k3d/share/shaders/k3d_ember.sl:16:		float attenuation = 4;
k3d/share/shaders/k3d_ember.sl:66:		angle = pow(angle, attenuation);
k3d/share/shaders/k3d_glow.sl:1:surface k3d_glow(float attenuation = 2.0;
k3d/share/shaders/k3d_glow.sl:15:      strength = pow(incidence, attenuation);
k3d/share/shaders/k3d_shadowspot.sl:24:	float	attenuation, 	/* falloff from center of illumination cone */
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_shadowspot.sl:32:		    attenuation *= (1.0 - shadow( shadowfile, Ps, "samples", samples, "blur", blur, "bias", bias ));
k3d/share/shaders/k3d_shadowspot.sl:33:		Cl = attenuation * intensity * lightcolor;
k3d/share/shaders/k3d_slideprojector.sl:18:  float attenuation, cosangle;
k3d/share/shaders/k3d_slideprojector.sl:36:    attenuation = pow(cosangle, beamdistribution) / (L.L);
k3d/share/shaders/k3d_slideprojector.sl:37:    attenuation *=
k3d/share/shaders/k3d_slideprojector.sl:50:    Cl = attenuation * intensity * lightcolor * Ct;
k3d/share/shaders/k3d_uberlight.sl:94: *       attenuation of light as it passes through a window with 
k3d/share/shaders/k3d_uberlight.sl:274: *   - attenuation factor based on the falloff and shaping
k3d/share/shaders/k3d_uberlight.sl:447:    /* Accumulate attenuation of the light as it is affected by various
k3d/share/shaders/k3d_uberlight.sl:448:     * blockers and whatnot.  Start with no attenuation (i.e., a 
k3d/share/shaders/k3d_uberlight.sl:449:     * multiplicative attenuation of 1.
