k3d/share/shaders/k3d_antialiasedchecks.sl:44:  /* Figure out amount of fuzziness, taking normal into account */
k3d/share/shaders/k3d_bluemarble.sl:11: *    Academic Press, 1994.  ISBN 0-12-228760-6.
k3d/share/shaders/k3d_bluemarble.sl:41:    uniform float roughness = 0.1;
k3d/share/shaders/k3d_bluemarble.sl:60:        + Ks * specular(NN, normalize(-I), roughness));
k3d/share/shaders/k3d_brick.sl:19: *    mortarthickness           Thickness of the mortar (in st space)
k3d/share/shaders/k3d_brick.sl:36:		  float mortarthickness = .014;
k3d/share/shaders/k3d_brick.sl:46:  float ss, tt;
k3d/share/shaders/k3d_brick.sl:48:  uniform float BMWIDTH = (brickwidth + mortarthickness);
k3d/share/shaders/k3d_brick.sl:49:  uniform float BMHEIGHT = (brickheight + mortarthickness);
k3d/share/shaders/k3d_brick.sl:50:  uniform float MWF = (mortarthickness * 0.5 / BMWIDTH);
k3d/share/shaders/k3d_brick.sl:51:  uniform float MHF = (mortarthickness * 0.5 / BMHEIGHT);
k3d/share/shaders/k3d_brick.sl:63:  basicbrick(s, t, BMWIDTH, BMHEIGHT, 0.5, 0.2, 1, jagged, sbrick, tbrick, ss,
k3d/share/shaders/k3d_brick.sl:68:  ss +=
k3d/share/shaders/k3d_brick.sl:74:  ss +=
k3d/share/shaders/k3d_brick.sl:86:      clamp(filteredpulse(MWF, 1 - MWF, ss, swidth), max(1 - MWF / swidth, 0),
k3d/share/shaders/k3d_brick.sl:107:  if(ss < MWF)
k3d/share/shaders/k3d_brick.sl:109:      disp = min(disp, 0.85 * groovedepth * (sqr(ss / MWF) - 1));
k3d/share/shaders/k3d_brick.sl:111:  else if(ss > (1.0 - MWF))
k3d/share/shaders/k3d_brick.sl:113:      disp = min(disp, 0.85 * groovedepth * (sqr((1 - ss) / MWF) - 1));
k3d/share/shaders/k3d_brick.sl:117:  fact *= (smoothstep(0, 1.3 * MWF, ss) - smoothstep(1.0 - 1.3 * MWF, 1, ss));
k3d/share/shaders/k3d_brick.sl:122:	((ss + sbrick) * pockfrequency / BMHEIGHT,
k3d/share/shaders/k3d_brick2.sl:11: *    Academic Press, 1994.  ISBN 0-12-228760-6.
k3d/share/shaders/k3d_brick2.sl:35:    float ss, tt, sbrick, tbrick, w, h;
k3d/share/shaders/k3d_brick2.sl:41:    ss = scoord / BMWIDTH;
k3d/share/shaders/k3d_brick2.sl:45:        ss += 0.5;  /* shift alternate rows */
k3d/share/shaders/k3d_brick2.sl:46:    sbrick = floor(ss); /* which brick? */
k3d/share/shaders/k3d_brick2.sl:48:    ss -= sbrick;
k3d/share/shaders/k3d_brick2.sl:50:    w = step(MWF,ss) - step(1-MWF,ss);
k3d/share/shaders/k3d_brick3.sl:19: *    mortarthickness           Thickness of the mortar (in st space)
k3d/share/shaders/k3d_brick3.sl:44:        float mortarthickness = .01;
k3d/share/shaders/k3d_brick3.sl:48:#define BMWIDTH (brickwidth+mortarthickness)
k3d/share/shaders/k3d_brick3.sl:49:#define BMHEIGHT (brickheight+mortarthickness)
k3d/share/shaders/k3d_brick3.sl:50:#define MWF (mortarthickness*0.5/BMWIDTH)
k3d/share/shaders/k3d_brick3.sl:51:#define MHF (mortarthickness*0.5/BMHEIGHT)
k3d/share/shaders/k3d_brick3.sl:58:  float scoord, tcoord, ss, tt;
k3d/share/shaders/k3d_brick3.sl:73:  ss = scoord / BMWIDTH;   /* Determine which brick the point is in */
k3d/share/shaders/k3d_brick3.sl:80:      ss += 0.5;
k3d/share/shaders/k3d_brick3.sl:84:  ss += rowvary * (noise (tbrick+0.5) - 0.5);
k3d/share/shaders/k3d_brick3.sl:86:  sbrick = floor (ss);   /* which brick column? */
k3d/share/shaders/k3d_brick3.sl:87:  ss -= sbrick;          /* Now ss and tt are coords within the brick */
k3d/share/shaders/k3d_brick3.sl:93:  else w = clamp (boxstep(MWF-swidth,MWF,ss), max(1-MWF/swidth,0), 1)
k3d/share/shaders/k3d_brick3.sl:94:	 - clamp (boxstep(1-MWF-swidth,1-MWF,ss), 0, 2*MWF/swidth);
k3d/share/shaders/k3d_brickanti.sl:11: *    Academic Press, 1994.  ISBN 0-12-228760-6.
k3d/share/shaders/k3d_brickanti.sl:36:    float ss, tt, sbrick, tbrick, w, h;
k3d/share/shaders/k3d_brickanti.sl:43:    ss = scoord / BMWIDTH;
k3d/share/shaders/k3d_brickanti.sl:47:        ss += 0.5;  /* shift alternate rows */
k3d/share/shaders/k3d_brickanti.sl:49:    swidth = abs(Du(ss)*du) + abs(Dv(ss)*dv);
k3d/share/shaders/k3d_brickanti.sl:52:    sbrick = floor(ss); /* which brick? */
k3d/share/shaders/k3d_brickanti.sl:56:    ss -= sbrick;
k3d/share/shaders/k3d_brickanti.sl:59:    w = boxstep(MWF-swidth,MWF,ss)
k3d/share/shaders/k3d_brickanti.sl:60:      - boxstep(1-MWF-swidth,1-MWF,ss);
k3d/share/shaders/k3d_brickanti.sl:67:#define sintegral(ss)  (floor(ss)*(1-2*MWF) + \
k3d/share/shaders/k3d_brickanti.sl:68:                        max(0,frac(ss)-MWF))
k3d/share/shaders/k3d_brickanti.sl:72:    w = (sintegral(ss+swidth) - sintegral(ss))/swidth;
k3d/share/shaders/k3d_brickbump.sl:15: *    mortarthickness           Thickness of the mortar (in st space)
k3d/share/shaders/k3d_brickbump.sl:32:			   float mortarthickness = .01;
k3d/share/shaders/k3d_brickbump.sl:39:  float ss, tt;
k3d/share/shaders/k3d_brickbump.sl:41:  uniform float BMWIDTH = (brickwidth + mortarthickness);
k3d/share/shaders/k3d_brickbump.sl:42:  uniform float BMHEIGHT = (brickheight + mortarthickness);
k3d/share/shaders/k3d_brickbump.sl:43:  uniform float MWF = (mortarthickness * 0.5 / BMWIDTH);
k3d/share/shaders/k3d_brickbump.sl:44:  uniform float MHF = (mortarthickness * 0.5 / BMHEIGHT);
k3d/share/shaders/k3d_brickbump.sl:46:  basicbrick(s, t, BMWIDTH, BMHEIGHT, 0.5, 0.2, 1, jagged, sbrick, tbrick, ss,
k3d/share/shaders/k3d_brickbump.sl:61:  if(ss < MWF)
k3d/share/shaders/k3d_brickbump.sl:63:      disp = min(disp, 0.85 * groovedepth * (sqr(ss / MWF) - 1));
k3d/share/shaders/k3d_brickbump.sl:65:  else if(ss > (1.0 - MWF))
k3d/share/shaders/k3d_brickbump.sl:67:      disp = min(disp, 0.85 * groovedepth * (sqr((1 - ss) / MWF) - 1));
k3d/share/shaders/k3d_brickbump.sl:71:  fact *= (smoothstep(0, 1.3 * MWF, ss) - smoothstep(1.0 - 1.3 * MWF, 1, ss));
k3d/share/shaders/k3d_brickbump.sl:76:	((ss + sbrick) * pockfrequency / BMHEIGHT,
k3d/share/shaders/k3d_brickbump2.sl:11: *    Academic Press, 1994.  ISBN 0-12-228760-6.
k3d/share/shaders/k3d_brickbump2.sl:35:    float ss, tt, sbrick, tbrick, w, h;
k3d/share/shaders/k3d_brickbump2.sl:42:    ss = scoord / BMWIDTH;
k3d/share/shaders/k3d_brickbump2.sl:46:        ss += 0.5;  /* shift alternate rows */
k3d/share/shaders/k3d_brickbump2.sl:47:    sbrick = floor(ss); /* which brick? */
k3d/share/shaders/k3d_brickbump2.sl:49:    ss -= sbrick;
k3d/share/shaders/k3d_brickbump2.sl:51:    w = step(MWF,ss) - step(1-MWF,ss);
k3d/share/shaders/k3d_brickbump2.sl:57:    sbump = smoothstep(0,MWF,ss) - smoothstep(1-MWF,1,ss);
k3d/share/shaders/k3d_brickbump3.sl:15: *    mortarthickness           Thickness of the mortar (in st space)
k3d/share/shaders/k3d_brickbump3.sl:45:	       "mortarthickness" 0.02 "pitting" 0.015 "pockfrequency" 12
k3d/share/shaders/k3d_brickbump3.sl:53:	    float mortarthickness = .01;
k3d/share/shaders/k3d_brickbump3.sl:58:#define BMWIDTH (brickwidth+mortarthickness)
k3d/share/shaders/k3d_brickbump3.sl:59:#define BMHEIGHT (brickheight+mortarthickness)
k3d/share/shaders/k3d_brickbump3.sl:60:#define MWF (mortarthickness*0.5/BMWIDTH)
k3d/share/shaders/k3d_brickbump3.sl:61:#define MHF (mortarthickness*0.5/BMHEIGHT)
k3d/share/shaders/k3d_brickbump3.sl:67:  float scoord, tcoord, ss, tt;
k3d/share/shaders/k3d_brickbump3.sl:77:  ss = scoord / BMWIDTH;
k3d/share/shaders/k3d_brickbump3.sl:82:      ss += 0.5;
k3d/share/shaders/k3d_brickbump3.sl:86:  ss += rowvary * (noise (tbrick+0.5) - 0.5);
k3d/share/shaders/k3d_brickbump3.sl:88:  sbrick = floor (ss);   /* which brick column? */
k3d/share/shaders/k3d_brickbump3.sl:89:  ss -= sbrick;          /* Now ss and tt are coords within the brick */
k3d/share/shaders/k3d_brickbump3.sl:102:  if (ss < MWF) {
k3d/share/shaders/k3d_brickbump3.sl:103:      disp = 0.75 * groovedepth * (sqr(ss/MWF) - 1);
k3d/share/shaders/k3d_brickbump3.sl:105:  if (ss > (1.0-MWF)) {
k3d/share/shaders/k3d_brickbump3.sl:106:      disp = 0.75 * groovedepth * (sqr((1-ss)/MWF) - 1);
k3d/share/shaders/k3d_brickbump3.sl:110:  fact *= (smoothstep (0, 1.3*MWF, ss) - smoothstep (1.0-1.3*MWF, 1, ss));
k3d/share/shaders/k3d_brickbump3.sl:112:  disp -= fact * pow(noise ((ss+sbrick)*pockfrequency/BMHEIGHT,
k3d/share/shaders/k3d_brickperturb.sl:11: *    Academic Press, 1994.  ISBN 0-12-228760-6.
k3d/share/shaders/k3d_brickperturb.sl:35:    float ss, tt, sbrick, tbrick, w, h;
k3d/share/shaders/k3d_brickperturb.sl:41:    ss = scoord / BMWIDTH;
k3d/share/shaders/k3d_brickperturb.sl:45:        ss += 0.5;  /* shift alternate rows */
k3d/share/shaders/k3d_brickperturb.sl:47:    ss += 0.1 * snoise(tbrick+0.5);
k3d/share/shaders/k3d_brickperturb.sl:48:    sbrick = floor(ss); /* which brick? */
k3d/share/shaders/k3d_brickperturb.sl:49:    ss -= sbrick;
k3d/share/shaders/k3d_brickperturb.sl:51:    w = step(MWF,ss) - step(1-MWF,ss);
k3d/share/shaders/k3d_brushedmetal.sl:9: *   uroughness, vroughness - separate roughnesses for u and v directions
k3d/share/shaders/k3d_brushedmetal.sl:22:			 float uroughness = 0.15, vroughness = 0.5;
k3d/share/shaders/k3d_brushedmetal.sl:27:    MaterialBrushedMetal(Nf, Cs, Ka, Kd, Ks, normalize(dPdu), uroughness,
k3d/share/shaders/k3d_brushedmetal.sl:28:			 vroughness);
k3d/share/shaders/k3d_brushedmetal2.sl:12: *  then assume specspread is roughness, then you have something 
k3d/share/shaders/k3d_brushedmetal3.sl:13: *   xroughness - the apparent roughness of the surface in xdir.
k3d/share/shaders/k3d_brushedmetal3.sl:14: *   yroughness - the roughness for the direction of the surface
k3d/share/shaders/k3d_brushedmetal3.sl:19:                         vector xdir;  float xroughness, yroughness;)
k3d/share/shaders/k3d_brushedmetal3.sl:24:    vector X = xdir / xroughness;
k3d/share/shaders/k3d_brushedmetal3.sl:25:    vector Y = (N ^ xdir) / yroughness;
