k3d/share/shaders/k3d_altitude_fog.sl:7:	point PP = transform("world", P);
k3d/share/shaders/k3d_altitude_fog.sl:8:	float fog = 1 - smoothstep(min_height, max_height, ycomp(PP));
k3d/share/shaders/k3d_bluemarble.sl:46:    point PP;
k3d/share/shaders/k3d_bluemarble.sl:50:    PP = transform("shader", P) * texturescale;
k3d/share/shaders/k3d_bluemarble.sl:54:        marble += snoise(PP * f)/f;
k3d/share/shaders/k3d_brick3.sl:56:  point PP2, Nf;
k3d/share/shaders/k3d_brick3.sl:69:  PP2 = point noise (s/BMWIDTH, t/BMHEIGHT);
k3d/share/shaders/k3d_brick3.sl:70:  scoord = s + jagged * xcomp (PP2);
k3d/share/shaders/k3d_brick3.sl:71:  tcoord = t + jagged * ycomp (PP2);
k3d/share/shaders/k3d_brickbump3.sl:65:  point PP2;
k3d/share/shaders/k3d_brickbump3.sl:73:  PP2 = point noise (s/BMWIDTH, t/BMHEIGHT);
k3d/share/shaders/k3d_brickbump3.sl:74:  scoord = s + jagged * xcomp (PP2);
k3d/share/shaders/k3d_brickbump3.sl:75:  tcoord = t + jagged * ycomp (PP2);
k3d/share/shaders/k3d_corktile.sl:43:color cork(		point PP;
k3d/share/shaders/k3d_corktile.sl:51:		point P2 = transform("shader",PP);
k3d/share/shaders/k3d_corktile.sl:96:	point PP = transform("shader",P);
k3d/share/shaders/k3d_corktile.sl:97:	float filtwidth = filterwidthp(PP),
k3d/share/shaders/k3d_corktile.sl:108:	Cg = color( .20, 0, 0) + filteredsnoise(PP * txtscale, filtwidth * txtscale) * .2;
k3d/share/shaders/k3d_corktile.sl:113:	disp = (tileheight + fnoise(PP * txtscale * bumpfreq + 3, filtwidth * txtscale) * (1 - tileheight)) 
k3d/share/shaders/k3d_cyclone.sl:18:  point PP;			/* Point after distortion */
k3d/share/shaders/k3d_cyclone.sl:35:      PP =
k3d/share/shaders/k3d_cyclone.sl:49:    PP = Pt;
k3d/share/shaders/k3d_cyclone.sl:59:	  a += o * VLNoise(PP * l, 1);
k3d/share/shaders/k3d_dented.sl:35:	point PP;
k3d/share/shaders/k3d_dented.sl:37:	PP = transform ("shader", P);
k3d/share/shaders/k3d_dented.sl:41:			magnitude += abs(0.5 - noise(PP*size)) / size;
k3d/share/shaders/k3d_displacementmap.sl:5:  point PP;
k3d/share/shaders/k3d_dturb.sl:11:  point PP;
k3d/share/shaders/k3d_dturb.sl:16:  PP = transform("shader", P) * freq;
k3d/share/shaders/k3d_dturb.sl:18:  width = filterwidth_point(PP);
k3d/share/shaders/k3d_dturb.sl:23:    turb += abs(snoise(PP * f)) / f;
k3d/share/shaders/k3d_dturb.sl:25:  turb += fade * abs(snoise(PP * f)) / f;
k3d/share/shaders/k3d_ember.sl:20:	point PP = transform ("world", P);
k3d/share/shaders/k3d_ember.sl:23:	float size = distance (PP, QQ) / baseSize;
k3d/share/shaders/k3d_eyeball.sl:64:  point PP, PO;
k3d/share/shaders/k3d_flame.sl:41:  point PP, PQ;
k3d/share/shaders/k3d_flame.sl:45:  PP = point(s, t, phase);
k3d/share/shaders/k3d_flame.sl:46:  PQ = PP;
k3d/share/shaders/k3d_flame.sl:47:  PQ *= point(1, 1, exp(-ycomp(PP)));
k3d/share/shaders/k3d_flame.sl:57:  cmap = 0.85 * chaos + flameoffset + (flameamplitude * ycomp(PP));
k3d/share/shaders/k3d_fractal.sl:18:	point PP =transform("shader",P);

