondometal.sl:183:        Nf = calculatenormal(PP);

k3d/share/shaders/k3d_mondometal.sl:187:	    Nf = normalize(Nf) + deltaN;

k3d/share/shaders/k3d_mondometal.sl:195:        Nf = N;

k3d/share/shaders/k3d_mondometal.sl:199:    Nf = faceforward(normalize(Nf), I , normalize(Nf));

k3d/share/shaders/k3d_mondometal.sl:205:        D = reflect(-V, Nf);

k3d/share/shaders/k3d_mondometal.sl:234:      Ci = Os * Copac * (Csurf * (Cincand + ambient() + diff * diffuse(Nf)) + 

k3d/share/shaders/k3d_mondometal.sl:235:           (spec * Cspec * (specular(Nf, V, roughness) + Crefl) ));

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_oak.sl:69:  normal Nf = faceforward(normalize(N), I);
k3d/share/shaders/k3d_oak.sl:77:  Nf = faceforward(Displace(Nf, "shader", -wood * divotdepth, truedisp), I);
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:157:  normal Nf = faceforward(normalize(N), I);
k3d/share/shaders/k3d_oakplank.sl:162:  Nf = faceforward(Displace(Nf, "shader", disp, truedisp), I);
k3d/share/shaders/k3d_oakplank.sl:169:    MaterialShinyPlastic(Nf, Cwood, Ka, Kd, specadjusted * Ks, roughness,
k3d/share/shaders/k3d_orange.sl:33:	point Nf, V;
k3d/share/shaders/k3d_orange.sl:45:	Nf = faceforward (normalize (newP), I);
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:45:    point Nf, IN, Eye, LN;
k3d/share/shaders/k3d_orennayar.sl:52:    Nf = faceforward (normalize(N),I);
k3d/share/shaders/k3d_orennayar.sl:55:    theta_r = acos (Eye . Nf);
k3d/share/shaders/k3d_orennayar.sl:58:    illuminance (P, Nf, PI/2) {
k3d/share/shaders/k3d_orennayar.sl:60:	cos_theta_i = LN . Nf;
k3d/share/shaders/k3d_orennayar.sl:61:	cos_phi_diff = normalize(Eye-Nf*(Eye.Nf)) . normalize(LN - Nf*(LN.Nf));
k3d/share/shaders/k3d_outlet.sl:35:  point Nf;
k3d/share/shaders/k3d_outlet.sl:68:  Nf = faceforward (normalize(N),I);
k3d/share/shaders/k3d_outlet.sl:70:  Ci = Os * ( Ct * (Ka*ambient() + kd*diffuse(Nf)) +
k3d/share/shaders/k3d_outlet.sl:71:	      ks * specular(Nf,-normalize(I),roughness));
k3d/share/shaders/k3d_paintedplastic.sl:43:	normal Nf = faceforward(normalize(N), I);
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:48:  normal Nf;
k3d/share/shaders/k3d_parquet_plank.sl:71:  Nf = faceforward(normalize(N), I);
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:62:  point Nf;
k3d/share/shaders/k3d_parquet_plank2.sl:81:  Nf = faceforward (normalize(N),I);
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:77:  point Nf;
k3d/share/shaders/k3d_parquet_tile.sl:96:  Nf = faceforward (normalize(N),I);
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_plank.sl:45:  normal Nf;
k3d/share/shaders/k3d_plank.sl:66:  Nf = faceforward(normalize(N), I);
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:14:  normal Nf = faceforward(normalize(N), I);
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:19:    point Nf = faceforward(normalize(N), I);
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:59:	normal Nf = faceforward(normalize(N), I);