k3d/share/shaders/k3d_brushedmetal3.sl:45:    return C / (4 * xroughness * yroughness);
k3d/share/shaders/k3d_brushedmetal3.sl:53:		float uroughness = 0.35, vroughness = 0.2; 
k3d/share/shaders/k3d_brushedmetal3.sl:61:                                          xdir, uroughness, vroughness);
k3d/share/shaders/k3d_celld.sl:20:				   between f2 and f1 is less then this value
k3d/share/shaders/k3d_ceramic.sl:5:surface k3d_ceramic(float Ka = 1, Kd = 0.5, Ks = .5, roughness = 0.1;
k3d/share/shaders/k3d_ceramic.sl:7:		    float specsharpness = 0.5;
k3d/share/shaders/k3d_ceramic.sl:11:  Ci = MaterialCeramic(Nf, Cs, Ka, Kd, Ks, roughness, specsharpness);
k3d/share/shaders/k3d_ceramictiles.sl:12: *     expressed as a fraction of the tile-to-tile spacing.
k3d/share/shaders/k3d_ceramictiles.sl:13: *   groovedepth - displacement amount for the grooves (expressed in
k3d/share/shaders/k3d_ceramictiles.sl:34: *   Ks, roughness, specsharpness - glossy specular controls of the tile
k3d/share/shaders/k3d_ceramictiles.sl:60:/* Given 2-D texture coordinates ss,tt and their filter widths ds, dt,
k3d/share/shaders/k3d_ceramictiles.sl:61: * and the width and height of the grooves between tiles (assuming that
k3d/share/shaders/k3d_ceramictiles.sl:66:float tilepattern(float ss, tt, ds, dt;
k3d/share/shaders/k3d_ceramictiles.sl:71:  swhichtile = floor(ss);
k3d/share/shaders/k3d_ceramictiles.sl:73:  stile = ss - swhichtile;
k3d/share/shaders/k3d_ceramictiles.sl:76:  return filteredpulsetrain(groovewidth, 1, ss + groovewidth / 2,
k3d/share/shaders/k3d_ceramictiles.sl:134: * "glossy" specular term.  We're actually blending between a purely
k3d/share/shaders/k3d_ceramictiles.sl:143:			   float roughness, specsharpness, Kr, blur, eta;
k3d/share/shaders/k3d_ceramictiles.sl:158:    ks * LocIllumGlossy(Nf, V, roughness / 10,
k3d/share/shaders/k3d_ceramictiles.sl:159:			specsharpness) + SampleEnvironment(P, R, kr, blur,
k3d/share/shaders/k3d_ceramictiles.sl:165:surface k3d_ceramictiles(float Ka = 1, Ks = .75, roughness =
k3d/share/shaders/k3d_ceramictiles.sl:166:			 0.1, specsharpness = 0.5;
k3d/share/shaders/k3d_ceramictiles.sl:192:  float ss, tt, dss, dtt;
k3d/share/shaders/k3d_ceramictiles.sl:193:    ProjectTo2D (projection, P, textureprojspace, array_to_mx(mx),ss, tt, dss, dtt);
k3d/share/shaders/k3d_ceramictiles.sl:194:  ss /= stilespacing;
k3d/share/shaders/k3d_ceramictiles.sl:195:  dss /= stilespacing;
k3d/share/shaders/k3d_ceramictiles.sl:204:  float intile = tilepattern(ss, tt, dss, dtt,
k3d/share/shaders/k3d_ceramictiles.sl:228:  color Ctile = tiletexture(tileindex, stile, ttile, dss, dtt,
k3d/share/shaders/k3d_ceramictiles.sl:239:  point Q = 20 * point(ss, tt, 0);
k3d/share/shaders/k3d_ceramictiles.sl:249:			 roughness, specsharpness, Kr, blur, eta, ENVPARAMS);
k3d/share/shaders/k3d_checkerboard.sl:6:			 float roughness = 0.1; color specularcolor = 1.0;
k3d/share/shaders/k3d_checkerboard.sl:51:	  specularcolor * Ks * specular(Nf, -normalize(I), roughness));
k3d/share/shaders/k3d_checkerboard_solid.sl:6:	float roughness = 0.1;
k3d/share/shaders/k3d_checkerboard_solid.sl:38:	Ci = Os * (Ct * (Ka * ambient() + Kd * diffuse(Nf)) + specularcolor * Ks * specular(Nf, -normalize(I), roughness));
k3d/share/shaders/k3d_clay.sl:13:surface k3d_clay(float Ka = 1, Kd = 0.7, roughness = 0.1;)
k3d/share/shaders/k3d_clay.sl:16:  Ci = MaterialClay(Nf, Cs, Ka, Kd, roughness);
k3d/share/shaders/k3d_cloudplane.sl:11: *    Academic Press, 1994.  ISBN 0-12-228760-6.
k3d/share/shaders/k3d_contacshadow.sl:35:    float ss = (xcomp(screenP) + 1) * 0.5;  
k3d/share/shaders/k3d_contacshadow.sl:38:    if (ss < 0 || ss > 1 || tt < 0 || tt > 1) {  
k3d/share/shaders/k3d_contacshadow.sl:45:	float mapdist = float texture(shadowname, ss, tt, "samples", samples);
k3d/share/shaders/k3d_corktile.sl:10: * Ka, Kd, Ks, roughness, specularcolor - take their usual meanings
k3d/share/shaders/k3d_corktile.sl:83:         		float	roughness = .05;
k3d/share/shaders/k3d_corktile.sl:120:		specularcolor * Ks*specular(Nf,-normalize(I),roughness)); 
k3d/share/shaders/k3d_craters.sl:5: * Similar tricks can be used to make cork, swiss-cheese, bread, etc.
k3d/share/shaders/k3d_craters.sl:15:k3d_craters ( float Ka = 1, Kd = 0.7, roughness = 0.1;
k3d/share/shaders/k3d_craters.sl:20:   float lac=1.91341;    /* diameter spacing between successive octaves */
k3d/share/shaders/k3d_craters.sl:21:   float amp=1.91341;    /* amplitude reduction between successive octaves */
k3d/share/shaders/k3d_craters.sl:32:    float ss, tt, angle, r, rim, uu, a, i, j, sc, asc, lev;
k3d/share/shaders/k3d_craters.sl:63:		    ss = s - sctr;
k3d/share/shaders/k3d_craters.sl:65:		    r = ss*ss + tt*tt; /* r is distance from center squared */
k3d/share/shaders/k3d_craters.sl:90:	    rrad1 += fBm_default(P*sc)*asc*distortamp; /* add crater roughness */
k3d/share/shaders/k3d_craters.sl:114:    Ci = MaterialClay (Nf, Ct, Ka, Kd, roughness);
k3d/share/shaders/k3d_crayon.sl:12:	Ka, Kd, Ks, roughness, specularcolor - work as in the plastic shader
k3d/share/shaders/k3d_crayon.sl:58:         	float roughness = .1;
k3d/share/shaders/k3d_crayon.sl:75:	/*  use a spline to read across to the appropriate noise value - this equalisation
k3d/share/shaders/k3d_crayon.sl:76:		process is described by Steven Worley in Ch 3 of "Texturing and Modelling a
k3d/share/shaders/k3d_crayon.sl:92:		specularcolor * Ks*specular(Nf,-normalize(I),roughness));
k3d/share/shaders/k3d_decalplastic.sl:28:	float roughness = 0.1;
k3d/share/shaders/k3d_decalplastic.sl:40:			float ss = mix(s0, s1, s);
k3d/share/shaders/k3d_decalplastic.sl:42:			float alpha = float texture(texturename[3], ss, tt);
k3d/share/shaders/k3d_decalplastic.sl:43:			Ct = (1.0 - alpha) * Cs + (alpha * color texture(texturename, ss, tt));
k3d/share/shaders/k3d_decalplastic.sl:49:	Ci = Oi * Ct * (Ka * ambient() + Kd * diffuse(Nf)) + specularcolor * Ks * specular(Nf, V, roughness);
k3d/share/shaders/k3d_dturb.sl:8:displacement k3d_dturb(float Km = 0.1, freq = 10, flatness = 1)
k3d/share/shaders/k3d_dturb.sl:29:  magnitude = pow(turb, flatness);
k3d/share/shaders/k3d_ember.sl:1:/* Glowing ember shader 2002 Graeme Nattress & NOITAMINANIMATION Inc.
k3d/share/shaders/k3d_ember.sl:17:		float roughness = 0.99;
k3d/share/shaders/k3d_ember.sl:39:	float spcol = pow (max (0, Nf.NI * -1), 1/roughness);
k3d/share/shaders/k3d_emboss.sl:3:/* Listing 16.36  Displacement shader embossing a surface using a texture */
k3d/share/shaders/k3d_emboss.sl:6: * emboss(): emboss a pencil with lettering.  It uses the same texture
k3d/share/shaders/k3d_emboss.sl:10:k3d_emboss(	
k3d/share/shaders/k3d_eroded.sl:13:		  roughness = 0.25)
k3d/share/shaders/k3d_eroded.sl:36:	Ci = Oi * Cs * (Ka * ambient() + Ks * specular (Nf, V, roughness) );
k3d/share/shaders/k3d_eyeball.sl:8: *   part (eyeball), and blood vessels can be set individually.  Fractal
k3d/share/shaders/k3d_eyeball.sl:12: *   Ka, Kd, Ks, roughness, specularcolor - work just like the plastic shader
k3d/share/shaders/k3d_eyeball.sl:15: *   bloodcolor - color of the blood vessels
k3d/share/shaders/k3d_eyeball.sl:18: *   irissize - size of iris (in "t" space), must be larger than pupilsize
k3d/share/shaders/k3d_eyeball.sl:20: *   veinfreq, veinlevel - control the formation of the blood vessels
k3d/share/shaders/k3d_eyeball.sl:24: * ANTIALIASING: basic antialiasing of the boundaries between tissue types
k3d/share/shaders/k3d_eyeball.sl:46:k3d_eyeball (float Ka = .75, Kd = 0.75, Ks = 0.4, roughness = 0.1;
k3d/share/shaders/k3d_eyeball.sl:54:	 float pupilsize = 0.05, irissize = 0.12;
k3d/share/shaders/k3d_eyeball.sl:68:  float irisstat, pupilstat;
k3d/share/shaders/k3d_eyeball.sl:78:   * irisstat: 0 inside the iris/white boundary, 1 outside
k3d/share/shaders/k3d_eyeball.sl:83:  irisstat = smoothstep (irissize, irissize+twidth, tt);
k3d/share/shaders/k3d_eyeball.sl:85:  bloody = bloodshot * (smoothstep (-irissize, 2.5*irissize, tt));
k3d/share/shaders/k3d_eyeball.sl:89:   * of the whites.  The veining pattern is essentially summed zero sets
k3d/share/shaders/k3d_eyeball.sl:93:  if (irisstat * bloody > 0.001) {
k3d/share/shaders/k3d_eyeball.sl:107:  Ciris = mix (iriscolor, irisoutercolor, smoothstep (irissize*.8, irissize, tt));
k3d/share/shaders/k3d_eyeball.sl:111:  if (irisstat < 0.9999 && pupilstat > 0.0001) {
k3d/share/shaders/k3d_eyeball.sl:123:  Ct = mix (Ciris, Cball, irisstat);
k3d/share/shaders/k3d_eyeball.sl:126:  /* Make the eye a little glossier on the iris and pupil */
k3d/share/shaders/k3d_eyeball.sl:127:  ks = Ks * (1+2*(1-irisstat));
k3d/share/shaders/k3d_eyeball.sl:128:  rough = roughness * (1-.75*(1-irisstat));
k3d/share/shaders/k3d_eyeball.sl:131:   * our modified values for roughness and Ks.
k3d/share/shaders/k3d_fire.sl:15:  float ss, tt;
k3d/share/shaders/k3d_fire.sl:24:  /* compress ss & offset both by factor of current frame */
k3d/share/shaders/k3d_fire.sl:26:  ss = s * 5 + frame * 0.01;
k3d/share/shaders/k3d_fire.sl:31:  width = max(filterwidth(ss), filterwidth(tt));
k3d/share/shaders/k3d_fire.sl:36:    turb += abs(snoise2(ss * f, tt * f)) / f;
k3d/share/shaders/k3d_fire.sl:38:  turb += fade * abs(snoise2(ss * f, tt * f)) / f;
k3d/share/shaders/k3d_flame.sl:9: *    chaosscale, chaosoffset, octaves - control the fBm
k3d/share/shaders/k3d_flame.sl:23: *    Academic Press, 1994.  ISBN 0-12-228760-6.
k3d/share/shaders/k3d_flame.sl:37:		  float chaosscale = 1; float chaosoffset = 0;
k3d/share/shaders/k3d_flame.sl:56:  chaos = abs(chaosscale * chaos + chaosoffset);
k3d/share/shaders/k3d_fractal.sl:9: *    Academic Press, 1998.  ISBN 0-12-228730-4.

