k3d/share/shaders/k3d_castucco.sl:29:  point Pshad;			/* Point to be shaded, in shader space */
k3d/share/shaders/k3d_castucco.sl:34:  Pshad = freq * transform("shader", P);
k3d/share/shaders/k3d_castucco.sl:35:  fwidth = filterwidthp(Pshad);
k3d/share/shaders/k3d_castucco.sl:38:  disp = fBm(Pshad, fwidth, 3, 2, 0.6);
k3d/share/shaders/k3d_checkerboard_solid.sl:19:	point Pshad = transform(shadingspace, P);
k3d/share/shaders/k3d_checkerboard_solid.sl:21:	x = mod(floor(xcomp(Pshad) / TileX), 2.0);
k3d/share/shaders/k3d_checkerboard_solid.sl:22:	y = mod(floor(ycomp(Pshad) / TileY), 2.0);
k3d/share/shaders/k3d_checkerboard_solid.sl:23:	z = mod(floor(zcomp(Pshad) / TileZ), 2.0);
k3d/share/shaders/k3d_cloudplane.sl:24:    point Psh;
k3d/share/shaders/k3d_cloudplane.sl:32:    Psh = transform("shader", P);
k3d/share/shaders/k3d_cloudplane.sl:33:    x = xcomp(Psh) + xoffset;
k3d/share/shaders/k3d_cloudplane.sl:34:    y = ycomp(Psh) + yoffset;
k3d/share/shaders/k3d_gloop.sl:31:  point  Psh = transform("object",P)*freq;
k3d/share/shaders/k3d_gloop.sl:37:  point  Pou = Psh + (dPduN*overdist);/*P Over a distance in U*/
k3d/share/shaders/k3d_gloop.sl:38:  point  Pov = Psh + (dPdvN*overdist);
k3d/share/shaders/k3d_gloop.sl:41:  float  nz = noise(Psh)-.5;
k3d/share/shaders/k3d_graphic_lines.sl:108:	point Psh_highlight;
k3d/share/shaders/k3d_graphic_lines.sl:109:	Psh_highlight=transform("shader",P_highlight);
k3d/share/shaders/k3d_graphic_lines.sl:115:	{z_highlight=zcomp(Psh_highlight);
k3d/share/shaders/k3d_graphic_lines.sl:120:	{y_highlight=ycomp(Psh_highlight);
k3d/share/shaders/k3d_graphic_lines.sl:124:	else {x_highlight=xcomp(Psh_highlight);
k3d/share/shaders/k3d_graphic_lines.sl:134:		n_highlight+=(2*noise(Psh_highlight*ns_highlight)-1)/ns_highlight;
k3d/share/shaders/k3d_graphic_lines.sl:186:	point Psh_paint;
k3d/share/shaders/k3d_graphic_lines.sl:187:	Psh_paint=transform("shader",P_paint);
k3d/share/shaders/k3d_graphic_lines.sl:191:	{z_paint=zcomp(Psh_paint);
k3d/share/shaders/k3d_graphic_lines.sl:196:	{y_paint=ycomp(Psh_paint);
k3d/share/shaders/k3d_graphic_lines.sl:200:	else {x_paint=xcomp(Psh_paint);
k3d/share/shaders/k3d_graphic_lines.sl:208:		n_paint+=(2*noise(Psh_paint*ns_paint)-1)/ns_paint;
k3d/share/shaders/k3d_graphic_lines.sl:258:	point Psh_ink;
k3d/share/shaders/k3d_graphic_lines.sl:259:	Psh_ink=transform("shader",P_ink);
k3d/share/shaders/k3d_graphic_lines.sl:263:	{z_ink=zcomp(Psh_ink);
k3d/share/shaders/k3d_graphic_lines.sl:268:	{y_ink=ycomp(Psh_ink);
k3d/share/shaders/k3d_graphic_lines.sl:272:	else {x_ink=xcomp(Psh_ink);
k3d/share/shaders/k3d_graphic_lines.sl:280:		n_ink+=(2*noise(Psh_ink*ns_ink)-1)/ns_ink;
k3d/share/shaders/k3d_oak.sl:73:    oaktexture(Pshad, dPshad, ringfreq, ringunevenness, grainfreq, ringnoise,
k3d/share/shaders/k3d_oakplank.sl:124:  float ss = xcomp(Pshad), tt = ycomp(Pshad), height = zcomp(Pshad);
k3d/share/shaders/k3d_oakplank.sl:141:  float wood = oaktexture(Ppat, dPshad, ringfreq, ringunevenness, grainfreq,
k3d/share/shaders/k3d_oakplank.sl:160:    varnishlump * filteredsnoise(Pshad * varnishlumpfreq,
k3d/share/shaders/k3d_oakplank.sl:161:				 dPshad * varnishlumpfreq);
k3d/share/shaders/k3d_projectionmap_plastic.sl:47:			point Pshad = transform("shader", P);
k3d/share/shaders/k3d_projectionmap_plastic.sl:49:			float x = xfreq * (xcomp(Pshad) - xoffset + 0.5);
k3d/share/shaders/k3d_projectionmap_plastic.sl:50:			float y = yfreq * (ycomp(Pshad) - yoffset + 0.5);
k3d/share/shaders/k3d_scartissue.sl:14:	point Psh = transform("object",P);
k3d/share/shaders/k3d_scartissue.sl:25:		nz += abs(.5 - noise( (freq * Psh)+offset)) / freq;
k3d/share/shaders/k3d_smoke.sl:35:void smokedensity(point Pcur, Pshad;
k3d/share/shaders/k3d_smoke.sl:51:      point Psmoke = Pshad * smokefreq;
k3d/share/shaders/k3d_woodcut.sl:26:point Psh;
k3d/share/shaders/k3d_woodcut.sl:29:Psh = transform("shader", P);
k3d/share/shaders/k3d_woodcut.sl:35:z = zcomp(Psh);
k3d/share/shaders/k3d_woodcut.sl:40:y = ycomp(Psh);
k3d/share/shaders/k3d_woodcut.sl:52:n += snoise(Psh * ns) / ns;