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_redapple.sl:62:	vector Nf, V, Rdir;
k3d/share/shaders/k3d_redapple.sl:204:	Nf = faceforward(normalize(newP), I);
k3d/share/shaders/k3d_redapple.sl:219:		Rdir = normalize(reflect(normalize(I), Nf));
k3d/share/shaders/k3d_redapple.sl:233:	Ci = Os * (cs * (Ka*ambient() + Kd*diffuse(Nf)) +
k3d/share/shaders/k3d_redapple.sl:235:	                            Ks * specular(Nf, V, roughness)));
k3d/share/shaders/k3d_roughmetal.sl:21:  normal Nf = faceforward(normalize(N), I);
k3d/share/shaders/k3d_roughmetal.sl:22:  Ci = MaterialRoughMetal(Nf, Cs, Ka, Kd, Ks, roughness);
k3d/share/shaders/k3d_rubber.sl:15:	point	Nf = faceforward(normalize(N),I), 
k3d/share/shaders/k3d_rubber.sl:24:	Ci = Os * cout * ( Ka*ambient() + Kd*diffuse(Nf) ) ;
k3d/share/shaders/k3d_ruledpaper.sl:89:    point Nf, V;
k3d/share/shaders/k3d_ruledpaper.sl:94:    Nf = faceforward(normalize(N), I);
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:52:  point Nf, V;                 /* normal and view vector used for shading */
k3d/share/shaders/k3d_rustymetal.sl:85:      Nf = faceforward (normalize(Nrust),I);
k3d/share/shaders/k3d_rustymetal.sl:86:      Crust = rustcolor * (rustKa*ambient() + rustKd*diffuse(Nf));
k3d/share/shaders/k3d_rustymetal.sl:92:      Nf = faceforward (normalize(N),I);
k3d/share/shaders/k3d_rustymetal.sl:94:      Cmetal = Cs * (metalKa*ambient() + metalKs*specular(Nf,V,metalroughness));
k3d/share/shaders/k3d_saturnring.sl:43:	point Nf;       /* Forward facing Normalized vector of incident light */
k3d/share/shaders/k3d_saturnring.sl:106:			Nf = faceforward (normalize(N), I);
k3d/share/shaders/k3d_saturnring.sl:107:			Ci = Oi * (cs * (Ka*ambient() + Kd*diffuse(Nf) ));
k3d/share/shaders/k3d_scartissue.sl:21:	normal Nf = faceforward(normalize(N), I );
k3d/share/shaders/k3d_scartissue.sl:32:	Nf = faceforward(normalize(N), I );
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:28:  normal Nf;
k3d/share/shaders/k3d_screen.sl:33:      Nf = faceforward(normalize(N), I);
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:34:  normal Nf;			/* Forward facing Normal vector */
k3d/share/shaders/k3d_screen_aa.sl:42:  Nf = faceforward(normalize(N), I);
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:18:	point Nf = faceforward(normalize(N),I);
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_shifteddrtile.sl:60:	point Nf;
k3d/share/shaders/k3d_shifteddrtile.sl:69:	Nf = faceforward (normalize(N),I);
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:57:	point Nf;
k3d/share/shaders/k3d_shiftedmoontile.sl:66:	Nf = faceforward (normalize(N),I);
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:37:  normal Nf = faceforward(normalize(N), I);
k3d/share/shaders/k3d_shiny.sl:39:    MaterialShinyMetal(Nf, Cs, Ka, Kd, Ks, roughness, Kr, blur, twosided,
k3d/share/shaders/k3d_shinymetal.sl:14:  normal Nf;
k3d/share/shaders/k3d_shinymetal.sl:19:  Nf = faceforward(normalize(N), V);
k3d/share/shaders/k3d_shinymetal.sl:20:  D = reflect(V, Nf);
