k3d/share/shaders/k3d_antialiasedchecks.sl:44:  /* Figure out amount of fuzziness, taking normal into account */
k3d/share/shaders/k3d_castucco.sl:2: * castucco.sl -- dispacement shader for stucco.
k3d/share/shaders/k3d_castucco.sl:5: *   I call this "castucco" because it's the stuff on the walls *everywhere*
k3d/share/shaders/k3d_castucco.sl:13: *   trough, peak - define the shape of the valleys and mesas of the stucco.
k3d/share/shaders/k3d_castucco.sl:22:displacement k3d_castucco(
k3d/share/shaders/k3d_ceramictiles.sl:21: *   Cspeck - color of the occasional specks in the tiles
k3d/share/shaders/k3d_ceramictiles.sl:88: * to the color transition); (3) occasional dark specks.
k3d/share/shaders/k3d_craters.sl:18:   float pitfactor = .7; /* chance of crater occuring in a cell */
k3d/share/shaders/k3d_craters.sl:20:   float lac=1.91341;    /* diameter spacing between successive octaves */
k3d/share/shaders/k3d_craters.sl:21:   float amp=1.91341;    /* amplitude reduction between successive octaves */
k3d/share/shaders/k3d_crayontoon.sl:7: * del otro pero es mejor dejar al usuario esa eleccion. 

k3d/share/shaders/k3d_fractal.sl:42:          		/* weigh successive contributions by previous signal */

k3d/share/shaders/k3d_fresnelplastic.sl:55:			  desc {Swap S/T access to overcome Maya/MtoR
k3d/share/shaders/k3d_lunette.sl:53: *                              cell over which the grid repeat occurs.
k3d/share/shaders/k3d_lunette.sl:159:	color cc = lunetteColor(
k3d/share/shaders/k3d_lunette.sl:171:	Ci = Os * ( cc * (Ka*ambient() + Kd*diffuse(Nf)) +
k3d/share/shaders/k3d_mysky.sl:13: *    lighting into account.  If you wanted a lit surface that looked like

k3d/share/shaders/k3d_noisysmoke.sl:94:	  /* Now we adjust Cv/Ov to account for dC and dO */
k3d/share/shaders/k3d_orennayar.sl:8: *   Makes a rough surface using a BRDF which is more accurate than
k3d/share/shaders/k3d_orennayar.sl:12: *   an especially accurate one for rough surfaces.  Truly rough surfacs
k3d/share/shaders/k3d_parquet_plank.sl:147:  /* Mix the light and dark wood according to the grain pattern */
k3d/share/shaders/k3d_parquet_plank2.sl:143:  /* Mix the light and dark wood according to the grain pattern */
k3d/share/shaders/k3d_parquet_tile.sl:158:  /* Mix the light and dark wood according to the grain pattern */
k3d/share/shaders/k3d_planetclouds.sl:26: *   2. The best effects are achieved when the clouds not only occlude
k3d/share/shaders/k3d_plank.sl:133:  /* Mix the light and dark wood according to the grain pattern */
k3d/share/shaders/k3d_puffyclouds.sl:11: *    lighting into account.  If you wanted a lit surface that looked like
k3d/share/shaders/k3d_ridged_multifractal.sl:42:          		/* weigh successive contributions by previous signal */

k3d/share/shaders/k3d_ruledpaper.sl:107:	// Figure out where in the lining we are and draw accordingly
k3d/share/shaders/k3d_ruledpaper.sl:117:		// accurate, aspecty circles.
k3d/share/shaders/k3d_rustymetal.sl:82:   * account the perturbed normal and shading like matte.
k3d/share/shaders/k3d_show_st.sl:6: * show_st(): color surface point according to its s,t coordinates.
k3d/share/shaders/k3d_slateroofd.sl:30:		the surface displacement according to a simple formula: a sharp ridge at
k3d/share/shaders/k3d_smoke.sl:102:  color Cv = 0, Ov = 0;		/* color & opacity of volume that we accumulate */
k3d/share/shaders/k3d_smoke2.sl:15: *          into account.
k3d/share/shaders/k3d_smoke2.sl:137:	  /* Now we adjust Cv/Ov to account for dC and dO */
k3d/share/shaders/k3d_softboxes.sl:10:* To do: accomodate negative widths. twosided/onesided cards.
k3d/share/shaders/k3d_stucco.sl:2: * stucco.sl -- displacement shader for stucco
k3d/share/shaders/k3d_stucco.sl:5: *   Displacees a surface to make it look like stucco.
k3d/share/shaders/k3d_stucco.sl:8: *   Km 	   	the amplitude of the stucco pimples
k3d/share/shaders/k3d_stucco.sl:17:displacement k3d_stucco(float Km = 0.05, power = 5, frequency = 10;)
k3d/share/shaders/k3d_superplank.sl:110:  float disp;			/* accumulate displacement here */
k3d/share/shaders/k3d_superplank.sl:252:  /* Darken the wood according to the ring and grain patterns */
k3d/share/shaders/k3d_uberlight.sl:134: *   shadowcolor - Shadows (i.e., those regions with "occlusion" as
k3d/share/shaders/k3d_uberlight.sl:159: *       to account for it yourself.  The PRMan user manual explains how
k3d/share/shaders/k3d_uberlight.sl:196: * substitute "point" for all occurrances of "vector", and move the
k3d/share/shaders/k3d_uberlight.sl:338:/* Evaluate the occlusion between two points, P1 and P2, due to a fake
k3d/share/shaders/k3d_uberlight.sl:349:  float unoccluded = 1;
k3d/share/shaders/k3d_uberlight.sl:358:      unoccluded *=
k3d/share/shaders/k3d_uberlight.sl:363:  return unoccluded;
k3d/share/shaders/k3d_uberlight.sl:447:    /* Accumulate attenuation of the light as it is affected by various
k3d/share/shaders/k3d_uberlight.sl:486:	float unoccluded = 1;
k3d/share/shaders/k3d_uberlight.sl:488:	  unoccluded *=
k3d/share/shaders/k3d_uberlight.sl:507:	    unoccluded *= (comp(vis, 0) + comp(vis, 1) + comp(vis, 2)) / 3;
k3d/share/shaders/k3d_uberlight.sl:513:	    unoccluded *=
k3d/share/shaders/k3d_uberlight.sl:518:	lcol = mix(shadowcolor, lcol, unoccluded);
k3d/share/shaders/k3d_uberlight.sl:519:	__nonspecular = 1 - unoccluded * (1 - __nonspecular);
