k3d/share/shaders/k3d_ambientlight.sl:4: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_antialiasedchecks.sl:4: * DESCRIPTION:
k3d/share/shaders/k3d_antialiasedchecks.sl:5: *   Makes a checkered surface, fully antialiased!  This sucker should
k3d/share/shaders/k3d_antialiasedchecks.sl:8: * PARAMETERS:
k3d/share/shaders/k3d_antialiasedchecks.sl:14: * AUTHOR: written by Larry Gritz
k3d/share/shaders/k3d_antialiasedchecks.sl:16: * HISTORY:
k3d/share/shaders/k3d_antialiasedchecks.sl:31:  float smod, tmod;     /* Texture position within the pattern */
k3d/share/shaders/k3d_arealight.sl:4: * DESCRIPTION:
k3d/share/shaders/k3d_arealight.sl:6: *   surface.  This is perfect for using with area light sources.
k3d/share/shaders/k3d_arealight.sl:8: * PARAMETERS
k3d/share/shaders/k3d_arealight.sl:18:#ifdef BMRT
k3d/share/shaders/k3d_arealight.sl:24:  /* This is so if we use one of these lights in PRMan, it will
k3d/share/shaders/k3d_background.sl:2:// Copyright (c) 1995-2004, Timothy M. Shead
k3d/share/shaders/k3d_background.sl:6:// This program is free software; you can redistribute it and/or
k3d/share/shaders/k3d_background.sl:11:// This program is distributed in the hope that it will be useful,
k3d/share/shaders/k3d_background.sl:12:// but WITHOUT ANY WARRANTY; without even the implied warranty of
k3d/share/shaders/k3d_background.sl:13:// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
k3d/share/shaders/k3d_background.sl:18:// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
k3d/share/shaders/k3d_background.sl:21:		\author Tim Shead (tshead@k-3d.com)
k3d/share/shaders/k3d_bluemarble.sl:6: * AUTHOR: Darwyn Peachy
k3d/share/shaders/k3d_bluemarble.sl:9: *    _Texturing and Modeling: A Procedural Approach_, by David S. Ebert, ed.,
k3d/share/shaders/k3d_bluescreen.sl:5: * PARAMETERS:
k3d/share/shaders/k3d_brick.sl:4: * DESCRIPTION:
k3d/share/shaders/k3d_brick.sl:9: *   The staggering isn't exact, however, and this variance is controlled
k3d/share/shaders/k3d_brick.sl:12: * PARAMETERS:
k3d/share/shaders/k3d_brick.sl:13: *    Ka, Kd			The usual
k3d/share/shaders/k3d_brick.sl:19: *    mortarthickness           Thickness of the mortar (in st space)
k3d/share/shaders/k3d_brick.sl:23: * AUTHOR: written by Larry Gritz, gritzl@acm.org
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:60:  swidth = 1.5 * max(filterwidth(s), MINFILTWIDTH) / BMWIDTH;
k3d/share/shaders/k3d_brick.sl:61:  twidth = 1.5 * max(filterwidth(t), MINFILTWIDTH) / 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:122:	((ss + sbrick) * pockfrequency / BMHEIGHT,
k3d/share/shaders/k3d_brick.sl:123:	 (tt + tbrick) * pockfrequency / BMWIDTH), 0.25);
k3d/share/shaders/k3d_brick2.sl:6: * AUTHOR: Darwyn Peachy
k3d/share/shaders/k3d_brick2.sl:9: *    _Texturing and Modeling: A Procedural Approach_, by David S. Ebert, ed.,
k3d/share/shaders/k3d_brick2.sl:16:#define BRICKWIDTH      0.25
k3d/share/shaders/k3d_brick2.sl:17:#define BRICKHEIGHT     0.08
k3d/share/shaders/k3d_brick2.sl:18:#define MORTARTHICKNESS 0.01
k3d/share/shaders/k3d_brick2.sl:20:#define BMWIDTH         (BRICKWIDTH+MORTARTHICKNESS)
k3d/share/shaders/k3d_brick2.sl:21:#define BMHEIGHT        (BRICKHEIGHT+MORTARTHICKNESS)
k3d/share/shaders/k3d_brick2.sl:22:#define MWF             (MORTARTHICKNESS*0.5/BMWIDTH)
k3d/share/shaders/k3d_brick2.sl:23:#define MHF             (MORTARTHICKNESS*0.5/BMHEIGHT)
k3d/share/shaders/k3d_brick2.sl:41:    ss = scoord / BMWIDTH;
k3d/share/shaders/k3d_brick2.sl:42:    tt = tcoord / BMHEIGHT;
k3d/share/shaders/k3d_brick3.sl:4: * DESCRIPTION:
k3d/share/shaders/k3d_brick3.sl:9: *   The staggering isn't exact, however, and this variance is controlled
k3d/share/shaders/k3d_brick3.sl:12: * PARAMETERS:
k3d/share/shaders/k3d_brick3.sl:13: *    Ka, Kd			The usual
k3d/share/shaders/k3d_brick3.sl:19: *    mortarthickness           Thickness of the mortar (in st space)
k3d/share/shaders/k3d_brick3.sl:23: * AUTHOR: written by Larry Gritz, 1992
k3d/share/shaders/k3d_brick3.sl:24: * 	This shader is very similar to (and based upon) brick shaders
k3d/share/shaders/k3d_brick3.sl:28: * HISTORY:
k3d/share/shaders/k3d_brick3.sl:29: *      28 May 1992 -- written by lg for the "Timbre Trees" video (saucer)
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:54:#define MINFILTERWIDTH 1.0e-7
k3d/share/shaders/k3d_brick3.sl:63:  swidth = max (abs(Du(s)*du) + abs(Dv(s)*dv), MINFILTERWIDTH);
k3d/share/shaders/k3d_brick3.sl:64:  twidth = max (abs(Du(t)*du) + abs(Dv(t)*dv), MINFILTERWIDTH);
k3d/share/shaders/k3d_brick3.sl:69:  PP2 = point noise (s/BMWIDTH, t/BMHEIGHT);
k3d/share/shaders/k3d_brick3.sl:73:  ss = scoord / BMWIDTH;   /* Determine which brick the point is in */
k3d/share/shaders/k3d_brick3.sl:74:  tt = tcoord / BMHEIGHT;  /*                   "                   */
k3d/share/shaders/k3d_brick3.sl:75:  swidth /= BMWIDTH;
k3d/share/shaders/k3d_brick3.sl:76:  twidth /= BMHEIGHT;
k3d/share/shaders/k3d_brickanti.sl:6: * AUTHOR: Darwyn Peachy
k3d/share/shaders/k3d_brickanti.sl:9: *    _Texturing and Modeling: A Procedural Approach_, by David S. Ebert, ed.,
k3d/share/shaders/k3d_brickanti.sl:17:#define BRICKWIDTH      0.25
k3d/share/shaders/k3d_brickanti.sl:18:#define BRICKHEIGHT     0.08
k3d/share/shaders/k3d_brickanti.sl:19:#define MORTARTHICKNESS 0.02
k3d/share/shaders/k3d_brickanti.sl:21:#define BMWIDTH         (BRICKWIDTH+MORTARTHICKNESS)
k3d/share/shaders/k3d_brickanti.sl:22:#define BMHEIGHT        (BRICKHEIGHT+MORTARTHICKNESS)
k3d/share/shaders/k3d_brickanti.sl:23:#define MWF             (MORTARTHICKNESS*0.5/BMWIDTH)
k3d/share/shaders/k3d_brickanti.sl:24:#define MHF             (MORTARTHICKNESS*0.5/BMHEIGHT)
k3d/share/shaders/k3d_brickanti.sl:43:    ss = scoord / BMWIDTH;
k3d/share/shaders/k3d_brickanti.sl:44:    tt = tcoord / BMHEIGHT;
k3d/share/shaders/k3d_brickanti.sl:55:    /* This is the simple antialiasing with "boxstep" */
k3d/share/shaders/k3d_brickanti.sl:65:    /* This is the preferred antialiasing using integrals. */
k3d/share/shaders/k3d_brickbump.sl:5: *   Makes displacements for a wall of bricks.  This is the companion
k3d/share/shaders/k3d_brickbump.sl:6: *   shader to the surface "brick" shader.  The parameters work exactly
k3d/share/shaders/k3d_brickbump.sl:9: *   However, if you do use it with "brick", the parameters MUST match,
k3d/share/shaders/k3d_brickbump.sl:15: *    mortarthickness           Thickness of the mortar (in st space)
k3d/share/shaders/k3d_brickbump.sl:18: *    pitting                   The amplitude of the "pits" on the face of
k3d/share/shaders/k3d_brickbump.sl:20: *    pockfrequency             The st frequency of the pits.
k3d/share/shaders/k3d_brickbump.sl:21: *    groovedepth               The depth of the grooves between bricks.
k3d/share/shaders/k3d_brickbump.sl:23: * AUTHOR: written by Larry Gritz, 1992 (and subsequently modified)
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:76:	((ss + sbrick) * pockfrequency / BMHEIGHT,
k3d/share/shaders/k3d_brickbump.sl:77:	 (tt + tbrick) * pockfrequency / BMWIDTH), 0.25);
k3d/share/shaders/k3d_brickbump2.sl:6: * AUTHOR: Darwyn Peachy
k3d/share/shaders/k3d_brickbump2.sl:9: *    _Texturing and Modeling: A Procedural Approach_, by David S. Ebert, ed.,
k3d/share/shaders/k3d_brickbump2.sl:16:#define BRICKWIDTH      0.25
k3d/share/shaders/k3d_brickbump2.sl:17:#define BRICKHEIGHT     0.08
k3d/share/shaders/k3d_brickbump2.sl:18:#define MORTARTHICKNESS 0.01
k3d/share/shaders/k3d_brickbump2.sl:20:#define BMWIDTH         (BRICKWIDTH+MORTARTHICKNESS)
k3d/share/shaders/k3d_brickbump2.sl:21:#define BMHEIGHT        (BRICKHEIGHT+MORTARTHICKNESS)
k3d/share/shaders/k3d_brickbump2.sl:22:#define MWF             (MORTARTHICKNESS*0.5/BMWIDTH)
k3d/share/shaders/k3d_brickbump2.sl:23:#define MHF             (MORTARTHICKNESS*0.5/BMHEIGHT)
k3d/share/shaders/k3d_brickbump2.sl:42:    ss = scoord / BMWIDTH;
k3d/share/shaders/k3d_brickbump2.sl:43:    tt = tcoord / BMHEIGHT;
k3d/share/shaders/k3d_brickbump3.sl:4: * DESCRIPTION:
k3d/share/shaders/k3d_brickbump3.sl:5: *   Makes displacements for a wall of bricks.  This is the companion
k3d/share/shaders/k3d_brickbump3.sl:6: *   shader to the surface "brick" shader.  The parameters work exactly
k3d/share/shaders/k3d_brickbump3.sl:9: *   However, if you do use it with "brick", the parameters MUST match,
k3d/share/shaders/k3d_brickbump3.sl:12: * PARAMETERS:
k3d/share/shaders/k3d_brickbump3.sl:15: *    mortarthickness           Thickness of the mortar (in st space)
k3d/share/shaders/k3d_brickbump3.sl:18: *    pitting                   The amplitude of the "pits" on the face of
k3d/share/shaders/k3d_brickbump3.sl:20: *    pockfrequency             The st frequency of the pits.
k3d/share/shaders/k3d_brickbump3.sl:21: *    groovedepth               The depth of the grooves between bricks.
k3d/share/shaders/k3d_brickbump3.sl:23: * AUTHOR: written by Larry Gritz, 1992
k3d/share/shaders/k3d_brickbump3.sl:25: * HISTORY:
k3d/share/shaders/k3d_brickbump3.sl:26: *      28 May 1992 -- written by lg for the "Timbre Trees" video (saucer)
k3d/share/shaders/k3d_brickbump3.sl:36:  They're meant to go together, but I like to use the brickbump
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:73:  PP2 = point noise (s/BMWIDTH, t/BMHEIGHT);
k3d/share/shaders/k3d_brickbump3.sl:77:  ss = scoord / BMWIDTH;
k3d/share/shaders/k3d_brickbump3.sl:78:  tt = tcoord / BMHEIGHT;
k3d/share/shaders/k3d_brickbump3.sl:112:  disp -= fact * pow(noise ((ss+sbrick)*pockfrequency/BMHEIGHT,
k3d/share/shaders/k3d_brickbump3.sl:113:		            (tt+tbrick)*pockfrequency/BMWIDTH), 0.25);
k3d/share/shaders/k3d_brickperturb.sl:6: * AUTHOR: Darwyn Peachy
k3d/share/shaders/k3d_brickperturb.sl:9: *    _Texturing and Modeling: A Procedural Approach_, by David S. Ebert, ed.,
k3d/share/shaders/k3d_brickperturb.sl:16:#define BRICKWIDTH      0.25
k3d/share/shaders/k3d_brickperturb.sl:17:#define BRICKHEIGHT     0.08
k3d/share/shaders/k3d_brickperturb.sl:18:#define MORTARTHICKNESS 0.01
k3d/share/shaders/k3d_brickperturb.sl:20:#define BMWIDTH         (BRICKWIDTH+MORTARTHICKNESS)
k3d/share/shaders/k3d_brickperturb.sl:21:#define BMHEIGHT        (BRICKHEIGHT+MORTARTHICKNESS)
k3d/share/shaders/k3d_brickperturb.sl:22:#define MWF             (MORTARTHICKNESS*0.5/BMWIDTH)
k3d/share/shaders/k3d_brickperturb.sl:23:#define MHF             (MORTARTHICKNESS*0.5/BMHEIGHT)
k3d/share/shaders/k3d_brickperturb.sl:41:    ss = scoord / BMWIDTH;
k3d/share/shaders/k3d_brickperturb.sl:42:    tt = tcoord / BMHEIGHT;
k3d/share/shaders/k3d_brushedmetal2.sl:6: *  yet another brushedmetal. This one computes a specular 
k3d/share/shaders/k3d_brushedmetal2.sl:15: *  PARAMETERS:
k3d/share/shaders/k3d_brushedmetal3.sl:5: * The derivation and formulae can be found in:  Ward, Gregory J.
k3d/share/shaders/k3d_bubbly.sl:17: *  PARAMETERS:
k3d/share/shaders/k3d_castucco.sl:40:  /* Threshold the fBm and scale it */
k3d/share/shaders/k3d_celld.sl:2: * TLd_cell1
k3d/share/shaders/k3d_celld.sl:7: * Tal Lancater 12/15/01
k3d/share/shaders/k3d_ceramic.sl:8:		    DECLARE_DEFAULTED_ENVPARAMS;)
k3d/share/shaders/k3d_ceramictiles.sl:49:/* Comment out the following line if you do *not* wish to use BMRT and
k3d/share/shaders/k3d_ceramictiles.sl:139:color MaterialCeramicTiles(normal Nf;
k3d/share/shaders/k3d_ceramictiles.sl:153:  vector R, T;
k3d/share/shaders/k3d_ceramictiles.sl:154:  fresnel(IN, Nf, 1 / eta, fkr, fkt, R, T);
k3d/share/shaders/k3d_ceramictiles.sl:171:			 DECLARE_DEFAULTED_ENVPARAMS;
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:225:   * in within the tile.  Then use the tile index to vary its color
k3d/share/shaders/k3d_ceramictiles.sl:248:    MaterialCeramicTiles(Nf, Cmortar, Ctile, intile, Ka, Kdmortar, Kdtile, Ks,
k3d/share/shaders/k3d_checkerboard.sl:7:			 uniform float TileS = 6.0; uniform float TileT = 6.0;
k3d/share/shaders/k3d_checkerboard.sl:19:	filters = mod((s * TileS * 2.0) - 1.0, 2.0);
k3d/share/shaders/k3d_checkerboard.sl:20:	filtert = mod((t * TileT * 2.0) - 1.0, 2.0);
k3d/share/shaders/k3d_checkerboard.sl:22:	filterwidths = SFILTERWIDTH * TileS;
k3d/share/shaders/k3d_checkerboard.sl:23:	filterwidtht = TFILTERWIDTH * TileT;
k3d/share/shaders/k3d_checkerboard.sl:32:  tiles = step(1.0, mod(s * TileS, 2.0));
k3d/share/shaders/k3d_checkerboard.sl:33:  tilet = step(1.0, mod(t * TileT, 2.0));
k3d/share/shaders/k3d_checkerboard_solid.sl:8:	uniform float TileX = 1.0;
k3d/share/shaders/k3d_checkerboard_solid.sl:9:	uniform float TileY = 1.0;
k3d/share/shaders/k3d_checkerboard_solid.sl:10:	uniform float TileZ = 1.0;
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:6: * AUTHOR: Darwyn Peachy
k3d/share/shaders/k3d_cloudplane.sl:9: *    _Texturing and Modeling: A Procedural Approach_, by David S. Ebert, ed.,
k3d/share/shaders/k3d_cloudplane.sl:16:#define NTERMS 5
k3d/share/shaders/k3d_cloudplane.sl:42:    for (i = 0; i < NTERMS; i += 1) {
k3d/share/shaders/k3d_constant.sl:4: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_corktile.sl:27: * The shader makes an attempt at being self antaliasing
k3d/share/shaders/k3d_corktile.sl:31:#include "k3d_noises.h" /* the standard BMRT include file */
k3d/share/shaders/k3d_corktile.sl:52:		point PT = P2 * txtscale;
k3d/share/shaders/k3d_corktile.sl:55:		float f = fnoise(PT, fw) + fnoise((P2 + 0.553) * txtscale, fw); 
k3d/share/shaders/k3d_corktile.sl:56:		f = f * fnoise(PT * .854, fw);
k3d/share/shaders/k3d_corktile.sl:57:		f = f + (fnoise(PT * 5.342, fw) - .5) * .5;  
k3d/share/shaders/k3d_crayon.sl:5:	DESCRIPTION
k3d/share/shaders/k3d_crayon.sl:7:	This shader makes the surface look as if it had been shaded with a pastel crayon.
k3d/share/shaders/k3d_crayon.sl:10:	PARAMETERS
k3d/share/shaders/k3d_crayon.sl:25:	AUTHOR
k3d/share/shaders/k3d_crayon.sl:50:#define MINFILTWIDTH 1.0e-6
k3d/share/shaders/k3d_crayon.sl:51:#define filterwidth(x)  max (abs(Du(x)*du) + abs(Dv(x)*dv), MINFILTWIDTH)
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_crayontoon.sl:1:/* crayonToon.sl Ver. 1.0 Felipe Esquivel