k3d/share/shaders/k3d_shinymetal.sl:29:  Ci = Os * Cs * (Ka * ambient() + Ks * specular(Nf, -V, roughness) + env);
k3d/share/shaders/k3d_shinyplastic.sl:33:  normal Nf = faceforward(normalize(N), I);
k3d/share/shaders/k3d_shinyplastic.sl:35:    MaterialShinyPlastic(Nf, Cs, Ka, Kd, Ks, roughness, Kr, blur, ior,
k3d/share/shaders/k3d_skin1.sl:196:  normal Nf, NN;
k3d/share/shaders/k3d_skin1.sl:221:  Nf = faceforward(normalize(NN),I);
k3d/share/shaders/k3d_skin1.sl:264:  lc =  subsurfaceSkin(Vf, Nf, blemishcol, Csheen, 1/eta, thickness);
k3d/share/shaders/k3d_skin1.sl:280:    matrix rot = rotate(matrix 1, radians(angle),Nf);
k3d/share/shaders/k3d_skin1.sl:283:  lc = LocIllumWardAnisotropic(Nf,Vf,anisoDir,xroughness,yroughness);
k3d/share/shaders/k3d_skin1.sl:296:  Ci = sc + Kd * diffuse(Nf) ;
k3d/share/shaders/k3d_skymetal.sl:24:	point Nf;
k3d/share/shaders/k3d_skymetal.sl:33:	Nf = normalize (faceforward (N, I));
k3d/share/shaders/k3d_skymetal.sl:35:	costheta = normalize (reflect (I, Nf)) . up;
k3d/share/shaders/k3d_skymetal.sl:44:		Ks * specular (Nf, -I, roughness)));
k3d/share/shaders/k3d_slateroof.sl:82:	normal Nf = normalize(faceforward(N,I));
k3d/share/shaders/k3d_slateroofd.sl:69:	normal Nf = normalize(N);
k3d/share/shaders/k3d_slateroofd.sl:70:	float spacescale = length(vtransform("shader", Nf));
k3d/share/shaders/k3d_slateroofd.sl:71:   vector Ndisp = Nf * (1 / max(spacescale,1e-6));
k3d/share/shaders/k3d_slateroofd.sl:176:	P += Nf * (disp / max(spacescale, 1e-6));
k3d/share/shaders/k3d_softboxes.sl:307:    normal Nf = faceforward(normalize(N),I);
k3d/share/shaders/k3d_softboxes.sl:308:    vector rv = reflect(I,Nf);
k3d/share/shaders/k3d_spaceshiphull1.sl:29:  point Nf;
k3d/share/shaders/k3d_spaceshiphull1.sl:50:  Nf = faceforward(normalize(N), I);
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:26:    point Nf = normalize(faceforward(N, I));
k3d/share/shaders/k3d_star.sl:50:    Ci = Os * Ct * (Ka * ambient() + Kd * diffuse(Nf));
k3d/share/shaders/k3d_stones.sl:106: normal Nf;
k3d/share/shaders/k3d_stones.sl:184:  Nf = faceforward(normalize(N),I);
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_superplank.sl:106:  normal Nf;			/* forward facing, normalized normal */
k3d/share/shaders/k3d_superplank.sl:296:  Nf = faceforward(normalize(N), I);
k3d/share/shaders/k3d_superplank.sl:297:  fresnel(IN, Nf, 1 / eta, fresnelKr, fresnelKt, R, T_dummy);
k3d/share/shaders/k3d_superplank.sl:300:  illuminance(P, Nf, PI / 2)
k3d/share/shaders/k3d_superplank.sl:309:		smoothstep(.6, .85, pow(max(0, Nf.H), 8 / roughness)));
k3d/share/shaders/k3d_superplank.sl:313:    (1 - fresnelKr) * (Ct * (Ka * ambient() + Kd * diffuse(Nf))) +
k3d/share/shaders/k3d_superpplastic.sl:27:  normal Nf;
k3d/share/shaders/k3d_superpplastic.sl:53:  Nf = faceforward(normalize(N), I);
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:103:  normal Nf = faceforward(normalize(N), I);
k3d/share/shaders/k3d_supertexmap.sl:104:  Ci = MaterialPlastic(Nf, Ct, Ka, Kd, ks, roughness);
k3d/share/shaders/k3d_supertoon.sl:39:    normal Nf = normalize(N);

