k3d/share/shaders/k3d_antialiasedchecks.sl:6: *   look great even at only one sample per pixel.
k3d/share/shaders/k3d_antialiasedchecks.sl:50:  /* Get the place in the pattern where we're sampling */
k3d/share/shaders/k3d_bluemarble.sl:26:        clamp(2*m + .75, 0, 1),
k3d/share/shaders/k3d_brick.sl:33:		  float raggedamp = 0.04, raggedfreq = 12;
k3d/share/shaders/k3d_brick.sl:69:    raggedamp * snoisexy((s + tbrick * 5.15) * raggedfreq,
k3d/share/shaders/k3d_brick.sl:72:    raggedamp * snoisexy((s + tbrick * 11.4) * raggedfreq,
k3d/share/shaders/k3d_brick.sl:75:    raggedamp / 2 * snoisexy((s + tbrick * 5.15) * raggedfreq * 2,
k3d/share/shaders/k3d_brick.sl:78:    raggedamp / 2 * snoisexy((s + tbrick * 11.4) * raggedfreq * 2,
k3d/share/shaders/k3d_brick.sl:86:      clamp(filteredpulse(MWF, 1 - MWF, ss, swidth), max(1 - MWF / swidth, 0),
k3d/share/shaders/k3d_brick.sl:92:      clamp(filteredpulse(MHF, 1 - MHF, tt, twidth), max(1 - MHF / twidth, 0),
k3d/share/shaders/k3d_brick3.sl:53:#define boxstep(a,b,x) (clamp(((x)-(a))/((b)-(a)),0,1))
k3d/share/shaders/k3d_brick3.sl:93:  else w = clamp (boxstep(MWF-swidth,MWF,ss), max(1-MWF/swidth,0), 1)
k3d/share/shaders/k3d_brick3.sl:94:	 - clamp (boxstep(1-MWF-swidth,1-MWF,ss), 0, 2*MWF/swidth);
k3d/share/shaders/k3d_brick3.sl:98:  else h = clamp (boxstep(MHF-twidth,MHF,tt), max(1-MHF/twidth,0),1)
k3d/share/shaders/k3d_brick3.sl:99:	 - clamp (boxstep(1-MHF-twidth,1-MHF,tt), 0, 2*MHF/twidth);
k3d/share/shaders/k3d_brickbump.sl:18: *    pitting                   The amplitude of the "pits" on the face of
k3d/share/shaders/k3d_brickbump3.sl:18: *    pitting                   The amplitude of the "pits" on the face of
k3d/share/shaders/k3d_brickbump3.sl:63:#define boxstep(a,b,x) (clamp(((x)-(a))/((b)-(a)),0,1))
k3d/share/shaders/k3d_brushedmetal2.sl:82:	float i, numsamples = 20;
k3d/share/shaders/k3d_brushedmetal2.sl:84:	float Jspread = PI*(1/numsamples)*mapspread;
k3d/share/shaders/k3d_brushedmetal2.sl:92:	    for(i=0;i<=numsamples;i=i+1){
k3d/share/shaders/k3d_brushedmetal2.sl:94:	      angle = PI*((i/numsamples)-.5)*mapspread;
k3d/share/shaders/k3d_brushedmetal2.sl:98:	      ev += environment(mapname, D)*(.5-abs((i/numsamples)-.5))*.25;
k3d/share/shaders/k3d_brushedmetal3.sl:23:    float cos_theta_r = clamp (N.V, 0.0001, 1);
k3d/share/shaders/k3d_bubbly.sl:59:  bub = clamp(shortest,0,bubsize)/bubsize; 
k3d/share/shaders/k3d_castucco.sl:11: *   Km - amplitude of the mesas.
k3d/share/shaders/k3d_castucco.sl:30:  float fwidth;			/* Estimated change in P between image samples */
k3d/share/shaders/k3d_causticlight.sl:10:	       float  samples = 16;
k3d/share/shaders/k3d_causticlight.sl:14:	       float  noiseamp = 0, noisefreq = 1, noisepow = 1;
k3d/share/shaders/k3d_causticlight.sl:26:            float caustic = shadow (shadowname, Ps, "samples", samples,
k3d/share/shaders/k3d_causticlight.sl:29:	    if (noiseamp != 0) {
k3d/share/shaders/k3d_causticlight.sl:31:		caustic *= noiseamp * pow (noise(PL*noisefreq), noisepow);
k3d/share/shaders/k3d_ceramictiles.sl:37: *   rayjitter, raysamples - ray tracing controls
k3d/share/shaders/k3d_ceramictiles.sl:102:      C = mix(C, Cmottle, clamp(mottling * mottle, 0, 1));