k3d/share/shaders/k3d_fractal.sl:15:k3d_fractal(float H = 0.8, lacunarity = 2.5, octaves = 7, offset = 0.9, sharpness = 4, threshold = 12, Kt = 0.1)

k3d/share/shaders/k3d_fractal.sl:27:          		signal = pow( signal, sharpness );

k3d/share/shaders/k3d_fractal.sl:29:                             sharpness of the ridges. Or you can just use the

k3d/share/shaders/k3d_fractal.sl:42:          		/* weigh successive contributions by previous signal */

k3d/share/shaders/k3d_fractal.sl:54:          		signal = pow( signal, sharpness ); /* Or signal *= signal;*/

k3d/share/shaders/k3d_fresnelplastic.sl:39:   float roughness= 0.1;  /* desc {Specular roughness} */
k3d/share/shaders/k3d_fresnelplastic.sl:55:			  desc {Swap S/T access to overcome Maya/MtoR
k3d/share/shaders/k3d_fresnelplastic.sl:59:    float ss, tt;
k3d/share/shaders/k3d_fresnelplastic.sl:69:	ss = t;
k3d/share/shaders/k3d_fresnelplastic.sl:73:	ss = s;
k3d/share/shaders/k3d_fresnelplastic.sl:77:	ss = 1 - ss;
k3d/share/shaders/k3d_fresnelplastic.sl:94:    /*Ct = (CHKTX (colorMap))? texture (colorMap, ss, tt): Csurf; */
k3d/share/shaders/k3d_fresnelplastic.sl:96:      Ct = texture (colorMap, ss, tt);
k3d/share/shaders/k3d_fresnelplastic.sl:110:                fKr * Cspec * Ks * specular(Nf,V,roughness) +
k3d/share/shaders/k3d_funkyglass.sl:1:/* funkyglass.sl - randomly colored "glass" (transparent, but no refl/refr).
k3d/share/shaders/k3d_funkyglass.sl:9:surface k3d_funkyglass(float Ka = .2;
k3d/share/shaders/k3d_funkyglass.sl:10:		       float Kd = .2; float Ks = 1; float roughness = .08;
k3d/share/shaders/k3d_funkyglass.sl:27:     specularcolor * Ks * specular(Nf, -V, roughness));
k3d/share/shaders/k3d_fur2.sl:43:	 float roughness1  = 0.008;
k3d/share/shaders/k3d_fur2.sl:45:	 float roughness2  = 0.016;
k3d/share/shaders/k3d_fur2.sl:61:	 /* Variables Passed from the rib... */
k3d/share/shaders/k3d_fur2.sl:66:	 uniform float hair_id   = 0.0; /* Watch Out... Across Patches */
k3d/share/shaders/k3d_fur2.sl:76:    vector S = nSN^T;     /* Cross product of the tangent along the hair and surface normal */
k3d/share/shaders/k3d_fur2.sl:140:	    ((SPEC1*Cl*pow(Kajiya, 1/roughness1)) + 
k3d/share/shaders/k3d_fur2.sl:141:	     (SPEC2*Cl*pow(Kajiya, 1/roughness2)));
k3d/share/shaders/k3d_glass.sl:2: * glass.sl -- Shiny reflective & refractive glass, using ray tracing.
k3d/share/shaders/k3d_glass.sl:5: *   Makes semi-transparent glass, using ray tracing to calculate
k3d/share/shaders/k3d_glass.sl:9: *    Ka, Kd, Ks, roughness, specularcolor - The usual meaning
k3d/share/shaders/k3d_glass.sl:14: *    Kt - coefficient for refracted transmission
k3d/share/shaders/k3d_glass.sl:15: *    transmitcolor - color of the glass
k3d/share/shaders/k3d_glass.sl:17: *    eta - the coefficient of refraction of the glass
k3d/share/shaders/k3d_glass.sl:35:surface k3d_glass(float Ka = 0.2, Kd = 0, Ks = 0.5, roughness = 0.05;
k3d/share/shaders/k3d_glass.sl:45:    MaterialGlass(Nf, Cs, Ka, Kd, Ks, roughness, Kr, reflblur, Kt, refrblur,
k3d/share/shaders/k3d_gmarbtile_polish.sl:9: *   Ka, Kd, Ks, roughness, specularcolor - work just like the plastic
k3d/share/shaders/k3d_gmarbtile_polish.sl:10: *   Kr - reflectivity (shininess) of the surface
k3d/share/shaders/k3d_gmarbtile_polish.sl:15: *   sharpness - how sharp the veins appear
k3d/share/shaders/k3d_gmarbtile_polish.sl:29:			     float Kr = 0.2, roughness = 0.05;
k3d/share/shaders/k3d_gmarbtile_polish.sl:37:			     float sharpness = 25;
k3d/share/shaders/k3d_gmarbtile_polish.sl:56:  float ss = xcomp(PP) / tilesize;
k3d/share/shaders/k3d_gmarbtile_polish.sl:57:  float dss = filterwidth(ss);
k3d/share/shaders/k3d_gmarbtile_polish.sl:61:  float groovy = tilepattern(ss, tt, dss, dtt, groovewidth, groovewidth,
k3d/share/shaders/k3d_gmarbtile_polish.sl:62:			     whichs, whicht, ss, tt);
k3d/share/shaders/k3d_gmarbtile_polish.sl:88:      turb = pow(smoothstep(0.8, 1, 1 - turb), sharpness) / freq;
k3d/share/shaders/k3d_gmarbtile_polish.sl:103:  env = Ks * specular(Nf, -V, roughness);
k3d/share/shaders/k3d_gooch.sl:19: *  roughness    : specular roughness
k3d/share/shaders/k3d_gooch.sl:34:         float roughness = .1;
k3d/share/shaders/k3d_gooch.sl:56:                specularcolor*Ks*specular(Nf,-normalize(I),roughness)));
k3d/share/shaders/k3d_graphic_lines.sl:6:        float roughness=1.0;
k3d/share/shaders/k3d_graphic_lines.sl:17:        float brightness_highlight=0.5;
k3d/share/shaders/k3d_graphic_lines.sl:18:        float randomness_highlight=0.0;
k3d/share/shaders/k3d_graphic_lines.sl:35:				float roughness_highlight=0.2;
k3d/share/shaders/k3d_graphic_lines.sl:40:        float brightness_paint=0.3;
k3d/share/shaders/k3d_graphic_lines.sl:41:        float randomness_paint=0.0;
k3d/share/shaders/k3d_graphic_lines.sl:58:				float roughness_paint=0.2;
k3d/share/shaders/k3d_graphic_lines.sl:63:        float brightness_ink=0.5;
k3d/share/shaders/k3d_graphic_lines.sl:64:        float randomness_ink=0.0;
k3d/share/shaders/k3d_graphic_lines.sl:81:				float roughness_ink=0.2;
k3d/share/shaders/k3d_graphic_lines.sl:128:	illumcolor_highlight=(Ka_highlight*ambient()+Kd_highlight*diffuse(Nf_highlight)+Ks_highlight*specular(Nf_highlight,V_highlight,roughness_highlight));
k3d/share/shaders/k3d_graphic_lines.sl:137:	illumination_highlight=(illumination_highlight*contrast_highlight)+(1.0-contrast_highlight)/2.0+(brightness_highlight-1.0)+n_highlight*randomness_highlight;
k3d/share/shaders/k3d_graphic_lines.sl:203:	}illumcolor_paint=(Ka_paint*ambient()+Kd_paint*diffuse(Nf_paint)+Ks_paint*specular(Nf_paint,V_paint,roughness_paint));
k3d/share/shaders/k3d_graphic_lines.sl:211:	illumination_paint=(illumination_paint*contrast_paint)+(1.0-contrast_paint)/2.0+(brightness_paint-1.0)+n_paint*randomness_paint;
k3d/share/shaders/k3d_graphic_lines.sl:275:	}illumcolor_ink=(Ka_ink*ambient()+Kd_ink*diffuse(Nf_ink)+Ks_ink*specular(Nf_ink,V_ink,roughness_ink));
k3d/share/shaders/k3d_graphic_lines.sl:283:	illumination_ink=(illumination_ink*contrast_ink)+(1.0-contrast_ink)/2.0+(brightness_ink-1.0)+n_ink*randomness_ink;
k3d/share/shaders/k3d_graphic_lines.sl:314:	glinespec(vector N, V; float roughness)
k3d/share/shaders/k3d_graphic_lines.sl:321:			C += pow(N.H, 1/roughness);
k3d/share/shaders/k3d_graphic_lines.sl:352:	spec = glinespec(Nf, -normalize(I), roughness);
k3d/share/shaders/k3d_grass_displace.sl:2: * grass.sl

k3d/share/shaders/k3d_grass_displace.sl:4: * I took used some of RManNotes function to assist in

k3d/share/shaders/k3d_grass_displace.sl:5: * creating a random look on the grass texture.

k3d/share/shaders/k3d_grass_displace.sl:16:k3d_grass_displace ( float height = 1.0,

k3d/share/shaders/k3d_grass_displace.sl:24:  float ss, tt;

k3d/share/shaders/k3d_grass_displace.sl:27:  ss = s + snoise(noi + 912) * noiscale;

k3d/share/shaders/k3d_grass_displace.sl:30:  float smod = mod(ss*fac,1),

k3d/share/shaders/k3d_grass_surface.sl:2: * Again, similar structure of grass.sl

k3d/share/shaders/k3d_grass_surface.sl:10:k3d_grass_surface ( float height = 1.0, Ka=0.5, Kd=0.1, Ks= 1, roughness = 0.25,

k3d/share/shaders/k3d_grass_surface.sl:21:  float ss, tt;

k3d/share/shaders/k3d_grass_surface.sl:24:  ss = s + snoise(noi + 912) * noiscale;

k3d/share/shaders/k3d_grass_surface.sl:27:  float smod = mod(ss*fac,1),

k3d/share/shaders/k3d_grass_surface.sl:46:  Ci = Ci * (Ka *ambient() + Kd * diffuse(Nf) + Ks* specular(Nf,-I,roughness));

k3d/share/shaders/k3d_greenmarble.sl:8: *   Ka, Kd, Ks, roughness, specularcolor - work just like the plastic
k3d/share/shaders/k3d_greenmarble.sl:13: *   sharpness - how sharp the veins appear
k3d/share/shaders/k3d_greenmarble.sl:25:surface k3d_greenmarble(float Ka = 0.1, Kd = 0.6, Ks = 0.4, roughness = 0.1;
k3d/share/shaders/k3d_greenmarble.sl:31:			float sharpness = 25; float txtscale = 1;
k3d/share/shaders/k3d_greenmarble.sl:62:      turb = pow(smoothstep(0.8, 1, 1 - turb), sharpness) / freq;
k3d/share/shaders/k3d_greenmarble.sl:75:  Ci = MaterialPlastic(Nf, Ct, Ka, Kd, Ks, roughness);
k3d/share/shaders/k3d_grids.sl:8:float roughness=0.0373; 
k3d/share/shaders/k3d_grids.sl:16:float G1L1_Randomness=0;
k3d/share/shaders/k3d_grids.sl:24:float G1L2_Randomness=0;
k3d/share/shaders/k3d_grids.sl:32:float G2L1_Randomness=0;
k3d/share/shaders/k3d_grids.sl:40:float G2L2_Randomness=0;
k3d/share/shaders/k3d_grids.sl:53:float G1L1_ss, G1L1_tt;
k3d/share/shaders/k3d_grids.sl:54:float G1L2_ss, G1L2_tt;
k3d/share/shaders/k3d_grids.sl:55:float G2L1_ss, G2L1_tt;
k3d/share/shaders/k3d_grids.sl:56:float G2L2_ss, G2L2_tt;
k3d/share/shaders/k3d_grids.sl:61:rotate2d(s, t, radians(G1L1_rotation), 0.5, 0.5, G1L1_ss, G1L1_tt);
k3d/share/shaders/k3d_grids.sl:62:G1L1_ss = repeat(G1L1_ss, G1L1_freq);
k3d/share/shaders/k3d_grids.sl:69:rotate2d(s, t, radians(G1L2_rotation), 0.5, 0.5, G1L2_ss, G1L2_tt);
k3d/share/shaders/k3d_grids.sl:70:G1L2_ss = repeat(G1L2_ss, G1L2_freq);
k3d/share/shaders/k3d_grids.sl:80:rotate2d(s, t, radians(G2L1_rotation), 0.5, 0.5, G2L1_ss, G2L1_tt);
k3d/share/shaders/k3d_grids.sl:81:G2L1_ss = repeat(G2L1_ss, G2L1_freq);
k3d/share/shaders/k3d_grids.sl:88:rotate2d(s, t, radians(G2L2_rotation), 0.5, 0.5, G2L2_ss, G2L2_tt);
k3d/share/shaders/k3d_grids.sl:89:G2L2_ss = repeat(G2L2_ss, G2L2_freq);
k3d/share/shaders/k3d_grids.sl:98:specularcolor * K_specular * phong(G1_Nf, G1_V, 1/roughness);
k3d/share/shaders/k3d_grids_disp.sl:31:float ss0, tt0;
k3d/share/shaders/k3d_grids_disp.sl:33:rotate2d(s, t, radians(rotation0), 0.5, 0.5, ss0, tt0);
k3d/share/shaders/k3d_grids_disp.sl:34:ss0 = repeat(ss0, freq0);
k3d/share/shaders/k3d_grids_disp.sl:44:float ss1, tt1;
k3d/share/shaders/k3d_grids_disp.sl:46:rotate2d(s, t, radians(rotation1), 0.5, 0.5, ss1, tt1);
k3d/share/shaders/k3d_grids_disp.sl:47:ss1 = repeat(ss1, freq1);
k3d/share/shaders/k3d_hair.sl:7:	float roughness = .15;
k3d/share/shaders/k3d_hair.sl:22:			Cspec += Cl * v * pow (cosang, 1/roughness);
k3d/share/shaders/k3d_hair.sl:25:			/* We multipled by v to make it darker at the roots.  This assumes v=0 at the root, v=1 at the tip.  */
k3d/share/shaders/k3d_hdr_light.sl:10:*post links back to the above address*or get in contact if you have any queries

k3d/share/shaders/k3d_hdr_light.sl:28:	float ss = 0.5 + (Dx * r);

k3d/share/shaders/k3d_hdr_light.sl:30:	ss = 1 - ss;

k3d/share/shaders/k3d_hdr_light.sl:33:		hdrtex = texture(envname,ss,tt,"blur",blur);

k3d/share/shaders/k3d_hdr_surface.sl:10:*post links back to the above address*or get in contact if you have any queries

k3d/share/shaders/k3d_hdr_surface.sl:27:	float ss = 0.5 + (Dx * r);

