k3d/share/shaders/k3d_celld.sl:25:	float usePref = 0;   /* type switch */
k3d/share/shaders/k3d_celld.sl:26:	varying point __Pref = point (1000, 0, -1000); /* vis hidden */
k3d/share/shaders/k3d_celld.sl:31:	point noiseP = (usePref != 0)? transform (PSpace, __Pref): objP;
k3d/share/shaders/k3d_oak.sl:13: *   Pref - if supplied, gives the reference pose
k3d/share/shaders/k3d_oakplank.sl:12: *   Pref - if supplied, gives the reference pose
k3d/share/shaders/k3d_srfdeformation.sl:9:   projects a texture through the camera onto the Pref
k3d/share/shaders/k3d_srfdeformation.sl:13:   measured by the change in diffuse lighting from the Pref to P.
k3d/share/shaders/k3d_srfdeformation.sl:52:				   3 = output lighting of the Pref object
k3d/share/shaders/k3d_srfdeformation.sl:56:    varying point Pref = point "shader" (0,0,0);
k3d/share/shaders/k3d_srfdeformation.sl:64:    point Porig = Pref;
k3d/share/shaders/k3d_srfdeformation.sl:66:    fnc_projectCurrentCamera(Pref, x, y);
k3d/share/shaders/k3d_srfdeformation.sl:102:    } else if (debug == 3) { /* output texture with Pref's lighting */