k3d/share/shaders/k3d_fractal.sl:24:          		signal = snoise( PP );

k3d/share/shaders/k3d_fractal.sl:37:          		PP.x *= lacunarity;

k3d/share/shaders/k3d_fractal.sl:38:          		PP.y *= lacunarity;

k3d/share/shaders/k3d_fractal.sl:39:          		PP.z *= lacunarity;

k3d/share/shaders/k3d_fractal.sl:41:			PP = PP * lacunarity;

k3d/share/shaders/k3d_fractal.sl:45:          		signal = snoise( PP );

k3d/share/shaders/k3d_funkyglass.sl:13:  point PP;
k3d/share/shaders/k3d_funkyglass.sl:20:  PP = transform("shader", P);
k3d/share/shaders/k3d_funkyglass.sl:21:  Ct = 2 * (color noise(PP) - .5) + .5;
k3d/share/shaders/k3d_gmarbtile_polish.sl:53:  point PP = txtscale * transform("shader", P);
k3d/share/shaders/k3d_gmarbtile_polish.sl:54:  float dPP = filterwidthp(PP);
k3d/share/shaders/k3d_gmarbtile_polish.sl:56:  float ss = xcomp(PP) / tilesize;
k3d/share/shaders/k3d_gmarbtile_polish.sl:58:  float tt = ycomp(PP) / tilesize;
k3d/share/shaders/k3d_gmarbtile_polish.sl:65:  PP += offset;
k3d/share/shaders/k3d_gmarbtile_polish.sl:70:  turb = 0.5 * turbulence(PP, dPP, 5, 2, 0.5);
k3d/share/shaders/k3d_gmarbtile_polish.sl:78:  PP += vector(35.2, -21.9, 6.25) + 0.5 * vfBm(PP, dPP, 6, 2, 0.5);
k3d/share/shaders/k3d_gmarbtile_polish.sl:83:  PP *= veinfreq;
k3d/share/shaders/k3d_gmarbtile_polish.sl:84:  dPP *= veinfreq;
k3d/share/shaders/k3d_gmarbtile_polish.sl:87:      turb = abs(filteredsnoise(PP * freq, dPP * freq));
k3d/share/shaders/k3d_gmarbtile_polish.sl:94:	       filteredsnoise(2 * (PP + vector(-4.4, 8.34, 27.1)), 2 * dPP));
k3d/share/shaders/k3d_greenmarble.sl:38:  point PP = txtscale * transform("shader", P);
k3d/share/shaders/k3d_greenmarble.sl:39:  float dPP = filterwidthp(PP);
k3d/share/shaders/k3d_greenmarble.sl:45:  turb = 0.5 * turbulence(PP, dPP, 5, 2, 0.5);
k3d/share/shaders/k3d_greenmarble.sl:53:  PP += vector(35.2, -21.9, 6.25) + 0.5 * vfBm(PP, dPP, 6, 2, 0.5);
k3d/share/shaders/k3d_greenmarble.sl:58:  PP *= veinfreq;
k3d/share/shaders/k3d_greenmarble.sl:61:      turb = abs(filteredsnoise(PP * freq, dPP * freq));
k3d/share/shaders/k3d_greenmarble.sl:67:    smoothstep(-0.1, 0.05, snoise(2 * (PP + vector(-4.4, 8.34, 27.1))));
k3d/share/shaders/k3d_hextile.sl:27: * HINTS & APPLICATIONS
k3d/share/shaders/k3d_imagelayerclouds.sl:13:  point PP;			/* Surface point in shader space */
k3d/share/shaders/k3d_imagelayerclouds.sl:16://  PP = txtscale * transform ("shader", P);
k3d/share/shaders/k3d_imagelayerclouds.sl:17:  PP = txtscale * point(s, t, s);
k3d/share/shaders/k3d_imagelayerclouds.sl:20:/*  value = fBm (PP, omega, lambda, octaves); */
k3d/share/shaders/k3d_imagelayerclouds.sl:27:      a += o * snoise(PP * l);
k3d/share/shaders/k3d_leather.sl:46:	point PP, newP;