k3d/share/shaders/k3d_supertoon.sl:45:      especular = specular(Nf, -NI, roughness);

k3d/share/shaders/k3d_supertoon.sl:49:      difusion = diffuse(faceforward(Nf, NI, Nf));

k3d/share/shaders/k3d_texblender.sl:11:color altMaterialPlastic (normal Nf;  color basecolor,selftcolor,Rcolor,RFcolor;
k3d/share/shaders/k3d_texblender.sl:15:    return (basecolor * ( Ka*ambient() + Kd*diffuse(Nf)+selft*selftcolor ) )
k3d/share/shaders/k3d_texblender.sl:17:     + Ks*specular(Nf,-normalize(I),roughness);
k3d/share/shaders/k3d_texblender.sl:161:    normal Nf =normalize( faceforward(normalize(N),I));
k3d/share/shaders/k3d_texblender.sl:163:    corr=Nf-dispDir;
k3d/share/shaders/k3d_texblender.sl:186:			ndir=normalize(ndir-(Nf*(ndir.Nf)));
k3d/share/shaders/k3d_texblender.sl:187:			ndir=normalize(Nf+ndir);
k3d/share/shaders/k3d_texblender.sl:188:			ndir=normalize(ndir-(Nf*(ndir.Nf)));
k3d/share/shaders/k3d_texblender.sl:189:			Nf+=disp*(normalize(ndir));
k3d/share/shaders/k3d_texblender.sl:190:			Nf=normalize(Nf);
k3d/share/shaders/k3d_texblender.sl:197:	if((kr!=0) && (((Nf.V)>=0) || (raylevel()==0)) ) 
k3d/share/shaders/k3d_texblender.sl:200:		env=myEnvironment(P,normalize(reflect(V,Nf)),1,Rblur,ENVPARAMS);
k3d/share/shaders/k3d_texblender.sl:206:		benv=myEnvironment(P,refract(V,Nf,(V.Nf > 0) ? 1.0/eta : eta),1,RFblur,ENVPARAMS);
k3d/share/shaders/k3d_texblender.sl:208:    Ci = altMaterialPlastic (Nf,Ct,Cselft,env,benv,
k3d/share/shaders/k3d_tooledsteel.sl:99:    normal Nf = faceforward(NN,-V);
k3d/share/shaders/k3d_tooledsteel.sl:103:    illuminance (P, Nf, PI*.5) {
k3d/share/shaders/k3d_tooledsteel.sl:113:	    pixbrdf  = specularbrdf(LN, Nf,V,specspread);
k3d/share/shaders/k3d_tooledsteel.sl:140:	vector Nf, Ntmp;
k3d/share/shaders/k3d_tooledsteel.sl:149:	Nf = faceforward(normalize(N), -I);
k3d/share/shaders/k3d_tooledsteel.sl:150:        Ntmp = Nf;
k3d/share/shaders/k3d_tooledsteel.sl:156:	      Ntmp = rotate(Nf,angle+jitter,zro,VA);
k3d/share/shaders/k3d_tooledsteel.sl:165:	Ci = Oi * (Cs * (Ka * ambient() + Kd * diffuse(-Nf)) + 
k3d/share/shaders/k3d_toonmap.sl:122:normal Nf;
k3d/share/shaders/k3d_toonmap.sl:128:Nf = faceforward(normalize(N), I);
k3d/share/shaders/k3d_toonmap.sl:139:illuminance(P, Nf, PI/2)
k3d/share/shaders/k3d_toonmap.sl:140:diff += normalize(L).Nf; 
k3d/share/shaders/k3d_toonmap.sl:146:spec = toonspec(Nf, -normalize(I), roughness);
k3d/share/shaders/k3d_toonmap.sl:157:cos_here = normalize(Nf).normI;
k3d/share/shaders/k3d_translucency.sl:71:	normal Nf = faceforward(normalize(N),I);
k3d/share/shaders/k3d_translucency.sl:78:	if (Nf.N>0)
k3d/share/shaders/k3d_translucency.sl:96:	if (Nf.N>0)
k3d/share/shaders/k3d_translucency.sl:117:	illuminance (P, Nf, 1.57079632679489661923){
k3d/share/shaders/k3d_translucency.sl:119:		cosine = max (-Nf.V,0);
k3d/share/shaders/k3d_translucency.sl:120:		shiny += pow (cosine, 1.0/roughness) / (ln.Nf) * Cl * sheen;
k3d/share/shaders/k3d_translucency.sl:121:		cosine = max (Nf.V, 0);
k3d/share/shaders/k3d_translucency.sl:123:		shiny += pow(sine, 10.0)*ln.Nf * Cl*sheen;
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_urbermap.sl:40:normal Nf;
k3d/share/shaders/k3d_urbermap.sl:160:Nf = normalize( ntransform("shader", N) );
