k3d/share/shaders/k3d_leather.sl:28:	color black = color(0.5,0.3,0.10);

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

k3d/share/shaders/k3d_leather.sl:141:	 * Determine where the apple goes black at the poles.

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

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

k3d/share/shaders/k3d_redapple.sl:65:	float small_noise, blotch, speck, disp = 0, blackness;
k3d/share/shaders/k3d_redapple.sl:76:	color black = color(0.00,0.00,0.00);
k3d/share/shaders/k3d_redapple.sl:165:	 * Determine where the apple goes black at the poles.
k3d/share/shaders/k3d_redapple.sl:172:	blackness = 1-(smoothstep(BEDGE, BEDGE+BWIDTH, t)*
k3d/share/shaders/k3d_redapple.sl:182:	cs = mix(cs, black, blackness);
k3d/share/shaders/k3d_ruledpaper.sl:79:// becomes black and the opacity becomes 0.
k3d/share/shaders/k3d_slateroof.sl:6:	transparent (and black) so that the edge of the roof looks irregular.
k3d/share/shaders/k3d_smoke2.sl:32: * Revision 1.1  2003/02/11 14:32:43  blackburst
k3d/share/shaders/k3d_uberlight.sl:83: *       black-and-white, but store it as an RGB texture.  For
