k3d/share/shaders/k3d_contacshadow.sl:10:** by Rob Engle and Jim Berney  
k3d/share/shaders/k3d_cyclone.sl:24:  /* Rotate hit point to "cyclone space" */
k3d/share/shaders/k3d_hexatile_bump.sl:14:*	float Rotate	= 180 			---	Rotate the tile default "Z-direction"
k3d/share/shaders/k3d_hexatile_bump.sl:15:*	point P1	= point(0,0,0) 		---	Center point for Rotation.
k3d/share/shaders/k3d_hexatile_bump.sl:16:*	point P2	= point(0,0,1) 		---	The x,y,z direction for Rotate.
k3d/share/shaders/k3d_hexatile_bump.sl:84:	float Rotate	= 180; 
k3d/share/shaders/k3d_hexatile_bump.sl:97:ProjectTo2D (Projection,rotate(P,radians(Rotate),P1,P2),Space,array_to_mx(mx),SS,TT,Ds,Dt);
k3d/share/shaders/k3d_incandplastic.sl:16:	      float Roughness = 0.05;

k3d/share/shaders/k3d_incandplastic.sl:26:			 SpecularColor * Ks * specular(Nf, NI, Roughness) +

k3d/share/shaders/k3d_mondometal.sl:25:    float abRoughness = .3;

k3d/share/shaders/k3d_mondometal.sl:26:    string abRoughnessMap = "";

k3d/share/shaders/k3d_mondometal.sl:27:    float abRoughnessMapBlur = 1;

k3d/share/shaders/k3d_mondometal.sl:132:    if(abRoughnessMap != "")

k3d/share/shaders/k3d_mondometal.sl:134:        roughness = abRoughness * float texture(abRoughnessMap, ss, tt,

k3d/share/shaders/k3d_mondometal.sl:135:                            "swidth", abRoughnessMapBlur, 

k3d/share/shaders/k3d_mondometal.sl:136:                            "twidth", abRoughnessMapBlur );

k3d/share/shaders/k3d_mondometal.sl:140:        roughness = abRoughness;

k3d/share/shaders/k3d_roughmetal.sl:5: *   Rough metal without coherent reflections
k3d/share/shaders/k3d_roughmetal.sl:22:  Ci = MaterialRoughMetal(Nf, Cs, Ka, Kd, Ks, roughness);
k3d/share/shaders/k3d_softboxes.sl:97:			boxRoundness;
k3d/share/shaders/k3d_softboxes.sl:135:	contrib = 1 - clipSuperellipse (Pplane, iW, iH, oW,oH, boxRoundness);
k3d/share/shaders/k3d_softboxes.sl:214:    float	edgeRolloff = 0,
k3d/share/shaders/k3d_softboxes.sl:224:		boxRoundness1	= 0;
k3d/share/shaders/k3d_softboxes.sl:236:		boxRoundness2	= 0;
k3d/share/shaders/k3d_softboxes.sl:248:		boxRoundness3	= 0;
k3d/share/shaders/k3d_softboxes.sl:260:		boxRoundness4	= 0;
k3d/share/shaders/k3d_softboxes.sl:365:		    boxRoundness1,boxColor1,boxOpacity1,decayRate,
k3d/share/shaders/k3d_softboxes.sl:377:		    boxRoundness2,boxColor2,boxOpacity2,decayRate,
k3d/share/shaders/k3d_softboxes.sl:389:		    boxRoundness3,boxColor3,boxOpacity3,decayRate,
k3d/share/shaders/k3d_softboxes.sl:401:		    boxRoundness4,boxColor4,boxOpacity4,decayRate,
k3d/share/shaders/k3d_softboxes.sl:459:	    if (edgeRolloff > 0) {
k3d/share/shaders/k3d_softboxes.sl:462:		q = 1 - clamp(edgeRolloff*pow(clamp(abs(q),0,1),1/max(edgeExp,0.001)),0,1);
k3d/share/shaders/k3d_srfdeformation.sl:18:   by Rob Bredow and Scott Stokdyk 
k3d/share/shaders/k3d_uberlight.sl:5: *   Based on Ronen Barzel's paper "Lighting Controls for Computer
k3d/share/shaders/k3d_uberlight.sl:200: *         based on paper by Ronen Barzel, 1997
k3d/share/shaders/k3d_urbermap.sl:17:float abRoughness=0.3; 
k3d/share/shaders/k3d_urbermap.sl:18:string abRoughnessMap="I:/ArtWorks/Textures/Native_1.2.shadow.tif"; 
k3d/share/shaders/k3d_urbermap.sl:19:float abRoughnessMapBlur=1; 
k3d/share/shaders/k3d_urbermap.sl:112:if(abRoughnessMap != "")
k3d/share/shaders/k3d_urbermap.sl:114:roughness = abRoughness * float texture(abRoughnessMap, ss, tt,
k3d/share/shaders/k3d_urbermap.sl:115:"swidth", abRoughnessMapBlur,
k3d/share/shaders/k3d_urbermap.sl:116:"twidth", abRoughnessMapBlur );
k3d/share/shaders/k3d_urbermap.sl:120:roughness = abRoughness;
k3d/share/shaders/k3d_volcube.sl:35:    vector Rd,Ro;
k3d/share/shaders/k3d_volcube.sl:46:    Ro = transform(refractSpace,P);
k3d/share/shaders/k3d_volcube.sl:51:    T = -(Pn . Ro + D) / (Pn . Rd);
k3d/share/shaders/k3d_volcube.sl:54:	Ri = Ro + T*Rd;
k3d/share/shaders/k3d_volcube.sl:59:    T = -(Pn . Ro + D) / (Pn . Rd);
k3d/share/shaders/k3d_volcube.sl:62:	Ri = Ro + T*Rd;
k3d/share/shaders/k3d_volcube.sl:67:    T = -(Pn . Ro + D) / (Pn . Rd);
k3d/share/shaders/k3d_volcube.sl:70:	Ri = Ro + T*Rd;
k3d/share/shaders/k3d_volcube.sl:75:    T = -(Pn . Ro + D) / (Pn . Rd);
k3d/share/shaders/k3d_volcube.sl:78:	Ri = Ro + T*Rd;
k3d/share/shaders/k3d_volcube.sl:83:    T = -(Pn . Ro + D) / (Pn . Rd);
k3d/share/shaders/k3d_volcube.sl:86:	Ri = Ro + T*Rd;
k3d/share/shaders/k3d_volcube.sl:91:    T = -(Pn . Ro + D) / (Pn . Rd);
k3d/share/shaders/k3d_volcube.sl:94:	Ri = Ro + T*Rd;
k3d/share/shaders/k3d_volcube.sl:150:		  float Roughness;
k3d/share/shaders/k3d_volcube.sl:160:	spec += Cl * specularbrdf(L, Nf, V, Roughness);
k3d/share/shaders/k3d_volcube.sl:204:    float  Roughness    = .21;
k3d/share/shaders/k3d_volcube.sl:250:		get_shading(Pcur,Nf,V,Roughness,diff,spec);
