k3d/share/shaders/k3d_altitude_fog.sl:4:	color background = 0;
k3d/share/shaders/k3d_altitude_fog.sl:11:	Oi = mix(Oi, color(1, 1, 1), fog);
k3d/share/shaders/k3d_ambientlight.sl:4: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_ambientlight.sl:11:color lightcolor = 1;
k3d/share/shaders/k3d_ambientlight.sl:14:  Cl = intensity * lightcolor;
k3d/share/shaders/k3d_antialiasedchecks.sl:10: *   color1, color2     these are the colors which make the pattern
k3d/share/shaders/k3d_antialiasedchecks.sl:27:	   color color1 = 0, color2 = 1; 
k3d/share/shaders/k3d_antialiasedchecks.sl:32:  color checkcolor;     /* Color of the checks */
k3d/share/shaders/k3d_antialiasedchecks.sl:54:  /* If the filter width is small enough, compute the pattern color */
k3d/share/shaders/k3d_antialiasedchecks.sl:58:      checkcolor = mix (color1, color2, x*y + (1-x)*(1-y));
k3d/share/shaders/k3d_antialiasedchecks.sl:59:      /* Gradually fade in the average color when we get close to the limit */
k3d/share/shaders/k3d_antialiasedchecks.sl:60:      Ci = mix (checkcolor, (color1+color2)/2, smoothstep (.125, .5, fuzzmax));
k3d/share/shaders/k3d_antialiasedchecks.sl:62:  else { /* otherwise, only use the average color */
k3d/share/shaders/k3d_antialiasedchecks.sl:63:      Ci = (color1 + color2) / 2;
k3d/share/shaders/k3d_arealight.sl:9: *   intensity, lightcolor - same meanings as pointlight
k3d/share/shaders/k3d_arealight.sl:15:color lightcolor = 1;
k3d/share/shaders/k3d_arealight.sl:21:    Cl = (intensity / (L.L)) * lightcolor;
k3d/share/shaders/k3d_arealight.sl:31:    Cl = (intensity * (Nl.normalize(L) / (L.L)) * lightcolor);
k3d/share/shaders/k3d_background.sl:27:color bgcolor = color(1, 1, 1)
k3d/share/shaders/k3d_background.sl:30:  Ci += (1 - alpha) * bgcolor;
k3d/share/shaders/k3d_bluemarble.sl:16:#define PALE_BLUE        color (0.25, 0.25, 0.35)
k3d/share/shaders/k3d_bluemarble.sl:17:#define MEDIUM_BLUE      color (0.10, 0.10, 0.30)
k3d/share/shaders/k3d_bluemarble.sl:18:#define DARK_BLUE        color (0.05, 0.05, 0.26)
k3d/share/shaders/k3d_bluemarble.sl:19:#define DARKER_BLUE      color (0.03, 0.03, 0.20)
k3d/share/shaders/k3d_bluemarble.sl:22:color
k3d/share/shaders/k3d_bluemarble.sl:23:marble_color(float m)
k3d/share/shaders/k3d_bluemarble.sl:25:    return color spline(
k3d/share/shaders/k3d_bluemarble.sl:44:    color Ct;
k3d/share/shaders/k3d_bluemarble.sl:57:    Ct = marble_color(marble);
k3d/share/shaders/k3d_bluescreen.sl:3: *   puts a background color behind an image.