k3d/share/shaders/k3d_hdr_surface.sl:29:	ss = 1 - ss;

k3d/share/shaders/k3d_hdr_surface.sl:32:		hdrtex = texture(envname,ss,tt,"blur",blur);

k3d/share/shaders/k3d_hexatile_bump.sl:28:* Author: Fredrik Gustafsson, gusten@SpamSucks_algonet.se
k3d/share/shaders/k3d_hexatile_bump.sl:42:Worley2D_f1f2 (float ss, tt; float jitter, seed, c1, c2, hexagon, scale_ss, scale_tt; 
k3d/share/shaders/k3d_hexatile_bump.sl:46:float sthiscell = floor(ss)+0.5, tthiscell = floor(tt)+0.5;
k3d/share/shaders/k3d_hexatile_bump.sl:62:	float soffset = (spos - ss) * scale_ss;
k3d/share/shaders/k3d_hextile.sl:16: *    Ka, Kd, Ks, roughness, specularcolor - work just like plastic
k3d/share/shaders/k3d_hextile.sl:48:         float roughness = .1;
k3d/share/shaders/k3d_hextile.sl:64:  float ss, tt;
k3d/share/shaders/k3d_hextile.sl:85:       ss = s + tilewidth/2;
k3d/share/shaders/k3d_hextile.sl:86:  else ss = s;
k3d/share/shaders/k3d_hextile.sl:87:  stile = floor (ss / tilewidth);
k3d/share/shaders/k3d_hextile.sl:88:  ss = mod (ss, tilewidth);
k3d/share/shaders/k3d_hextile.sl:92:      mortar =  1 - (smoothstep(mw2,mw2+sfuzz,ss) *
k3d/share/shaders/k3d_hextile.sl:93:		     (1 - smoothstep(tilewidth-mw2-sfuzz,tilewidth-mw2,ss)));
k3d/share/shaders/k3d_hextile.sl:96:      x = tilewidth/2 - abs (ss - tilewidth/2);
k3d/share/shaders/k3d_hextile.sl:102:	  if (ss > tilewidth/2)
k3d/share/shaders/k3d_hextile.sl:122:	      specularcolor * ks*specular(Nf,-normalize(I),roughness));
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_leather.sl:23:	float roughness = .1;     /* Specular roughness param.     */          

k3d/share/shaders/k3d_leather.sl:48:	float small_noise, blotch, speck, disp = 0, blackness;

k3d/share/shaders/k3d_leather.sl:73:	 * start of 'greenness' toward the poles.

k3d/share/shaders/k3d_leather.sl:87:	base_turb = pow(base_turb, (1/redness));

k3d/share/shaders/k3d_leather.sl:132:	 * dottiness technique is stolen from LG's starfield 

k3d/share/shaders/k3d_leather.sl:135:	#define SPECK_NF        0     /* un dented dessus que je met a zero*/    

k3d/share/shaders/k3d_leather.sl:148:	blackness = 1-(smoothstep(BEDGE, BEDGE+BWIDTH, t)*

k3d/share/shaders/k3d_leather.sl:158:	cs = mix(cs, black, blackness);

k3d/share/shaders/k3d_leather.sl:212:	                            Ks * specular(Nf, V, roughness)));

k3d/share/shaders/k3d_lensflare.sl:126:    float brightness =
k3d/share/shaders/k3d_lensflare.sl:146:	float radius = sqrt(brightness) * 5 * mix(.2, bloomradius, urand());
k3d/share/shaders/k3d_lensflare.sl:151:	Cflare += bloom * (bloomintensity / intensity) / brightness;
k3d/share/shaders/k3d_lensflare.sl:158:	  sqrt(brightness) * 5 * mix(.2, starburstradius, urand());
k3d/share/shaders/k3d_lensflare.sl:163:	Cflare += star * (starburstintensity / intensity) / brightness;
k3d/share/shaders/k3d_lensflare.sl:170:	  brightness * (rainbowintensity / intensity) *
k3d/share/shaders/k3d_luna.sl:16: *    Academic Press, 1994.  ISBN 0-12-228760-6.
k3d/share/shaders/k3d_lunette.sl:16: *   Ka, Kd, Ks, roughness, specularcolor - work like the plastic shader
k3d/share/shaders/k3d_lunette.sl:43: * dimensional fashion using the coordinates ss and tt as texture / pattern
k3d/share/shaders/k3d_lunette.sl:47: *   ss, tt - 2D pattern coordinates.
k3d/share/shaders/k3d_lunette.sl:48: *   ssrepeats, ttrepeats - Number of repeats of the grid pattern in both ss
k3d/share/shaders/k3d_lunette.sl:51: *   sslinewidth, ttlinewidth - Width of the grid lines in ss and tt
k3d/share/shaders/k3d_lunette.sl:52: *                              respectively; expressed as a fraction of the
k3d/share/shaders/k3d_lunette.sl:63: *                   possibility to increase the amount of colorB present in
k3d/share/shaders/k3d_lunette.sl:72:	float ss;		/* ss coordinate for the lunette pattern */
k3d/share/shaders/k3d_lunette.sl:74:	float ssrepeats;	/* number of repeats in the ss direction */
k3d/share/shaders/k3d_lunette.sl:76:	float sslinewidth;	/* proportional width of lines in ss */
k3d/share/shaders/k3d_lunette.sl:97:	float pulsess = filteredpulsetrain(
k3d/share/shaders/k3d_lunette.sl:98:		1/ssrepeats, sslinewidth, ss, filterwidth(ss)
k3d/share/shaders/k3d_lunette.sl:103:	float pulsegrid = 1 - min(pulsess, pulsett); 
k3d/share/shaders/k3d_lunette.sl:111:		point(ss*ssrepeats, tt*ttrepeats, noiseRandom);
k3d/share/shaders/k3d_lunette.sl:136:	float roughness = .1;
k3d/share/shaders/k3d_lunette.sl:172:		specularcolor * Ks*specular(Nf,-normalize(I),roughness));
k3d/share/shaders/k3d_map_pattern_1.sl:7:float ss1=1; 
k3d/share/shaders/k3d_map_pattern_1.sl:16:float roughness = .1;
k3d/share/shaders/k3d_map_pattern_1.sl:24:float temp_ss1;
k3d/share/shaders/k3d_map_pattern_1.sl:26:if (ss1 ==1) {temp_ss1=s;} else {temp_ss1=ss1;}
k3d/share/shaders/k3d_map_pattern_1.sl:36:temt_c1=texture(map1,temp_ss1,temp_tt1,"swidth",swidth1,"twidth",twidth1,"samples",samples1);
k3d/share/shaders/k3d_map_pattern_1.sl:40:temt_c1=texture(map1[channel1],temp_ss1,temp_tt1,"swidth",swidth1,"twidth",twidth1,"samples",samples1);
k3d/share/shaders/k3d_map_pattern_1.sl:69:C_temp1 = Os * (Cs * (Ka * ambient() + Kd * diffuse(Nf)) + specularcolor * Ks * specular(Nf, -normalize(I), roughness));
k3d/share/shaders/k3d_metal.sl:11:		  float roughness = .1;)
k3d/share/shaders/k3d_metal.sl:16:  Ci = Os * Cs * (Ka * ambient() + Ks * specular(Nf, V, 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:46:    float roughness = 0.25;

k3d/share/shaders/k3d_mondometal.sl:64:    float ss, tt, roughness, diff, spec, bmp;

k3d/share/shaders/k3d_mondometal.sl:67:    ss = vector(s, t, 1) . vector(transform("shader", STMatrix0));

k3d/share/shaders/k3d_mondometal.sl:73:        Csurf = Cs * color texture(abColorMap, ss, tt,

k3d/share/shaders/k3d_mondometal.sl:78:            Copac = float texture(abColorMap[3], ss, tt, 

k3d/share/shaders/k3d_mondometal.sl:98:        diff = abDiffuse * float texture(abDiffuseMap, ss, tt, 

k3d/share/shaders/k3d_mondometal.sl:110:        spec = abSpecular * float texture(abSpecularMap, ss, tt, 

k3d/share/shaders/k3d_mondometal.sl:123:        Cspec = abSpecularColor * color texture(abSpecularColorMap, ss, tt,

k3d/share/shaders/k3d_mondometal.sl:131:    /* determine roughness */

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_mondometal.sl:148:            Copac = Copac * color texture(abTransparencyMap, ss, tt,

k3d/share/shaders/k3d_mondometal.sl:154:            Copac = Copac * (color(1) - color texture(abTransparencyMap, ss, tt,

k3d/share/shaders/k3d_mondometal.sl:163:        Cincand = abIncandescence * color texture(abIncandescenseMap, ss, tt,

k3d/share/shaders/k3d_mondometal.sl:176:        bmp = abBumpScale * float texture( abBumpMap, ss, tt,

k3d/share/shaders/k3d_mondometal.sl:222:        Cmatte = color texture(metalMatte, ss, tt,

k3d/share/shaders/k3d_mondometal.sl:235:           (spec * Cspec * (specular(Nf, V, roughness) + Crefl) ));

k3d/share/shaders/k3d_mondometal.sl:240:            Ks * specular(Nf,-normalize(I),roughness));

k3d/share/shaders/k3d_mysky.sl:34: *    Academic Press, 1994.  ISBN 0-12-228760-6.