k3d/share/shaders/k3d_ceramictiles.sl:159:			specsharpness) + SampleEnvironment(P, R, kr, blur,
k3d/share/shaders/k3d_clamptoalpha.sl:2: * clamptoalpha.sl -- imager shader that forces Ci to be non-negative
k3d/share/shaders/k3d_clamptoalpha.sl:8:k3d_clamptoalpha()
k3d/share/shaders/k3d_clamptoalpha.sl:10:  Ci = clamp(Ci, color(0, 0, 0), color(alpha, alpha, alpha));
k3d/share/shaders/k3d_cloudplane.sl:25:    float i, amplitude, f;
k3d/share/shaders/k3d_cloudplane.sl:40:    amplitude = 0.3;
k3d/share/shaders/k3d_cloudplane.sl:43:        fx = amplitude *
k3d/share/shaders/k3d_cloudplane.sl:45:        fy = amplitude *
k3d/share/shaders/k3d_cloudplane.sl:53:        amplitude *= 0.707;
k3d/share/shaders/k3d_cloudplane.sl:55:    f = clamp(f, 0, 1);
k3d/share/shaders/k3d_contacshadow.sl:16:    float samples = 10;         /* how many samples to take per Z lookup */  
k3d/share/shaders/k3d_contacshadow.sl:18:    float gamma = 0.5;          /* controls ramp on of effect over distance */  
k3d/share/shaders/k3d_contacshadow.sl:45:	float mapdist = float texture(shadowname, ss, tt, "samples", samples);
k3d/share/shaders/k3d_corktile.sl:58:		f = clamp(f, 0, 1);
k3d/share/shaders/k3d_craters.sl:21:   float amp=1.91341;    /* amplitude reduction between successive octaves */
k3d/share/shaders/k3d_craters.sl:26:   float distortamp = 0.0005; /* Crater distortion.  You'll get artifacts if it goes too high. */
k3d/share/shaders/k3d_craters.sl:45:	asc = 1 / pow(amp, lev);
k3d/share/shaders/k3d_craters.sl:88:	if (distortamp != 0)
k3d/share/shaders/k3d_craters.sl:90:	    rrad1 += fBm_default(P*sc)*asc*distortamp; /* add crater roughness */
k3d/share/shaders/k3d_craters.sl:91:	    rrad2 += fBm_default(P*sc)*asc*distortamp; 
k3d/share/shaders/k3d_crayon.sl:88:	m = clamp(m, 0, 1);
k3d/share/shaders/k3d_dented.sl:8: *   Km 	   	the amplitude of the dents
k3d/share/shaders/k3d_dented.sl:19: *      Dec 1992 -- written by lg for "Timbre Trees Examples" (jingle)
k3d/share/shaders/k3d_depthcue.sl:14:  d = clamp((depth(P) - mindistance) / (maxdistance - mindistance), 0, 1);
k3d/share/shaders/k3d_depthcue_surf.sl:13:  d = clamp((depth(P) - mindistance) / (maxdistance - mindistance), 0, 1);
k3d/share/shaders/k3d_distant_shadow.sl:7:	float  samples=16;
k3d/share/shaders/k3d_distant_shadow.sl:16:				Cl *= 1 - shadow(shadowname, Ps, "samples", samples,
k3d/share/shaders/k3d_dturb.sl:19:  cutoff = clamp(0.5 / width, 0, maxfreq);
k3d/share/shaders/k3d_dturb.sl:24:  fade = clamp(2 * (cutoff - f) / cutoff, 0, 1);
k3d/share/shaders/k3d_eyeball.sl:34: *      28 Jun 94 (lg) - revamped to add veins and iris mottling, renamed
k3d/share/shaders/k3d_eyeball.sl:117:      Ciris *= (1-clamp(turb/2,0,1));
k3d/share/shaders/k3d_fire.sl:32:  cutoff = clamp(0.5 / width, 0, maxfreq);
k3d/share/shaders/k3d_fire.sl:37:  fade = clamp(2 * (cutoff - f) / cutoff, 0, 1);
k3d/share/shaders/k3d_fire.sl:43:  flame = clamp(t - turb, 0, 1);
k3d/share/shaders/k3d_flame.sl:10: *    flameheight, flameamplitude - scaling factors
k3d/share/shaders/k3d_flame.sl:39:		  float flameamplitude = 2.0; float phase = 0.0)
k3d/share/shaders/k3d_flame.sl:57:  cmap = 0.85 * chaos + flameoffset + (flameamplitude * ycomp(PP));
k3d/share/shaders/k3d_fractal.sl:44:          		weight = clamp(weight,0,1)    ;    		