k3d/share/shaders/k3d_crayontoon.sl:9: * This shader is a constant with little diffusion, 

k3d/share/shaders/k3d_cyclone.sl:1:#define TWOPI (2*PI)
k3d/share/shaders/k3d_cyclone.sl:21:  /* Transform to texture coordinates */
k3d/share/shaders/k3d_cyclone.sl:32:      angle = PI + twist * TWOPI * (max_radius - dist) / max_radius;
k3d/share/shaders/k3d_cyclone.sl:68:  /* Thin the density of the clouds */
k3d/share/shaders/k3d_decalplastic.sl:2:// Copyright (c) 1995-2004, Timothy M. Shead
k3d/share/shaders/k3d_decalplastic.sl:6:// This program is free software; you can redistribute it and/or
k3d/share/shaders/k3d_decalplastic.sl:11:// This program is distributed in the hope that it will be useful,
k3d/share/shaders/k3d_decalplastic.sl:12:// but WITHOUT ANY WARRANTY; without even the implied warranty of
k3d/share/shaders/k3d_decalplastic.sl:13:// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
k3d/share/shaders/k3d_decalplastic.sl:18:// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
k3d/share/shaders/k3d_decalplastic.sl:21:		\author Tim Shead (tshead@k-3d.com)
k3d/share/shaders/k3d_defaultsurface.sl:3: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_dented.sl:4: * DESCRIPTION:
k3d/share/shaders/k3d_dented.sl:7: * PARAMETERS:
k3d/share/shaders/k3d_dented.sl:15: * AUTHOR: written by Larry Gritz, based on the "dented" shader in
k3d/share/shaders/k3d_dented.sl:18: * HISTORY:
k3d/share/shaders/k3d_dented.sl:19: *      Dec 1992 -- written by lg for "Timbre Trees Examples" (jingle)
k3d/share/shaders/k3d_dented.sl:23: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_depthcue.sl:4: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_distantlight.sl:4: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_ember.sl:1:/* Glowing ember shader 2002 Graeme Nattress & NOITAMINANIMATION Inc.
k3d/share/shaders/k3d_ember.sl:6: * to represent it's life. The desired effect is that of glowing particles that
k3d/share/shaders/k3d_eyeball.sl:4: * DESCRIPTION:
k3d/share/shaders/k3d_eyeball.sl:6: *   for use on a sphere.  The center of the pupil is at the "north pole",
k3d/share/shaders/k3d_eyeball.sl:7: *   i.e. where the t parameter is 1.  The colors of the pupil, iris, white
k3d/share/shaders/k3d_eyeball.sl:11: * PARAMETERS:
k3d/share/shaders/k3d_eyeball.sl:24: * ANTIALIASING: basic antialiasing of the boundaries between tissue types
k3d/share/shaders/k3d_eyeball.sl:27: * AUTHOR: written by Larry Gritz
k3d/share/shaders/k3d_eyeball.sl:29: * HISTORY:
k3d/share/shaders/k3d_eyeball.sl:61:#define MINFILTERWIDTH 1.0e-7
k3d/share/shaders/k3d_eyeball.sl:74:  twidth = max (abs(Du(t)*du) + abs(Dv(t)*dv), MINFILTERWIDTH);
k3d/share/shaders/k3d_eyeball.sl:89:   * of the whites.  The veining pattern is essentially summed zero sets
k3d/share/shaders/k3d_filament.sl:17:	/* Threshold the fraction against the fractional filament width */
k3d/share/shaders/k3d_flame.sl:4: * DESCRIPTION:
k3d/share/shaders/k3d_flame.sl:7: * PARAMETERS:
k3d/share/shaders/k3d_flame.sl:12: * ANTIALIASING:
k3d/share/shaders/k3d_flame.sl:16: * AUTHOR:
k3d/share/shaders/k3d_flame.sl:18: *    Translation to RenderMan Shading Language by Larry Gritz.
k3d/share/shaders/k3d_flame.sl:21: *    _Texturing and Modeling: A Procedural Approach_, by David S. Ebert, ed.,
k3d/share/shaders/k3d_flame.sl:25: * HISTORY:
k3d/share/shaders/k3d_fog.sl:4: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_fractal.sl:2: *AUTHOR: Ken Musgrave.

k3d/share/shaders/k3d_fractal.sl:7: *    _Texturing and Modeling: A Procedural Approach_, by David S. Ebert, ed.,

k3d/share/shaders/k3d_fractal.sl:28:                             /*This should give you a power function to control

k3d/share/shaders/k3d_fresnelplastic.sl:2: * TLFresnelPlastic.sl -- simple shader illustrating fresnel().
k3d/share/shaders/k3d_fresnelplastic.sl:4: * DESCRIPTION:
k3d/share/shaders/k3d_fresnelplastic.sl:7: * PARAMETERS
k3d/share/shaders/k3d_fresnelplastic.sl:9: * AUTHOR: Tal Lancaster  tal@SpamSucks_renderman.org
k3d/share/shaders/k3d_fresnelplastic.sl:11: * HISTORY:
k3d/share/shaders/k3d_fresnelplastic.sl:19:#define CHKTX(tx) ((tx != "" && textureinfo (tx, "exists", 0) != 0)? 1: 0)
k3d/share/shaders/k3d_fresnelplastic.sl:21:#define CHKTX(tx) \
k3d/share/shaders/k3d_fresnelplastic.sl:34:      0: turns off fresnel and gives plastic look. Typical values
k3d/share/shaders/k3d_fresnelplastic.sl:49:   /* cat Reflection desc {The size of the room to base the reflection
k3d/share/shaders/k3d_fresnelplastic.sl:52:   float flipS = 0; /* cat ST type switch desc {Flip S on texture lookups.} */
k3d/share/shaders/k3d_fresnelplastic.sl:53:   float flipT = 0; /* cat ST type switch desc {Flip S on texture lookups.} */
k3d/share/shaders/k3d_fresnelplastic.sl:54:   float MtorFlip = 0; /* cat ST type switch def 1
k3d/share/shaders/k3d_fresnelplastic.sl:55:			  desc {Swap S/T access to overcome Maya/MtoR
k3d/share/shaders/k3d_fresnelplastic.sl:78:    if (flipT == 1)
k3d/share/shaders/k3d_fresnelplastic.sl:94:    /*Ct = (CHKTX (colorMap))? texture (colorMap, ss, tt): Csurf; */
k3d/share/shaders/k3d_fresnelplastic.sl:95:    if (CHKTX (colorMap) == 1)
k3d/share/shaders/k3d_funkyglass.sl:4: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_fur2.sl:70:    vector T = normalize (dPdv); /* tangent along length of hair */
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:77:    vector N_hair = (T^S); /* N_hair is a normal for the hair oriented "away" from the surface */
k3d/share/shaders/k3d_fur2.sl:79:    float  l = clamp(nSN.T,0,1);  /* Dot of surface_normal and T, used for blending */
k3d/share/shaders/k3d_fur2.sl:81:    float T_Dot_nL = 0;
k3d/share/shaders/k3d_fur2.sl:82:    float T_Dot_e = 0;
k3d/share/shaders/k3d_fur2.sl:111:       James T. Kajiya and Timothy L.  Kay (1989) "Rendering Fur with Three 
k3d/share/shaders/k3d_fur2.sl:112:       Dimensional Textures", Computer Graphics 23,3, 271-280  
k3d/share/shaders/k3d_fur2.sl:118:	T_Dot_nL = T.nL;
k3d/share/shaders/k3d_fur2.sl:119:	T_Dot_e = T.V;
k3d/share/shaders/k3d_fur2.sl:120:	Alpha = acos(T_Dot_nL);
k3d/share/shaders/k3d_fur2.sl:121:	Beta = acos(T_Dot_e);
k3d/share/shaders/k3d_fur2.sl:123:	Kajiya = T_Dot_nL * T_Dot_e + sin(Alpha) * sin(Beta);
k3d/share/shaders/k3d_glass.sl:9: *    Ka, Kd, Ks, roughness, specularcolor - The usual meaning
k3d/share/shaders/k3d_glass.sl:38:		  DECLARE_DEFAULTED_ENVPARAMS;
k3d/share/shaders/k3d_gmarbtile_polish.sl:4: * DESCRIPTION:
k3d/share/shaders/k3d_gmarbtile_polish.sl:8: * PARAMETERS:
k3d/share/shaders/k3d_gmarbtile_polish.sl:20: * AUTHOR: written by Larry Gritz
k3d/share/shaders/k3d_gooch.sl:6: * DESCRIPTION   : This model is described in "A Non-Photorealistc
k3d/share/shaders/k3d_gooch.sl:7: *                 Lighting Model For Automatic Technical 
k3d/share/shaders/k3d_gooch.sl:11: * INPUTS        : 
k3d/share/shaders/k3d_gooch.sl:22: * AUTHOR: written by Mike King
k3d/share/shaders/k3d_gouge.sl:17:    *  amount for each pin so that similarity is not detected.  The texture 
k3d/share/shaders/k3d_granite.sl:14:	float i, freq = 1.0; /* Try other values for example, 7.0 */
k3d/share/shaders/k3d_grass_displace.sl:7: * This is simply uses the noise function and a checkerboard

k3d/share/shaders/k3d_grass_displace.sl:8: * pattern.  The displacements are circular.

