k3d/share/shaders/k3d_brushedmetal2.sl:27: *			  angle in radians (i.e. PI*.5 = 90 degrees)
k3d/share/shaders/k3d_brushedmetal2.sl:83:	float angle, jitter;
k3d/share/shaders/k3d_brushedmetal2.sl:94:	      angle = PI*((i/numsamples)-.5)*mapspread;
k3d/share/shaders/k3d_brushedmetal2.sl:95:	      Ntmp = rotate(Nf,angle+jitter,zro,VA);
k3d/share/shaders/k3d_causticlight.sl:6:	       float coneangle = radians(30);
k3d/share/shaders/k3d_causticlight.sl:7:	       float conedeltaangle = radians(5);
k3d/share/shaders/k3d_causticlight.sl:19:    illuminate (from, axis, coneangle) {
k3d/share/shaders/k3d_causticlight.sl:20:	float cosangle = (L . axis) / length(L);
k3d/share/shaders/k3d_causticlight.sl:21:	float atten = pow (cosangle, beamdistribution) / (L . L);
k3d/share/shaders/k3d_causticlight.sl:22:	atten *= smoothstep (cos(coneangle), cos(coneangle-conedeltaangle),
k3d/share/shaders/k3d_causticlight.sl:23:			     cosangle);
k3d/share/shaders/k3d_craters.sl:32:    float ss, tt, angle, r, rim, uu, a, i, j, sc, asc, lev;
k3d/share/shaders/k3d_cyclone.sl:15:  float radius, dist, angle, sine, cosine, eye_weight, value;
k3d/share/shaders/k3d_cyclone.sl:32:      angle = PI + twist * TWOPI * (max_radius - dist) / max_radius;
k3d/share/shaders/k3d_cyclone.sl:33:      sine = sin(angle);
k3d/share/shaders/k3d_cyclone.sl:34:      cosine = cos(angle);
k3d/share/shaders/k3d_ember.sl:36:	float angle = NN . NI;
k3d/share/shaders/k3d_ember.sl:37:	// angle for edge opacity falloff
k3d/share/shaders/k3d_ember.sl:64:	if (angle < 0) {
k3d/share/shaders/k3d_ember.sl:66:		angle = pow(angle, attenuation);
k3d/share/shaders/k3d_ember.sl:68:		Ci *= angle;
k3d/share/shaders/k3d_ember.sl:69:		Oi = angle * size;
k3d/share/shaders/k3d_lensflare.sl:64:  uniform float halfangle = acos(normalize(corner).vector(0, 0, 1));
k3d/share/shaders/k3d_lensflare.sl:65:  return 2 * halfangle;
k3d/share/shaders/k3d_lensflare.sl:136:    float angle = atan(ycomp(Lvec), xcomp(Lvec)) + PI;
k3d/share/shaders/k3d_lensflare.sl:147:	float bloom = pnoise(bloomnpoints * angle / (2 * PI), bloomnpoints);
k3d/share/shaders/k3d_lensflare.sl:159:	float star = float pnoise(starburstnpoints * angle / (2 * PI),
k3d/share/shaders/k3d_oak.sl:24: *   angularwobble, angularwobblefreq - warping indexed by angle about
k3d/share/shaders/k3d_oakplank.sl:31: *   angularwobble, angularwobblefreq - warping indexed by angle about
k3d/share/shaders/k3d_round.sl:7: * next to another patch at a right angle, the edge will be rounded.
k3d/share/shaders/k3d_shadowspot.sl:13:	float coneangle	= radians(30);
k3d/share/shaders/k3d_shadowspot.sl:14:	float conedeltaangle = radians(5);
k3d/share/shaders/k3d_shadowspot.sl:22:	float	cosoutside= cos(coneangle),
k3d/share/shaders/k3d_shadowspot.sl:23:			cosinside = cos(coneangle-conedeltaangle);
k3d/share/shaders/k3d_shadowspot.sl:25:		cosangle;	/* cosine of angle wrt center of cone */
k3d/share/shaders/k3d_shadowspot.sl:27:	illuminate( from, A, coneangle ) {
k3d/share/shaders/k3d_shadowspot.sl:28:		cosangle = L.A / length(L);	/* A is already normalized */
k3d/share/shaders/k3d_shadowspot.sl:29:		attenuation = pow(cosangle, beamdistribution) / (L.L);
k3d/share/shaders/k3d_shadowspot.sl:30:		attenuation *= smoothstep( cosoutside, cosinside, cosangle );
k3d/share/shaders/k3d_skin1.sl:20: * sheencolor, shinmap = the color of the skin at grazing angles. Using a map overrides
k3d/share/shaders/k3d_skin1.sl:25: * xdir, angle = control the direction of the specular highlights.
