k3d/share/shaders/k3d_uberlight.sl:293:  float PLlen = length(PL);
k3d/share/shaders/k3d_uberlight.sl:302:      Pz = PLlen;
k3d/share/shaders/k3d_uberlight.sl:310:      if(PLlen > falloffdist)
k3d/share/shaders/k3d_uberlight.sl:312:	  atten *= pow(falloffdist / PLlen, falloff);
k3d/share/shaders/k3d_uberlight.sl:318:	  atten *= (maxintensity * exp(s * pow(PLlen / falloffdist, beta)));