k3d/share/shaders/k3d_greenmarble.sl:4: * DESCRIPTION:
k3d/share/shaders/k3d_greenmarble.sl:7: * PARAMETERS:
k3d/share/shaders/k3d_greenmarble.sl:16: * AUTHOR: Larry Gritz, 1994
k3d/share/shaders/k3d_grids_disp.sl:53:/** ColorToFloat_Brick_2 **/
k3d/share/shaders/k3d_hair.sl:13:	vector T = normalize (dPdv); /* tangent along length of hair */
k3d/share/shaders/k3d_hair.sl:21:			cosang = cos (abs (acos (T.normalize(L)) - acos (-T.V)));
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:2:* to work with 32 bit floating point TIFF environment maps to give a higher

k3d/share/shaders/k3d_hdr_light.sl:8:*This shader is made freely available under the proviso that this copyright

k3d/share/shaders/k3d_hdr_light.sl:57:#ifdef BMRT

k3d/share/shaders/k3d_hdr_surface.sl:2:* to work with 32 bit floating point TIFF environment maps to give a higher 

k3d/share/shaders/k3d_hdr_surface.sl:8:*This shader is made freely available under the proviso that this copyright

k3d/share/shaders/k3d_hexatile_bump.sl:2:* FGHexaTile_bump.sl -- "Simple shader to do "Hexagon" displacement"
k3d/share/shaders/k3d_hexatile_bump.sl:9:* 	string Name 	= "FGHexaTile_bump"	---	Name of the shader "do nothing".
k3d/share/shaders/k3d_hexatile_bump.sl:13:*	float ScaleTT	= 3 			---	Scale the "t" direction.
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:23:*	float Truedisp	= 1 			---	True Displacement 0 = off, 1 = on.
k3d/share/shaders/k3d_hexatile_bump.sl:79:	string Name 	= "FGHexaTile_bump";
k3d/share/shaders/k3d_hexatile_bump.sl:83:	float ScaleTT	= 3; 
k3d/share/shaders/k3d_hexatile_bump.sl:93:	float Truedisp	= 1; ) 
k3d/share/shaders/k3d_hexatile_bump.sl:96:float SS,TT,Ds,Dt;
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_hexatile_bump.sl:102:float scale2 = ScaleTT * TT;
k3d/share/shaders/k3d_hexatile_bump.sl:104:Worley2D_f1f2 (scale1,scale2,/* Jitter */ 0,/* Seed */ 0,C1,C2,/* Hexagon */ 1,/* TileScaleSS */ 1,
k3d/share/shaders/k3d_hexatile_bump.sl:105:			/* TileScaleTT */ 1,/* f1_result */ f1_out_15,spos1_out_15, tpos1_out_15,
k3d/share/shaders/k3d_hexatile_bump.sl:109:float SQRT_f2 = sqrt(f2_out_15);
k3d/share/shaders/k3d_hexatile_bump.sl:112:float smoothp_20 = smoothpulse (0,Edge1,Edge2,1,SQRT_f2);
k3d/share/shaders/k3d_hexatile_bump.sl:115:float SQRT_f1 = sqrt(f1_out_15);
k3d/share/shaders/k3d_hexatile_bump.sl:118:float smoothp_22 = smoothpulse (0,Edge1,Edge2,1,SQRT_f1);
k3d/share/shaders/k3d_hexatile_bump.sl:120:/*** ----- True Displacement and bump ----- ***/
k3d/share/shaders/k3d_hexatile_bump.sl:135:N = Displace(normalize(N),VShd,Km*disp,Truedisp); 
k3d/share/shaders/k3d_hextile.sl:4: * DESCRIPTION
k3d/share/shaders/k3d_hextile.sl:5: *       This surface shader operates in s-t space and gives a pattern of
k3d/share/shaders/k3d_hextile.sl:8: *       The basic pattern is a hexagonal tiling, with a little bit of
k3d/share/shaders/k3d_hextile.sl:15: * PARAMTERS
k3d/share/shaders/k3d_hextile.sl:23: * ANTIALIASING
k3d/share/shaders/k3d_hextile.sl:27: * HINTS & APPLICATIONS
k3d/share/shaders/k3d_hextile.sl:31: * AUTHOR: written by Larry Gritz, 1994
k3d/share/shaders/k3d_hextile.sl:33: * HISTORY:
k3d/share/shaders/k3d_imagelayerclouds.sl:37:  Ci = Ct;			/* This makes the color disregard the lighting */
k3d/share/shaders/k3d_incandplastic.sl:7: * This is a normal plastic shader and includes an

k3d/share/shaders/k3d_indirect.sl:3: * This shader is never called from BMRT -- the "indirect" light source
k3d/share/shaders/k3d_indirect.sl:6: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_indirect.sl:16:#ifdef BMRT
k3d/share/shaders/k3d_indirect.sl:17:  /* Just in case this is ever compiled for BMRT, make it do nothing. */
k3d/share/shaders/k3d_leather.sl:30:	/*BLOTCH sont les zebrure*/

k3d/share/shaders/k3d_leather.sl:32:	float BLOTCH_TCF = 5;		/*zebrure sur la peau*/

k3d/share/shaders/k3d_leather.sl:33:	float BLOTCH_SF = 5;		/*definis le s */

k3d/share/shaders/k3d_leather.sl:34:	float BLOTCH_TF = 5;		/*definis le s */

k3d/share/shaders/k3d_leather.sl:65:	 * The base color consists of patches of pure green,

k3d/share/shaders/k3d_leather.sl:66:	 * and patches of finely speckled red and green. These

k3d/share/shaders/k3d_leather.sl:70:	 * The apple geometry is such that lines of constant

k3d/share/shaders/k3d_leather.sl:72:	 * The constants T1 - T4 specify locations of the

k3d/share/shaders/k3d_leather.sl:76:	#define BASE_TF          1      /* t-factor for big noise          */

k3d/share/shaders/k3d_leather.sl:80:	#define T1               0.0    /* t < T1 is pure green            */

k3d/share/shaders/k3d_leather.sl:81:	#define T2               0.18   /* lerp s.t. T1->T2 => green->red  */

k3d/share/shaders/k3d_leather.sl:82:	#define T3               0.8    /* T2->T3 => red can exist here    */

k3d/share/shaders/k3d_leather.sl:83:	#define T4               1.0    /* lerp s.t. T3->T4 => red->green  */

k3d/share/shaders/k3d_leather.sl:84:	                                /* t > T4 is pure green            */

k3d/share/shaders/k3d_leather.sl:86:	                  BASE_TF*t + label);

k3d/share/shaders/k3d_leather.sl:88:	small_noise = snoise(BASE_NF*PP*txtscale/TSCALE);

k3d/share/shaders/k3d_leather.sl:91:	if (t < T1)

k3d/share/shaders/k3d_leather.sl:93:	else if (t >= T1 && t < T2)

k3d/share/shaders/k3d_leather.sl:94:		base_turb *= (t-T1)/(T2-T1);

k3d/share/shaders/k3d_leather.sl:95:	else if (t >= T3 && t < T4)

k3d/share/shaders/k3d_leather.sl:96:		base_turb *= (T4-t)/(T4-T3);

k3d/share/shaders/k3d_leather.sl:97:	else if (t >= T4)

k3d/share/shaders/k3d_leather.sl:107:	 * The blotch color is finally determined by mixing,

k3d/share/shaders/k3d_leather.sl:108:	 * using the blotching coefficient "blotch". This

k3d/share/shaders/k3d_leather.sl:112:	/*#define BLOTCH_SF          20   s-factor for blotches  */

k3d/share/shaders/k3d_leather.sl:113:	/*#define BLOTCH_TF          15   t-factor for blotches  */

k3d/share/shaders/k3d_leather.sl:114:	/*#define BLOTCH_TCF         0     zebrure                */

k3d/share/shaders/k3d_leather.sl:115:	#define BLOTCH_DELTA       0.1  /* 'nother scaling kludge */

k3d/share/shaders/k3d_leather.sl:116:	#define BLOTCH_SPECK_COEFF 0.3  /* blotch specking coeff  */

k3d/share/shaders/k3d_leather.sl:117:	blotch_turb = noise(BLOTCH_SF*sin(2*PI*(s+.1234)) + PI + label,

k3d/share/shaders/k3d_leather.sl:118:	                    BLOTCH_TF*t + label) + BLOTCH_DELTA;

k3d/share/shaders/k3d_leather.sl:119:	blotch = pow(blotch_turb, 1.3) * BLOTCH_TCF * 

k3d/share/shaders/k3d_leather.sl:122:	         small_noise * BLOTCH_SPECK_COEFF;

k3d/share/shaders/k3d_leather.sl:129:	 * The apple has brown speckles on it, set by mixing

k3d/share/shaders/k3d_leather.sl:130:	 * using the speckling coefficient "speck". These

k3d/share/shaders/k3d_leather.sl:136:	#define SPECK_CUTOFF    .45   /*Cutoff for 'tops' of specks*/ 

k3d/share/shaders/k3d_leather.sl:137:	speck = pow(smoothstep(SPECK_CUTOFF, 1,

k3d/share/shaders/k3d_leather.sl:138:	            noise(SPECK_NF*PP*txtscale/TSCALE)), 3);

k3d/share/shaders/k3d_leather.sl:142:	 * This simulates the spots where the stalk would be

k3d/share/shaders/k3d_leather.sl:147:	#define BWIDTH .0

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

k3d/share/shaders/k3d_leather.sl:149:	               smoothstep(BEDGE, BEDGE+BWIDTH, 1-t));

k3d/share/shaders/k3d_leather.sl:171:	#define DISP_TF     30             /* t-factor for dent noise */

k3d/share/shaders/k3d_leather.sl:172:	#define DISP_DENT_AMP     (1/15)   /* dent amplitude          */

k3d/share/shaders/k3d_leather.sl:176:	              DISP_TF*t + label) * DISP_DENT_AMP * txtscale / TSCALE;

k3d/share/shaders/k3d_leather.sl:177:	disp += small_noise * DISP_SMNOISE_AMP * txtscale / TSCALE;

k3d/share/shaders/k3d_leather.sl:178:	disp -= speck * DISP_SPECK_AMP * txtscale / TSCALE;

k3d/share/shaders/k3d_leather.sl:188:	 * in the surface of an apple. They don't add much, but

k3d/share/shaders/k3d_leather.sl:194:#ifdef USE_LG_RAYTRACE

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

k3d/share/shaders/k3d_lensflare.sl:4: * Description: This shader, when placed on a piece of geometry 
k3d/share/shaders/k3d_lensflare.sl:6: *   These effects happen in real cameras when the camera points toward
k3d/share/shaders/k3d_lensflare.sl:37: * Author: Larry Gritz & Tony Apodaca, 1999
k3d/share/shaders/k3d_lensflare.sl:139:     * Handle the image of the lamp.  There are 3 effects:
k3d/share/shaders/k3d_luna.sl:4: * DESCRIPTION:
k3d/share/shaders/k3d_luna.sl:9: * AUTHOR:
k3d/share/shaders/k3d_luna.sl:11: *    Translation to Shading Language by Larry Gritz.
k3d/share/shaders/k3d_luna.sl:14: *    _Texturing and Modeling: A Procedural Approach_, by David S. Ebert, ed.,
k3d/share/shaders/k3d_luna.sl:18: * HISTORY:
k3d/share/shaders/k3d_luna.sl:30:#define TWOPI (6.28)
k3d/share/shaders/k3d_lunette.sl:7: *   A grid pattern overlaid upon an fBm noise.  This shader is good for
k3d/share/shaders/k3d_lunette.sl:8: *   surfaces placed beneath your scene which act as the ground.  The default
k3d/share/shaders/k3d_lunette.sl:10: *   hero objects that you might wish to show off.  The shader is a copy of a
k3d/share/shaders/k3d_lunette.sl:13: *   name, anyway.  The pattern is calculated in 2D u,v coordinates.
k3d/share/shaders/k3d_lunette.sl:28: *   The shader should antialias itself quite well, since it uses antialiased
k3d/share/shaders/k3d_lunette.sl:33: * License: This shader is distributed under the GNU General Public License.
k3d/share/shaders/k3d_lunette.sl:42: * Base color for the "lunette" pattern.  The pattern is calculated in a two-
k3d/share/shaders/k3d_lunette.sl:54: *   colorA, colorB - Two colors for the background pattern.
k3d/share/shaders/k3d_lunette.sl:106:	 * Find the base color for the pattern.  The base color is a mix
k3d/share/shaders/k3d_map_pattern_1.sl:22:/** Texture_Brick_1 **/
k3d/share/shaders/k3d_map_pattern_1.sl:43:/** ColorToFloat_Brick_3 **/
k3d/share/shaders/k3d_matte.sl:4: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_metal.sl:4: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_mondometal.sl:28:    string abTransparencyMap = "";

k3d/share/shaders/k3d_mondometal.sl:29:    float abInvertTransparencyMap = 0;

k3d/share/shaders/k3d_mondometal.sl:30:    float abTransparencyMapBlur = 1;

k3d/share/shaders/k3d_mondometal.sl:49:    point STMatrix0 = point "shader" (1,0,0);

k3d/share/shaders/k3d_mondometal.sl:50:    point STMatrix1 = point "shader" (0,1,0);

k3d/share/shaders/k3d_mondometal.sl:66:    /* apply STMatrix to texture coordinates **/

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

k3d/share/shaders/k3d_mondometal.sl:68:    tt = vector(s, t, 1) . vector(transform("shader", STMatrix1));

k3d/share/shaders/k3d_mondometal.sl:144:    if(abTransparencyMap != "")

k3d/share/shaders/k3d_mondometal.sl:146:        if(abInvertTransparencyMap != 0)

k3d/share/shaders/k3d_mondometal.sl:148:            Copac = Copac * color texture(abTransparencyMap, ss, tt,

k3d/share/shaders/k3d_mondometal.sl:149:                            "swidth", abTransparencyMapBlur, 

k3d/share/shaders/k3d_mondometal.sl:150:                            "twidth", abTransparencyMapBlur );

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

k3d/share/shaders/k3d_mondometal.sl:155:                            "swidth", abTransparencyMapBlur, 

k3d/share/shaders/k3d_mondometal.sl:156:                            "twidth", abTransparencyMapBlur ));

k3d/share/shaders/k3d_mondometal.sl:232:    /* Textura normal de Mondo*/

k3d/share/shaders/k3d_mondometal.sl:237:    /* Textura metlica */

k3d/share/shaders/k3d_mysky.sl:9: * DESCRIPTION:

k3d/share/shaders/k3d_mysky.sl:17: * PARAMETERS:

k3d/share/shaders/k3d_mysky.sl:23: * ANTIALIASING:

k3d/share/shaders/k3d_mysky.sl:27: * AUTHOR:

k3d/share/shaders/k3d_mysky.sl:29: *    Translation to RenderMan Shading Language by Larry Gritz.

