k3d/share/shaders/k3d_ruledpaper.sl:50:	float 	pw=21,
k3d/share/shaders/k3d_ruledpaper.sl:54: 		shiny=1.25/pw,
k3d/share/shaders/k3d_ruledpaper.sl:60:		linef = 0.5 / pw,
k3d/share/shaders/k3d_ruledpaper.sl:65:		verts = 2.75 / pw,
k3d/share/shaders/k3d_ruledpaper.sl:66:		verte = 2.85 / pw,
k3d/share/shaders/k3d_ruledpaper.sl:73:		boundl = (circms-circr)/pw,
k3d/share/shaders/k3d_ruledpaper.sl:74:		boundr = (circms+circr)/pw;	)
k3d/share/shaders/k3d_ruledpaper.sl:118:		ss = s * pw;
k3d/share/shaders/k3d_softboxes.sl:166:    varying point spw = transform("world",surfPt);
k3d/share/shaders/k3d_softboxes.sl:167:    varying float pDist = length(ppC - spw); /* in "world" coords */
k3d/share/shaders/k3d_watercolor.sl:11:	color upwelling = color(0, 0.2, 0.3);

k3d/share/shaders/k3d_watercolor.sl:45:	Ci = dist * ( reflectivity * sky + (1-reflectivity) * upwelling ) + (1-dist)* air;