k3d/share/shaders/k3d_leather.sl:58:	PP = transform("shader", P);

k3d/share/shaders/k3d_leather.sl:88:	small_noise = snoise(BASE_NF*PP*txtscale/TSCALE);

k3d/share/shaders/k3d_leather.sl:138:	            noise(SPECK_NF*PP*txtscale/TSCALE)), 3);

k3d/share/shaders/k3d_luna.sl:49:  point PP, PQ;
k3d/share/shaders/k3d_luna.sl:62:  PP = transform("shader", P);
k3d/share/shaders/k3d_luna.sl:64:  radial_dist = sqrt(xcomp(PP) * xcomp(PP) + ycomp(PP) * ycomp(PP));
k3d/share/shaders/k3d_luna.sl:67:  /* bumpy = fBm (PP, omega, lacunarity, octaves); */
k3d/share/shaders/k3d_luna.sl:73:      a += o * snoise(l * PP);
k3d/share/shaders/k3d_luna.sl:102:  vv = point(xcomp(PP) / radial_dist, 0, zcomp(PP) / radial_dist);
k3d/share/shaders/k3d_luna.sl:137:	  vv = 5 * PP + 3 * vv;
k3d/share/shaders/k3d_luna.sl:152:	  vv = 6 * PP + 3 * vv;
k3d/share/shaders/k3d_luna.sl:170:  /* Make crater rays (PP, arg10, arg11, arg12, arg15, arg24, arg25, radial_dist);, yielding temp1 */
k3d/share/shaders/k3d_map_pattern_1.sl:45:point PP, PQ;
k3d/share/shaders/k3d_map_pattern_1.sl:51:PP = txtscale * transform ("shader", P);
k3d/share/shaders/k3d_map_pattern_1.sl:53:my_t = zcomp(PP) / temp_f_3;
k3d/share/shaders/k3d_map_pattern_1.sl:54:PQ = point (xcomp(PP)*8, ycomp(PP)*8, zcomp(PP));
k3d/share/shaders/k3d_map_pattern_1.sl:57:PQ = point (xcomp(PP), my_t, ycomp(PP)+12.93);
k3d/share/shaders/k3d_map_pattern_1.sl:62:PQ = point (xcomp(PP)*128+5, zcomp(PP)*8-3, ycomp(PP)*128+1);
k3d/share/shaders/k3d_mondometal.sl:61:    point PP;

k3d/share/shaders/k3d_mondometal.sl:179:        PP = transform("shader", P);

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

k3d/share/shaders/k3d_mondometal.sl:182:        PP = transform("shader", "current", PP);

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

k3d/share/shaders/k3d_mondometal.sl:191:            P = PP; /* usually it's better to do displacments in displacement shader */

k3d/share/shaders/k3d_mysky.sl:61:  point PP;      /* Surface point in shader space */

k3d/share/shaders/k3d_mysky.sl:64:  PP = txtscale * transform ("shader", P);

k3d/share/shaders/k3d_mysky.sl:67:  /*  value = fBm (PP, omega, lambda, octaves); */

k3d/share/shaders/k3d_mysky.sl:71:      a += o * snoise (PP*l);