k3d/share/shaders/k3d_bluescreen.sl:6: *   background - the color of the background
k3d/share/shaders/k3d_bluescreen.sl:11:color background = color(0.0, 0.0, 1.0); 
k3d/share/shaders/k3d_bluescreen.sl:17:color tex;
k3d/share/shaders/k3d_brick.sl:14: *    brickcolor, mortarcolor	Pretty obvious (default is red bricks)
k3d/share/shaders/k3d_brick.sl:15: *    brickvary                 How much does the brick color vary from
k3d/share/shaders/k3d_brick.sl:31:		  color brickcolor = color "rgb"(.6, .1, .1);
k3d/share/shaders/k3d_brick.sl:32:		  color mortarcolor = color "rgb"(.6, .6, .6);
k3d/share/shaders/k3d_brick.sl:43:  color bcolor, Ct;
k3d/share/shaders/k3d_brick.sl:81:  /* Choose a color for the surface */
k3d/share/shaders/k3d_brick.sl:130:  /* Choose a brick color that varies from brick to brick */
k3d/share/shaders/k3d_brick.sl:131:  bcolor = brickcolor * (1 + (brickvary * snoise(whichbrick + 0.5)));
k3d/share/shaders/k3d_brick.sl:133:  Ct = mix(mortarcolor, bcolor, w * h);
k3d/share/shaders/k3d_brick2.sl:29:    uniform color Cbrick = color (0.5, 0.15, 0.14);
k3d/share/shaders/k3d_brick2.sl:30:    uniform color Cmortar = color (0.5, 0.5, 0.5);
k3d/share/shaders/k3d_brick2.sl:33:    color Ct;
k3d/share/shaders/k3d_brick3.sl:14: *    brickcolor, mortarcolor	Pretty obvious (default is red bricks)
k3d/share/shaders/k3d_brick3.sl:15: *    brickvary                 How much does the brick color vary from
k3d/share/shaders/k3d_brick3.sl:40:	color brickcolor = color "rgb" (.6,.1,.1);
k3d/share/shaders/k3d_brick3.sl:41:	color mortarcolor = color "rgb" (.6,.6,.6);
k3d/share/shaders/k3d_brick3.sl:55:  color bcolor, Ct;
k3d/share/shaders/k3d_brick3.sl:83:  /* Shift the columns randomly by row */
k3d/share/shaders/k3d_brick3.sl:86:  sbrick = floor (ss);   /* which brick column? */
k3d/share/shaders/k3d_brick3.sl:90:  /* Choose a color for the surface */
k3d/share/shaders/k3d_brick3.sl:101:  /* Choose a brick color that varies from brick to brick */
k3d/share/shaders/k3d_brick3.sl:102:  bcolor = brickcolor * (1 + (brickvary * snoise (tbrick+(100*sbrick)+0.5)));
k3d/share/shaders/k3d_brick3.sl:104:  Ct = mix (mortarcolor, bcolor, w*h);
k3d/share/shaders/k3d_brickanti.sl:30:    uniform color Cbrick = color (0.5, 0.15, 0.14);
k3d/share/shaders/k3d_brickanti.sl:31:    uniform color Cmortar = color (0.5, 0.5, 0.5);
k3d/share/shaders/k3d_brickanti.sl:34:    color Ct;
k3d/share/shaders/k3d_brickbump2.sl:29:    uniform color Cbrick = color (0.5, 0.15, 0.14);
k3d/share/shaders/k3d_brickbump2.sl:30:    uniform color Cmortar = color (0.5, 0.5, 0.5);
k3d/share/shaders/k3d_brickbump2.sl:33:    color Ct;
k3d/share/shaders/k3d_brickbump3.sl:85:  /* Shift the columns randomly by row */
k3d/share/shaders/k3d_brickbump3.sl:88:  sbrick = floor (ss);   /* which brick column? */
k3d/share/shaders/k3d_brickperturb.sl:29:    uniform color Cbrick = color (0.5, 0.15, 0.14);
k3d/share/shaders/k3d_brickperturb.sl:30:    uniform color Cmortar = color (0.5, 0.5, 0.5);
k3d/share/shaders/k3d_brickperturb.sl:33:    color Ct;
k3d/share/shaders/k3d_brushedmetal2.sl:29: *  specularcolor	- color of the specular hilight
k3d/share/shaders/k3d_brushedmetal2.sl:32:color
k3d/share/shaders/k3d_brushedmetal2.sl:44:    color pixbrdf, C = 0;
k3d/share/shaders/k3d_brushedmetal2.sl:49:	extern color Cl;
k3d/share/shaders/k3d_brushedmetal2.sl:75:	color	specularcolor	=  1)