k3d/share/shaders/k3d_mysky.sl:32: *    _Texturing and Modeling: A Procedural Approach_, by David S. Ebert, ed.,

k3d/share/shaders/k3d_mysky.sl:36: * HISTORY:

k3d/share/shaders/k3d_noisysmoke.sl:40:  /* PRMan and BMRT used to have I reverse of each other, conflict in spec */
k3d/share/shaders/k3d_noisysmoke.sl:44:  /* But with BMRT 2.3.6 and later, they're the same... */
k3d/share/shaders/k3d_oak.sl:5: *    wood grain.  The rings surround the z axis, so to position the
k3d/share/shaders/k3d_oak.sl:7: *    "shader").  This makes a fairly plain, unfinished wood, that looks
k3d/share/shaders/k3d_oak.sl:55:		DEFAULT_PSHAD_PARAMS;
k3d/share/shaders/k3d_oak.sl:68:  GET_PSHAD;
k3d/share/shaders/k3d_oakplank.sl:4: * Description: makes procedural varnished wood planks.  The planks
k3d/share/shaders/k3d_oakplank.sl:6: *    the y axis.  The subpattern within each individual plank is just
k3d/share/shaders/k3d_oakplank.sl:56:/* Comment out the following line if you do *not* wish to use BMRT and
k3d/share/shaders/k3d_oakplank.sl:104:		     DECLARE_DEFAULTED_ENVPARAMS;
k3d/share/shaders/k3d_oakplank.sl:105:		     DEFAULT_PSHAD_PARAMS;
k3d/share/shaders/k3d_oakplank.sl:123:  GET_PSHAD;
k3d/share/shaders/k3d_orange.sl:6: * TLOrange.sl -- create an orange
k3d/share/shaders/k3d_orange.sl:8: * DESCRIPTION:
k3d/share/shaders/k3d_orange.sl:11: * PARAMETERS:
k3d/share/shaders/k3d_orange.sl:14: * HINTS:
k3d/share/shaders/k3d_orange.sl:16: * AUTHOR: Tal Lancaster
k3d/share/shaders/k3d_orange.sl:23:#define BUMP_AMPLITUDE (1/30)
k3d/share/shaders/k3d_orange.sl:43:	turb = noise (BUMP_FREQUENCY * p2) * BUMP_AMPLITUDE;
k3d/share/shaders/k3d_orennayar.sl:7: * DESCRIPTION:
k3d/share/shaders/k3d_orennayar.sl:12: *   an especially accurate one for rough surfaces.  Truly rough surfacs
k3d/share/shaders/k3d_orennayar.sl:15: * PARAMETERS:
k3d/share/shaders/k3d_orennayar.sl:19: * AUTHOR:  Larry Gritz
k3d/share/shaders/k3d_orennayar.sl:26: * NOTES:
k3d/share/shaders/k3d_orennayar.sl:34: * HISTORY:
k3d/share/shaders/k3d_outlet.sl:4: * DESCRIPTION:
k3d/share/shaders/k3d_outlet.sl:6: *   patch to make a wall more interesting.  The patch should be
k3d/share/shaders/k3d_outlet.sl:7: *   twice as high as it is wide.  *Totally* cheesy if you see it from
k3d/share/shaders/k3d_outlet.sl:12: * PARAMETERS:
k3d/share/shaders/k3d_outlet.sl:17: * AUTHOR: written by Larry Gritz
k3d/share/shaders/k3d_outlet.sl:19: * HISTORY:
k3d/share/shaders/k3d_paintedplastic.sl:4: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_paintedplastic.sl:8: * DESCRIPTION:
k3d/share/shaders/k3d_paintedplastic.sl:12: * PARAMETERS:
k3d/share/shaders/k3d_parquet_plank.sl:4: * DESCRIPTION:
k3d/share/shaders/k3d_parquet_plank.sl:5: *   Makes texture of wooden planks in s-t space.  This wood looks rather
k3d/share/shaders/k3d_parquet_plank.sl:6: *   like oak plank parquet floor tiles.  The actual wood and plank pattern
k3d/share/shaders/k3d_parquet_plank.sl:7: *   is based on my "planks" shader.  This shader works best if "s" and "t"
k3d/share/shaders/k3d_parquet_plank.sl:10: * PARAMETERS:
k3d/share/shaders/k3d_parquet_plank.sl:24: * ANTIALIASING: this shader does a pretty good job of antialiasing itself,
k3d/share/shaders/k3d_parquet_plank.sl:27: * AUTHOR: Larry Gritz, email: lg@bmrt.org
k3d/share/shaders/k3d_parquet_plank.sl:45:#define MINFILTERWIDTH 1.0e-7
k3d/share/shaders/k3d_parquet_plank.sl:53:  float PGWIDTH, PGHEIGHT, GWF, GHF;
k3d/share/shaders/k3d_parquet_plank.sl:56:  PGWIDTH = plankwidth + groovewidth;
k3d/share/shaders/k3d_parquet_plank.sl:57:  planklength = PGWIDTH * plankspertile - groovewidth;
k3d/share/shaders/k3d_parquet_plank.sl:58:  PGHEIGHT = planklength + groovewidth;
k3d/share/shaders/k3d_parquet_plank.sl:59:  GWF = groovewidth * 0.5 / PGWIDTH;
k3d/share/shaders/k3d_parquet_plank.sl:60:  GHF = groovewidth * 0.5 / PGHEIGHT;
k3d/share/shaders/k3d_parquet_plank.sl:64:    (max(abs(Du(s) * du) + abs(Dv(s) * dv), MINFILTERWIDTH) / PGWIDTH) *
k3d/share/shaders/k3d_parquet_plank.sl:67:    (max(abs(Du(t) * du) + abs(Dv(t) * dv), MINFILTERWIDTH) / PGHEIGHT) *
k3d/share/shaders/k3d_parquet_plank.sl:73:  ss = (txtscale * s) / PGWIDTH;
k3d/share/shaders/k3d_parquet_plank.sl:75:  tt = (txtscale * t) / PGHEIGHT;
k3d/share/shaders/k3d_parquet_plank.sl:79:      ss = txtscale * t / PGWIDTH;
k3d/share/shaders/k3d_parquet_plank.sl:81:      tt = txtscale * s / PGHEIGHT;
k3d/share/shaders/k3d_parquet_plank.sl:92:   * Figure out where the grooves are.  The value groovy is 0 where there
k3d/share/shaders/k3d_parquet_plank.sl:110:  /* This would be the non-antialiased version:
k3d/share/shaders/k3d_parquet_plank2.sl:5: * DESCRIPTION:
k3d/share/shaders/k3d_parquet_plank2.sl:6: *   Makes texture of wooden planks in s-t space.  This wood looks rather
k3d/share/shaders/k3d_parquet_plank2.sl:7: *   like oak plank parquet floor tiles.  The actual wood and plank pattern
k3d/share/shaders/k3d_parquet_plank2.sl:8: *   is based on my "planks" shader.  This shader works best if "s" and "t"
k3d/share/shaders/k3d_parquet_plank2.sl:11: * PARAMETERS:
k3d/share/shaders/k3d_parquet_plank2.sl:25: * ANTIALIASING: this shader does a pretty good job of antialiasing itself,
k3d/share/shaders/k3d_parquet_plank2.sl:28: * AUTHOR: written by Larry Gritz, the George Washington University
k3d/share/shaders/k3d_parquet_plank2.sl:31: *                801  22nd St. NW, Rm. T-624-G
k3d/share/shaders/k3d_parquet_plank2.sl:34: * HISTORY:
k3d/share/shaders/k3d_parquet_plank2.sl:59:#define MINFILTERWIDTH 1.0e-7
k3d/share/shaders/k3d_parquet_plank2.sl:67:  float PGWIDTH, PGHEIGHT, GWF, GHF;
k3d/share/shaders/k3d_parquet_plank2.sl:70:  PGWIDTH = plankwidth+groovewidth;
k3d/share/shaders/k3d_parquet_plank2.sl:71:  planklength = PGWIDTH * plankspertile - groovewidth;
k3d/share/shaders/k3d_parquet_plank2.sl:72:  PGHEIGHT = planklength+groovewidth;
k3d/share/shaders/k3d_parquet_plank2.sl:73:  GWF = groovewidth*0.5/PGWIDTH;
k3d/share/shaders/k3d_parquet_plank2.sl:74:  GHF = groovewidth*0.5/PGHEIGHT;
k3d/share/shaders/k3d_parquet_plank2.sl:77:  swidth = (max (abs(Du(s)*du) + abs(Dv(s)*dv), MINFILTERWIDTH) / PGWIDTH) * txtscale;
k3d/share/shaders/k3d_parquet_plank2.sl:78:  twidth = (max (abs(Du(t)*du) + abs(Dv(t)*dv), MINFILTERWIDTH) / PGHEIGHT) * txtscale;
k3d/share/shaders/k3d_parquet_plank2.sl:83:  ss = (txtscale * s) / PGWIDTH;
k3d/share/shaders/k3d_parquet_plank2.sl:85:  tt = (txtscale * t) / PGHEIGHT;
k3d/share/shaders/k3d_parquet_plank2.sl:88:      ss = txtscale * t / PGWIDTH;
k3d/share/shaders/k3d_parquet_plank2.sl:90:      tt = txtscale * s / PGHEIGHT;
k3d/share/shaders/k3d_parquet_plank2.sl:99:   * Figure out where the grooves are.  The value groovy is 0 where there
k3d/share/shaders/k3d_parquet_plank2.sl:111:  /* This would be the non-antialiased version:
k3d/share/shaders/k3d_parquet_tile.sl:2: * DWParquetTile.sl -- yet another surface shader for wood
k3d/share/shaders/k3d_parquet_tile.sl:6: * DESCRIPTION:
k3d/share/shaders/k3d_parquet_tile.sl:7: *   Makes texture of wooden planks in s-t space.  This wood looks rather
k3d/share/shaders/k3d_parquet_tile.sl:8: *   like oak plank parquet floor tiles.  The actual wood and plank pattern
k3d/share/shaders/k3d_parquet_tile.sl:9: *   is based on my "planks" shader.  This shader works best if "s" and "t"
k3d/share/shaders/k3d_parquet_tile.sl:12: * PARAMETERS:
k3d/share/shaders/k3d_parquet_tile.sl:26: * ANTIALIASING: this shader does a pretty good job of antialiasing itself,
k3d/share/shaders/k3d_parquet_tile.sl:29: * AUTHOR: written by Larry Gritz, the George Washington University
k3d/share/shaders/k3d_parquet_tile.sl:32: *                801  22nd St. NW, Rm. T-624-G
k3d/share/shaders/k3d_parquet_tile.sl:35: * HISTORY:
k3d/share/shaders/k3d_parquet_tile.sl:53: *   - name from LGParquetPlank to DWParquetTile
k3d/share/shaders/k3d_parquet_tile.sl:74:#define MINFILTERWIDTH 1.0e-7
k3d/share/shaders/k3d_parquet_tile.sl:82:  float PGWIDTH, PGHEIGHT, GWF, GHF;
k3d/share/shaders/k3d_parquet_tile.sl:85:  PGWIDTH = plankwidth+groovewidth;
k3d/share/shaders/k3d_parquet_tile.sl:86:  planklength = PGWIDTH * plankspertile - groovewidth;
k3d/share/shaders/k3d_parquet_tile.sl:87:  PGHEIGHT = planklength+groovewidth;
k3d/share/shaders/k3d_parquet_tile.sl:88:  GWF = groovewidth*0.5/PGWIDTH;
k3d/share/shaders/k3d_parquet_tile.sl:89:  GHF = groovewidth*0.5/PGHEIGHT;
k3d/share/shaders/k3d_parquet_tile.sl:92:  swidth = (max (abs(Du(s)*du) + abs(Dv(s)*dv), MINFILTERWIDTH) / PGWIDTH) * txtscale;
k3d/share/shaders/k3d_parquet_tile.sl:93:  twidth = (max (abs(Du(t)*du) + abs(Dv(t)*dv), MINFILTERWIDTH) / PGHEIGHT) * txtscale;
k3d/share/shaders/k3d_parquet_tile.sl:98:  ss = (txtscale * s) / PGWIDTH;
k3d/share/shaders/k3d_parquet_tile.sl:100:  tt = (txtscale * t) / PGHEIGHT;
k3d/share/shaders/k3d_parquet_tile.sl:103:      ss = txtscale * t / PGWIDTH;
k3d/share/shaders/k3d_parquet_tile.sl:105:      tt = txtscale * s / PGHEIGHT;
