k3d/share/shaders/k3d_eyeball.sl:69:  float bloody, tt;
k3d/share/shaders/k3d_eyeball.sl:80:   * bloody: how potentially bloody it is (fade as we get away from iris)
k3d/share/shaders/k3d_eyeball.sl:85:  bloody = bloodshot * (smoothstep (-irissize, 2.5*irissize, tt));
k3d/share/shaders/k3d_eyeball.sl:87:  /* If we're somewhere in the white part and it's potentially bloody,
k3d/share/shaders/k3d_eyeball.sl:93:  if (irisstat * bloody > 0.001) {
k3d/share/shaders/k3d_eyeball.sl:94:      turb = bloody;  freq = veinfreq;