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:128:                                    abs(clamp(nL.normalize(-1*clump_vect), -1, 0)));
k3d/share/shaders/k3d_fur2.sl:146:    darkening = clamp(hair_col_var, 0, 1);
k3d/share/shaders/k3d_fur2.sl:156:    Ci = clamp(Ci, color 0, color 1 );
k3d/share/shaders/k3d_glass.sl:13: *    rayjitter, raysamples - ray tracing controls for reflection
k3d/share/shaders/k3d_glass.sl:18: *    reflrayjitter, refrraysamples - ray tracing controls for refraction
k3d/share/shaders/k3d_glass.sl:41:		  float refrrayjitter = 0, refrraysamples = 1;)
k3d/share/shaders/k3d_glass.sl:46:		  eta, transmitcolor, refrrayjitter, refrraysamples,
k3d/share/shaders/k3d_gloop.sl:5: * an example of nonlinear displacements 
k3d/share/shaders/k3d_gmarbtile_polish.sl:42:			     0, raysamples = 1;
k3d/share/shaders/k3d_gmarbtile_polish.sl:104:  env += SampleEnvironment(P, reflect(V, Nf), Kr, blur, ENVPARAMS);
k3d/share/shaders/k3d_granite.sl:14:	float i, freq = 1.0; /* Try other values for example, 7.0 */
k3d/share/shaders/k3d_greenmarble.sl:43:   *    Use turbulence - use frequency clamping
k3d/share/shaders/k3d_grids_disp.sl:4: Displace (normal dir; float amp; float truedisp;)
k3d/share/shaders/k3d_grids_disp.sl:8: vector Ndisp = dir * (amp / max(spacescale,1e-6));
k3d/share/shaders/k3d_hdr_light.sl:50:	float shadowsamples = 16.0;