k3d/share/shaders/k3d_parquet_tile.sl:114:   * Figure out where the grooves are.  The value groovy is 0 where there
k3d/share/shaders/k3d_parquet_tile.sl:126:  /* This would be the non-antialiased version:
k3d/share/shaders/k3d_planetclouds.sl:5: * DESCRIPTION:
k3d/share/shaders/k3d_planetclouds.sl:8: *      The shader works by creating a fractal turbulence function over
k3d/share/shaders/k3d_planetclouds.sl:13: * PARAMETERS:
k3d/share/shaders/k3d_planetclouds.sl:21: * HINTS:
k3d/share/shaders/k3d_planetclouds.sl:22: *   1. The way this shader is typically used is to have two concentric
k3d/share/shaders/k3d_planetclouds.sl:23: *      spheres represent a planet.  The inner one is colored like the
k3d/share/shaders/k3d_planetclouds.sl:26: *   2. The best effects are achieved when the clouds not only occlude
k3d/share/shaders/k3d_planetclouds.sl:27: *      the view of the planet, but also shadow it.  The way to do this
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:36: *      represented by a unit sphere.  The texture space and/or parameters
k3d/share/shaders/k3d_planetclouds.sl:41: * AUTHOR: Ken Musgrave
k3d/share/shaders/k3d_planetclouds.sl:45: *    _Texturing and Modeling: A Procedural Approach_, by David S. Ebert, ed.,
k3d/share/shaders/k3d_planetclouds.sl:49: * HISTORY:
k3d/share/shaders/k3d_planetclouds.sl:56:#define TWOPI (2*PI)
k3d/share/shaders/k3d_planetclouds.sl:76:  /* Transform to texture coordinates */
k3d/share/shaders/k3d_plank.sl:4: * DESCRIPTION:
k3d/share/shaders/k3d_plank.sl:5: *   Makes texture of wooden planks in s-t space.  This wood looks rather
k3d/share/shaders/k3d_plank.sl:8: * PARAMETERS:
k3d/share/shaders/k3d_plank.sl:22: * ANTIALIASING: this shader does a pretty good job of antialiasing itself,
k3d/share/shaders/k3d_plank.sl:25: * AUTHOR: Larry Gritz, lg@bmrt.org
k3d/share/shaders/k3d_plank.sl:42:#define MINFILTERWIDTH 1.0e-7
k3d/share/shaders/k3d_plank.sl:50:  float PGWIDTH, PGHEIGHT, GWF, GHF;
k3d/share/shaders/k3d_plank.sl:52:  PGWIDTH = plankwidth + groovewidth;
k3d/share/shaders/k3d_plank.sl:53:  PGHEIGHT = planklength + groovewidth;
k3d/share/shaders/k3d_plank.sl:54:  GWF = groovewidth * 0.5 / PGWIDTH;
k3d/share/shaders/k3d_plank.sl:55:  GHF = groovewidth * 0.5 / PGHEIGHT;
k3d/share/shaders/k3d_plank.sl:60:	MINFILTERWIDTH) / PGWIDTH * txtscale;
k3d/share/shaders/k3d_plank.sl:63:	MINFILTERWIDTH) / PGHEIGHT * txtscale;
k3d/share/shaders/k3d_plank.sl:68:  ss = txtscale * s / PGWIDTH;
k3d/share/shaders/k3d_plank.sl:72:  tt = (txtscale * t / PGHEIGHT) + 10 * snoise(0.5 + whichrow);
k3d/share/shaders/k3d_plank.sl:78:   * Figure out where the grooves are.  The value groovy is 0 where there
k3d/share/shaders/k3d_plank.sl:96:  /* This would be the non-antialiased version:
k3d/share/shaders/k3d_plastic.sl:4: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_plastic2.sl:6: * AUTHOR: Darwyn Peachy
k3d/share/shaders/k3d_plastic2.sl:9: *    _Texturing and Modeling: A Procedural Approach_, by David S. Ebert, ed.,
k3d/share/shaders/k3d_pointlight.sl:4: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_projectionmap_plastic.sl:2:// Copyright (c) 1995-2004, Timothy M. Shead
k3d/share/shaders/k3d_projectionmap_plastic.sl:6:// This program is free software; you can redistribute it and/or
k3d/share/shaders/k3d_projectionmap_plastic.sl:11:// This program is distributed in the hope that it will be useful,
k3d/share/shaders/k3d_projectionmap_plastic.sl:12:// but WITHOUT ANY WARRANTY; without even the implied warranty of
k3d/share/shaders/k3d_projectionmap_plastic.sl:13:// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
k3d/share/shaders/k3d_projectionmap_plastic.sl:18:// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
k3d/share/shaders/k3d_projectionmap_plastic.sl:21:		\author Tim Shead (tshead@k-3d.com)
k3d/share/shaders/k3d_puffyclouds.sl:7: * DESCRIPTION:
k3d/share/shaders/k3d_puffyclouds.sl:15: * PARAMETERS:
k3d/share/shaders/k3d_puffyclouds.sl:21: * ANTIALIASING:
k3d/share/shaders/k3d_puffyclouds.sl:25: * AUTHOR:
k3d/share/shaders/k3d_puffyclouds.sl:27: *    Translation to RenderMan Shading Language by Larry Gritz.
k3d/share/shaders/k3d_puffyclouds.sl:30: *    _Texturing and Modeling: A Procedural Approach_, by David S. Ebert, ed.,
k3d/share/shaders/k3d_puffyclouds.sl:34: * HISTORY:
k3d/share/shaders/k3d_puffyclouds.sl:77:  Ci = Ct;   /* This makes the color disregard the lighting */
k3d/share/shaders/k3d_redapple.sl:10: * This shader creates a nice skin for red-green apples. It _is_ tuned
k3d/share/shaders/k3d_redapple.sl:31:/*#define USE_LG_RAYTRACE */
k3d/share/shaders/k3d_redapple.sl:33:#ifdef USE_LG_RAYTRACE
k3d/share/shaders/k3d_redapple.sl:42:#define TSCALE .05
k3d/share/shaders/k3d_redapple.sl:89:	 * The base color consists of patches of pure green,
k3d/share/shaders/k3d_redapple.sl:90:	 * and patches of finely speckled red and green. These
k3d/share/shaders/k3d_redapple.sl:94:	 * The apple geometry is such that lines of constant
k3d/share/shaders/k3d_redapple.sl:96:	 * The constants T1 - T4 specify locations of the
k3d/share/shaders/k3d_redapple.sl:100:	#define BASE_TF          3      /* t-factor for big noise          */
k3d/share/shaders/k3d_redapple.sl:104:	#define T1               0.0    /* t < T1 is pure green            */
k3d/share/shaders/k3d_redapple.sl:105:	#define T2               0.18   /* lerp s.t. T1->T2 => green->red  */
k3d/share/shaders/k3d_redapple.sl:106:	#define T3               0.8    /* T2->T3 => red can exist here    */
k3d/share/shaders/k3d_redapple.sl:107:	#define T4               1.0    /* lerp s.t. T3->T4 => red->green  */
k3d/share/shaders/k3d_redapple.sl:108:	                                /* t > T4 is pure green            */
k3d/share/shaders/k3d_redapple.sl:110:	                  BASE_TF*t + label);
k3d/share/shaders/k3d_redapple.sl:112:	small_noise = snoise(BASE_NF*PP*txtscale/TSCALE);
k3d/share/shaders/k3d_redapple.sl:115:	if (t < T1)
k3d/share/shaders/k3d_redapple.sl:117:	else if (t >= T1 && t < T2)
k3d/share/shaders/k3d_redapple.sl:118:		base_turb *= (t-T1)/(T2-T1);
k3d/share/shaders/k3d_redapple.sl:119:	else if (t >= T3 && t < T4)
k3d/share/shaders/k3d_redapple.sl:120:		base_turb *= (T4-t)/(T4-T3);
k3d/share/shaders/k3d_redapple.sl:121:	else if (t >= T4)
k3d/share/shaders/k3d_redapple.sl:131:	 * The blotch color is finally determined by mixing,
k3d/share/shaders/k3d_redapple.sl:132:	 * using the blotching coefficient "blotch". This
k3d/share/shaders/k3d_redapple.sl:136:	#define BLOTCH_SF          20   /* s-factor for blotches  */
k3d/share/shaders/k3d_redapple.sl:137:	#define BLOTCH_TF          15   /* t-factor for blotches  */
k3d/share/shaders/k3d_redapple.sl:138:	#define BLOTCH_TCF         2.5  /* scaling kludge         */
k3d/share/shaders/k3d_redapple.sl:139:	#define BLOTCH_DELTA       0.1  /* 'nother scaling kludge */
k3d/share/shaders/k3d_redapple.sl:140:	#define BLOTCH_SPECK_COEFF 0.3  /* blotch specking coeff  */
k3d/share/shaders/k3d_redapple.sl:141:	blotch_turb = noise(BLOTCH_SF*sin(2*PI*(s+.1234)) + PI + label,
k3d/share/shaders/k3d_redapple.sl:142:	                    BLOTCH_TF*t + label) + BLOTCH_DELTA;
k3d/share/shaders/k3d_redapple.sl:143:	blotch = pow(blotch_turb, 1.3) * BLOTCH_TCF * 
k3d/share/shaders/k3d_redapple.sl:146:	         small_noise * BLOTCH_SPECK_COEFF;
k3d/share/shaders/k3d_redapple.sl:153:	 * The apple has brown speckles on it, set by mixing
k3d/share/shaders/k3d_redapple.sl:154:	 * using the speckling coefficient "speck". These
k3d/share/shaders/k3d_redapple.sl:160:	#define SPECK_CUTOFF    .45   /* Cutoff for 'tops' of specks */
k3d/share/shaders/k3d_redapple.sl:161:	speck = pow(smoothstep(SPECK_CUTOFF, 1,
k3d/share/shaders/k3d_redapple.sl:162:	            noise(SPECK_NF*PP*txtscale/TSCALE)), 3);
k3d/share/shaders/k3d_redapple.sl:166:	 * This simulates the spots where the stalk would be
k3d/share/shaders/k3d_redapple.sl:171:	#define BWIDTH .01
k3d/share/shaders/k3d_redapple.sl:172:	blackness = 1-(smoothstep(BEDGE, BEDGE+BWIDTH, t)*
k3d/share/shaders/k3d_redapple.sl:173:	               smoothstep(BEDGE, BEDGE+BWIDTH, 1-t));
k3d/share/shaders/k3d_redapple.sl:195:	#define DISP_TF     30             /* t-factor for dent noise */
k3d/share/shaders/k3d_redapple.sl:196:	#define DISP_DENT_AMP     (1/15)   /* dent amplitude          */
k3d/share/shaders/k3d_redapple.sl:200:	              DISP_TF*t + label) * DISP_DENT_AMP * txtscale / TSCALE;
k3d/share/shaders/k3d_redapple.sl:201:	disp += small_noise * DISP_SMNOISE_AMP * txtscale / TSCALE;
k3d/share/shaders/k3d_redapple.sl:202:	disp -= speck * DISP_SPECK_AMP * txtscale / TSCALE;
k3d/share/shaders/k3d_redapple.sl:211:	 * in the surface of an apple. They don't add much, but
k3d/share/shaders/k3d_redapple.sl:217:#ifdef USE_LG_RAYTRACE
k3d/share/shaders/k3d_redapple.sl:220:		reflect = RayTrace(P, Rdir, 0, 1, 1);
k3d/share/shaders/k3d_ridged_multifractal.sl:2: *AUTHOR: Ken Musgrave.

