k3d/share/shaders/k3d_leather.sl:45:	vector Nf, V, Rdir;

k3d/share/shaders/k3d_leather.sl:196:		Rdir = normalize(reflect(normalize(I), Nf));

k3d/share/shaders/k3d_leather.sl:197:		reflect = RayTrace(P, Rdir, 0, 1, 1);

k3d/share/shaders/k3d_redapple.sl:62:	vector Nf, V, Rdir;
k3d/share/shaders/k3d_redapple.sl:219:		Rdir = normalize(reflect(normalize(I), Nf));
k3d/share/shaders/k3d_redapple.sl:220:		reflect = RayTrace(P, Rdir, 0, 1, 1);
k3d/share/shaders/k3d_water.sl:51:    vector R, Rdir;          /* Direction to cast the ray */

k3d/share/shaders/k3d_water.sl:61:	/* Rdir gets the perfect reflection direction */

k3d/share/shaders/k3d_water.sl:62:	Rdir = normalize (reflect (IN, Nf));

k3d/share/shaders/k3d_water.sl:64:	    /* Construct orthogonal components to Rdir */

k3d/share/shaders/k3d_water.sl:65:	    uoffset = blur * normalize (vector (zcomp(Rdir) - ycomp(Rdir),

k3d/share/shaders/k3d_water.sl:66:					        xcomp(Rdir) - zcomp(Rdir),

k3d/share/shaders/k3d_water.sl:67:					        ycomp(Rdir) - xcomp(Rdir)));

k3d/share/shaders/k3d_water.sl:68:	    voffset = Rdir ^ uoffset;

k3d/share/shaders/k3d_water.sl:72:		    R = Rdir +

k3d/share/shaders/k3d_water.sl:81:	    ev = Kr * trace (P, Rdir);