k3d/share/shaders/k3d_noisysmoke.sl:5:#define GADD(PP,PW,li,g)                                                    \
k3d/share/shaders/k3d_noisysmoke.sl:11:             Psmoke = PP*freq;                                              \
k3d/share/shaders/k3d_noisysmoke.sl:56:  point PP, PW, Psmoke;
k3d/share/shaders/k3d_noisysmoke.sl:69:      PP = origin + d * IN;
k3d/share/shaders/k3d_noisysmoke.sl:71:      GADD(PP, PW, li, dtau) ss = min(stepsize, end - d);
k3d/share/shaders/k3d_noisysmoke.sl:79:	  PP = origin + d * IN;
k3d/share/shaders/k3d_noisysmoke.sl:81:	  GADD(PP, PW, li, dtau)
k3d/share/shaders/k3d_planetclouds.sl:72:  point PP;			/* Point after distortion */
k3d/share/shaders/k3d_planetclouds.sl:77:  PP = transform("shader", P);
k3d/share/shaders/k3d_planetclouds.sl:80:  Pdistortion = distortionscale * DNoise(PP);
k3d/share/shaders/k3d_planetclouds.sl:82:  PP = PP + Pdistortion;
k3d/share/shaders/k3d_planetclouds.sl:90:      a += o * VLNoise(PP * l, 1);
k3d/share/shaders/k3d_plastic2.sl:1:/* I took wave's lead and renamed plastic to DPPlastic.sl -- tal@SpamSucks_cs.caltech.edu */
k3d/share/shaders/k3d_puffyclouds.sl:58:  point PP;      /* Surface point in shader space */
k3d/share/shaders/k3d_puffyclouds.sl:61:  PP = txtscale * transform ("shader", P);
k3d/share/shaders/k3d_puffyclouds.sl:64:/*  value = fBm (PP, omega, lambda, octaves); */
k3d/share/shaders/k3d_puffyclouds.sl:68:      a += o * snoise (PP*l);
k3d/share/shaders/k3d_redapple.sl:63:	point PP, newP;
k3d/share/shaders/k3d_redapple.sl:82:	PP = transform("shader", P);
k3d/share/shaders/k3d_redapple.sl:112:	small_noise = snoise(BASE_NF*PP*txtscale/TSCALE);
k3d/share/shaders/k3d_redapple.sl:162:	            noise(SPECK_NF*PP*txtscale/TSCALE)), 3);
k3d/share/shaders/k3d_ridged_multifractal.sl:18:	point PP =transform("shader",P);

k3d/share/shaders/k3d_ridged_multifractal.sl:24:          		signal = snoise( PP );

k3d/share/shaders/k3d_ridged_multifractal.sl:37:          		PP.x *= lacunarity;

k3d/share/shaders/k3d_ridged_multifractal.sl:38:          		PP.y *= lacunarity;

k3d/share/shaders/k3d_ridged_multifractal.sl:39:          		PP.z *= lacunarity;

k3d/share/shaders/k3d_ridged_multifractal.sl:41:			PP = PP * lacunarity;

k3d/share/shaders/k3d_ridged_multifractal.sl:45:          		signal = snoise( PP );

