k3d/share/shaders/k3d_ruledpaper.sl:67:	// Settings for binder holes (circles)
k3d/share/shaders/k3d_ruledpaper.sl:72:	// Bounding box for circles
k3d/share/shaders/k3d_ruledpaper.sl:78:// calculates if it's inside the circle. If it is, the colour
k3d/share/shaders/k3d_ruledpaper.sl:81:#define circle(sm,tm) { \
k3d/share/shaders/k3d_ruledpaper.sl:113:	// Bounding box for circle calcs
k3d/share/shaders/k3d_ruledpaper.sl:117:		// accurate, aspecty circles.
k3d/share/shaders/k3d_ruledpaper.sl:123:		circle(circms,2.7);
k3d/share/shaders/k3d_ruledpaper.sl:124:		circle(circms,4.05);
k3d/share/shaders/k3d_ruledpaper.sl:125:		circle(circms,10.7);
k3d/share/shaders/k3d_ruledpaper.sl:126:		circle(circms,14.75);
k3d/share/shaders/k3d_ruledpaper.sl:127:		circle(circms,18.75);
k3d/share/shaders/k3d_ruledpaper.sl:128:		circle(circms,25.45);
k3d/share/shaders/k3d_ruledpaper.sl:129:		circle(circms,26.75);
k3d/share/shaders/k3d_shiftedmoontile.sl:61:	float circle1, circle2;  /* True if in circle1, circle2 */
k3d/share/shaders/k3d_shiftedmoontile.sl:64:	float d, d2;             /* Point distance from circle1, circle2 */
k3d/share/shaders/k3d_shiftedmoontile.sl:82:	circle1 = 1 - smoothstep (radius - fuzz, radius + fuzz, d);
k3d/share/shaders/k3d_shiftedmoontile.sl:83:	circle2 = 1 - smoothstep (radius - fuzz, radius + fuzz, d2);
k3d/share/shaders/k3d_shiftedmoontile.sl:84:	mix_opacity = difference (circle1, circle2);
k3d/share/shaders/k3d_uberlight.sl:243:	  /* Simple case of a circle */