k3d/share/shaders/k3d_hdr_light.sl:95:		            Cl *= 1 - shadow(shadowname, Ps, "samples", shadowsamples, "blur", shadowblur, "bias", shadowbias);

k3d/share/shaders/k3d_hdri2.sl:10:       float shadowsamples = 1;)
k3d/share/shaders/k3d_hdri2.sl:18:            Cl *= 1 - color shadow (shadowname, Ps, "samples", shadowsamples,
k3d/share/shaders/k3d_hexatile_bump.sl:22:*	float Km	= -.015 		---	Diplacement amplitude.
k3d/share/shaders/k3d_hexatile_bump.sl:122:Displace (normal dir; vector space; float amp; float truedisp;)
k3d/share/shaders/k3d_hexatile_bump.sl:126:	vector Ndisp = dir * (amp / max(spacescale,1e-6));
k3d/share/shaders/k3d_hexatile_bump.sl:133:float disp = clamp(smoothp_20*smoothp_22,0,0.95);
k3d/share/shaders/k3d_leather.sl:78:	#define BASE_NOISE_AMP   0.2    /* small noise color mix amplitude */

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

k3d/share/shaders/k3d_leather.sl:173:	#define DISP_SMNOISE_AMP  (1/1000) /* small noise amplitude   */

k3d/share/shaders/k3d_leather.sl:174:	#define DISP_SPECK_AMP    (1/40)   /* speckle disp. amplitude */

k3d/share/shaders/k3d_lensflare.sl:139:     * Handle the image of the lamp.  There are 3 effects:
k3d/share/shaders/k3d_luna.sl:178:  lighten = 0.2 * clamp(lighten, 0, 1);
k3d/share/shaders/k3d_map_pattern_1.sl:6:float samples1=1; 
k3d/share/shaders/k3d_map_pattern_1.sl:36:temt_c1=texture(map1,temp_ss1,temp_tt1,"swidth",swidth1,"twidth",twidth1,"samples",samples1);
k3d/share/shaders/k3d_map_pattern_1.sl:40:temt_c1=texture(map1[channel1],temp_ss1,temp_tt1,"swidth",swidth1,"twidth",twidth1,"samples",samples1);
k3d/share/shaders/k3d_mondometal.sl:6: * Version ampliada de Mondo.sl. Recibe un archivo B/N como mate, donde