k3d/share/shaders/k3d_ridged_multifractal.sl:7: *    _Texturing and Modeling: A Procedural Approach_, by David S. Ebert, ed.,

k3d/share/shaders/k3d_ridged_multifractal.sl:28:                             /*This should give you a power function to control

k3d/share/shaders/k3d_ripple.sl:5: *  This produced concave displacements on any surfaces.

k3d/share/shaders/k3d_roughmetal.sl:11: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_round.sl:45:	 *  moved. This center is on the center line of a cylinder, if we 
k3d/share/shaders/k3d_rubber.sl:6: * rubber(): This shader generates a rubber surface. It is a matte shader that
k3d/share/shaders/k3d_ruledpaper.sl:4: * DESCRIPTION:
k3d/share/shaders/k3d_ruledpaper.sl:9: * PARAMETERS:
k3d/share/shaders/k3d_ruledpaper.sl:14: * ANTIALIASING: no antialiasing. This can be a real problem because of the
k3d/share/shaders/k3d_ruledpaper.sl:17: * AUTHOR: written by Emil Mikulic
k3d/share/shaders/k3d_ruledpaper.sl:20: * HISTORY:
k3d/share/shaders/k3d_ruledpaper.sl:27: * COMMENTS:
k3d/share/shaders/k3d_ruledpaper.sl:34: *   and got all the measurements with a ruler. This is the real thing!!
k3d/share/shaders/k3d_ruledpaper.sl:36: *   The paper shader works for A4 pieces of paper, so remeber to make your
k3d/share/shaders/k3d_ruledpaper.sl:57:	// Thickness of lines
k3d/share/shaders/k3d_ruledpaper.sl:61:	// Top and bottom margins for lines
k3d/share/shaders/k3d_rustymetal.sl:4: * DESCRIPTION:
k3d/share/shaders/k3d_rustymetal.sl:5: *   A rough metal surface with controllable rust spots.  The rust pattern
k3d/share/shaders/k3d_rustymetal.sl:11: * PARAMETERS
k3d/share/shaders/k3d_rustymetal.sl:18: * ANTIALIASING:
k3d/share/shaders/k3d_rustymetal.sl:19: *   The fractal sum used to determine the rust pattern chooses a number of
k3d/share/shaders/k3d_rustymetal.sl:20: *   octaves to sum based on the shader sampling rate.  This helps to keep
k3d/share/shaders/k3d_rustymetal.sl:23: * AUTHOR: Larry Gritz, gritz@SpamSucks_seas.gwu.edu
k3d/share/shaders/k3d_rustymetal.sl:24: *         The George Washington University
k3d/share/shaders/k3d_rustymetal.sl:26: * HISTORY:
k3d/share/shaders/k3d_rustymetal.sl:38:#define MAXOCTAVES 8
k3d/share/shaders/k3d_rustymetal.sl:66:  for (i = 0;  i < MAXOCTAVES  &&  a > alimit;  i += 1) {
k3d/share/shaders/k3d_saturn.sl:1:/* This was terran.sl from Larry Gritz and Ken Musgrave.  But there isn't much of it left.
k3d/share/shaders/k3d_saturn.sl:5: * TLSaturn.sl - surface for an Saturn-like planet.
k3d/share/shaders/k3d_saturn.sl:8: * DESCRIPTION:
k3d/share/shaders/k3d_saturn.sl:10: *   Saturn-like.  The shader works by using a variety of fractal 
k3d/share/shaders/k3d_saturn.sl:14: * PARAMETERS:
k3d/share/shaders/k3d_saturn.sl:21: * HINTS:
k3d/share/shaders/k3d_saturn.sl:25: * AUTHOR: Ken Musgrave.
k3d/share/shaders/k3d_saturn.sl:32: * HISTORY:
k3d/share/shaders/k3d_saturn.sl:33: *    This started out as L. Gritz's terran.sl shader.  But I think he may be
k3d/share/shaders/k3d_saturn.sl:35: *    23 May 1995 - Changed name from terran.sl to TLSaturn.sl and
k3d/share/shaders/k3d_saturn.sl:36: *        Did major hacking to make it a Saturn-like shader by Tal Lancaster 
k3d/share/shaders/k3d_saturn.sl:39: * last modified 23 May 1995 by Tal
k3d/share/shaders/k3d_saturnring.sl:2: * TLRing.sl -- surface for a saturn like ring to be used on a disk
k3d/share/shaders/k3d_saturnring.sl:4: * DESCRIPTION:
k3d/share/shaders/k3d_saturnring.sl:8: * PARAMETERS:
k3d/share/shaders/k3d_saturnring.sl:14: * HINTS:
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:18: * AUTHOR: Tal Lancaster
k3d/share/shaders/k3d_saturnring.sl:32:#ifdef BMRT
k3d/share/shaders/k3d_saturnring.sl:37:#endif /* BMRT */	
k3d/share/shaders/k3d_saturnring.sl:42:	point PP;       /* Transformed point */
k3d/share/shaders/k3d_screen.sl:5: * DESCRIPTION:
k3d/share/shaders/k3d_screen.sl:10: * PARAMETERS:
k3d/share/shaders/k3d_screen.sl:18: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_screen_aa.sl:4: * DESCRIPTION:
k3d/share/shaders/k3d_screen_aa.sl:7: *   to change the material appearance.  This texture antialiases pretty
k3d/share/shaders/k3d_screen_aa.sl:10: * PARAMETERS:
k3d/share/shaders/k3d_screen_aa.sl:15: * AUTHOR: written by Larry Gritz
k3d/share/shaders/k3d_screen_aa.sl:20: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_screen_aa.sl:26:#define MINFILTERWIDTH 1.0e-7
k3d/share/shaders/k3d_screen_aa.sl:45:  swidth = max(abs(Du(s) * du) + abs(Dv(s) * dv), MINFILTERWIDTH) * frequency;
k3d/share/shaders/k3d_screen_aa.sl:46:  twidth = max(abs(Du(t) * du) + abs(Dv(t) * dv), MINFILTERWIDTH) * frequency;
k3d/share/shaders/k3d_screen_aa.sl:68:  /* This would be the non-antialiased version:
k3d/share/shaders/k3d_sdixon.sl:23:	/* This shader uses a single-channel texture map to apply a 
k3d/share/shaders/k3d_sdixon.sl:34:	   component is increased. This has the effect of transitioning
k3d/share/shaders/k3d_shifteddrtile.sl:2: * TLShiftedD_RTile.sl -- generates a surface of alternating disks and rings
k3d/share/shaders/k3d_shifteddrtile.sl:4: * DESCRIPTION:
k3d/share/shaders/k3d_shifteddrtile.sl:8: * PARAMETERS:
k3d/share/shaders/k3d_shifteddrtile.sl:19: * HINTS:
k3d/share/shaders/k3d_shifteddrtile.sl:20: *	The center varible should really be placed in the parameter list 
k3d/share/shaders/k3d_shifteddrtile.sl:27: * AUTHOR: Tal Lancaster
k3d/share/shaders/k3d_shifteddrtile.sl:67:	float wasOdd;      /* True if test was odd */
k3d/share/shaders/k3d_shifteddrtile.sl:72:	center = (0.5, 0.5, 0);  /* This should really be */
k3d/share/shaders/k3d_shiftedmoontile.sl:2: * TLShiftedMoonTile.sl -- shifted tile of cresent moons
k3d/share/shaders/k3d_shiftedmoontile.sl:4: * DESCRIPTION:
k3d/share/shaders/k3d_shiftedmoontile.sl:5: *	Tile of shifted  cresent moons (disks)
k3d/share/shaders/k3d_shiftedmoontile.sl:7: * PARAMETERS:
k3d/share/shaders/k3d_shiftedmoontile.sl:18: * HINTS:
k3d/share/shaders/k3d_shiftedmoontile.sl:22: * AUTHOR: Tal Lancaster
k3d/share/shaders/k3d_shiftedmoontile.sl:61:	float circle1, circle2;  /* True if in circle1, circle2 */
k3d/share/shaders/k3d_shiftedmoontile.sl:62:	float ss, tt;            /* Tile coordinates */
k3d/share/shaders/k3d_shiftedmoontile.sl:68:	center = (0.5, 0.5, 0);  /* This should really be moved */
k3d/share/shaders/k3d_shiny.sl:5: *    Ka, Kd, Ks, roughness - The usual meaning
k3d/share/shaders/k3d_shiny.sl:12: *        spawn rays.  This can be an important optimization, especially
k3d/share/shaders/k3d_shiny.sl:27:/* Get rid of rayserver.h if you don't want PRMan and BMRT to work together */
k3d/share/shaders/k3d_shiny.sl:34:		  float Kr = 0.8, blur = 0; DECLARE_DEFAULTED_ENVPARAMS;
k3d/share/shaders/k3d_shinymetal.sl:5: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_shinyplastic.sl:5: *    Ka, Kd, Ks, roughness - The usual meaning
k3d/share/shaders/k3d_shinyplastic.sl:13: *        spawn rays.  This can be an important optimization, especially
k3d/share/shaders/k3d_shinyplastic.sl:29:			 DECLARE_DEFAULTED_ENVPARAMS;
k3d/share/shaders/k3d_skin1.sl:7: * This software is placed in the public domain and is provided as is 
k3d/share/shaders/k3d_skin1.sl:14: * everywhere, Just list me on the credits under "Shading Team"
k3d/share/shaders/k3d_skin1.sl:16: * PARAMETERS
k3d/share/shaders/k3d_skin1.sl:35: * NOTE- you must copy the entire subsurface skin function to your
k3d/share/shaders/k3d_skin1.sl:41: *   9/22/02 Tal Lancaster
k3d/share/shaders/k3d_skin1.sl:50: /* NECESARY FUNCTIONS */
k3d/share/shaders/k3d_skin1.sl:53: /*---------FROM BMRT's locillum.h-----
k3d/share/shaders/k3d_skin1.sl:55: * The derivation and formulae can be found in:  Ward, Gregory J.
k3d/share/shaders/k3d_skin1.sl:92:/* ------ ADAPTED FROM Mat Pahr's Skin.sl------
k3d/share/shaders/k3d_skin1.sl:126:    vector R, T;
k3d/share/shaders/k3d_skin1.sl:127:    fresnel(II, NN, eta, Kr, Kt, R, T);
k3d/share/shaders/k3d_skin1.sl:130:    return normalize(T);
k3d/share/shaders/k3d_skin1.sl:133:/* Implements overall skin subsurface shading model.  Takes viewing and
k3d/share/shaders/k3d_skin1.sl:143:  vector T = efresnel(-Vf, Nn, eta, Kr, Kt);
k3d/share/shaders/k3d_skin1.sl:153:      vector T2 = efresnel(-Ln, Nn, eta, Kr2, Kt2);
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_skin2.sl:6: * This software is placed in the public domain and is provided as is 
k3d/share/shaders/k3d_skin2.sl:46:    vector R, T;
k3d/share/shaders/k3d_skin2.sl:47:    fresnel(II, NN, eta, Kr, Kt, R, T);
k3d/share/shaders/k3d_skin2.sl:50:    return normalize(T);
k3d/share/shaders/k3d_skin2.sl:54:/* Implements overall skin subsurface shading model.  Takes viewing and
k3d/share/shaders/k3d_skin2.sl:59:   skin), and the overall thickness of the skin layer.  Then loops
k3d/share/shaders/k3d_skin2.sl:69:	vector T = efresnel(-Vf, Nn, eta, Kr, Kt);
k3d/share/shaders/k3d_skin2.sl:79:	    vector T2 = efresnel(-Ln, Nn, eta, Kr2, Kt2);
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_skymetal.sl:3: * The RenderMan Interface and Shading Language
k3d/share/shaders/k3d_skymetal.sl:5: * NOTE: This shader was created at a time when the shading lanuage
k3d/share/shaders/k3d_skymetal.sl:9: * TLSkymetal shader.  Actually, I never could get this oneto work right,
k3d/share/shaders/k3d_slateroof.sl:8:	before it reaches the wall which supposedly supports it! The shader
k3d/share/shaders/k3d_slateroof.sl:37:	Nb. This shader would normally be used with the slateroofd shader to
k3d/share/shaders/k3d_slateroof.sl:61:   uniform float swidth = 1 / sfreq, 		/* Tile width in the s directio */
k3d/share/shaders/k3d_slateroofd.sl:24:		This routine produces a random tiled effect. In the s direction the
k3d/share/shaders/k3d_slateroofd.sl:28:		is incorporated in the s direction, which remains regular. The routine
k3d/share/shaders/k3d_slateroofd.sl:54:   uniform float swidth = 1 / sfreq, 		/* Tile width in the s directio */
k3d/share/shaders/k3d_smoke.sl:5: *    This is a volume shader for smoke.  Trapezoidal integration is
k3d/share/shaders/k3d_smoke.sl:105:      /* Take a step and get the local scattered light and smoke density */
k3d/share/shaders/k3d_smoke2.sl:2: * TLSmoke.sl -- This is really Larry's noisysmoke.sl.  I only took out the
k3d/share/shaders/k3d_smoke2.sl:6: *    This is a volume shader for smoke.  Trapezoidal integration is
k3d/share/shaders/k3d_smoke2.sl:24: *   9/4/96 tal -- took out random call and renamed to TLSmoke
k3d/share/shaders/k3d_smoke2.sl:88:#ifdef BMRT
k3d/share/shaders/k3d_smoke2.sl:91:#else  /* PRMan and BMRT have I reverse of each other, conflict in spec */
k3d/share/shaders/k3d_softboxes.sl:4:/*** DO NOT EDIT THE .SL FILE FOR THIS SHADER *****************************/
k3d/share/shaders/k3d_softboxes.sl:5:/*** INSTEAD EDIT THE .SLM4 FILE WHICH GENERATES THE .SL FILE *************/
k3d/share/shaders/k3d_softboxes.sl:10:* To do: accomodate negative widths. twosided/onesided cards.
k3d/share/shaders/k3d_softboxes.sl:26:#define SHAD_BOX_FILT 0
k3d/share/shaders/k3d_softboxes.sl:27:#define SHAD_GAUSSIAN_FILT 1
k3d/share/shaders/k3d_softboxes.sl:29:#define TEX_GAUSSIAN_FILT 0
k3d/share/shaders/k3d_softboxes.sl:30:#define TEX_BOX_FILT 1
k3d/share/shaders/k3d_softboxes.sl:31:#define TEX_RADIAL_FILT 2
k3d/share/shaders/k3d_softboxes.sl:32:#define TEX_DISK_FILT 3
k3d/share/shaders/k3d_softboxes.sl:36:#define OBEY_THIS "Reflectivity"
k3d/share/shaders/k3d_softboxes.sl:42:#define LATLONG 1
k3d/share/shaders/k3d_softboxes.sl:61:    point Q;          /* Test point on the x-y plane */