k3d/share/shaders/k3d_skin1.sl:183:  float angle = 180;
k3d/share/shaders/k3d_skin1.sl:278:  if (angle !=0)
k3d/share/shaders/k3d_skin1.sl:280:    matrix rot = rotate(matrix 1, radians(angle),Nf);
k3d/share/shaders/k3d_slideprojector.sl:5:			 point up = point(0, 1, 0); float coneangle = 45;
k3d/share/shaders/k3d_slideprojector.sl:6:			 float conedeltaangle = 5; float beamdistribution = 2;
k3d/share/shaders/k3d_slideprojector.sl:14:  uniform float rconeangle = radians(coneangle) * 0.5;
k3d/share/shaders/k3d_slideprojector.sl:15:  uniform float rconedeltaangle = radians(conedeltaangle);
k3d/share/shaders/k3d_slideprojector.sl:16:  uniform float spread = 1 / tan(rconeangle);
k3d/share/shaders/k3d_slideprojector.sl:18:  float attenuation, cosangle;
k3d/share/shaders/k3d_slideprojector.sl:23:  illuminate(from, Z, rconeangle)
k3d/share/shaders/k3d_slideprojector.sl:35:    cosangle = (L.Z) / length(L);
k3d/share/shaders/k3d_slideprojector.sl:36:    attenuation = pow(cosangle, beamdistribution) / (L.L);
k3d/share/shaders/k3d_slideprojector.sl:38:      smoothstep(cos(rconeangle), cos(rconeangle - rconedeltaangle),
k3d/share/shaders/k3d_slideprojector.sl:39:		 cosangle);
k3d/share/shaders/k3d_spotlight.sl:13:		    float coneangle = radians(30);
k3d/share/shaders/k3d_spotlight.sl:14:		    float conedeltaangle = radians(5);
k3d/share/shaders/k3d_spotlight.sl:17:  float atten, cosangle;
k3d/share/shaders/k3d_spotlight.sl:20:  illuminate(from, A, coneangle)
k3d/share/shaders/k3d_spotlight.sl:22:    cosangle = (L.A) / length(L);
k3d/share/shaders/k3d_spotlight.sl:23:    atten = pow(cosangle, beamdistribution) / (L.L);
k3d/share/shaders/k3d_spotlight.sl:25:      smoothstep(cos(coneangle), cos(coneangle - conedeltaangle), cosangle);
k3d/share/shaders/k3d_star.sl:28:    float ss, tt, angle, r, a, in_out;
k3d/share/shaders/k3d_star.sl:30:    uniform float starangle = 2*PI/npoints;
k3d/share/shaders/k3d_star.sl:33:        (cos(starangle/2),sin(starangle/2),0);
k3d/share/shaders/k3d_star.sl:38:    angle = atan(ss, tt) + PI;
k3d/share/shaders/k3d_star.sl:40:    a = mod(angle, starangle)/starangle;
k3d/share/shaders/k3d_stones.sl:100: float r,theta,angle;
k3d/share/shaders/k3d_stones.sl:115:   angle = PI * snoise(freq * 16.31456);  /*randomize angle index*/
k3d/share/shaders/k3d_stones.sl:117:   rotate2d(s,t,angle,0.5,0.5,cx,cy);    /*randomize rotations*/
k3d/share/shaders/k3d_superplank.sl:290:   * using the fresnel formula (grazing angles reflect like mirrors).
k3d/share/shaders/k3d_tooledsteel.sl:30: *			  angle in radians (i.e. PI*.5 = 90 degrees)
k3d/share/shaders/k3d_tooledsteel.sl:143:	float angle, jitter;
k3d/share/shaders/k3d_tooledsteel.sl:155:	      angle = PI*((i/numsamples)-.5)*mapspread;
k3d/share/shaders/k3d_tooledsteel.sl:156:	      Ntmp = rotate(Nf,angle+jitter,zro,VA);
k3d/share/shaders/k3d_uberlight.sl:60: *       90 degree cone angle for the light.
k3d/share/shaders/k3d_uberlight.sl:66: *       rectangle.  If the value is 1, the cross-section will be a
k3d/share/shaders/k3d_uberlight.sl:69: *   beamdistribution - controls intensity falloff due to angle.
k3d/share/shaders/k3d_uberlight.sl:70: *       A value of 0 (the default) means no angle falloff.  A value
k3d/share/shaders/k3d_uberlight.sl:286:		       float beamdistribution;	/* angle falloff */
k3d/share/shaders/k3d_uberlight.sl:378:		     /* xy shaping of the cross-section and angle falloff */
k3d/share/shaders/k3d_uberlight.sl:428:  uniform float angle;
k3d/share/shaders/k3d_uberlight.sl:433:      angle = atan(maxradius);
k3d/share/shaders/k3d_uberlight.sl:437:      angle = PI / 2;
k3d/share/shaders/k3d_uberlight.sl:441:      angle = PI;
k3d/share/shaders/k3d_uberlight.sl:445:  illuminate(from, axis, angle)
k3d/share/shaders/k3d_venus.sl:63:  float angle;			/* Twist angle */
k3d/share/shaders/k3d_venus.sl:64:  float sine, cosine;		/* sin and cos of angle */
k3d/share/shaders/k3d_venus.sl:74:  angle = twist * TWOPI * rsq;
k3d/share/shaders/k3d_venus.sl:75:  sine = sin(angle);
k3d/share/shaders/k3d_venus.sl:76:  cosine = cos(angle);
k3d/share/shaders/k3d_venus2.sl:65:  float angle;              /* Twist angle */
k3d/share/shaders/k3d_venus2.sl:66:  float sine, cosine;       /* sin and cos of angle */
k3d/share/shaders/k3d_venus2.sl:76:  angle = twist * TWOPI * rsq;
k3d/share/shaders/k3d_venus2.sl:77:  sine = sin (angle);
k3d/share/shaders/k3d_venus2.sl:78:  cosine = cos (angle);
k3d/share/shaders/k3d_wallpaper.sl:28:    float ss, tt, angle, r, a, in_out;
k3d/share/shaders/k3d_wallpaper.sl:33:    uniform float starangle = 2*PI/npoints;
k3d/share/shaders/k3d_wallpaper.sl:36:        (cos(starangle/2),sin(starangle/2),0);
k3d/share/shaders/k3d_wallpaper.sl:56:                angle = atan(ss, tt) + PI;
k3d/share/shaders/k3d_wallpaper.sl:58:                a = mod(angle, starangle)/starangle;