k3d/share/shaders/k3d_oakplank.sl:43: *   rayjitter, raysamples - ray tracing controls
k3d/share/shaders/k3d_oakplank.sl:44: *   varnishlump, arnishlumpfreq - amp & freq of lumpiness in the varnish
k3d/share/shaders/k3d_parquet_plank.sl:25: *   even with low sampling densities.
k3d/share/shaders/k3d_parquet_plank.sl:44:#define boxstep(a,b,x) (clamp(((x)-(a))/((b)-(a)),0,1))
k3d/share/shaders/k3d_parquet_plank.sl:100:      clamp(boxstep(GWF - swidth, GWF, ss), max(1 - GWF / swidth, 0),
k3d/share/shaders/k3d_parquet_plank.sl:101:	    1) - clamp(boxstep(1 - GWF - swidth, 1 - GWF, ss), 0,
k3d/share/shaders/k3d_parquet_plank.sl:107:      clamp(boxstep(GHF - twidth, GHF, tt), max(1 - GHF / twidth, 0),
k3d/share/shaders/k3d_parquet_plank.sl:108:	    1) - clamp(boxstep(1 - GHF - twidth, 1 - GHF, tt), 0,
k3d/share/shaders/k3d_parquet_plank2.sl:26: *   even with low sampling densities.
k3d/share/shaders/k3d_parquet_plank2.sl:58:#define boxstep(a,b,x) (clamp(((x)-(a))/((b)-(a)),0,1))
k3d/share/shaders/k3d_parquet_plank2.sl:105:  else w = clamp (boxstep(GWF-swidth,GWF,ss), max(1-GWF/swidth,0), 1)
k3d/share/shaders/k3d_parquet_plank2.sl:106:	 - clamp (boxstep(1-GWF-swidth,1-GWF,ss), 0, 2*GWF/swidth);
k3d/share/shaders/k3d_parquet_plank2.sl:109:  else h = clamp (boxstep(GHF-twidth,GHF,tt), max(1-GHF/twidth,0),1)
k3d/share/shaders/k3d_parquet_plank2.sl:110:	 - clamp (boxstep(1-GHF-twidth,1-GHF,tt), 0, 2*GHF/twidth);
k3d/share/shaders/k3d_parquet_tile.sl:27: *   even with low sampling densities.
k3d/share/shaders/k3d_parquet_tile.sl:73:#define boxstep(a,b,x) (clamp(((x)-(a))/((b)-(a)),0,1))
k3d/share/shaders/k3d_parquet_tile.sl:120:  else w = clamp (boxstep(GWF-swidth,GWF,ss), max(1-GWF/swidth,0), 1)
k3d/share/shaders/k3d_parquet_tile.sl:121:	 - clamp (boxstep(1-GWF-swidth,1-GWF,ss), 0, 2*GWF/swidth);
k3d/share/shaders/k3d_parquet_tile.sl:124:  else h = clamp (boxstep(GHF-twidth,GHF,tt), max(1-GHF/twidth,0),1)
k3d/share/shaders/k3d_parquet_tile.sl:125:	 - clamp (boxstep(1-GHF-twidth,1-GHF,tt), 0, 2*GHF/twidth);
k3d/share/shaders/k3d_plank.sl:23: *   even with low sampling densities.
k3d/share/shaders/k3d_plank.sl:41:#define boxstep(a,b,x) (clamp(((x)-(a))/((b)-(a)),0,1))
k3d/share/shaders/k3d_plank.sl:86:      clamp(boxstep(GWF - swidth, GWF, ss), max(1 - GWF / swidth, 0),
k3d/share/shaders/k3d_plank.sl:87:	    1) - clamp(boxstep(1 - GWF - swidth, 1 - GWF, ss), 0,
k3d/share/shaders/k3d_plank.sl:93:      clamp(boxstep(GHF - twidth, GHF, tt), max(1 - GHF / twidth, 0),
k3d/share/shaders/k3d_plank.sl:94:	    1) - clamp(boxstep(1 - GHF - twidth, 1 - GHF, tt), 0,
k3d/share/shaders/k3d_redapple.sl:102:	#define BASE_NOISE_AMP   0.2    /* small noise color mix amplitude */
k3d/share/shaders/k3d_redapple.sl:196:	#define DISP_DENT_AMP     (1/15)   /* dent amplitude          */
k3d/share/shaders/k3d_redapple.sl:197:	#define DISP_SMNOISE_AMP  (1/1000) /* small noise amplitude   */
k3d/share/shaders/k3d_redapple.sl:198:	#define DISP_SPECK_AMP    (1/40)   /* speckle disp. amplitude */
k3d/share/shaders/k3d_ridged_multifractal.sl:44:          		weight = clamp(weight,0,1)    ;    		

