k3d/share/shaders/k3d_bubbly.sl:39:  /*true cell center, surrounding cell centers, noised cell center*/
k3d/share/shaders/k3d_bubbly.sl:47:  /*what is the shortest distance to a noised cell center?*/
k3d/share/shaders/k3d_craters.sl:65:		    r = ss*ss + tt*tt; /* r is distance from center squared */
k3d/share/shaders/k3d_cyclone.sl:30:      /* invert distance from center */
k3d/share/shaders/k3d_eyeball.sl:6: *   for use on a sphere.  The center of the pupil is at the "north pole",
k3d/share/shaders/k3d_glow.sl:2:		 color centercolor = 1.0;
k3d/share/shaders/k3d_glow.sl:17:      C = mix(edgecolor, centercolor, strength);
k3d/share/shaders/k3d_grass_surface.sl:33:      point center = (0.5, 0.5, 0);  /* location of center of disk */

k3d/share/shaders/k3d_grass_surface.sl:35:      d = distance(center,(s,t,0));

k3d/share/shaders/k3d_lensflare.sl:25: *          image center with the light position
k3d/share/shaders/k3d_round.sl:16:	point	 center,/* point toward which the surface is displaced 	*/
k3d/share/shaders/k3d_round.sl:17:		 dpdu,	/* dPdu pointed toward patch center line 	*/
k3d/share/shaders/k3d_round.sl:18:		 dpdv;	/* dPdv pointed toward patch center line 	*/
k3d/share/shaders/k3d_round.sl:45:	 *  moved. This center is on the center line of a cylinder, if we 
k3d/share/shaders/k3d_round.sl:46:	 *  are not near the corner of the patch, or is the center of a 
k3d/share/shaders/k3d_round.sl:47:	 *  sphere, if we are. We move `center' to the nearest inflection 
k3d/share/shaders/k3d_round.sl:50:		center = point(0,0,0);
k3d/share/shaders/k3d_round.sl:52:			center = (radius-lu) * normalize(dpdu);
k3d/share/shaders/k3d_round.sl:54:			center += (radius-lv) * normalize(dpdv);
k3d/share/shaders/k3d_round.sl:55:		/* Move center perpendicular to the surface */
k3d/share/shaders/k3d_round.sl:56:		center += P - radius*normalize(N);
k3d/share/shaders/k3d_round.sl:58:                 * from 'center' to P */
k3d/share/shaders/k3d_round.sl:59:		P = center + radius*normalize( P-center );
k3d/share/shaders/k3d_ruledpaper.sl:68:	// Circle center along page (ss coordinate system)
k3d/share/shaders/k3d_shadowspot.sl:24:	float	attenuation, 	/* falloff from center of illumination cone */
k3d/share/shaders/k3d_shadowspot.sl:25:		cosangle;	/* cosine of angle wrt center of cone */
k3d/share/shaders/k3d_shifteddrtile.sl:20: *	The center varible should really be placed in the parameter list 
k3d/share/shaders/k3d_shifteddrtile.sl:61:	uniform point center;      /* Center of disk */
k3d/share/shaders/k3d_shifteddrtile.sl:66:	float d;           /* distance from center of current tile */
k3d/share/shaders/k3d_shifteddrtile.sl:72:	center = (0.5, 0.5, 0);  /* This should really be */
k3d/share/shaders/k3d_shifteddrtile.sl:87:	d = distance (center, (ss, tt, 0));
k3d/share/shaders/k3d_shiftedmoontile.sl:19: *	Really should move center to the paramter list so both centers 
k3d/share/shaders/k3d_shiftedmoontile.sl:58:	uniform point center;            /* Center of disk */
k3d/share/shaders/k3d_shiftedmoontile.sl:68:	center = (0.5, 0.5, 0);  /* This should really be moved */
k3d/share/shaders/k3d_shiftedmoontile.sl:79:	d = distance (center, (ss, tt, 0));
k3d/share/shaders/k3d_slateroof.sl:100:	 * normally the center, except in the short tiles which lie at the
k3d/share/shaders/k3d_slateroofd.sl:92:   		normally the center, except in the short tiles which lie at the
k3d/share/shaders/k3d_starfield.sl:17:	point star_center = point(0.5 * (floor(xcomp(PP)) + ceil(xcomp(PP))), 0.5 * (floor(ycomp(PP)) + ceil(ycomp(PP))), 0.5 * (floor(zcomp(PP)) + ceil(zcomp(PP))));
k3d/share/shaders/k3d_starfield.sl:19:	star_center += irregularity * (point noise(star_center) - point(0.5, 0.5, 0.5));
k3d/share/shaders/k3d_starfield.sl:22:	float star_distance = distance(PP, star_center);
k3d/share/shaders/k3d_starfield.sl:27:	float star_intensity = float cellnoise(star_center);
k3d/share/shaders/k3d_tooledsteel.sl:53:  /*true cell center, surrounding cell centers, noised cell center*/
k3d/share/shaders/k3d_tooledsteel.sl:66:  /*what is the shortest distance to a noised cell center?*/
k3d/share/shaders/k3d_uberlight.sl:55: *       cone direction.  Default is 0, meaning that the center of the
k3d/share/shaders/k3d_uberlight.sl:75: *       make the spot more bright in the center than the outskirts.
k3d/share/shaders/k3d_water.sl:94:    point center;

k3d/share/shaders/k3d_water.sl:97:    center = (0.5, 0.5, 0);  /* position of ring */

k3d/share/shaders/k3d_water.sl:98:    d = distance(center, (s, t, 0));

k3d/share/shaders/k3d_windowlight.sl:11: *   center - the spatial position of the center of the window
k3d/share/shaders/k3d_windowlight.sl:33:		      point center = point "shader"(0, 0, 0);
k3d/share/shaders/k3d_windowlight.sl:55:  d = inv.(Ps - center);
k3d/share/shaders/k3d_windowlight.sl:60:    offset = (PL - center).upv + paneheight * (vpanes / 2);
k3d/share/shaders/k3d_windowlight.sl:71:    offset = (PL - center).right + panewidth * (hpanes / 2);