k3d/share/shaders/k3d_noisysmoke.sl:53:  float ss, dtau, last_dtau, end;
k3d/share/shaders/k3d_noisysmoke.sl:71:      GADD(PP, PW, li, dtau) ss = min(stepsize, end - d);
k3d/share/shaders/k3d_noisysmoke.sl:72:      d += ss;
k3d/share/shaders/k3d_noisysmoke.sl:85:	    tau = .5 * ss * (dtau + last_dtau);
k3d/share/shaders/k3d_noisysmoke.sl:86:	  lighttau = .5 * ss * (li * dtau + last_li * last_dtau);
k3d/share/shaders/k3d_noisysmoke.sl:98:	  ss = max(min(ss, end - d), 0.005);
k3d/share/shaders/k3d_noisysmoke.sl:99:	  d += ss;
k3d/share/shaders/k3d_oak.sl:19: *   ringunevenness - 0=equally spaced rings, larger is unequally spaced
k3d/share/shaders/k3d_oak.sl:33: *   Ka, Kd, Ks, roughness - the usual meaning
k3d/share/shaders/k3d_oak.sl:54:surface k3d_oak(float Ka = 1, Kd = 1, Ks = .25, roughness = 0.2;
k3d/share/shaders/k3d_oak.sl:56:		float ringfreq = 8, ringunevenness = 0.5;
k3d/share/shaders/k3d_oak.sl:73:    oaktexture(Pshad, dPshad, ringfreq, ringunevenness, grainfreq, ringnoise,
k3d/share/shaders/k3d_oak.sl:80:  Ci = MaterialPlastic(Nf, Cwood, Ka, Kd, Ks * (1 - 0.5 * wood), roughness);
k3d/share/shaders/k3d_oakplank.sl:26: *   ringunevenness - 0=equally spaced rings, larger is unequally spaced
k3d/share/shaders/k3d_oakplank.sl:40: *   Ka, Kd, Ks, roughness - the usual meaning
k3d/share/shaders/k3d_oakplank.sl:44: *   varnishlump, arnishlumpfreq - amp & freq of lumpiness in the varnish
k3d/share/shaders/k3d_oakplank.sl:71:/* Given 2-D texture coordinates ss,tt, filter widths ds, dt, and the
k3d/share/shaders/k3d_oakplank.sl:76:float plankpattern(float ss, tt, ds, dt;
k3d/share/shaders/k3d_oakplank.sl:83:  swhichplank = floor(ss / plankwidth);
k3d/share/shaders/k3d_oakplank.sl:84:  splank = ss - swhichplank * plankwidth;
k3d/share/shaders/k3d_oakplank.sl:93:  return filteredpulsetrain(groovewidth, plankwidth, ss + groovewidth / 2,
k3d/share/shaders/k3d_oakplank.sl:102:surface k3d_oakplank(float Ka = 1, Kd = 1, Ks = .75, roughness = 0.1;
k3d/share/shaders/k3d_oakplank.sl:106:		     float ringfreq = 8, ringunevenness = 0.5;
k3d/share/shaders/k3d_oakplank.sl:124:  float ss = xcomp(Pshad), tt = ycomp(Pshad), height = zcomp(Pshad);
k3d/share/shaders/k3d_oakplank.sl:125:  float dss = filterwidth(ss), dtt = filterwidth(tt);
k3d/share/shaders/k3d_oakplank.sl:132:  float inplank = plankpattern(ss, tt, dss, dtt, plankwidth, planklength,
k3d/share/shaders/k3d_oakplank.sl:141:  float wood = oaktexture(Ppat, dPshad, ringfreq, ringunevenness, grainfreq,
k3d/share/shaders/k3d_oakplank.sl:165:   * Less specular in the grooves, more specular in the dark wood. 
k3d/share/shaders/k3d_oakplank.sl:169:    MaterialShinyPlastic(Nf, Cwood, Ka, Kd, specadjusted * Ks, roughness,
k3d/share/shaders/k3d_orange.sl:12: *	Ka, Kd, Ks, roughness - the usual
k3d/share/shaders/k3d_orange.sl:30:	float roughness = .2;
k3d/share/shaders/k3d_orange.sl:49:	Ci = Cs * (Ka * ambient() + Kd * diffuse (Nf)) + Ks * specular (Nf, V, roughness);
k3d/share/shaders/k3d_orennayar.sl:17: *   sigma - roughness (0 is lambertian, larger values are rougher)
k3d/share/shaders/k3d_outlet.sl:8: *   up close, but from across the room, it's a nice touch of detail.
k3d/share/shaders/k3d_outlet.sl:34:  float ks, kd, roughness;
k3d/share/shaders/k3d_outlet.sl:40:  roughness = 0.25;
k3d/share/shaders/k3d_outlet.sl:71:	      ks * specular(Nf,-normalize(I),roughness));
k3d/share/shaders/k3d_painted_constant.sl:14:			float ss = mix(s0, s1, s);
k3d/share/shaders/k3d_painted_constant.sl:17:			Ct = color texture(texturename, ss, tt);
k3d/share/shaders/k3d_painted_constant.sl:18:			Ot = float texture(texturename[3], ss, tt);
k3d/share/shaders/k3d_paintedplastic.sl:13: *    Ka, Kd, Ks, roughness, specularcolor - the usual meaning.
k3d/share/shaders/k3d_paintedplastic.sl:22:	float roughness = 0.1;
k3d/share/shaders/k3d_paintedplastic.sl:36:			float ss = mix(s0, s1, s);
k3d/share/shaders/k3d_paintedplastic.sl:39:			Ct = color texture(texturename, ss, tt);
k3d/share/shaders/k3d_paintedplastic.sl:40:			Ot = float texture(texturename[3], ss, tt);
k3d/share/shaders/k3d_paintedplastic.sl:46:	Ci = Oi * Cs * Ct * (Ka * ambient() + Kd * diffuse(Nf)) + specularcolor * Ks * specular(Nf, V, roughness);
k3d/share/shaders/k3d_parquet_plank.sl:11: *   Ka, Kd, Ks, specular, roughness - work just like the plastic shader
k3d/share/shaders/k3d_parquet_plank.sl:21: *   grainy - relative graininess (0 = no fine grain)
k3d/share/shaders/k3d_parquet_plank.sl:22: *   wavy - relative wavyness of the ring pattern
k3d/share/shaders/k3d_parquet_plank.sl:31:surface k3d_parquet_plank(float Ka = 1, Kd = 0.75, Ks = .15, roughness = .025;
k3d/share/shaders/k3d_parquet_plank.sl:50:  float swidth, twidth, fwidth, ss, tt, w, h, fade, ttt;
k3d/share/shaders/k3d_parquet_plank.sl:73:  ss = (txtscale * s) / PGWIDTH;
k3d/share/shaders/k3d_parquet_plank.sl:74:  whichrow = floor(ss);
k3d/share/shaders/k3d_parquet_plank.sl:79:      ss = txtscale * t / PGWIDTH;
k3d/share/shaders/k3d_parquet_plank.sl:80:      whichrow = floor(ss);
k3d/share/shaders/k3d_parquet_plank.sl:87:  ss -= whichrow;
k3d/share/shaders/k3d_parquet_plank.sl:100:      clamp(boxstep(GWF - swidth, GWF, ss), max(1 - GWF / swidth, 0),
k3d/share/shaders/k3d_parquet_plank.sl:101:	    1) - clamp(boxstep(1 - GWF - swidth, 1 - GWF, ss), 0,
k3d/share/shaders/k3d_parquet_plank.sl:111:   * w = step (GWF,ss) - step(1-GWF,ss);
k3d/share/shaders/k3d_parquet_plank.sl:123:      ttt = tt / 4 + whichplank / 28.38 + wavy * noise(8 * ss, tt / 4);
k3d/share/shaders/k3d_parquet_plank.sl:124:      r = ringscale * noise(ss - whichplank, ttt);
k3d/share/shaders/k3d_parquet_plank.sl:136:	  r2 = 1.3 - noise(ss * grainscale, (tt * grainscale / 4));
k3d/share/shaders/k3d_parquet_plank.sl:160:	  specularcolor * Ks * specular(Nf, -normalize(I), roughness));
k3d/share/shaders/k3d_parquet_plank2.sl:12: *   Ka, Kd, Ks, specular, roughness - work just like the plastic shader
k3d/share/shaders/k3d_parquet_plank2.sl:22: *   grainy - relative graininess (0 = no fine grain)
k3d/share/shaders/k3d_parquet_plank2.sl:23: *   wavy - relative wavyness of the ring pattern
k3d/share/shaders/k3d_parquet_plank2.sl:45:k3d_parquet_plank2 (float Ka = 1, Kd = 0.75, Ks = .15, roughness = .025;
k3d/share/shaders/k3d_parquet_plank2.sl:64:  float swidth, twidth, fwidth, ss, tt, w, h, fade, ttt;
k3d/share/shaders/k3d_parquet_plank2.sl:83:  ss = (txtscale * s) / PGWIDTH;
k3d/share/shaders/k3d_parquet_plank2.sl:84:  whichrow = floor (ss);
k3d/share/shaders/k3d_parquet_plank2.sl:88:      ss = txtscale * t / PGWIDTH;
k3d/share/shaders/k3d_parquet_plank2.sl:89:      whichrow = floor (ss);
k3d/share/shaders/k3d_parquet_plank2.sl:94:  ss -= whichrow;
k3d/share/shaders/k3d_parquet_plank2.sl:105:  else w = clamp (boxstep(GWF-swidth,GWF,ss), max(1-GWF/swidth,0), 1)
k3d/share/shaders/k3d_parquet_plank2.sl:106:	 - clamp (boxstep(1-GWF-swidth,1-GWF,ss), 0, 2*GWF/swidth);
k3d/share/shaders/k3d_parquet_plank2.sl:112:   * w = step (GWF,ss) - step(1-GWF,ss);
k3d/share/shaders/k3d_parquet_plank2.sl:123:      ttt = tt/4+whichplank/28.38 + wavy * noise (8*ss, tt/4);
k3d/share/shaders/k3d_parquet_plank2.sl:124:      r = ringscale * noise (ss-whichplank, ttt);
k3d/share/shaders/k3d_parquet_plank2.sl:134:	  r2 = 1.3 - noise (ss*grainscale, (tt*grainscale/4));
k3d/share/shaders/k3d_parquet_plank2.sl:154:	      specularcolor * Ks*specular(Nf,-normalize(I),roughness));
k3d/share/shaders/k3d_parquet_tile.sl:13: *   Ka, Kd, Ks, specular, roughness - work just like the plastic shader
k3d/share/shaders/k3d_parquet_tile.sl:23: *   grainy - relative graininess (0 = no fine grain)
k3d/share/shaders/k3d_parquet_tile.sl:24: *   wavy - relative wavyness of the ring pattern
k3d/share/shaders/k3d_parquet_tile.sl:60:k3d_parquet_tile (float Ka = 1, Kd = 0.75, Ks = .15, roughness = .025;
k3d/share/shaders/k3d_parquet_tile.sl:79:  float swidth, twidth, fwidth, ss, tt, w, h, fade, ttt;
k3d/share/shaders/k3d_parquet_tile.sl:98:  ss = (txtscale * s) / PGWIDTH;
k3d/share/shaders/k3d_parquet_tile.sl:99:  whichrow = floor (ss);
k3d/share/shaders/k3d_parquet_tile.sl:103:      ss = txtscale * t / PGWIDTH;
k3d/share/shaders/k3d_parquet_tile.sl:104:      whichrow = floor (ss);
k3d/share/shaders/k3d_parquet_tile.sl:109:  ss -= whichrow;
k3d/share/shaders/k3d_parquet_tile.sl:120:  else w = clamp (boxstep(GWF-swidth,GWF,ss), max(1-GWF/swidth,0), 1)
k3d/share/shaders/k3d_parquet_tile.sl:121:	 - clamp (boxstep(1-GWF-swidth,1-GWF,ss), 0, 2*GWF/swidth);
k3d/share/shaders/k3d_parquet_tile.sl:127:   * w = step (GWF,ss) - step(1-GWF,ss);
k3d/share/shaders/k3d_parquet_tile.sl:138:      ttt = tt/4+whichplank/28.38 + wavy * noise (8*ss, tt/4);
k3d/share/shaders/k3d_parquet_tile.sl:139:      r = ringscale * noise (ss-whichplank, ttt);
k3d/share/shaders/k3d_parquet_tile.sl:149:	  r2 = 1.3 - noise (ss*grainscale, (tt*grainscale/4));
k3d/share/shaders/k3d_parquet_tile.sl:169:	      specularcolor * Ks*specular(Nf,-normalize(I),roughness));
k3d/share/shaders/k3d_planetclouds.sl:18: *    offset - controls the zero crossings (where the clouds disappear)
k3d/share/shaders/k3d_planetclouds.sl:35: *   3. The default values for the shader assume that the planet is
k3d/share/shaders/k3d_planetclouds.sl:47: *    Academic Press, 1994.  ISBN 0-12-228760-6.
k3d/share/shaders/k3d_planetclouds.sl:96:  /* Adjust zero crossing (where the clouds disappear) */
k3d/share/shaders/k3d_plank.sl:9: *   Ka, Kd, Ks, specular, roughness - work just like the plastic shader
k3d/share/shaders/k3d_plank.sl:19: *   grainy - relative graininess (0 = no fine grain)
k3d/share/shaders/k3d_plank.sl:20: *   wavy - relative wavyness of the ring pattern
k3d/share/shaders/k3d_plank.sl:29:surface k3d_plank(float Ka = 1, Kd = 0.75, Ks = .15, roughness = .05;
k3d/share/shaders/k3d_plank.sl:47:  float swidth, twidth, fwidth, ss, tt, w, h, fade, ttt;
k3d/share/shaders/k3d_plank.sl:68:  ss = txtscale * s / PGWIDTH;
k3d/share/shaders/k3d_plank.sl:69:  whichrow = floor(ss);
k3d/share/shaders/k3d_plank.sl:70:  ss -= whichrow;
k3d/share/shaders/k3d_plank.sl:86:      clamp(boxstep(GWF - swidth, GWF, ss), max(1 - GWF / swidth, 0),
k3d/share/shaders/k3d_plank.sl:87:	    1) - clamp(boxstep(1 - GWF - swidth, 1 - GWF, ss), 0,
k3d/share/shaders/k3d_plank.sl:97:   * w = step (GWF,ss) - step(1-GWF,ss);
k3d/share/shaders/k3d_plank.sl:109:      ttt = tt + whichplank / 28.38 + wavy * noise(8 * ss, tt);
k3d/share/shaders/k3d_plank.sl:110:      r = ringscale * noise(ss - whichplank, ttt);
k3d/share/shaders/k3d_plank.sl:122:	  r2 = 1.3 - noise(ss * grainscale, (tt * grainscale));
k3d/share/shaders/k3d_plank.sl:148:	  specularcolor * Ks * specular(Nf, -normalize(I), roughness));
k3d/share/shaders/k3d_plastic.sl:10:		    float Kd = .5; float Ks = .5; float roughness = .1;
k3d/share/shaders/k3d_plastic.sl:16:  Ci = Os * (Cs * (Ka * ambient() + Kd * diffuse(Nf)) + specularcolor * Ks * specular(Nf, -normalize(I), roughness));
k3d/share/shaders/k3d_plastic2.sl:11: *    Academic Press, 1994.  ISBN 0-12-228760-6.
k3d/share/shaders/k3d_plastic2.sl:16:        float roughness = 0.1;
k3d/share/shaders/k3d_plastic2.sl:24:         + specularcolor * Ks * specular(Nf, V, roughness));
k3d/share/shaders/k3d_projectionmap_plastic.sl:28:	float roughness = 0.1;
k3d/share/shaders/k3d_projectionmap_plastic.sl:52:			float ss = mix(s0, s1, x);
k3d/share/shaders/k3d_projectionmap_plastic.sl:55:			Ct = color texture(texturename, ss, tt);
k3d/share/shaders/k3d_projectionmap_plastic.sl:56:			Ot = float texture(texturename[3], ss, tt);
k3d/share/shaders/k3d_projectionmap_plastic.sl:62:	Ci = Oi * Cs * Ct * (Ka * ambient() + Kd * diffuse(Nf)) + specularcolor * Ks * specular(Nf, V, roughness);
k3d/share/shaders/k3d_puffyclouds.sl:32: *    Academic Press, 1994.  ISBN 0-12-228760-6.
k3d/share/shaders/k3d_redapple.sl:50:	float roughness = .1;     /* Specular roughness param.     */
k3d/share/shaders/k3d_redapple.sl:52:	float redness = 1;        /* Amount of 'redness' - higher  */
k3d/share/shaders/k3d_redapple.sl:65:	float small_noise, blotch, speck, disp = 0, blackness;
k3d/share/shaders/k3d_redapple.sl:97:	 * start of 'greenness' toward the poles.
k3d/share/shaders/k3d_redapple.sl:111:	base_turb = pow(base_turb, (1/redness));
k3d/share/shaders/k3d_redapple.sl:156:	 * dottiness technique is stolen from LG's starfield 
k3d/share/shaders/k3d_redapple.sl:172:	blackness = 1-(smoothstep(BEDGE, BEDGE+BWIDTH, t)*
k3d/share/shaders/k3d_redapple.sl:182:	cs = mix(cs, black, blackness);
k3d/share/shaders/k3d_redapple.sl:235:	                            Ks * specular(Nf, V, roughness)));
k3d/share/shaders/k3d_ridged_multifractal.sl:9: *    Academic Press, 1998.  ISBN 0-12-228730-4.

