k3d/share/shaders/k3d_brickbump2.sl:26:k3d_brickbump2(
k3d/share/shaders/k3d_graphic_lines.sl:302:	vector Ndisp2=normalize(N_ink)*(0/max(spacescale2,1e-6));
k3d/share/shaders/k3d_graphic_lines.sl:303:	P_ink+=0*Ndisp2;
k3d/share/shaders/k3d_graphic_lines.sl:304:	N_ink=normalize(calculatenormal(P_ink+(1-0)*Ndisp2));
k3d/share/shaders/k3d_orange.sl:34:	point turb, p2;
k3d/share/shaders/k3d_orange.sl:38:	setxcomp (p2, sin (2 * PI * s));
k3d/share/shaders/k3d_orange.sl:39:	setycomp (p2, 2*t);
k3d/share/shaders/k3d_orange.sl:40:	setzcomp (p2, cos (2 * PI * s));
k3d/share/shaders/k3d_orange.sl:43:	turb = noise (BUMP_FREQUENCY * p2) * BUMP_AMPLITUDE;
k3d/share/shaders/k3d_stones.sl:137:   point p2 = (ss,tt,0);
k3d/share/shaders/k3d_stones.sl:138:   d = distance(p1, p2);