k3d/share/shaders/k3d_rustymetal.sl:54:  point PP;                    /* shade space point */
k3d/share/shaders/k3d_rustymetal.sl:61:   * number of octaves by the estimated change in PP between adjacent
k3d/share/shaders/k3d_rustymetal.sl:64:  PP = txtscale * transform ("shader", P);
k3d/share/shaders/k3d_rustymetal.sl:65:  alimit = sqrt (area(PP));
k3d/share/shaders/k3d_rustymetal.sl:67:      sum += a * abs(snoise(PP));
k3d/share/shaders/k3d_rustymetal.sl:68:      PP *= 2;
k3d/share/shaders/k3d_rustymetal.sl:72:  Nrust = calculatenormal (P + rustbump * snoise(PP) * normalize(N));
k3d/share/shaders/k3d_rustymetal.sl:78:  rustiness *= clamp (abs(snoise(PP)), 0, .08) / 0.08;
k3d/share/shaders/k3d_saturn.sl:49:  point PP;
k3d/share/shaders/k3d_saturnring.sl:42:	point PP;       /* Transformed point */
k3d/share/shaders/k3d_saturnring.sl:44:	float val;      /* length of PP */
k3d/share/shaders/k3d_saturnring.sl:45:	float relpos;   /* relative position of PP on disk 
k3d/share/shaders/k3d_saturnring.sl:54:	PP = transform ("shader", P);
k3d/share/shaders/k3d_saturnring.sl:55:	val= length (PP);
k3d/share/shaders/k3d_skin1.sl:200:  point PP;
k3d/share/shaders/k3d_skin1.sl:211:  PP = transform ("shader",P) * poresfreq;
k3d/share/shaders/k3d_skin1.sl:214:  turb += abs(snoise(PP * f)) / f;
k3d/share/shaders/k3d_skin1.sl:238:  PP = transform ("shader",P) * blemishfreq;
k3d/share/shaders/k3d_skin1.sl:241:  turb += abs(snoise(PP * f)) / f;
k3d/share/shaders/k3d_smoke2.sl:51:#define GADD(PP,PW,li,g)                                                    \
k3d/share/shaders/k3d_smoke2.sl:57:             Psmoke = PP*freq;                                              \
k3d/share/shaders/k3d_smoke2.sl:103:  point PP, PW, Psmoke;
k3d/share/shaders/k3d_smoke2.sl:114:      PP = origin + d * IN;
k3d/share/shaders/k3d_smoke2.sl:116:      GADD (PP, PW, li, dtau)
k3d/share/shaders/k3d_smoke2.sl:124:	  PP = origin + d*IN;
k3d/share/shaders/k3d_smoke2.sl:126:	  GADD (PP, PW, li, dtau)
k3d/share/shaders/k3d_spacecloud.sl:61:  point PP;
k3d/share/shaders/k3d_spacecloud.sl:72:	PP = transform ("object", P);
k3d/share/shaders/k3d_spacecloud.sl:75:    value += abs(snoise (PP * f))/f;
k3d/share/shaders/k3d_spacecloud.sl:82:	fBm (P, noiseScale, octaves, PP, freq, i, size, adjust);
k3d/share/shaders/k3d_starfield.sl:14:	point PP = transform("object", frequency * P);
k3d/share/shaders/k3d_starfield.sl:17:	point star_center = point(0.5 * (floor(xcomp(PP)) + ceil(xcomp(PP))), 0.5 * (floor(ycomp(PP)) + ceil(ycomp(PP))), 0.5 * (floor(zcomp(PP)) + ceil(zcomp(PP))));
k3d/share/shaders/k3d_starfield.sl:22:	float star_distance = distance(PP, star_center);
k3d/share/shaders/k3d_stones.sl:160:       point PP = transform("shader", P) * grungefreq;
k3d/share/shaders/k3d_stones.sl:161:       float width = filterwidth_point(PP);
k3d/share/shaders/k3d_stones.sl:166:        turb += abs(snoise(PP * f)) / f;
k3d/share/shaders/k3d_stones.sl:168:        turb += fade * abs(snoise(PP * f)) / f;
k3d/share/shaders/k3d_strata.sl:43:  point PP;
k3d/share/shaders/k3d_strata.sl:47:  PP = txtscale * transform("shader", P);
k3d/share/shaders/k3d_strata.sl:53:      turb += abs(snoise(PP * freq) / freq);
k3d/share/shaders/k3d_strata.sl:57:  cmap = yscale * ycomp(PP) + turbscale * turb - offset;
k3d/share/shaders/k3d_stucco.sl:20:  point PP;