k3d/share/shaders/k3d_ridged_multifractal.sl:15:k3d_ridged_multifractal(float H = 0.8, lacunarity = 2.5, octaves = 7, offset = 0.9, sharpness = 4, threshold = 12, Kt = 0.1)

k3d/share/shaders/k3d_ridged_multifractal.sl:27:          		signal = pow( signal, sharpness );

k3d/share/shaders/k3d_ridged_multifractal.sl:29:                             sharpness of the ridges. Or you can just use the

k3d/share/shaders/k3d_ridged_multifractal.sl:42:          		/* weigh successive contributions by previous signal */

k3d/share/shaders/k3d_ridged_multifractal.sl:54:          		signal = pow( signal, sharpness ); /* Or signal *= signal;*/

k3d/share/shaders/k3d_ripple.sl:18:  float ss, tt;

k3d/share/shaders/k3d_roughmetal.sl:9: *   roughness - highlight width
k3d/share/shaders/k3d_roughmetal.sl:19:surface k3d_roughmetal(float Ka = 1, Kd = 0.1, Ks = .9, roughness = 0.4;)
k3d/share/shaders/k3d_roughmetal.sl:22:  Ci = MaterialRoughMetal(Nf, Cs, Ka, Kd, Ks, roughness);
k3d/share/shaders/k3d_ruledpaper.sl:10: *   Ka, Kd, Ks, specular, roughness - work just like the plastic shader
k3d/share/shaders/k3d_ruledpaper.sl:43:	float roughness = 0.1;
k3d/share/shaders/k3d_ruledpaper.sl:57:	// Thickness of lines
k3d/share/shaders/k3d_ruledpaper.sl:68:	// Circle center along page (ss coordinate system)
k3d/share/shaders/k3d_ruledpaper.sl:70:	// Circle radius in ss/tt coord. system
k3d/share/shaders/k3d_ruledpaper.sl:77:// Fancy macro checks ss/tt coords against bounding box and [if inside]
k3d/share/shaders/k3d_ruledpaper.sl:84:		if (distance( point(ss,tt,0), point(sm,tm,0) ) <= circr)	\
k3d/share/shaders/k3d_ruledpaper.sl:91:    float ss,tt;
k3d/share/shaders/k3d_ruledpaper.sl:118:		ss = s * pw;
k3d/share/shaders/k3d_ruledpaper.sl:138:			specularcolor * Ks * specular(Nf, V, roughness));
k3d/share/shaders/k3d_rustymetal.sl:12: *   metalKa, metalKs, metalroughness - control the appearance of the metal.
k3d/share/shaders/k3d_rustymetal.sl:16: *   rustbump - controls the "bumpiness" of the rusty areas.
k3d/share/shaders/k3d_rustymetal.sl:44:k3d_rustymetal (float metalKa = 1, metalKs = 1, metalroughness = .1;
k3d/share/shaders/k3d_rustymetal.sl:57:  float rustiness;             /* Result: how rusty is this point? */
k3d/share/shaders/k3d_rustymetal.sl:71:  /* If it's rusty, also add a high frequency bumpiness to the normal */
k3d/share/shaders/k3d_rustymetal.sl:77:  rustiness = step (1-rusty, clamp (sum,0,1));
k3d/share/shaders/k3d_rustymetal.sl:78:  rustiness *= clamp (abs(snoise(PP)), 0, .08) / 0.08;
k3d/share/shaders/k3d_rustymetal.sl:79:  rustiness *= rustiness;
k3d/share/shaders/k3d_rustymetal.sl:84:  if (rustiness > 0) {
k3d/share/shaders/k3d_rustymetal.sl:91:  if (rustiness < 1) {
k3d/share/shaders/k3d_rustymetal.sl:94:      Cmetal = Cs * (metalKa*ambient() + metalKs*specular(Nf,V,metalroughness));
k3d/share/shaders/k3d_rustymetal.sl:98:   * of the rustiness.
k3d/share/shaders/k3d_rustymetal.sl:101:  Ci = Oi * mix (Cmetal, Crust, rustiness);
k3d/share/shaders/k3d_saturn.sl:22: *   Assumes being used on a sphere.  Haven't really tried it by using other
k3d/share/shaders/k3d_saturn.sl:60:   * Step 2: Assign a climite type, roughly by latitude.
k3d/share/shaders/k3d_saturnring.sl:15: *	The default values assume that the disk has a radius of one.  If it is
k3d/share/shaders/k3d_saturnring.sl:35:/* prman noise has less range */
k3d/share/shaders/k3d_scartissue.sl:1:/*  IDscartissue.sl written by Ivan DeWolf
k3d/share/shaders/k3d_scartissue.sl:2: *  an unremarkable recursive noise to make scartissue
k3d/share/shaders/k3d_scartissue.sl:7:k3d_scartissue(
k3d/share/shaders/k3d_scartissue.sl:11:		roughness		= .2; 
k3d/share/shaders/k3d_scartissue.sl:35:	 	(1-nz)*Ks * specular(Nf,V,roughness) );
k3d/share/shaders/k3d_screen.sl:11: *   Ka, Kd, Ks, roughness, specularcolor - work just like the plastic shader
k3d/share/shaders/k3d_screen.sl:24:surface k3d_screen(float Ka = 1, Kd = 0.75, Ks = 0.4, roughness = 0.1;
k3d/share/shaders/k3d_screen.sl:36:	      specularcolor * Ks * specular(Nf, -normalize(I), roughness));
k3d/share/shaders/k3d_screen_aa.sl:11: *   Ka, Kd, Ks, roughness, specularcolor - work just like the plastic shader
k3d/share/shaders/k3d_screen_aa.sl:30:surface k3d_screen_aa(float Ka = 1, Kd = 0.75, Ks = 0.4, roughness = 0.1;
k3d/share/shaders/k3d_screen_aa.sl:37:  float ss, tt;			/* s,t, parameters in phase */
k3d/share/shaders/k3d_screen_aa.sl:49:  ss = mod(frequency * s, 1);
k3d/share/shaders/k3d_screen_aa.sl:58:      clamp(boxstep(GWF - swidth, GWF, ss), max(1 - GWF / swidth, 0),
k3d/share/shaders/k3d_screen_aa.sl:59:	    1) - clamp(boxstep(1 - GWF - swidth, 1 - GWF, ss), 0,
k3d/share/shaders/k3d_screen_aa.sl:69:   *    w = step (GWF,ss) - step(1-GWF,ss);
k3d/share/shaders/k3d_screen_aa.sl:79:	      specularcolor * Ks * specular(Nf, -IN, roughness));
k3d/share/shaders/k3d_sdixon.sl:13:	 	roughness 	= .25;
k3d/share/shaders/k3d_sdixon.sl:38:					ink*Ks*specular(Nf,V,roughness) ) ;
k3d/share/shaders/k3d_shifteddrtile.sl:10: *  roughness -  Contols the specular reflection
k3d/share/shaders/k3d_shifteddrtile.sl:51:	uniform float roughness = .1;
k3d/share/shaders/k3d_shifteddrtile.sl:64:	float ss, tt;      /* tiled s, t */
k3d/share/shaders/k3d_shifteddrtile.sl:78:		ss = mod (s * sfreq + 0.5, 1);
k3d/share/shaders/k3d_shifteddrtile.sl:82:		ss = repeat (s, sfreq);
k3d/share/shaders/k3d_shifteddrtile.sl:87:	d = distance (center, (ss, tt, 0));
k3d/share/shaders/k3d_shifteddrtile.sl:101:	      specularcolor * Ks*specular(Nf,-normalize(I),roughness));
k3d/share/shaders/k3d_shiftedmoontile.sl:9: *  roughness - Contols the specular reflection
k3d/share/shaders/k3d_shiftedmoontile.sl:48:	uniform float roughness = .1;
k3d/share/shaders/k3d_shiftedmoontile.sl:62:	float ss, tt;            /* Tile coordinates */
k3d/share/shaders/k3d_shiftedmoontile.sl:73:		ss = mod (s * sfreq + 0.5, 1);
k3d/share/shaders/k3d_shiftedmoontile.sl:75:		ss = repeat (s, sfreq);
k3d/share/shaders/k3d_shiftedmoontile.sl:79:	d = distance (center, (ss, tt, 0));
k3d/share/shaders/k3d_shiftedmoontile.sl:80:	d2 = distance (eclipseCenter, (ss, tt, 0));
k3d/share/shaders/k3d_shiftedmoontile.sl:89:	      specularcolor * Ks*specular(Nf,-normalize(I),roughness));
k3d/share/shaders/k3d_shiny.sl:5: *    Ka, Kd, Ks, roughness - The usual meaning
k3d/share/shaders/k3d_shiny.sl:33:surface k3d_shiny(float Ka = 1, Kd = 0.1, Ks = 1, roughness = 0.2;
k3d/share/shaders/k3d_shiny.sl:39:    MaterialShinyMetal(Nf, Cs, Ka, Kd, Ks, roughness, Kr, blur, twosided,
k3d/share/shaders/k3d_shinymetal.sl:11:		       float Ks = 1; float Kr = 1; float roughness = .1;
k3d/share/shaders/k3d_shinymetal.sl:29:  Ci = Os * Cs * (Ka * ambient() + Ks * specular(Nf, -V, roughness) + env);
k3d/share/shaders/k3d_shinyplastic.sl:5: *    Ka, Kd, Ks, roughness - The usual meaning
k3d/share/shaders/k3d_shinyplastic.sl:27:surface k3d_shinyplastic(float Ka = 1, Kd = 0.5, Ks = .5, roughness = 0.1;
k3d/share/shaders/k3d_shinyplastic.sl:35:    MaterialShinyPlastic(Nf, Cs, Ka, Kd, Ks, roughness, Kr, blur, ior,
k3d/share/shaders/k3d_skin1.sl:8: * without express or implied warranty. 
k3d/share/shaders/k3d_skin1.sl:27: * oiliness.---Note--- teh oiliy parameter is multiplied with the map.
k3d/share/shaders/k3d_skin1.sl:28: * xroughness,yroughness = how rough is the specular highlight on x and Y?
k3d/share/shaders/k3d_skin1.sl:62:                         vector xdir;  float xroughness, yroughness;)
k3d/share/shaders/k3d_skin1.sl:67:    vector X = xdir / xroughness;
k3d/share/shaders/k3d_skin1.sl:68:    vector Y = (N ^ xdir) / yroughness;
k3d/share/shaders/k3d_skin1.sl:88:    return C / (4 * xroughness * yroughness);
k3d/share/shaders/k3d_skin1.sl:114:   and the thickness of the volume, use the closed-form single-scattering
k3d/share/shaders/k3d_skin1.sl:117:float singleScatter(vector wi, wo; normal n; float g, albedo, thickness) {
k3d/share/shaders/k3d_skin1.sl:122:    (1. - exp(-(1/win + 1/won) * thickness));
k3d/share/shaders/k3d_skin1.sl:138:                     float eta, thickness) {
k3d/share/shaders/k3d_skin1.sl:155:    (singleScatter(T, T2, Nn, .8, .8, thickness) +
k3d/share/shaders/k3d_skin1.sl:156:     singleScatter(T, T2, Nn, .3, .5, thickness) +
k3d/share/shaders/k3d_skin1.sl:157:     singleScatter(T, T2, Nn, 0., .4, thickness));
k3d/share/shaders/k3d_skin1.sl:181:        thickness = 1;
k3d/share/shaders/k3d_skin1.sl:186:  float xroughness = .3,
k3d/share/shaders/k3d_skin1.sl:187:        yroughness = .5;
k3d/share/shaders/k3d_skin1.sl:264:  lc =  subsurfaceSkin(Vf, Nf, blemishcol, Csheen, 1/eta, thickness);
k3d/share/shaders/k3d_skin1.sl:273:  * outside the skin. Oilyness is controlled by the oily, xrougness and yroughness.
k3d/share/shaders/k3d_skin1.sl:283:  lc = LocIllumWardAnisotropic(Nf,Vf,anisoDir,xroughness,yroughness);
k3d/share/shaders/k3d_skin2.sl:7: * without express or implied warranty. 
k3d/share/shaders/k3d_skin2.sl:33:   and the thickness of the volume, use the closed-form single-scattering
k3d/share/shaders/k3d_skin2.sl:36:float singleScatter(vector wi, wo; normal n; float g, albedo, thickness) {
k3d/share/shaders/k3d_skin2.sl:41:		(1. - exp(-(1/win + 1/won) * thickness));
k3d/share/shaders/k3d_skin2.sl:59:   skin), and the overall thickness of the skin layer.  Then loops
k3d/share/shaders/k3d_skin2.sl:64:                     float eta, thickness) {
k3d/share/shaders/k3d_skin2.sl:81:		(singleScatter(T, T2, Nn, .8, .8, thickness) +
k3d/share/shaders/k3d_skin2.sl:82:		 singleScatter(T, T2, Nn, .3, .5, thickness) +
k3d/share/shaders/k3d_skin2.sl:83:		 singleScatter(T, T2, Nn, 0., .4, thickness));