k3d/share/shaders/k3d_ripple.sl:13:k3d_ripple ( float amplitude = 1.0,

k3d/share/shaders/k3d_ripple.sl:20:  P += 1 + N * amplitude * (2 - abs (sin(2*PI*(s/wavelength))));

k3d/share/shaders/k3d_ruledpaper.sl:30: *   (initcode) instead of being re-calced for every sample.
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:62:   * shading samples.
k3d/share/shaders/k3d_rustymetal.sl:77:  rustiness = step (1-rusty, clamp (sum,0,1));
k3d/share/shaders/k3d_rustymetal.sl:78:  rustiness *= clamp (abs(snoise(PP)), 0, .08) / 0.08;
k3d/share/shaders/k3d_screen_aa.sl:8: *   well, even with only one sample per pixel.
k3d/share/shaders/k3d_screen_aa.sl:25:#define boxstep(a,b,x) (clamp(((x)-(a))/((b)-(a)),0,1))
k3d/share/shaders/k3d_screen_aa.sl:36:  float d;			/* Density at the sample point */
k3d/share/shaders/k3d_screen_aa.sl:58:      clamp(boxstep(GWF - swidth, GWF, ss), max(1 - GWF / swidth, 0),
k3d/share/shaders/k3d_screen_aa.sl:59:	    1) - clamp(boxstep(1 - GWF - swidth, 1 - GWF, ss), 0,
k3d/share/shaders/k3d_screen_aa.sl:65:      clamp(boxstep(GWF - twidth, GWF, tt), max(1 - GWF / twidth, 0),
k3d/share/shaders/k3d_screen_aa.sl:66:	    1) - clamp(boxstep(1 - GWF - twidth, 1 - GWF, tt), 0,
k3d/share/shaders/k3d_shadowdistant_rim.sl:10:    float samples=16;
k3d/share/shaders/k3d_shadowdistant_rim.sl:20:                Cl *= 1 - shadow(shadowname, Ps, "samples", samples,
k3d/share/shaders/k3d_shadowspot.sl:17:	float samples = 16;
k3d/share/shaders/k3d_shadowspot.sl:32:		    attenuation *= (1.0 - shadow( shadowfile, Ps, "samples", samples, "blur", blur, "bias", bias ));
k3d/share/shaders/k3d_shiny.sl:9: *    rayjitter, raysamples - ray tracing controls for reflection
k3d/share/shaders/k3d_shinyplastic.sl:10: *    rayjitter, raysamples - ray tracing controls for reflection
k3d/share/shaders/k3d_skin1.sl:66:    float cos_theta_r = clamp (N.V, 0.0001, 1);
k3d/share/shaders/k3d_slateroof.sl:17: 	ramp: the amount of a tile used for the initial rise to the maximum height
k3d/share/shaders/k3d_slateroof.sl:53:							ramp = .1,
k3d/share/shaders/k3d_slateroof.sl:116:	if (1 - temp_t_offset <= ramp / (1 + add))
k3d/share/shaders/k3d_slateroof.sl:117:   	dispt = Km / 2 + smoothstep(0, ramp / (1 + add), (1 - temp_t_offset)) * Km / 2;
k3d/share/shaders/k3d_slateroof.sl:119:	   dispt = Km / 2 + smoothstep( 0, 1 - ramp /(1 + add), temp_t_offset) * Km / 2;
k3d/share/shaders/k3d_slateroof.sl:169:	if (1 - t_offset <= ramp / (1 + add))
k3d/share/shaders/k3d_slateroof.sl:170:			dispt = Km / 2 + smoothstep(0, ramp / (1 + add), (1 - t_offset)) * Km / 2;
k3d/share/shaders/k3d_slateroof.sl:172:		    dispt = Km / 2 + smoothstep( 0, 1 - ramp /(1 + add), t_offset) * Km / 2;
k3d/share/shaders/k3d_slateroofd.sl:13: 		ramp: the amount of a tile used for the initial rise to the maximum height
k3d/share/shaders/k3d_slateroofd.sl:48:							ramp = .1,
k3d/share/shaders/k3d_slateroofd.sl:108:   if (1 - temp_t_offset <= ramp / (1 + add))
k3d/share/shaders/k3d_slateroofd.sl:109:		dispt = Km / 2 + smoothstep(0, ramp / (1 + add), (1 - temp_t_offset)) * Km / 2;
k3d/share/shaders/k3d_slateroofd.sl:111:	   dispt = Km / 2 + smoothstep( 0, 1 - ramp /(1 + add), temp_t_offset) * Km / 2;
k3d/share/shaders/k3d_slateroofd.sl:158:			if (1 - t_offset <= ramp / (1 + add))
k3d/share/shaders/k3d_slateroofd.sl:160:					dispt = Km / 2 + smoothstep(0, ramp / (1 + add), (1 - t_offset)) * Km / 2;
k3d/share/shaders/k3d_slateroofd.sl:163:				dispt = Km / 2 +  smoothstep( 0, 1 - ramp, t_offset) * Km / 2;
k3d/share/shaders/k3d_smoke.sl:106:      ss = clamp(ss, 0.005, end - d);
k3d/share/shaders/k3d_softboxes.sl:106:    uniform string theFilterName = filtTypes[clamp(boxFilter,0,3)];
k3d/share/shaders/k3d_softboxes.sl:182:			theSamples,
k3d/share/shaders/k3d_softboxes.sl:186:    uniform string theFilterName = filtTypes[clamp(theFilt,0,1)];
k3d/share/shaders/k3d_softboxes.sl:191:			    "samples",	theSamples,
k3d/share/shaders/k3d_softboxes.sl:279:	    shadowsamples = 16;
k3d/share/shaders/k3d_softboxes.sl:284:	    shadowsamplesb = 16;
k3d/share/shaders/k3d_softboxes.sl:289:	    shadowsamplesc = 16;
k3d/share/shaders/k3d_softboxes.sl:294:	    shadowsamplesd = 16;
k3d/share/shaders/k3d_softboxes.sl:306:    uniform string theFilterName = filtTypes[clamp(envTexFilter,0,3)];
k3d/share/shaders/k3d_softboxes.sl:309:    uniform float edgeLimVal = cos(radians(90-clamp(edgeAngle,0,90)));