k3d/share/shaders/k3d_softboxes.sl:89:    uniform string	boxTexture;
k3d/share/shaders/k3d_softboxes.sl:90:    uniform float	boxTexStr,
k3d/share/shaders/k3d_softboxes.sl:91:			boxTexBlur,
k3d/share/shaders/k3d_softboxes.sl:105:    uniform string filtTypes[4] = {"gaussian","box","radial-bspline","disk"};
k3d/share/shaders/k3d_softboxes.sl:106:    uniform string theFilterName = filtTypes[clamp(boxFilter,0,3)];
k3d/share/shaders/k3d_softboxes.sl:136:	if (boxTexture != "") {
k3d/share/shaders/k3d_softboxes.sl:138:	    textureinfo(boxTexture,"channels",nChans);
k3d/share/shaders/k3d_softboxes.sl:140:	    varying float theT = (oH-ycomp(Pplane))/(oH*2);
k3d/share/shaders/k3d_softboxes.sl:142:	    theT = min(2,max(-1,theT));
k3d/share/shaders/k3d_softboxes.sl:144:		ct = texture(boxTexture,theS,theT,
k3d/share/shaders/k3d_softboxes.sl:146:			    "blur",	boxTexBlur);
k3d/share/shaders/k3d_softboxes.sl:147:		if (boxTexStr != 1) {
k3d/share/shaders/k3d_softboxes.sl:148:		    ct = (ct*boxTexStr)+(1-boxTexStr);
k3d/share/shaders/k3d_softboxes.sl:158:		ot = float texture(boxTexture[alphaChan],theS,theT,
k3d/share/shaders/k3d_softboxes.sl:160:			    "blur",	boxTexBlur);
k3d/share/shaders/k3d_softboxes.sl:185:    uniform string filtTypes[2] = {"box", "gaussian"};
k3d/share/shaders/k3d_softboxes.sl:186:    uniform string theFilterName = filtTypes[clamp(theFilt,0,1)];
k3d/share/shaders/k3d_softboxes.sl:202:#ifdef BMRT
k3d/share/shaders/k3d_softboxes.sl:203:    string	Tcl = "";
k3d/share/shaders/k3d_softboxes.sl:205:#else /* !BMRT -- slc compiler doesn't like these definitions */
k3d/share/shaders/k3d_softboxes.sl:206:    string	Tcl = "[addL]";	
k3d/share/shaders/k3d_softboxes.sl:208:#endif /* BMRT */
k3d/share/shaders/k3d_softboxes.sl:225:    string	boxTex1	= "";
k3d/share/shaders/k3d_softboxes.sl:226:    float	boxFilter1	= TEX_GAUSSIAN_FILT,
k3d/share/shaders/k3d_softboxes.sl:227:		boxTexStr1	= 1,
k3d/share/shaders/k3d_softboxes.sl:228:		boxTexBlur1	= 0;
k3d/share/shaders/k3d_softboxes.sl:237:    string	boxTex2	= "";
k3d/share/shaders/k3d_softboxes.sl:238:    float	boxFilter2	= TEX_GAUSSIAN_FILT,
k3d/share/shaders/k3d_softboxes.sl:239:		boxTexStr2	= 1,
k3d/share/shaders/k3d_softboxes.sl:240:		boxTexBlur2	= 0;
k3d/share/shaders/k3d_softboxes.sl:249:    string	boxTex3	= "";
k3d/share/shaders/k3d_softboxes.sl:250:    float	boxFilter3	= TEX_GAUSSIAN_FILT,
k3d/share/shaders/k3d_softboxes.sl:251:		boxTexStr3	= 1,
k3d/share/shaders/k3d_softboxes.sl:252:		boxTexBlur3	= 0;
k3d/share/shaders/k3d_softboxes.sl:261:    string	boxTex4	= "";
k3d/share/shaders/k3d_softboxes.sl:262:    float	boxFilter4	= TEX_GAUSSIAN_FILT,
k3d/share/shaders/k3d_softboxes.sl:263:		boxTexStr4	= 1,
k3d/share/shaders/k3d_softboxes.sl:264:		boxTexBlur4	= 0;
k3d/share/shaders/k3d_softboxes.sl:265:    uniform string	envTexName = "";
k3d/share/shaders/k3d_softboxes.sl:266:    uniform float	EnvType = CLASSIC;
k3d/share/shaders/k3d_softboxes.sl:267:    uniform float	MapType = CUBEFACE;
k3d/share/shaders/k3d_softboxes.sl:268:    uniform float envTexIntensity	= 1;
k3d/share/shaders/k3d_softboxes.sl:269:    uniform float envTexBlur	= 0;
k3d/share/shaders/k3d_softboxes.sl:270:    uniform float envTexStr	= 1;
k3d/share/shaders/k3d_softboxes.sl:271:    uniform float envTexFilter	= 0;
k3d/share/shaders/k3d_softboxes.sl:276:    ENUM	shadowfilt = SHAD_BOX_FILT;
k3d/share/shaders/k3d_softboxes.sl:281:    ENUM	shadowfiltb = SHAD_BOX_FILT;
k3d/share/shaders/k3d_softboxes.sl:286:    ENUM	shadowfiltc = SHAD_BOX_FILT;
k3d/share/shaders/k3d_softboxes.sl:291:    ENUM	shadowfiltd = SHAD_BOX_FILT;
k3d/share/shaders/k3d_softboxes.sl:305:    uniform string filtTypes[4] = {"gaussian","box","radial-bspline","disk"};
k3d/share/shaders/k3d_softboxes.sl:306:    uniform string theFilterName = filtTypes[clamp(envTexFilter,0,3)];
k3d/share/shaders/k3d_softboxes.sl:362:boxCoord1,boxTex1,boxTexStr1,
k3d/share/shaders/k3d_softboxes.sl:363:(boxTexBlur1+materiaBlur),boxFilter1,
k3d/share/shaders/k3d_softboxes.sl:374:boxCoord2,boxTex2,boxTexStr2,
k3d/share/shaders/k3d_softboxes.sl:375:(boxTexBlur2+materiaBlur),boxFilter2,
k3d/share/shaders/k3d_softboxes.sl:386:boxCoord3,boxTex3,boxTexStr3,
k3d/share/shaders/k3d_softboxes.sl:387:(boxTexBlur3+materiaBlur),boxFilter3,
k3d/share/shaders/k3d_softboxes.sl:398:boxCoord4,boxTex4,boxTexStr4,
k3d/share/shaders/k3d_softboxes.sl:399:(boxTexBlur4+materiaBlur),boxFilter4,
k3d/share/shaders/k3d_softboxes.sl:408:	    if (envTexName != "") {
k3d/share/shaders/k3d_softboxes.sl:411:		if (EnvType == SPHERICAL) {
k3d/share/shaders/k3d_softboxes.sl:418:		if( MapType == LATLONG ) {	/* latlong */
k3d/share/shaders/k3d_softboxes.sl:421:		Cl = color environment (envTexName, Rs,
k3d/share/shaders/k3d_softboxes.sl:423:					    "blur", (envTexBlur+materiaBlur));
k3d/share/shaders/k3d_softboxes.sl:424:		if (envTexStr != 1) {
k3d/share/shaders/k3d_softboxes.sl:425:		    Cl = (Cl*envTexStr)+(1-envTexStr);
k3d/share/shaders/k3d_softboxes.sl:427:		Cl *= envTexIntensity;
k3d/share/shaders/k3d_spacecloud.sl:2: * TLSpaceCloud.sl - perform turbulence function to add more dimension to
k3d/share/shaders/k3d_spacecloud.sl:6: * DESCRIPTION:
k3d/share/shaders/k3d_spacecloud.sl:9: * PARAMETERS:
k3d/share/shaders/k3d_spacecloud.sl:18: * HINTS:
k3d/share/shaders/k3d_spacecloud.sl:21: * AUTHOR: Tal Lancaster
k3d/share/shaders/k3d_spacecloud.sl:24: * HISTORY:
k3d/share/shaders/k3d_spotlight.sl:4: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_square_ridges.sl:2:// Copyright (c) 1995-2004, Timothy M. Shead
k3d/share/shaders/k3d_square_ridges.sl:6:// This program is free software; you can redistribute it and/or
k3d/share/shaders/k3d_square_ridges.sl:11:// This program is distributed in the hope that it will be useful,
k3d/share/shaders/k3d_square_ridges.sl:12:// but WITHOUT ANY WARRANTY; without even the implied warranty of
k3d/share/shaders/k3d_square_ridges.sl:13:// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
k3d/share/shaders/k3d_square_ridges.sl:18:// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
k3d/share/shaders/k3d_square_ridges.sl:21:		\author Tim Shead (tshead@k-3d.com)
k3d/share/shaders/k3d_square_ridges.sl:26:#define MIN_FILTER_WIDTH 1.0e-6
k3d/share/shaders/k3d_square_ridges.sl:27:#define filter_width(x) max(abs(Du(x)*du) + abs(Dv(x)*dv), MIN_FILTER_WIDTH)
k3d/share/shaders/k3d_srfdeformation.sl:48:    string texname = "";        /* Texture to project */
k3d/share/shaders/k3d_srfdeformation.sl:82:    /* These lighting loops can be enhanced to calculate
k3d/share/shaders/k3d_star.sl:6: * AUTHOR: Darwyn Peachy
k3d/share/shaders/k3d_star.sl:9: *    _Texturing and Modeling: A Procedural Approach_, by David S. Ebert, ed.,
k3d/share/shaders/k3d_starfield.sl:1:/* DESCRIPTION:
k3d/share/shaders/k3d_starfield.sl:6:	PARAMETERS:
k3d/share/shaders/k3d_starfield.sl:8:	AUTHOR: written by Timothy M. Shead
k3d/share/shaders/k3d_stones.sl:8: * This software is placed in the public domain and is provided as is 
k3d/share/shaders/k3d_stones.sl:16: * everywhere, Just list me on the credits under "Shading Team" if you use the
k3d/share/shaders/k3d_stones.sl:33: * NOTE .- This shader is VERY SLOW when you enable bumping, even SLOWER with
k3d/share/shaders/k3d_stones.sl:52:#define MINFILTERWIDTH  1e-7
k3d/share/shaders/k3d_stones.sl:53:#define filterwidth_point(p) (max(sqrt(area(p)), MINFILTERWIDTH))
k3d/share/shaders/k3d_strata.sl:4: * DESCRIPTION:
k3d/share/shaders/k3d_strata.sl:7: * PARAMETERS:
k3d/share/shaders/k3d_strata.sl:15: * ANTIALIASING:
k3d/share/shaders/k3d_strata.sl:19: * AUTHOR:
k3d/share/shaders/k3d_strata.sl:21: *    Translation to Shading Language by Larry Gritz.
k3d/share/shaders/k3d_strata.sl:24: *    _Texturing and Modeling: A Procedural Approach_, by David S. Ebert, ed.,
k3d/share/shaders/k3d_strata.sl:28: * HISTORY:
k3d/share/shaders/k3d_stucco.sl:4: * DESCRIPTION:
k3d/share/shaders/k3d_stucco.sl:7: * PARAMETERS:
k3d/share/shaders/k3d_stucco.sl:13: * AUTHOR: written by Larry Gritz (lg@bmrt.org)
k3d/share/shaders/k3d_superkagee.sl:6:#define FILT_BOX 0
k3d/share/shaders/k3d_superkagee.sl:7:#define FILT_GAUSS 1
k3d/share/shaders/k3d_superkagee.sl:21:    uniform string filtTypes[2] = {"box", "gaussian"};
k3d/share/shaders/k3d_superkagee.sl:22:    uniform string theFilterName = filtTypes[clamp(theFilt,0,1)];
k3d/share/shaders/k3d_superkagee.sl:24:#define SHADPOINT thePoint
k3d/share/shaders/k3d_superkagee.sl:26:                            SHADPOINT,
k3d/share/shaders/k3d_superkagee.sl:42:            ENUM        shadowfilta = FILT_BOX;
k3d/share/shaders/k3d_superkagee.sl:49:            ENUM        shadowfiltb = FILT_BOX;
k3d/share/shaders/k3d_superkagee.sl:56:            ENUM        shadowfiltc = FILT_BOX;
k3d/share/shaders/k3d_superkagee.sl:63:            ENUM        shadowfiltd = FILT_BOX;
k3d/share/shaders/k3d_superplank.sl:5: *   Makes texture of wooden planks in s-t space.  This wood looks rather
k3d/share/shaders/k3d_superplank.sl:92:  uniform float PGWIDTH, PGHEIGHT, GWF, GHF;
k3d/share/shaders/k3d_superplank.sl:107:  vector R, T_dummy;		/* Refl (and tummy transmit) from fresnel */
k3d/share/shaders/k3d_superplank.sl:149:      PGWIDTH = plankwidth + groovewidth;
k3d/share/shaders/k3d_superplank.sl:150:      PGHEIGHT = planklength + groovewidth;
k3d/share/shaders/k3d_superplank.sl:151:      plank_s = ss / PGWIDTH;
k3d/share/shaders/k3d_superplank.sl:154:      plank_t = tt / PGHEIGHT + 20 * plankstagger * cellnoise(whichrow);
k3d/share/shaders/k3d_superplank.sl:160:      PGWIDTH = plankwidth + groovewidth;
k3d/share/shaders/k3d_superplank.sl:161:      PGHEIGHT = PGWIDTH * plankspertile;
k3d/share/shaders/k3d_superplank.sl:162:      plank_s = ss / PGWIDTH;
k3d/share/shaders/k3d_superplank.sl:164:      plank_t = tt / PGHEIGHT;
k3d/share/shaders/k3d_superplank.sl:168:	  plank_s = tt / PGWIDTH;
k3d/share/shaders/k3d_superplank.sl:169:	  plank_t = ss / PGHEIGHT;
k3d/share/shaders/k3d_superplank.sl:182:  /* Figure out where the grooves are.  The value groovy is 0 where there
k3d/share/shaders/k3d_superplank.sl:188:  GWF = groovewidth * 0.5 / PGWIDTH;
k3d/share/shaders/k3d_superplank.sl:189:  GHF = groovewidth * 0.5 / PGHEIGHT;
k3d/share/shaders/k3d_superplank.sl:190:  sw = swidth / PGWIDTH;
k3d/share/shaders/k3d_superplank.sl:191:  tw = twidth / PGHEIGHT;
k3d/share/shaders/k3d_superplank.sl:205:   * The wood has rings at one scale, grain at a finer scale.  They
k3d/share/shaders/k3d_superplank.sl:289:   * The wood itself behaves like plastic, the varnish overtop reflects
k3d/share/shaders/k3d_superplank.sl:297:  fresnel(IN, Nf, 1 / eta, fresnelKr, fresnelKt, R, T_dummy);
k3d/share/shaders/k3d_superpplastic.sl:4: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_superpplastic.sl:8: * DESCRIPTION:
k3d/share/shaders/k3d_superpplastic.sl:12: * PARAMETERS:
k3d/share/shaders/k3d_superpplastic.sl:19:along S and T, fidelty and number of samples by Giueppe Zompatori joesunny@tiscalinet.it*/
k3d/share/shaders/k3d_superpplastic.sl:25:			  float Swidth = 1; float Twidth = 1;)
k3d/share/shaders/k3d_superpplastic.sl:48:		    "samples", samples, "swidth", Swidth, "twidth", Twidth,
k3d/share/shaders/k3d_supertexmap.sl:6: *    to a plastic surface.  This is essentially a replacement for the
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:97:	ApplyFloatTextureOver(disp, dispmapname, dispproj, P, dispspace,
k3d/share/shaders/k3d_supertoon.sl:1:/* SuperToon.sl V1.1    Felipe Esquivel 

