k3d/share/shaders/k3d_brushedmetal2.sl:52:        lightsource ("__nonspecular", nonspec);
k3d/share/shaders/k3d_brushedmetal3.sl:33:        lightsource ("__nonspecular", nonspec);
k3d/share/shaders/k3d_fur2.sl:90:    uniform float nonspecular = 0;
k3d/share/shaders/k3d_fur2.sl:134:	if ( lightsource("__nonspecular",nonspecular) == 0)
k3d/share/shaders/k3d_fur2.sl:135:	    nonspecular = 0;
k3d/share/shaders/k3d_fur2.sl:139:	Cspec += (1-nonspecular) * SpecularColor * clump_darkening * 
k3d/share/shaders/k3d_indirect.sl:14:light k3d_indirect(output float __nonspecular = 1;)
k3d/share/shaders/k3d_shadowdistant_rim.sl:13:    float __nonspecular = 1;
k3d/share/shaders/k3d_skin1.sl:76:  lightsource ("__nonspecular", nonspec);
k3d/share/shaders/k3d_softboxes.sl:300:    output varying float __nonspecular = 0;
k3d/share/shaders/k3d_softboxes.sl:330:    __nonspecular = NonSpecular;
k3d/share/shaders/k3d_superplank.sl:303:    lightsource("__nonspecular", nonspec);
k3d/share/shaders/k3d_tooledsteel.sl:108:        lightsource ("__nonspecular", nonspec);
k3d/share/shaders/k3d_uberlight.sl:145: *       __nonspecular flag so that the shadowed regions are lit only
k3d/share/shaders/k3d_uberlight.sl:149: *   nonspecular - when set to 1, this light does not create
k3d/share/shaders/k3d_uberlight.sl:161: *   __nondiffuse - the analog to nonspecular; if this flag is set to
k3d/share/shaders/k3d_uberlight.sl:167: *       __nonspecular.
k3d/share/shaders/k3d_uberlight.sl:402:		     float nonspecular = 0;
k3d/share/shaders/k3d_uberlight.sl:403:		     output varying float __nonspecular = 0;
k3d/share/shaders/k3d_uberlight.sl:443:  __nonspecular = nonspecular;
k3d/share/shaders/k3d_uberlight.sl:519:	__nonspecular = 1 - unoccluded * (1 - __nonspecular);