k3d/share/shaders/k3d_urbermap.sl:161:PP += bmp * Nf;
k3d/share/shaders/k3d_urbermap.sl:163:Nf = calculatenormal(PP);
k3d/share/shaders/k3d_urbermap.sl:167:Nf = normalize(Nf) + deltaN;
k3d/share/shaders/k3d_urbermap.sl:175:Nf = N;
k3d/share/shaders/k3d_urbermap.sl:179:Nf = faceforward( normalize(Nf), I );
k3d/share/shaders/k3d_urbermap.sl:185:D = reflect(-V, Nf);
k3d/share/shaders/k3d_urbermap.sl:201:Ci = Csurf * (Cincand + ambient() + diff * diffuse(Nf)) + (spec * Cspec * (specular(Nf, V, roughness) + Crefl));
k3d/share/shaders/k3d_veinedmarble.sl:70:  normal Nf = faceforward(normalize(N), I);
k3d/share/shaders/k3d_veinedmarble.sl:71:  Ci = MaterialPlastic(Nf, Ct, Ka, Kd, Ks, roughness);
k3d/share/shaders/k3d_velvet.sl:46:  normal Nf;                     /* Normalized normal vector */
k3d/share/shaders/k3d_velvet.sl:53:  Nf = faceforward (normalize(N), I);
k3d/share/shaders/k3d_velvet.sl:57:  illuminance ( P, Nf, 1.57079632679489661923 /* Hemisphere */ ) {
k3d/share/shaders/k3d_velvet.sl:64:    cosine = max ( Nf.V, 0 );
k3d/share/shaders/k3d_velvet.sl:66:    shiny += pow ( sine, edginess ) * Ln.Nf * Cl * sheen;
k3d/share/shaders/k3d_velvet.sl:71:  Ci = Os * (Ka*ambient() + Kd*diffuse(Nf)) * Cs + shiny;
k3d/share/shaders/k3d_volcube.sl:148:		  normal Nf;
k3d/share/shaders/k3d_volcube.sl:158:    illuminance (Pos, Nf, radians(90)){
k3d/share/shaders/k3d_volcube.sl:159:	diff += Cl * max(0,normalize(L).Nf);
k3d/share/shaders/k3d_volcube.sl:160:	spec += Cl * specularbrdf(L, Nf, V, Roughness);
k3d/share/shaders/k3d_volcube.sl:203:    normal Nf = normalize(N);
k3d/share/shaders/k3d_volcube.sl:245:		    normal Vol_Nf = calcGradeNorm(Pcur_obj,Vol_Mult,Vol_Offset,
k3d/share/shaders/k3d_volcube.sl:247:		    Vol_Nf = normalize(Vol_Nf);
k3d/share/shaders/k3d_volcube.sl:248:		    Nf = fnc_normalMix(Nf,Vol_Nf,clamp(cur_depth/SurfNormalDepth,0,1));
k3d/share/shaders/k3d_volcube.sl:250:		get_shading(Pcur,Nf,V,Roughness,diff,spec);
k3d/share/shaders/k3d_wallpaper.sl:27:    point Nf;
k3d/share/shaders/k3d_wallpaper.sl:70:    Nf = normalize(faceforward(N, I));
k3d/share/shaders/k3d_wallpaper.sl:72:    Ci = Os * Ct * (Ka * ambient() + Kd * diffuse(Nf));
k3d/share/shaders/k3d_wallpaper_2stripe.sl:45:  normal Nf = faceforward(normalize(N), I);
k3d/share/shaders/k3d_wallpaper_2stripe.sl:46:  Ci = MaterialPlastic(Nf, Ct, Ka, Kd, Ks, roughness);
k3d/share/shaders/k3d_warningstripes.sl:54:	vector Nf = normalize(faceforward(N, I));
k3d/share/shaders/k3d_warningstripes.sl:57:	Ci = (Os * Ct * (ambient() + diffuse(Nf)));
k3d/share/shaders/k3d_water.sl:46:    normal Nf;               /* Forward facing normal vector */

k3d/share/shaders/k3d_water.sl:55:    Nf = faceforward (normalize(N), I);

k3d/share/shaders/k3d_water.sl:62:	Rdir = normalize (reflect (IN, Nf));

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_wood2.sl:30:  normal Nf;			/* forward facing normal */
k3d/share/shaders/k3d_wood2.sl:57:  Nf = faceforward(normalize(N), I);
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:25:vector Nf, V; 
k3d/share/shaders/k3d_woodcut.sl:31:Nf = faceforward( normalize(N), I );
k3d/share/shaders/k3d_woodcut.sl:45:illumcolor = (Ka*ambient() + Kd*diffuse(Nf) + Ks*specular(Nf,V,roughness));