k3d/share/shaders/k3d_supertoon.sl:4: * Toon shader con antialiasing. Modula diffuse mediante escaloneo de modo que

k3d/share/shaders/k3d_supertoon.sl:9: * Toon shader with non-analitic antialiasing (controlled by delta). Difusion is modulated with

k3d/share/shaders/k3d_supertoon.sl:10: * clamping, the inflection points are lim2, lim3 and lim4. This shader is very cheap, 

k3d/share/shaders/k3d_terran.sl:7:#ifdef BMRT
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:16:#define N_OFFSET 0.7
k3d/share/shaders/k3d_terran.sl:78:	  weight *= o * (N_OFFSET + snoise(tp));
k3d/share/shaders/k3d_terran2.sl:8: * DESCRIPTION:
k3d/share/shaders/k3d_terran2.sl:10: *   Earth-like.  The shader works by using a variety of fractal 
k3d/share/shaders/k3d_terran2.sl:19: * PARAMETERS:
k3d/share/shaders/k3d_terran2.sl:37: * HINTS:
k3d/share/shaders/k3d_terran2.sl:38: *       The default values for the shader assume that the planet is
k3d/share/shaders/k3d_terran2.sl:39: *    represented by a unit sphere.  The texture space and/or parameters
k3d/share/shaders/k3d_terran2.sl:46: * AUTHOR: Ken Musgrave.
k3d/share/shaders/k3d_terran2.sl:53: * HISTORY:
k3d/share/shaders/k3d_terran2.sl:63:#ifdef BMRT
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:72:#define N_OFFSET 0.7
k3d/share/shaders/k3d_terran2.sl:134:	  weight *= o * (N_OFFSET + snoise(tp));
k3d/share/shaders/k3d_terranbump.sl:3:#ifdef BMRT
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:12:#define N_OFFSET 0.7
k3d/share/shaders/k3d_terranbump.sl:56:	  weight *= o * (N_OFFSET + snoise(tp));
k3d/share/shaders/k3d_texblender.sl:33:#if (defined(BMRT) || defined(RAYSERVER_H))
k3d/share/shaders/k3d_texblender.sl:34:    color Cray = RayTrace (P, R, Kr, sqrt(blur), rayjitter, raysamples, alpha);
k3d/share/shaders/k3d_texblender.sl:153:		DECLARE_DEFAULTED_ENVPARAMS;
k3d/share/shaders/k3d_tooledsteel.sl:15: *  PARAMETERS:
k3d/share/shaders/k3d_toonmap.sl:41:/** Texture_Highlight_Map **/
k3d/share/shaders/k3d_toonmap.sl:62:/** Texture_Paint_Map **/
k3d/share/shaders/k3d_toonmap.sl:83:/** Texture_Ink_Map **/
k3d/share/shaders/k3d_translucency.sl:6:* Author: Xavier Matia Bernasconi - The Chimney Pot -
k3d/share/shaders/k3d_translucency.sl:17:* Tips & Tricks: The transTx and TransTx2 values can be used,
k3d/share/shaders/k3d_translucency.sl:39:			float blurcolorTx = 0;
k3d/share/shaders/k3d_translucency.sl:40:			string colorTx = "";
k3d/share/shaders/k3d_translucency.sl:41:			float blurcolorTx2 = 0;
k3d/share/shaders/k3d_translucency.sl:42:			string colorTx2 = "";
k3d/share/shaders/k3d_translucency.sl:44:			float colorT = 0;
k3d/share/shaders/k3d_translucency.sl:46:			float colorScaleT = 1;
k3d/share/shaders/k3d_translucency.sl:47:			float transTx = 0.8;
k3d/share/shaders/k3d_translucency.sl:48:			float transblurTx = 0;
k3d/share/shaders/k3d_translucency.sl:49:			string transTex = "";
k3d/share/shaders/k3d_translucency.sl:50:			float transTx2 = 0.8;
k3d/share/shaders/k3d_translucency.sl:51:			float transblurTx2 = 0;
k3d/share/shaders/k3d_translucency.sl:52:			string transTex2 = "";
k3d/share/shaders/k3d_translucency.sl:58:	float tt = (t - colorT) / colorScaleT;
k3d/share/shaders/k3d_translucency.sl:80:		if (colorTx != ""){
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:86:	 	if (colorTx2 != ""){
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:94:	/*Translucency texturing of different side*/
k3d/share/shaders/k3d_translucency.sl:98:		if (transTex != ""){
k3d/share/shaders/k3d_translucency.sl:99:			 Kt = float texture(transTex[0], ss, tt, "blur", transblurTx);
k3d/share/shaders/k3d_translucency.sl:100:			 Kt = Kt * transTx;
k3d/share/shaders/k3d_translucency.sl:101:		} else Kt = transTx;
k3d/share/shaders/k3d_translucency.sl:104:		if (transTex2 != ""){
k3d/share/shaders/k3d_translucency.sl:105:			 Kt = float texture(transTex2[0], ss, tt, "blur", transblurTx2);
k3d/share/shaders/k3d_translucency.sl:106:			 Kt = Kt * transTx2;
k3d/share/shaders/k3d_translucency.sl:107:		} else Kt = transTx2;
k3d/share/shaders/k3d_uberlight.sl:6: *   Cinematography" (in Journal of Graphics Tools, vol. 2, no. 1: 1-20).
k3d/share/shaders/k3d_uberlight.sl:11: * toward the +z axis (also in shader space).  Thus, to position and
k3d/share/shaders/k3d_uberlight.sl:26: *       BMRT area lights for the time being).
k3d/share/shaders/k3d_uberlight.sl:33: *       for the cuton and cutoff.  The transitions will be smooth.
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:72: *       corresponds to a cosine falloff.  For a BMRT area light, the
k3d/share/shaders/k3d_uberlight.sl:76: *       This parameter has no effect for omni lights.
k3d/share/shaders/k3d_uberlight.sl:92: *   noiseoffset - spatial offset of the noise.  This can be animated,
k3d/share/shaders/k3d_uberlight.sl:108: * Ray-traced shadows.  These options work only for BMRT:
k3d/share/shaders/k3d_uberlight.sl:110: *       The default is zero, i.e., not to try raytracing.
k3d/share/shaders/k3d_uberlight.sl:111: *   nshadowrays - The number of rays to trace to determine shadowing.
k3d/share/shaders/k3d_uberlight.sl:112: *   shadowcheat - add this offset to the light source position.  This
k3d/share/shaders/k3d_uberlight.sl:120: * superellipse.  The blocker is defined to lie on the x-y plane of
k3d/share/shaders/k3d_uberlight.sl:150: *       specular highlights!  The default is 0, which means it makes
k3d/share/shaders/k3d_uberlight.sl:152: *       explained above).  This is very handy for lights that are
k3d/share/shaders/k3d_uberlight.sl:154: *       NOTE: This depends on the surface shader looking for, and
k3d/share/shaders/k3d_uberlight.sl:155: *       correctly acting upon, this parameter.  The built-in functions
k3d/share/shaders/k3d_uberlight.sl:157: *       and later, as well as BMRT 2.3.5 and later.  But if you write
k3d/share/shaders/k3d_uberlight.sl:159: *       to account for it yourself.  The PRMan user manual explains how
k3d/share/shaders/k3d_uberlight.sl:163: *       diffuse light.  This is useful for making a light that only
k3d/share/shaders/k3d_uberlight.sl:168: *   __foglight - the "noisysmoke" shader distributed with BMRT will add
k3d/share/shaders/k3d_uberlight.sl:173: *       Note that the noisysmoke shader is distributed with BMRT but
k3d/share/shaders/k3d_uberlight.sl:176: * NOTE: this shader has one each of: blocker, shadow map, slide, and
k3d/share/shaders/k3d_uberlight.sl:183: * This shader was written as part of the course notes for ACM
k3d/share/shaders/k3d_uberlight.sl:185: * (co-chaired by Tony Apodaca and Larry Gritz).  Feel free to use and
k3d/share/shaders/k3d_uberlight.sl:189: * This shader was tested using Pixar's PhotoRealistic RenderMan 3.7
k3d/share/shaders/k3d_uberlight.sl:190: * and the Blue Moon Rendering Tools (BMRT) release 2.3.6.  I have
k3d/share/shaders/k3d_uberlight.sl:209:/* Comment out the following line if you do *not* wish to use BMRT and
k3d/share/shaders/k3d_uberlight.sl:226:float clipSuperellipse(point Q;	/* Test point on the x-y plane */
k3d/share/shaders/k3d_uberlight.sl:416:#ifdef BMRT
k3d/share/shaders/k3d_uberlight.sl:418:   * geometry.  If not an area light, BMRT guarantees P,N will be the
k3d/share/shaders/k3d_uberlight.sl:436:    {				/* BMRT area light */
k3d/share/shaders/k3d_uberlight.sl:496:#if (defined(BMRT) || defined(RAYSERVER_H))
k3d/share/shaders/k3d_uberlight.sl:498:	 * we're in BMRT and the user wanted a shadow map.
k3d/share/shaders/k3d_urbermap.sl:5:string abColorMap="I:/ArtWorks/Textures/Batik_1.4.tif"; 
k3d/share/shaders/k3d_urbermap.sl:9:string abDiffuseMap="I:/ArtWorks/Textures/BubbaWeb_1.1.3.tif"; 
k3d/share/shaders/k3d_urbermap.sl:12:string abSpecularMap="I:/ArtWorks/Textures/Curlitron_1.1.tif"; 
k3d/share/shaders/k3d_urbermap.sl:15:string abSpecularColorMap="I:/ArtWorks/Textures/Native_1.2.highlight.tif"; 
k3d/share/shaders/k3d_urbermap.sl:18:string abRoughnessMap="I:/ArtWorks/Textures/Native_1.2.shadow.tif"; 
k3d/share/shaders/k3d_urbermap.sl:20:string abTransparencyMap="I:/ArtWorks/Textures/Native_1.2.tif"; 
k3d/share/shaders/k3d_urbermap.sl:21:float abInvertTransparencyMap=0; 
k3d/share/shaders/k3d_urbermap.sl:22:float abTransparencyMapBlur=1; 
k3d/share/shaders/k3d_urbermap.sl:24:string abIncandescenseMap="I:/ArtWorks/Textures/BubbaWeb_1.1.3.tif"; 
k3d/share/shaders/k3d_urbermap.sl:26:string abReflectionMap="I:/ArtWorks/Textures/Batik_1.4.tif"; 
k3d/share/shaders/k3d_urbermap.sl:30:string abBumpMap="I:/ArtWorks/Textures/Curlitron_1.1.tif"; 
k3d/share/shaders/k3d_urbermap.sl:35:point STMatrix0=point(1,0,0); 
k3d/share/shaders/k3d_urbermap.sl:36:point STMatrix1=point(0,1,0); ) 
k3d/share/shaders/k3d_urbermap.sl:47:ss = vector(s, t, 1) . vector(transform("shader", STMatrix0));
k3d/share/shaders/k3d_urbermap.sl:48:tt = vector(s, t, 1) . vector(transform("shader", STMatrix1));
k3d/share/shaders/k3d_urbermap.sl:124:if(abTransparencyMap != "")
k3d/share/shaders/k3d_urbermap.sl:126:if(abInvertTransparencyMap != 0)
k3d/share/shaders/k3d_urbermap.sl:128:Copac = Copac * color texture(abTransparencyMap, ss, tt,
k3d/share/shaders/k3d_urbermap.sl:129:"swidth", abTransparencyMapBlur,
k3d/share/shaders/k3d_urbermap.sl:130:"twidth", abTransparencyMapBlur );
k3d/share/shaders/k3d_urbermap.sl:134:Copac = Copac * (color(1) - color texture(abTransparencyMap, ss, tt,
k3d/share/shaders/k3d_urbermap.sl:135:"swidth", abTransparencyMapBlur,
k3d/share/shaders/k3d_urbermap.sl:136:"twidth", abTransparencyMapBlur ));
k3d/share/shaders/k3d_veinedmarble.sl:4: * DESCRIPTION:
k3d/share/shaders/k3d_veinedmarble.sl:5: *   Makes solid marble texture with strong veins.  The "veincolor" parameter
k3d/share/shaders/k3d_veinedmarble.sl:6: *   controls the color of the veins.  The background color is given by the
k3d/share/shaders/k3d_veinedmarble.sl:9: * PARAMETERS:
k3d/share/shaders/k3d_veinedmarble.sl:19: * AUTHOR: Larry Gritz, the George Washington University
k3d/share/shaders/k3d_veinedmarble.sl:22: * HISTORY:
k3d/share/shaders/k3d_velvet.sl:6: * DESCRIPTION:
k3d/share/shaders/k3d_velvet.sl:8: *   This phenomenological model contains three compnents:
k3d/share/shaders/k3d_velvet.sl:13: * PARAMETERS:
k3d/share/shaders/k3d_velvet.sl:20: * ANTIALIASING: should antialias itself fairly well
k3d/share/shaders/k3d_velvet.sl:22: * AUTHOR: written by Stephen H. Westin, Ford Motor Company
k3d/share/shaders/k3d_velvet.sl:24: * HISTORY:
k3d/share/shaders/k3d_venus.sl:5: * DESCRIPTION:
k3d/share/shaders/k3d_venus.sl:8: *      The shader works by creating a fractal turbulence function over
k3d/share/shaders/k3d_venus.sl:14: * PARAMETERS:
k3d/share/shaders/k3d_venus.sl:22: * HINTS:
k3d/share/shaders/k3d_venus.sl:23: *    The default values for the shader assume that the planet is
k3d/share/shaders/k3d_venus.sl:24: *    represented by a unit sphere.  The texture space and/or parameters
k3d/share/shaders/k3d_venus.sl:29: * AUTHOR: Ken Musgrave.
k3d/share/shaders/k3d_venus.sl:34: *    _Texturing and Modeling: A Procedural Approach_, by David S. Ebert, ed.,
k3d/share/shaders/k3d_venus.sl:39: * HISTORY:
k3d/share/shaders/k3d_venus.sl:46:#define TWOPI (2*PI)
k3d/share/shaders/k3d_venus.sl:63:  float angle;			/* Twist angle */
k3d/share/shaders/k3d_venus.sl:68:  /* Transform to texture coordinates */
k3d/share/shaders/k3d_venus.sl:74:  angle = twist * TWOPI * rsq;
k3d/share/shaders/k3d_venus2.sl:7: * DESCRIPTION:
k3d/share/shaders/k3d_venus2.sl:10: *      The shader works by creating a fractal turbulence function over
k3d/share/shaders/k3d_venus2.sl:16: * PARAMETERS:
k3d/share/shaders/k3d_venus2.sl:25: * AUTHOR: Ken Musgrave.
k3d/share/shaders/k3d_venus2.sl:30: *    _Texturing and Modeling: A Procedural Approach_, by David S. Ebert, ed.,
k3d/share/shaders/k3d_venus2.sl:35: * HISTORY:
k3d/share/shaders/k3d_venus2.sl:44:#define TWOPI (2*PI)
k3d/share/shaders/k3d_venus2.sl:65:  float angle;              /* Twist angle */
k3d/share/shaders/k3d_venus2.sl:70:  /* Transform to texture coordinates and map to nit sphere */
k3d/share/shaders/k3d_venus2.sl:76:  angle = twist * TWOPI * rsq;
k3d/share/shaders/k3d_volcube.sl:3:   This shader raytraces a box that is one unit in size,
k3d/share/shaders/k3d_volcube.sl:38:    float D,T;
k3d/share/shaders/k3d_volcube.sl:39:    float TMin = 1000000;
k3d/share/shaders/k3d_volcube.sl:51:    T = -(Pn . Ro + D) / (Pn . Rd);
k3d/share/shaders/k3d_volcube.sl:52:    if(T > 0){
k3d/share/shaders/k3d_volcube.sl:53:	TMin = T;
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:60:    if(T > 0 && T < TMin){
k3d/share/shaders/k3d_volcube.sl:61:	TMin = T;
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:68:    if(T > 0 && T < TMin){
k3d/share/shaders/k3d_volcube.sl:69:	TMin = T;
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:76:    if(T > 0 && T < TMin){
k3d/share/shaders/k3d_volcube.sl:77:	TMin = T;
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:84:    if(T > 0 && T < TMin){
k3d/share/shaders/k3d_volcube.sl:85:	TMin = T;
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:92:    if(T > 0 && T < TMin){
k3d/share/shaders/k3d_volcube.sl:93:	TMin = T;
k3d/share/shaders/k3d_volcube.sl:94:	Ri = Ro + T*Rd;
k3d/share/shaders/k3d_volcube.sl:239:	/*--- If Density > 0 Run The Rest Of The Loop ---*/
k3d/share/shaders/k3d_volcube.sl:291:            /* Displace Point To Current Sample */
k3d/share/shaders/k3d_wallpaper.sl:6: * AUTHOR: Darwyn Peachy
k3d/share/shaders/k3d_wallpaper.sl:9: *    _Texturing and Modeling: A Procedural Approach_, by David S. Ebert, ed.,
k3d/share/shaders/k3d_wallpaper_2stripe.sl:4: * DESCRIPTION:
k3d/share/shaders/k3d_wallpaper_2stripe.sl:7: *   equal s.  The background color is given by the surface color.
k3d/share/shaders/k3d_wallpaper_2stripe.sl:10: * PARAMETERS:
k3d/share/shaders/k3d_wallpaper_2stripe.sl:18: * ANTIALIASING:  should analytically antialias itself quite well.
k3d/share/shaders/k3d_wallpaper_2stripe.sl:20: * AUTHOR: written by Larry Gritz (email: lg@bmrt.org)
k3d/share/shaders/k3d_warningstripes.sl:2:// Copyright (c) 1995-2004, Timothy M. Shead
k3d/share/shaders/k3d_warningstripes.sl:6:// This program is free software; you can redistribute it and/or
k3d/share/shaders/k3d_warningstripes.sl:11:// This program is distributed in the hope that it will be useful,
k3d/share/shaders/k3d_warningstripes.sl:12:// but WITHOUT ANY WARRANTY; without even the implied warranty of
k3d/share/shaders/k3d_warningstripes.sl:13:// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
k3d/share/shaders/k3d_warningstripes.sl:18:// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
k3d/share/shaders/k3d_warningstripes.sl:21:		\author Tim Shead (tshead@k-3d.com)
k3d/share/shaders/k3d_warningstripes.sl:26:#define MIN_FILTER_WIDTH 1.0e-6
k3d/share/shaders/k3d_warningstripes.sl:27:#define filter_width(x) max(abs(Du(x)*du) + abs(Dv(x)*dv), MIN_FILTER_WIDTH)
k3d/share/shaders/k3d_water.sl:3: * This was originally shiny.sl, but I change it to make it transparant.  The interesting part colors that

k3d/share/shaders/k3d_water.sl:6: * note : This is very similar to shiny.sl with a slight modification to give it a

k3d/share/shaders/k3d_water.sl:12:/* DESCRIPTION:

k3d/share/shaders/k3d_water.sl:16: * PARAMETERS:

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

k3d/share/shaders/k3d_water.sl:23: * HISTORY:

k3d/share/shaders/k3d_water.sl:44:    /* FIRST LAYER */

k3d/share/shaders/k3d_water.sl:104:    /* This gives the water a somewhat transparant look. 

k3d/share/shaders/k3d_water.sl:105:     *   Note: This does works with radiosity.

k3d/share/shaders/k3d_watercolor.sl:2: *	The shader exploits that fact that the Renderman interface already

k3d/share/shaders/k3d_watercolor.sl:4: *	R, T, ^nr, and ^nt using the surface normal, incident direction

k3d/share/shaders/k3d_watercolor.sl:5: *	vector, and index of refraction. The shader for the air-to-water 

k3d/share/shaders/k3d_waterdisplacement.sl:18:	/* STEP 1 - Make a copy of the surface normal */

k3d/share/shaders/k3d_waterdisplacement.sl:21:	/* STEP 2 - Calculate an appropriate value for the displacement */

k3d/share/shaders/k3d_waterdisplacement.sl:25:	/* STEP 3 - Calculate a new position of the surface point, "P" */

k3d/share/shaders/k3d_waterdisplacement.sl:28:	/* STEP 4 - Recalculate the surface normal */

k3d/share/shaders/k3d_waterlight.sl:3:Copyright (c) 1995-2004, Timothy M. Shead
k3d/share/shaders/k3d_windowlight.sl:5: *   Simulates light coming through a window.  The light doesn't
k3d/share/shaders/k3d_wood2.sl:4: * DESCRIPTION:
k3d/share/shaders/k3d_wood2.sl:7: * PARAMETERS:
k3d/share/shaders/k3d_wood2.sl:14: * AUTHOR: written by Larry Gritz (lg@bmrt.org)