k3d/share/shaders/k3d_skin2.sl:93:             float eta = 1./1.4, thickness = .5) {
k3d/share/shaders/k3d_skin2.sl:98:	Ci = Os * subsurfaceSkin(Vf, Nn, Cs, sheenColor, eta, thickness);
k3d/share/shaders/k3d_skymetal.sl:17:  float roughness = .1;
k3d/share/shaders/k3d_skymetal.sl:44:		Ks * specular (Nf, -I, roughness)));
k3d/share/shaders/k3d_slateroof.sl:26: 	factor: a seed used for adjusting the randomness - if you have two roofs with
k3d/share/shaders/k3d_slateroof.sl:38:	produce an appropriate displacement and message passing from the
k3d/share/shaders/k3d_slateroof.sl:41:	message passing, so to produce the test image the code has been
k3d/share/shaders/k3d_slateroof.sl:95:	/* Work out the displacement assuming the point is in the 
k3d/share/shaders/k3d_slateroofd.sl:18: 		factor: a seed used for adjusting the randomness - if you have two roofs with
k3d/share/shaders/k3d_slateroofd.sl:27:		the t direction so that it overlaps the tile 'below' it. No randomness
k3d/share/shaders/k3d_slateroofd.sl:86:	/* Work out the displacement assuming the point is in the 
k3d/share/shaders/k3d_smoke.sl:30:/* For point P (we are passed both the current and shader space
k3d/share/shaders/k3d_smoke.sl:95:  float ss = min(stepsize, end - d);
k3d/share/shaders/k3d_smoke.sl:100:	       smokeoctaves, ss, last_li, last_dtau);
k3d/share/shaders/k3d_smoke.sl:106:      ss = clamp(ss, 0.005, end - d);
k3d/share/shaders/k3d_smoke.sl:107:      d += ss;
k3d/share/shaders/k3d_smoke.sl:109:		   smokeoctaves, ss, li, dtau);
k3d/share/shaders/k3d_smoke.sl:114:      float tau = opacdensity * ss / 2 * (dtau + last_dtau);
k3d/share/shaders/k3d_smoke.sl:116:	lightdensity * ss / 2 * (li * dtau + last_li * last_dtau);
k3d/share/shaders/k3d_smoke2.sl:100:  float ss, dtau, last_dtau, end;
k3d/share/shaders/k3d_smoke2.sl:117:      ss = min (stepsize, end-d);
k3d/share/shaders/k3d_smoke2.sl:118:      d += ss;
k3d/share/shaders/k3d_smoke2.sl:130:	  tau = .5 * ss * (dtau + last_dtau);
k3d/share/shaders/k3d_smoke2.sl:131:	  lighttau = .5 * ss * (li*dtau + last_li*last_dtau);
k3d/share/shaders/k3d_smoke2.sl:141:	  ss = max (min (ss, end-d), 0.005);
k3d/share/shaders/k3d_smoke2.sl:142:	  d += ss;
k3d/share/shaders/k3d_softboxes.sl:64:    uniform float roundness;  /* Same roundness for both ellipses */
k3d/share/shaders/k3d_softboxes.sl:68:    if (roundness < 1.0e-6) {
k3d/share/shaders/k3d_softboxes.sl:73:	varying float re = 2/roundness;		/* roundness exponent */
k3d/share/shaders/k3d_softboxes.sl:97:			boxRoundness;
k3d/share/shaders/k3d_softboxes.sl:105:    uniform string filtTypes[4] = {"gaussian","box","radial-bspline","disk"};
k3d/share/shaders/k3d_softboxes.sl:135:	contrib = 1 - clipSuperellipse (Pplane, iW, iH, oW,oH, boxRoundness);
k3d/share/shaders/k3d_softboxes.sl:185:    uniform string filtTypes[2] = {"box", "gaussian"};
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:305:    uniform string filtTypes[4] = {"gaussian","box","radial-bspline","disk"};
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_spacecloud.sl:64:  float ss, tt;
k3d/share/shaders/k3d_spacecloud.sl:87:	ss = s + adjust;
k3d/share/shaders/k3d_spacecloud.sl:89:	/* printf ("%.3f %.3f: %.3f %.3f\n", s, t, ss-s, tt-t); */
k3d/share/shaders/k3d_spacecloud.sl:92:	Oi = value * smoothPulse2Fuzz (startPulse, endPulse, afuzz, afuzz, ss) * 
k3d/share/shaders/k3d_spaceshiphull1.sl:21:	float roughness = 0.8; color specularcolor = 1;
k3d/share/shaders/k3d_spaceshiphull1.sl:27:  float ss, tt, splate, tplate, platespecular;
k3d/share/shaders/k3d_spaceshiphull1.sl:33:  ss = s / width;
k3d/share/shaders/k3d_spaceshiphull1.sl:38:  ss += rowvary * noise(tplate + 0.3);
k3d/share/shaders/k3d_spaceshiphull1.sl:39:  splate = floor(ss);
k3d/share/shaders/k3d_spaceshiphull1.sl:53:  Ci = Os * platecolor * (Ka * ambient() + Kd * diffuse(Nf)) + specularcolor * platespecular * specular(Nf, V, roughness);
k3d/share/shaders/k3d_srfdeformation.sl:93:    /* Difference in lighting acts as brightness control*/
k3d/share/shaders/k3d_star.sl:11: *    Academic Press, 1994.  ISBN 0-12-228760-6.
k3d/share/shaders/k3d_star.sl:28:    float ss, tt, angle, r, a, in_out;
k3d/share/shaders/k3d_star.sl:37:    ss = s - sctr; tt = t - tctr;
k3d/share/shaders/k3d_star.sl:38:    angle = atan(ss, tt) + PI;
k3d/share/shaders/k3d_star.sl:39:    r = sqrt(ss*ss + tt*tt);
k3d/share/shaders/k3d_stones.sl:9: * without express or implied warranty.
k3d/share/shaders/k3d_stones.sl:21: * ka, Kd, Ks, roughness = the usual
k3d/share/shaders/k3d_stones.sl:25: * grungefreq, grunge_Pow, grunginess = freqeuncy, power and depth of grunge
k3d/share/shaders/k3d_stones.sl:58: * separately to add some variation.  Hue, saturation, and lightness
k3d/share/shaders/k3d_stones.sl:60: * lightness multiply.
k3d/share/shaders/k3d_stones.sl:84:          Ks = 0, roughness = 1,
k3d/share/shaders/k3d_stones.sl:90:          grungefreq = 30, grunge_Pow = 3, grunginess = - 0.8;
k3d/share/shaders/k3d_stones.sl:98: float ss, tt, stile,ttile;
k3d/share/shaders/k3d_stones.sl:120:   ss = repeat(cx,freq * tilefreq);
k3d/share/shaders/k3d_stones.sl:130:   ss += noiscale * snoise(snoise2(s * noifreq, t * noifreq) + 912);
k3d/share/shaders/k3d_stones.sl:137:   point p2 = (ss,tt,0);
k3d/share/shaders/k3d_stones.sl:156:   /*apply if grunginess != 0 */
k3d/share/shaders/k3d_stones.sl:157:   if(grunginess != 0)
k3d/share/shaders/k3d_stones.sl:171:        surface_mag += grunge * grunginess;
k3d/share/shaders/k3d_stones.sl:191:      Ks * specular(Nf,V,roughness);
k3d/share/shaders/k3d_strata.sl:10: *    zscale - scaling for the thickness of the layers
k3d/share/shaders/k3d_strata.sl:26: *    Academic Press, 1994.  ISBN 0-12-228760-6.
k3d/share/shaders/k3d_superkagee.sl:21:    uniform string filtTypes[2] = {"box", "gaussian"};
k3d/share/shaders/k3d_superplank.sl:12: *   Ka, Kd, Ks, specularcolor, roughness - work just like the plastic shader
k3d/share/shaders/k3d_superplank.sl:16: *   Km - overall scaling factor for bumpiness.
k3d/share/shaders/k3d_superplank.sl:29: *   wavy - relative wavyness of the ring pattern
k3d/share/shaders/k3d_superplank.sl:30: *   grainy - relative graininess (0 = no fine grain)
k3d/share/shaders/k3d_superplank.sl:40: *          current contact address: gritzl@acm.org
k3d/share/shaders/k3d_superplank.sl:55:			float Ks = .75, roughness = .02;	/* Spec highlight control */
k3d/share/shaders/k3d_superplank.sl:62:			float Km = 1;	/* Overall bumpiness factor */
k3d/share/shaders/k3d_superplank.sl:78:			float grainy = 1;	/* Relative graininess */
k3d/share/shaders/k3d_superplank.sl:86:  float ss, tt;
k3d/share/shaders/k3d_superplank.sl:125:  ss = s * txtscale;
k3d/share/shaders/k3d_superplank.sl:128:  swidth = filterwidth(ss);
k3d/share/shaders/k3d_superplank.sl:137:  overallscale = (length(Deriv(P, ss)));
k3d/share/shaders/k3d_superplank.sl:151:      plank_s = ss / PGWIDTH;
k3d/share/shaders/k3d_superplank.sl:162:      plank_s = ss / PGWIDTH;
k3d/share/shaders/k3d_superplank.sl:169:	  plank_t = ss / PGHEIGHT;
k3d/share/shaders/k3d_superplank.sl:172:	  tmp = ss;
k3d/share/shaders/k3d_superplank.sl:173:	  ss = tt;
k3d/share/shaders/k3d_superplank.sl:216:      ring_s = ss * ringscale;
k3d/share/shaders/k3d_superplank.sl:231:	  grain_s = ss * grainscale;
k3d/share/shaders/k3d_superplank.sl:256:  /* Less specular in the grooves, more specular in the dark wood. */
k3d/share/shaders/k3d_superplank.sl:263:   * We do some bump mapping to make the grooves and grain depressed,
k3d/share/shaders/k3d_superplank.sl:264:   * and add some general lumpiness to the varnish layer.
k3d/share/shaders/k3d_superplank.sl:274:			    noise(varnishbumpfreq * ss,
k3d/share/shaders/k3d_superplank.sl:276:      /* Depressions due to grain & rings */
k3d/share/shaders/k3d_superplank.sl:309:		smoothstep(.6, .85, pow(max(0, Nf.H), 8 / roughness)));
k3d/share/shaders/k3d_superpplastic.sl:13: *    Ka, Kd, Ks, roughness, specularcolor - the usual meaning.
k3d/share/shaders/k3d_superpplastic.sl:21:surface k3d_superpplastic(float Ka = 1, Kd = .5, Ks = .5, roughness = .1;
k3d/share/shaders/k3d_superpplastic.sl:37:  filter = "guassian";
k3d/share/shaders/k3d_superpplastic.sl:58:	  specularcolor * Ks * specular(Nf, V, roughness));
k3d/share/shaders/k3d_supertexmap.sl:5: *    Apply a texture map (possibly with associated alpha) 
k3d/share/shaders/k3d_supertexmap.sl:6: *    to a plastic surface.  This is essentially a replacement for the
k3d/share/shaders/k3d_supertexmap.sl:11: *    Ka, Kd, Ks, roughness, specularcolor - the usual meaning.
k3d/share/shaders/k3d_supertexmap.sl:36:surface k3d_supertexmap(float Ka = 1, Kd = .5, Ks = .5, roughness = .1;
k3d/share/shaders/k3d_supertexmap.sl:38:			string Csmapname = "", Csproj = "st", Csspace =
k3d/share/shaders/k3d_supertexmap.sl:45:			string Osmapname = "", Osproj = "st", Osspace =
k3d/share/shaders/k3d_supertexmap.sl:52:			string Ksmapname = "", Ksproj = "st", Ksspace =
k3d/share/shaders/k3d_supertexmap.sl:68:  /* Start out with the regular plastic parameters, unless overridden
k3d/share/shaders/k3d_supertexmap.sl:78:      ApplyColorTextureOver(Ct, Csmapname, Csproj, P, Csspace,
k3d/share/shaders/k3d_supertexmap.sl:84:      ApplyColorTextureOver(Ct, Osmapname, Osproj, P, Osspace,
k3d/share/shaders/k3d_supertexmap.sl:90:      ApplyFloatTextureOver(Ks, Ksmapname, Ksproj, P, Ksspace,
k3d/share/shaders/k3d_supertexmap.sl:104:  Ci = MaterialPlastic(Nf, Ct, Ka, Kd, ks, roughness);
k3d/share/shaders/k3d_supertoon.sl:32:                        roughness = 0.5, /* specular roughness */