k3d/share/shaders/k3d_stucco.sl:22:  PP = transform("shader", P);
k3d/share/shaders/k3d_stucco.sl:23:  magnitude = Km * pow(noise(PP * frequency), power);
k3d/share/shaders/k3d_terran.sl:35:  point PP;
k3d/share/shaders/k3d_terran.sl:144:	  PP = mottle_scale * Ptexture;
k3d/share/shaders/k3d_terran.sl:149:	      purt += o * snoise(l * PP);
k3d/share/shaders/k3d_terran2.sl:98:  point PP;
k3d/share/shaders/k3d_terran2.sl:203:         PP = mottle_scale * Ptexture;
k3d/share/shaders/k3d_terran2.sl:206:	     purt += o * snoise (l * PP);
k3d/share/shaders/k3d_texblender.sl:73:float tex_wood(point PP; float ringscale)
k3d/share/shaders/k3d_texblender.sl:77:    float my_t = zcomp(PP) / ringscale;
k3d/share/shaders/k3d_texblender.sl:78:    point PQ = point (xcomp(PP)*8, ycomp(PP)*8, zcomp(PP));
k3d/share/shaders/k3d_texblender.sl:81:    PQ = point (xcomp(PP), my_t, ycomp(PP)+12.93);
k3d/share/shaders/k3d_texblender.sl:85:    PQ = point (xcomp(PP)*128+5, zcomp(PP)*8-3, ycomp(PP)*128+1);
k3d/share/shaders/k3d_urbermap.sl:42:point PP;
k3d/share/shaders/k3d_urbermap.sl:159:PP = transform("shader", P);
k3d/share/shaders/k3d_urbermap.sl:161:PP += bmp * Nf;
k3d/share/shaders/k3d_urbermap.sl:162:PP = transform("shader", "current", PP);
k3d/share/shaders/k3d_urbermap.sl:163:Nf = calculatenormal(PP);
k3d/share/shaders/k3d_urbermap.sl:171:P = PP;
k3d/share/shaders/k3d_veinedmarble.sl:50:  point PP = transform("shader", P);
k3d/share/shaders/k3d_veinedmarble.sl:51:  float dPP = filterwidthp(PP);
k3d/share/shaders/k3d_veinedmarble.sl:53:  PP += 0.5 * vfBm(PP, dPP, 6, 2, 0.5);
k3d/share/shaders/k3d_veinedmarble.sl:58:  PP *= veinfreq;
k3d/share/shaders/k3d_veinedmarble.sl:61:      turb = abs(filteredsnoise(PP * freq, dPP * freq));
k3d/share/shaders/k3d_veinedmarble.sl:65:      PP *= 3;
k3d/share/shaders/k3d_venus.sl:61:  point PP;			/* Point after rotation by coriolis twist */
k3d/share/shaders/k3d_venus.sl:71:  /* Calculate Coriolis twist, yielding point PP */
k3d/share/shaders/k3d_venus.sl:77:  PP =
k3d/share/shaders/k3d_venus.sl:87:      a += o * snoise(PP * l);
k3d/share/shaders/k3d_venus2.sl:63:  point PP;                 /* Point after rotation by coriolis twist */
k3d/share/shaders/k3d_venus2.sl:73:  /* Calculate Coriolis twist, yielding point PP */
k3d/share/shaders/k3d_venus2.sl:79:  PP = point (xcomp(Ptexture)*cosine - ycomp(Ptexture)*sine,
k3d/share/shaders/k3d_venus2.sl:86:      a += o * snoise (PP * l);
k3d/share/shaders/k3d_windywave.sl:8:  point PP;
k3d/share/shaders/k3d_windywave.sl:12:  PP = txtscale * windfreq * transform("shader", P);
k3d/share/shaders/k3d_windywave.sl:14:  offset = Km * (snoise(PP) + 0.5 * snoise(2 * PP));
k3d/share/shaders/k3d_windywave.sl:18:  PP *= 8;
k3d/share/shaders/k3d_windywave.sl:21:      turb += abs(a * snoise(PP));
k3d/share/shaders/k3d_windywave.sl:22:      PP *= 2;
k3d/share/shaders/k3d_wood2.sl:29:  point PP, PQ;			/* shading space point to be computed */
k3d/share/shaders/k3d_wood2.sl:36:  PP = txtscale * transform("shader", P);
k3d/share/shaders/k3d_wood2.sl:38:  my_t = zcomp(PP) / ringscale;
k3d/share/shaders/k3d_wood2.sl:39:  PQ = point(xcomp(PP) * 8, ycomp(PP) * 8, zcomp(PP));
k3d/share/shaders/k3d_wood2.sl:42:  PQ = point(xcomp(PP), my_t, ycomp(PP) + 12.93);
k3d/share/shaders/k3d_wood2.sl:48:  PQ = point(xcomp(PP) * 128 + 5, zcomp(PP) * 8 - 3, ycomp(PP) * 128 + 1);
