k3d/share/shaders/k3d_leather.sl:47:	float base_turb, blotch_turb, disp_turb;

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

k3d/share/shaders/k3d_leather.sl:105:	 * Pick the blotch color.

k3d/share/shaders/k3d_leather.sl:107:	 * The blotch color is finally determined by mixing,

k3d/share/shaders/k3d_leather.sl:108:	 * using the blotching coefficient "blotch". This

k3d/share/shaders/k3d_leather.sl:112:	/*#define BLOTCH_SF          20   s-factor for blotches  */

k3d/share/shaders/k3d_leather.sl:113:	/*#define BLOTCH_TF          15   t-factor for blotches  */

k3d/share/shaders/k3d_leather.sl:116:	#define BLOTCH_SPECK_COEFF 0.3  /* blotch specking coeff  */

k3d/share/shaders/k3d_leather.sl:117:	blotch_turb = noise(BLOTCH_SF*sin(2*PI*(s+.1234)) + PI + label,

k3d/share/shaders/k3d_leather.sl:119:	blotch = pow(blotch_turb, 1.3) * BLOTCH_TCF * 

k3d/share/shaders/k3d_leather.sl:121:	blotch = blotch * (1+small_noise) +

k3d/share/shaders/k3d_leather.sl:123:	if (blotch > 1) blotch = 1;

k3d/share/shaders/k3d_leather.sl:156:	cs = mix(base_color, dred, blotch);

k3d/share/shaders/k3d_redapple.sl:64:	float base_turb, blotch_turb, disp_turb;
k3d/share/shaders/k3d_redapple.sl:65:	float small_noise, blotch, speck, disp = 0, blackness;
k3d/share/shaders/k3d_redapple.sl:129:	 * Pick the blotch color.
k3d/share/shaders/k3d_redapple.sl:131:	 * The blotch color is finally determined by mixing,
k3d/share/shaders/k3d_redapple.sl:132:	 * using the blotching coefficient "blotch". This
k3d/share/shaders/k3d_redapple.sl:136:	#define BLOTCH_SF          20   /* s-factor for blotches  */
k3d/share/shaders/k3d_redapple.sl:137:	#define BLOTCH_TF          15   /* t-factor for blotches  */
k3d/share/shaders/k3d_redapple.sl:140:	#define BLOTCH_SPECK_COEFF 0.3  /* blotch specking coeff  */
k3d/share/shaders/k3d_redapple.sl:141:	blotch_turb = noise(BLOTCH_SF*sin(2*PI*(s+.1234)) + PI + label,
k3d/share/shaders/k3d_redapple.sl:143:	blotch = pow(blotch_turb, 1.3) * BLOTCH_TCF * 
k3d/share/shaders/k3d_redapple.sl:145:	blotch = blotch * (1+small_noise) +
k3d/share/shaders/k3d_redapple.sl:147:	if (blotch > 1) blotch = 1;
k3d/share/shaders/k3d_redapple.sl:180:	cs = mix(base_color, dred, blotch);
k3d/share/shaders/k3d_uberlight.sl:89: *       means not to use noise.  Larger values increase the blotchiness