k3d/share/shaders/k3d_softboxes.sl:462:		q = 1 - clamp(edgeRolloff*pow(clamp(abs(q),0,1),1/max(edgeExp,0.001)),0,1);
k3d/share/shaders/k3d_softboxes.sl:468:			shadowblur,shadowsamples,shadowbias);
k3d/share/shaders/k3d_softboxes.sl:473:			shadowblurb,shadowsamplesb,shadowbiasb);
k3d/share/shaders/k3d_softboxes.sl:478:			shadowblurc,shadowsamplesc,shadowbiasc);
k3d/share/shaders/k3d_softboxes.sl:483:			shadowblurd,shadowsamplesd,shadowbiasd);
k3d/share/shaders/k3d_stones.sl:72:    Chsv = color (mod(h,1), clamp(s,0,1), clamp(v,0,1));
k3d/share/shaders/k3d_stones.sl:73:    /* Clamp hsl and transform back to rgb space */
k3d/share/shaders/k3d_stones.sl:74:    return ctransform ("hsv", "rgb", clamp(Chsv,color 0, color 1));
k3d/share/shaders/k3d_stones.sl:143:   layer_opac = clamp( mag,0,1);
k3d/share/shaders/k3d_stones.sl:162:       float cutoff = clamp(0.5 / width, 0, maxfreq);
k3d/share/shaders/k3d_stones.sl:167:        float fade = clamp(2 * (cutoff - f) / cutoff, 0, 1);
k3d/share/shaders/k3d_stucco.sl:8: *   Km 	   	the amplitude of the stucco pimples
k3d/share/shaders/k3d_superkagee.sl:18:                        theSamples,
k3d/share/shaders/k3d_superkagee.sl:22:    uniform string theFilterName = filtTypes[clamp(theFilt,0,1)];
k3d/share/shaders/k3d_superkagee.sl:29:                            "samples",  theSamples,
k3d/share/shaders/k3d_superkagee.sl:45:                        shadowsamplesa = 16,
k3d/share/shaders/k3d_superkagee.sl:52:                        shadowsamplesb = 16,
k3d/share/shaders/k3d_superkagee.sl:59:                        shadowsamplesc = 16,
k3d/share/shaders/k3d_superkagee.sl:66:                        shadowsamplesd = 16,
k3d/share/shaders/k3d_superkagee.sl:77:        shadowed = clamp(shadowdensitya,0,1) * do_shadow6(shadownamea,P,
k3d/share/shaders/k3d_superkagee.sl:78:                    shadowfilta,shadowblura,shadowsamplesa,shadowbiasa
k3d/share/shaders/k3d_superkagee.sl:84:        shadowed = clamp(shadowdensityb,0,1) * do_shadow6(shadownameb,P,
k3d/share/shaders/k3d_superkagee.sl:85:                    shadowfiltb,shadowblurb,shadowsamplesb,shadowbiasb
k3d/share/shaders/k3d_superkagee.sl:91:        shadowed = clamp(shadowdensityc,0,1) * do_shadow6(shadownamec,P,
k3d/share/shaders/k3d_superkagee.sl:92:                    shadowfiltc,shadowblurc,shadowsamplesc,shadowbiasc
k3d/share/shaders/k3d_superkagee.sl:98:        shadowed = clamp(shadowdensityd,0,1) * do_shadow6(shadownamed,P,
k3d/share/shaders/k3d_superkagee.sl:99:                    shadowfiltd,shadowblurd,shadowsamplesd,shadowbiasd
k3d/share/shaders/k3d_superplank.sl:34: *   varnishbumpamp - height of bumps in the varnish coating
k3d/share/shaders/k3d_superplank.sl:37: *   even with low sampling densities.
k3d/share/shaders/k3d_superplank.sl:82:			float varnishbumpamp = 0.0003;	/* How big are the varnish bumps? */
k3d/share/shaders/k3d_superplank.sl:271:      if(varnishbumpamp > 0)
k3d/share/shaders/k3d_superplank.sl:273:	  varnishbumpamp * (2 *
k3d/share/shaders/k3d_superpplastic.sl:18:/* Modified to support filter type and aize, amount of image blur, nuber samples
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:24:			  float fidelity = 1; float samples = 1;
k3d/share/shaders/k3d_superpplastic.sl:48:		    "samples", samples, "swidth", Swidth, "twidth", Twidth,
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:79:	  weight = clamp(abs(weight), 0, 1);
k3d/share/shaders/k3d_terran2.sl:135:	  weight = clamp (abs(weight), 0, 1);
k3d/share/shaders/k3d_terranbump.sl:57:	  weight = clamp(abs(weight), 0, 1);
k3d/share/shaders/k3d_texblender.sl:34:    color Cray = RayTrace (P, R, Kr, sqrt(blur), rayjitter, raysamples, alpha);
k3d/share/shaders/k3d_texblender.sl:70:	return clamp((val+1)/2,0,1);
k3d/share/shaders/k3d_texblender.sl:88:	return clamp(r*r2*r2,0,1);
k3d/share/shaders/k3d_texblender.sl:194:	float olds=raysamples;
k3d/share/shaders/k3d_texblender.sl:199:		if(Rblur==0) raysamples=1;
k3d/share/shaders/k3d_texblender.sl:204:		if(RFblur==0) raysamples=1;
k3d/share/shaders/k3d_texblender.sl:205:		else raysamples=olds;
k3d/share/shaders/k3d_threads.sl:14:		dampzone	=  .05 )
k3d/share/shaders/k3d_threads.sl:18:	/* Calculate the undamped displacement */
k3d/share/shaders/k3d_threads.sl:21:	/* Damp the displacement to 0 at each end */
k3d/share/shaders/k3d_threads.sl:22:	if( t > (1-dampzone)) 
k3d/share/shaders/k3d_threads.sl:23:		magnitude *= (1.0-t) / dampzone;
k3d/share/shaders/k3d_threads.sl:24:	else if( t < dampzone )
