k3d/share/shaders/k3d_luna.sl:67:  /* bumpy = fBm (PP, omega, lacunarity, octaves); */
k3d/share/shaders/k3d_rustymetal.sl:7: *   rusty, shade like rust colored matte, and also make it bumpy (like
k3d/share/shaders/k3d_terran.sl:41:  float bumpy;
k3d/share/shaders/k3d_terran.sl:57:      bumpy = 0;
k3d/share/shaders/k3d_terran.sl:60:	  bumpy += o * snoise(l * Ptexture);
k3d/share/shaders/k3d_terran.sl:73:      bumpy = weight * snoise(tp);
k3d/share/shaders/k3d_terran.sl:80:	  bumpy += snoise(tp) * min(weight, spectral_exp);
k3d/share/shaders/k3d_terran.sl:86:  chaos = bumpy + offset;
k3d/share/shaders/k3d_terran2.sl:15: *   both be set to the same values.  Otherwise you get bumpy mountains
k3d/share/shaders/k3d_terran2.sl:104:  float bumpy;
k3d/share/shaders/k3d_terran2.sl:117:      o = 1;  l = 1;  bumpy = 0;
k3d/share/shaders/k3d_terran2.sl:119:	  bumpy += o * snoise (l * Ptexture);
k3d/share/shaders/k3d_terran2.sl:130:      bumpy = weight * snoise (tp);
k3d/share/shaders/k3d_terran2.sl:136:	  bumpy += snoise(tp) * min (weight, spectral_exp);
k3d/share/shaders/k3d_terran2.sl:142:  chaos = bumpy + offset;
k3d/share/shaders/k3d_terranbump.sl:26:  float bumpy;
k3d/share/shaders/k3d_terranbump.sl:35:      bumpy = 0;
k3d/share/shaders/k3d_terranbump.sl:38:	  bumpy += o * snoise(l * Ptexture);
k3d/share/shaders/k3d_terranbump.sl:51:      bumpy = weight * snoise(tp);
k3d/share/shaders/k3d_terranbump.sl:58:	  bumpy += snoise(tp) * min(weight, spectral_exp);
k3d/share/shaders/k3d_terranbump.sl:64:  chaos = bumpy + offset;
k3d/share/shaders/k3d_terranbump.sl:68:    P += (bump_scale * bumpy) * normalize(Ng);