k3d/share/shaders/k3d_supertoon.sl:45:      especular = specular(Nf, -NI, roughness);

k3d/share/shaders/k3d_terran.sl:10:/* This is because PRMAN's noise has less range than BMRT's */
k3d/share/shaders/k3d_terran.sl:87:  /* set bump for land masses (i.e., areas above "sea level") */
k3d/share/shaders/k3d_terran.sl:96:   * Step 2: Assign a climite type, roughly by latitude.
k3d/share/shaders/k3d_terran2.sl:13: *   which is necessary to get the best effect.  If you do this, it is
k3d/share/shaders/k3d_terran2.sl:38: *       The default values for the shader assume that the planet is
k3d/share/shaders/k3d_terran2.sl:66:/* This is because PRMAN's noise has less range than BMRT's */
k3d/share/shaders/k3d_terran2.sl:143:  /* set bump for land masses (i.e., areas above "sea level") */
k3d/share/shaders/k3d_terran2.sl:151:   * Step 2: Assign a climite type, roughly by latitude.
k3d/share/shaders/k3d_terranbump.sl:6:/* This is because PRMAN's noise has less range than BMRT's */
k3d/share/shaders/k3d_terranbump.sl:66:  /* set bump for land masses (i.e., areas above "sea level") */
k3d/share/shaders/k3d_texblender.sl:12:                       float Ka, Kd, Ks, roughness,selft,Kr,Krfr;)
k3d/share/shaders/k3d_texblender.sl:17:     + Ks*specular(Nf,-normalize(I),roughness);
k3d/share/shaders/k3d_texblender.sl:132:k3d_texblender (float Ka = 1, Kd = .5, Ks = .2, roughness = .3, Kr=0,selft=0;
k3d/share/shaders/k3d_texblender.sl:177:		if((Alpha*rKmap[i])!=0) roughness=BlendFloat(mode,Alpha*rKmap[i],
k3d/share/shaders/k3d_texblender.sl:178:                                                 MF,roughness);
k3d/share/shaders/k3d_texblender.sl:209:				Ka,Kd,ks,roughness,selft,kr,Krfr);
k3d/share/shaders/k3d_toonmap.sl:8:float roughness=0.107; 
k3d/share/shaders/k3d_toonmap.sl:15:float ss4=1; 
k3d/share/shaders/k3d_toonmap.sl:23:float ss3=1; 
k3d/share/shaders/k3d_toonmap.sl:36:float ss2=1; 
k3d/share/shaders/k3d_toonmap.sl:43:float temp_ss4;
k3d/share/shaders/k3d_toonmap.sl:45:if (ss4 ==1) {temp_ss4=s;} else {temp_ss4=ss4;}
k3d/share/shaders/k3d_toonmap.sl:55:temt_c4=texture(Highlight_Map,temp_ss4,temp_tt4,"swidth",swidth4,"twidth",twidth4,"samples",samples4);
k3d/share/shaders/k3d_toonmap.sl:59:temt_c4=texture(Highlight_Map[channel4],temp_ss4,temp_tt4,"swidth",swidth4,"twidth",twidth4,"samples",samples4);
k3d/share/shaders/k3d_toonmap.sl:64:float temp_ss3;
k3d/share/shaders/k3d_toonmap.sl:66:if (ss3 ==1) {temp_ss3=s;} else {temp_ss3=ss3;}
k3d/share/shaders/k3d_toonmap.sl:76:temt_c3=texture(Paint_Map,temp_ss3,temp_tt3,"swidth",swidth3,"twidth",twidth3,"samples",samples3);
k3d/share/shaders/k3d_toonmap.sl:80:temt_c3=texture(Paint_Map[channel3],temp_ss3,temp_tt3,"swidth",swidth3,"twidth",twidth3,"samples",samples3);
k3d/share/shaders/k3d_toonmap.sl:85:float temp_ss2;
k3d/share/shaders/k3d_toonmap.sl:87:if (ss2 ==1) {temp_ss2=s;} else {temp_ss2=ss2;}
k3d/share/shaders/k3d_toonmap.sl:97:temt_c2=texture(Ink_Map,temp_ss2,temp_tt2,"swidth",swidth2,"twidth",twidth2,"samples",samples2);
k3d/share/shaders/k3d_toonmap.sl:101:temt_c2=texture(Ink_Map[channel2],temp_ss2,temp_tt2,"swidth",swidth2,"twidth",twidth2,"samples",samples2);
k3d/share/shaders/k3d_toonmap.sl:108:toonspec(vector N, V; float roughness)
k3d/share/shaders/k3d_toonmap.sl:115:C += pow(N.H, 1/roughness);
k3d/share/shaders/k3d_toonmap.sl:146:spec = toonspec(Nf, -normalize(I), roughness);
k3d/share/shaders/k3d_translucency.sl:11:* Description:  It's possible to use one different color and
k3d/share/shaders/k3d_translucency.sl:36:			float roughness = 0.1;
k3d/share/shaders/k3d_translucency.sl:57:	float ss = (s - colorS) / colorScaleS;
k3d/share/shaders/k3d_translucency.sl:69:	/*XMB vector assignment*/
k3d/share/shaders/k3d_translucency.sl:81:			float opac = float texture(colorTx[3], ss, tt);
k3d/share/shaders/k3d_translucency.sl:82:			Ct = color texture(colorTx, ss, tt, "blur", blurcolorTx) + (1-opac)*Cs;
k3d/share/shaders/k3d_translucency.sl:87:			float opac = float texture(colorTx2[3], ss, tt);
k3d/share/shaders/k3d_translucency.sl:88:			Ct = color texture(colorTx2, ss, tt, "blur", blurcolorTx2) + (1-opac)*Cs;
k3d/share/shaders/k3d_translucency.sl:99:			 Kt = float texture(transTex[0], ss, tt, "blur", transblurTx);
k3d/share/shaders/k3d_translucency.sl:105:			 Kt = float texture(transTex2[0], ss, tt, "blur", transblurTx2);
k3d/share/shaders/k3d_translucency.sl:120:		shiny += pow (cosine, 1.0/roughness) / (ln.Nf) * Cl * sheen;
k3d/share/shaders/k3d_translucency.sl:127:	Ci = Ct * (Ka*ambient() + Kd*diffuse(Nf) + Kt*diffuse(-Nf)) + Ks*specular(Nf,V,roughness) + shiny;
k3d/share/shaders/k3d_uberlight.sl:8: * Rather than explicitly pass "from" and "to" points to indicate the
k3d/share/shaders/k3d_uberlight.sl:17: * Basic color/brightness controls:
k3d/share/shaders/k3d_uberlight.sl:35: *       default) indicates that the light is the same brightness
k3d/share/shaders/k3d_uberlight.sl:36: *       regardless of distance from the source.  Falloff==1 indicates
k3d/share/shaders/k3d_uberlight.sl:51: * Shaping of the cross-section.  The cross-section of the light cone
k3d/share/shaders/k3d_uberlight.sl:58: *       They are the cross-sectional dimensions at a distance of 1
k3d/share/shaders/k3d_uberlight.sl:64: *   roundness - controls how rounded the corners of the superellipse
k3d/share/shaders/k3d_uberlight.sl:65: *       are.  If this value is 0, the cross-section will be a perfect
k3d/share/shaders/k3d_uberlight.sl:66: *       rectangle.  If the value is 1, the cross-section will be a
k3d/share/shaders/k3d_uberlight.sl:67: *       perfect ellipse.  In-between values control the roundness of
k3d/share/shaders/k3d_uberlight.sl:84: *       simplicity, the shader assumes that the texture file will
k3d/share/shaders/k3d_uberlight.sl:89: *       means not to use noise.  Larger values increase the blotchiness
k3d/share/shaders/k3d_uberlight.sl:94: *       attenuation of light as it passes through a window with 
k3d/share/shaders/k3d_uberlight.sl:103: *   shadowblur - how soft to make the shadow edge, expressed as a
k3d/share/shaders/k3d_uberlight.sl:128: *   blockerwedge, blockerhedge - define the fuzzyness of the edges.
k3d/share/shaders/k3d_uberlight.sl:130: *       control as the "roundness" parameter that affects the light
k3d/share/shaders/k3d_uberlight.sl:141: *       their full brightness but not go completely dark.  Another
k3d/share/shaders/k3d_uberlight.sl:229:		       float roundness;	/* Same roundness for both ellipses */
k3d/share/shaders/k3d_uberlight.sl:236:      if(roundness < 1.0e-6)
k3d/share/shaders/k3d_uberlight.sl:241:      else if(roundness > 0.9999)
k3d/share/shaders/k3d_uberlight.sl:255:	  float re = 2 / roundness;	/* roundness exponent */
k3d/share/shaders/k3d_uberlight.sl:285:		       float hedge, wedge, roundness;
k3d/share/shaders/k3d_uberlight.sl:289:  /* Examine the z depth of PL to apply the (possibly smooth) cuton and
k3d/share/shaders/k3d_uberlight.sl:330:			     roundness);
k3d/share/shaders/k3d_uberlight.sl:378:		     /* xy shaping of the cross-section and angle falloff */
k3d/share/shaders/k3d_uberlight.sl:381:		     float roundness = 1;
k3d/share/shaders/k3d_uberlight.sl:383:		     /* Cookie or slide to control light cross-sectional color */
k3d/share/shaders/k3d_uberlight.sl:407:  /* For simplicity, assume that the light is at the origin of shader
k3d/share/shaders/k3d_uberlight.sl:412:   * the surface point we're shading, expressed in the local light
k3d/share/shaders/k3d_uberlight.sl:460:		       sheary, width, height, hedge, wedge, roundness,
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:44:float ss, tt, roughness, diff, spec, bmp;
k3d/share/shaders/k3d_urbermap.sl:47:ss = vector(s, t, 1) . vector(transform("shader", STMatrix0));
k3d/share/shaders/k3d_urbermap.sl:53:Csurf = Cs * color texture(abColorMap, ss, tt,
k3d/share/shaders/k3d_urbermap.sl:58:Copac = float texture(abColorMap[3], ss, tt,
k3d/share/shaders/k3d_urbermap.sl:78:diff = abDiffuse * float texture(abDiffuseMap, ss, tt,
k3d/share/shaders/k3d_urbermap.sl:90:spec = abSpecular * float texture(abSpecularMap, ss, tt,
k3d/share/shaders/k3d_urbermap.sl:102:Cspec = abSpecularColor * color texture(abSpecularColorMap, ss, tt,
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_urbermap.sl:128:Copac = Copac * color texture(abTransparencyMap, ss, tt,
k3d/share/shaders/k3d_urbermap.sl:134:Copac = Copac * (color(1) - color texture(abTransparencyMap, ss, tt,
k3d/share/shaders/k3d_urbermap.sl:143:Cincand = abIncandescence * color texture(abIncandescenseMap, ss, tt,
k3d/share/shaders/k3d_urbermap.sl:156:bmp = abBumpScale * float texture( abBumpMap, ss, tt,
k3d/share/shaders/k3d_urbermap.sl:201:Ci = Csurf * (Cincand + ambient() + diff * diffuse(Nf)) + (spec * Cspec * (specular(Nf, V, roughness) + Crefl));
k3d/share/shaders/k3d_veinedmarble.sl:10: *   Ka, Kd, Ks, roughness, specularcolor - same as plastic
k3d/share/shaders/k3d_veinedmarble.sl:16: *   sharpness - controls how sharp or fuzzy the veins are (higher = sharper)
k3d/share/shaders/k3d_veinedmarble.sl:35:			 float roughness = .075;
k3d/share/shaders/k3d_veinedmarble.sl:42:			 float sharpness = 8;
k3d/share/shaders/k3d_veinedmarble.sl:62:      turb = pow(smoothstep(0.8, 1, 1 - turb), sharpness) / freq;
k3d/share/shaders/k3d_veinedmarble.sl:71:  Ci = MaterialPlastic(Nf, Ct, Ka, Kd, Ks, roughness);
k3d/share/shaders/k3d_velvet.sl:10: *   - Scattering near the horizon, regardless of incident direction
k3d/share/shaders/k3d_velvet.sl:18: *   roughness: shininess of fabric (controls retroreflection only)
k3d/share/shaders/k3d_velvet.sl:28: *			"edginess" parameter to control horizon scatter;
k3d/share/shaders/k3d_velvet.sl:41:	    edginess = 10;
k3d/share/shaders/k3d_velvet.sl:43:        float roughness = .1;
k3d/share/shaders/k3d_velvet.sl:61:    shiny += pow ( cosine, 1.0/roughness ) * backscatter
k3d/share/shaders/k3d_velvet.sl:66:    shiny += pow ( sine, edginess ) * Ln.Nf * Cl * sheen;
k3d/share/shaders/k3d_venus.sl:23: *    The default values for the shader assume that the planet is
k3d/share/shaders/k3d_venus.sl:36: *    Academic Press, 1994.  ISBN 0-12-228760-6.
k3d/share/shaders/k3d_venus2.sl:32: *    Academic Press, 1994.  ISBN 0-12-228760-6.
k3d/share/shaders/k3d_volcube.sl:15:   RunShadowPass       - set to 1 if running a shadow pass.
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:197:	     float  RunShadowPass  = 0;
k3d/share/shaders/k3d_volcube.sl:204:    float  Roughness    = .21;
k3d/share/shaders/k3d_volcube.sl:240:	if(cur_density > 0 && RunShadowPass == 0){
k3d/share/shaders/k3d_volcube.sl:250:		get_shading(Pcur,Nf,V,Roughness,diff,spec);
k3d/share/shaders/k3d_volcube.sl:278:            /* if Shadow Pass */
k3d/share/shaders/k3d_wallpaper.sl:11: *    Academic Press, 1994.  ISBN 0-12-228760-6.
k3d/share/shaders/k3d_wallpaper.sl:28:    float ss, tt, angle, r, a, in_out;
k3d/share/shaders/k3d_wallpaper.sl:53:                ss = s - sctr;
k3d/share/shaders/k3d_wallpaper.sl:56:                angle = atan(ss, tt) + PI;
k3d/share/shaders/k3d_wallpaper.sl:57:                r = sqrt(ss*ss + tt*tt);
k3d/share/shaders/k3d_wallpaper_2stripe.sl:11: *   Ka, Kd, Ks, roughness	the usual
k3d/share/shaders/k3d_wallpaper_2stripe.sl:30:			      float roughness = 0.1;
k3d/share/shaders/k3d_wallpaper_2stripe.sl:35:  float ss = s / stripespacing - 0.5;
k3d/share/shaders/k3d_wallpaper_2stripe.sl:36:  float ds = filterwidth(ss);
k3d/share/shaders/k3d_wallpaper_2stripe.sl:40:    (filteredpulsetrain(edge, 1, ss, ds) +
k3d/share/shaders/k3d_wallpaper_2stripe.sl:41:     filteredpulsetrain(edge, 1, ss + 2 * stripewidth, ds));
k3d/share/shaders/k3d_wallpaper_2stripe.sl:46:  Ci = MaterialPlastic(Nf, Ct, Ka, Kd, Ks, roughness);
k3d/share/shaders/k3d_water.sl:4: * are not blue will pass thru the water.

k3d/share/shaders/k3d_water.sl:17: *    Ka, Kd, Ks, roughness, specularcolor - The usual meaning

k3d/share/shaders/k3d_water.sl:37:	float Kr = 1, roughness = 0, blur = 0;

k3d/share/shaders/k3d_water.sl:86:		specularcolor * (ev + Ks*specular(Nf,-IN,roughness)));

k3d/share/shaders/k3d_waterdisplacement.sl:7: *	du, dv		change in u, v across the surface

k3d/share/shaders/k3d_windowlight.sl:2: * windowlight.sl - make a window light (with crossbars)
k3d/share/shaders/k3d_wood2.sl:8: *   Ka, Kd, Ks, specular, roughness - work just like the plastic shader
k3d/share/shaders/k3d_wood2.sl:12: *   grainy - relative graininess (0 = no fine grain)
k3d/share/shaders/k3d_wood2.sl:22:		  float roughness = .1;
k3d/share/shaders/k3d_wood2.sl:61:	  specularcolor * Ks * specular(Nf, -normalize(I), roughness));
k3d/share/shaders/k3d_woodcut.sl:6:float brightness=0.75; 
k3d/share/shaders/k3d_woodcut.sl:27:float roughness = 0.2;
k3d/share/shaders/k3d_woodcut.sl:45:illumcolor = (Ka*ambient() + Kd*diffuse(Nf) + Ks*specular(Nf,V,roughness));
k3d/share/shaders/k3d_woodcut.sl:57:(brightness - 1.0) + n*random;