k3d/share/shaders/k3d_threads.sl:25:		magnitude *= t / dampzone;
k3d/share/shaders/k3d_tooledsteel.sl:142:	float i, numsamples = 20;
k3d/share/shaders/k3d_tooledsteel.sl:144:	float Jspread = PI*(1/numsamples)*mapspread;
k3d/share/shaders/k3d_tooledsteel.sl:153:	    for(i=0;i<=numsamples;i=i+1){
k3d/share/shaders/k3d_tooledsteel.sl:155:	      angle = PI*((i/numsamples)-.5)*mapspread;
k3d/share/shaders/k3d_tooledsteel.sl:159:	      ev += environment(mapname, D)*(.5-abs((i/numsamples)-.5))*.25;
k3d/share/shaders/k3d_toonmap.sl:14:float samples4=1; 
k3d/share/shaders/k3d_toonmap.sl:22:float samples3=1; 
k3d/share/shaders/k3d_toonmap.sl:35:float samples2=1; 
k3d/share/shaders/k3d_toonmap.sl:55:temt_c4=texture(Highlight_Map,temp_ss4,temp_tt4,"swidth",swidth4,"twidth",twidth4,"samples",samples4);
k3d/share/shaders/k3d_toonmap.sl:59:temt_c4=texture(Highlight_Map[channel4],temp_ss4,temp_tt4,"swidth",swidth4,"twidth",twidth4,"samples",samples4);
k3d/share/shaders/k3d_toonmap.sl:76:temt_c3=texture(Paint_Map,temp_ss3,temp_tt3,"swidth",swidth3,"twidth",twidth3,"samples",samples3);
k3d/share/shaders/k3d_toonmap.sl:80:temt_c3=texture(Paint_Map[channel3],temp_ss3,temp_tt3,"swidth",swidth3,"twidth",twidth3,"samples",samples3);
k3d/share/shaders/k3d_toonmap.sl:97:temt_c2=texture(Ink_Map,temp_ss2,temp_tt2,"swidth",swidth2,"twidth",twidth2,"samples",samples2);
k3d/share/shaders/k3d_toonmap.sl:101:temt_c2=texture(Ink_Map[channel2],temp_ss2,temp_tt2,"swidth",swidth2,"twidth",twidth2,"samples",samples2);
k3d/share/shaders/k3d_uberlight.sl:45: *       smoothly clamped to this maximum value.
k3d/share/shaders/k3d_uberlight.sl:88: *   noiseamp - amplitude of the noise.  A value of 0 (the default) 
k3d/share/shaders/k3d_uberlight.sl:93: *       for example, you can use the noise to simulate the
k3d/share/shaders/k3d_uberlight.sl:106: *   shadownsamps - the number of samples to use.
k3d/share/shaders/k3d_uberlight.sl:386:		     float noiseamp = 0, noisefreq = 4;
k3d/share/shaders/k3d_uberlight.sl:390:		     float shadowblur = 0.01, shadowbias = .01, shadownsamps =
k3d/share/shaders/k3d_uberlight.sl:477:	if(noiseamp > 0)
k3d/share/shaders/k3d_uberlight.sl:481:	    n = smoothstep(0, 1, 0.5 + noiseamp * (n - 0.5));
k3d/share/shaders/k3d_uberlight.sl:489:	    1 - shadow(shadowmap, Ps, "blur", shadowblur, "samples",
k3d/share/shaders/k3d_uberlight.sl:490:		       shadownsamps, "bias", shadowbias);
k3d/share/shaders/k3d_volcube.sl:5:   StepSize            - distance between sample points.
k3d/share/shaders/k3d_volcube.sl:6:   StepJitter          - 0-1 jitter the sample position.
k3d/share/shaders/k3d_volcube.sl:13:   Additive            - if 1 add samples, if 0 over samples . 
k3d/share/shaders/k3d_volcube.sl:248:		    Nf = fnc_normalMix(Nf,Vol_Nf,clamp(cur_depth/SurfNormalDepth,0,1));
k3d/share/shaders/k3d_volcube.sl:254:	    /*---- if sample is not a full step ----*/
k3d/share/shaders/k3d_volcube.sl:261:	    cur_color *= clamp(cur_density,0,1);
k3d/share/shaders/k3d_volcube.sl:263:	    /*---- Composite Sample ----*/
k3d/share/shaders/k3d_volcube.sl:267:		color_sum += clamp(cur_color,color 0, color 1);
k3d/share/shaders/k3d_volcube.sl:271:		cur_color = clamp(cur_color,color 0,color 1);
k3d/share/shaders/k3d_volcube.sl:272:		cur_density = clamp(cur_density,0,1);
k3d/share/shaders/k3d_volcube.sl:283:		cur_density = clamp(cur_density,0,1);
k3d/share/shaders/k3d_volcube.sl:291:            /* Displace Point To Current Sample */
k3d/share/shaders/k3d_volcube.sl:294:	/* jump to the next sample point */
k3d/share/shaders/k3d_water.sl:20: *    samples - set to higher than 1 for oversampling of blur

k3d/share/shaders/k3d_water.sl:39:	float samples = 0,

k3d/share/shaders/k3d_water.sl:69:	    for (i = 0;  i < samples;  i += 1) {

k3d/share/shaders/k3d_water.sl:70:		for (j = 0;  j < samples;  j += 1) {

k3d/share/shaders/k3d_water.sl:73:			((i + float random())/samples - 0.5) * uoffset +

k3d/share/shaders/k3d_water.sl:74:			((j + float random())/samples - 0.5) * voffset;

k3d/share/shaders/k3d_water.sl:78:	    ev *= Kr / (samples*samples);

k3d/share/shaders/k3d_waterlight.sl:17:	float  samples=16;
k3d/share/shaders/k3d_waterlight.sl:29:			Cl *= 1 - shadow(shadowname, Ps, "samples", samples, "blur", blur, "bias", bias);
k3d/share/shaders/k3d_windywave.sl:4:			   float windfreq = 0.5; float windamp = 1;
k3d/share/shaders/k3d_windywave.sl:25:  wind = minwind + windamp * turb;
