k3d/share/shaders/k3d_flame.sl:9: *    chaosscale, chaosoffset, octaves - control the fBm
k3d/share/shaders/k3d_flame.sl:37:		  float chaosscale = 1; float chaosoffset = 0;
k3d/share/shaders/k3d_flame.sl:43:  float chaos, i, cmap;
k3d/share/shaders/k3d_flame.sl:49:  chaos = 0;
k3d/share/shaders/k3d_flame.sl:52:      chaos += VLNoise(freq * PQ, distortion) / freq;
k3d/share/shaders/k3d_flame.sl:56:  chaos = abs(chaosscale * chaos + chaosoffset);
k3d/share/shaders/k3d_flame.sl:57:  cmap = 0.85 * chaos + flameoffset + (flameamplitude * ycomp(PP));
k3d/share/shaders/k3d_luna.sl:51:  float chaos;
k3d/share/shaders/k3d_luna.sl:77:  chaos = a;
k3d/share/shaders/k3d_luna.sl:84:    chaos -= arg23 * (1 - smoothstep(0, 1, temp1));
k3d/share/shaders/k3d_luna.sl:86:  if(chaos > highland_threshold)
k3d/share/shaders/k3d_luna.sl:88:      PQ += chaos * highland_altitude * NN;
k3d/share/shaders/k3d_luna.sl:89:      Ct += highland_color * chaos;
k3d/share/shaders/k3d_luna.sl:93:      PQ += chaos * maria_altitude * NN;
k3d/share/shaders/k3d_luna.sl:94:      Ct *= maria_basecolor + maria_color * chaos;
k3d/share/shaders/k3d_terran.sl:37:  float chaos, latitude, purt;
k3d/share/shaders/k3d_terran.sl:86:  chaos = bumpy + offset;
k3d/share/shaders/k3d_terran.sl:88:  if(chaos > sea_level)
k3d/share/shaders/k3d_terran.sl:90:      chaos *= mtn_scale;
k3d/share/shaders/k3d_terran.sl:102:  /* fractally purturb color map offset using "chaos" */
k3d/share/shaders/k3d_terran.sl:105:  latitude += chaos * (nonlinear * (1 - latitude) + purt_scale);
k3d/share/shaders/k3d_terran.sl:112:  if(chaos > sea_level)
k3d/share/shaders/k3d_terran.sl:165:	  chaos -= sea_level;
k3d/share/shaders/k3d_terran.sl:166:	  chaos *= depth_scale;
k3d/share/shaders/k3d_terran.sl:167:	  chaos = max(chaos, -depth_max);
k3d/share/shaders/k3d_terran.sl:168:	  Ct *= (1 + chaos);
k3d/share/shaders/k3d_terran2.sl:100:  float chaos, latitude, purt;
k3d/share/shaders/k3d_terran2.sl:142:  chaos = bumpy + offset;
k3d/share/shaders/k3d_terran2.sl:144:  if (chaos > sea_level) {
k3d/share/shaders/k3d_terran2.sl:145:      chaos *= mtn_scale;
k3d/share/shaders/k3d_terran2.sl:157:  /* fractally purturb color map offset using "chaos" */
k3d/share/shaders/k3d_terran2.sl:160:  latitude += chaos*(nonlinear*(1-latitude) + purt_scale);
k3d/share/shaders/k3d_terran2.sl:166:  if (chaos > sea_level) {
k3d/share/shaders/k3d_terran2.sl:220:          chaos -= sea_level;
k3d/share/shaders/k3d_terran2.sl:221:	  chaos *= depth_scale;
k3d/share/shaders/k3d_terran2.sl:222:	  chaos = max (chaos, -depth_max);
k3d/share/shaders/k3d_terran2.sl:223:	  Ct *= (1+chaos);
k3d/share/shaders/k3d_terranbump.sl:23:  float chaos;
k3d/share/shaders/k3d_terranbump.sl:64:  chaos = bumpy + offset;
k3d/share/shaders/k3d_terranbump.sl:67:  if(chaos > sea_level)