k3d/share/shaders/k3d_brushedmetal2.sl:78:	color ev = 0;
k3d/share/shaders/k3d_brushedmetal2.sl:105:	specularcolor * Ks * anisospecular(VA, specspread*2, specwidth*.1)) +
k3d/share/shaders/k3d_brushedmetal3.sl:17:color
k3d/share/shaders/k3d_brushedmetal3.sl:27:    color C = 0;
k3d/share/shaders/k3d_brushedmetal3.sl:31:        extern vector L;  extern color Cl;
k3d/share/shaders/k3d_brushedmetal3.sl:54:		color basecolor = color (.5, .5, .5);
k3d/share/shaders/k3d_brushedmetal3.sl:60:    color spec = LocIllumWardAnisotropic (Nf, -normalize(I),
k3d/share/shaders/k3d_brushedmetal3.sl:62:    Ci = basecolor * (Ka*ambient() + Kd*diffuse(Nf) + Ks*spec);
k3d/share/shaders/k3d_causticlight.sl:3:	       color lightcolor = 1;
k3d/share/shaders/k3d_causticlight.sl:24:	Cl = atten * intensity * lightcolor;
k3d/share/shaders/k3d_ceramictiles.sl:17: * Parameters for tile color and pattern:
k3d/share/shaders/k3d_ceramictiles.sl:18: *   Cbase, Cmottle - base color and mottle color of the tile
k3d/share/shaders/k3d_ceramictiles.sl:20: *   Cedge - separate edge color for the tiles
k3d/share/shaders/k3d_ceramictiles.sl:21: *   Cspeck - color of the occasional specks in the tiles
k3d/share/shaders/k3d_ceramictiles.sl:26: *      color variation (0 means don't vary in that way, larger values
k3d/share/shaders/k3d_ceramictiles.sl:32: *   mortarcolor - base color of the mortar
k3d/share/shaders/k3d_ceramictiles.sl:85: * single tile, calculate the color of the tile at that point.  Major
k3d/share/shaders/k3d_ceramictiles.sl:86: * features include: (1) mottling of the color; (2) darkening or shifting
k3d/share/shaders/k3d_ceramictiles.sl:87: * to a different color near the border of the tile (with a ragged edge
k3d/share/shaders/k3d_ceramictiles.sl:88: * to the color transition); (3) occasional dark specks.
k3d/share/shaders/k3d_ceramictiles.sl:90:color tiletexture(float tileindex;
k3d/share/shaders/k3d_ceramictiles.sl:93:		  color Cbase, Cedge, Cmottle, Cspeck)
k3d/share/shaders/k3d_ceramictiles.sl:95:  color C = Cbase;
k3d/share/shaders/k3d_ceramictiles.sl:133:/* Compute the color of a ceramic object.  Like plastic, but use a
k3d/share/shaders/k3d_ceramictiles.sl:139:color MaterialCeramicTiles(normal Nf;
k3d/share/shaders/k3d_ceramictiles.sl:140:			   color Cmortar, Ctile;
k3d/share/shaders/k3d_ceramictiles.sl:148:  color basecolor = mix(Cmortar, Ctile, intile);
k3d/share/shaders/k3d_ceramictiles.sl:157:  return fkt * basecolor * (Ka * ambient() + kd * diffuse(Nf)) +
k3d/share/shaders/k3d_ceramictiles.sl:170:			 color mortarcolor = color(.5, .5, .5);
k3d/share/shaders/k3d_ceramictiles.sl:182:			 color Cbase = color(.05, .075, .6);
k3d/share/shaders/k3d_ceramictiles.sl:183:			 color Cedge = color(.025, .025, .2);
k3d/share/shaders/k3d_ceramictiles.sl:184:			 color Cmottle = color(.2, .2, .7);
k3d/share/shaders/k3d_ceramictiles.sl:185:			 color Cspeck = color(.015, .015, .015);
k3d/share/shaders/k3d_ceramictiles.sl:224:   * Here's the exciting part -- calculate the color of the spot we're
k3d/share/shaders/k3d_ceramictiles.sl:225:   * in within the tile.  Then use the tile index to vary its color
k3d/share/shaders/k3d_ceramictiles.sl:228:  color Ctile = tiletexture(tileindex, stile, ttile, dss, dtt,
k3d/share/shaders/k3d_ceramictiles.sl:235:   * Set the color of the mortar between tiles, make it look good by
k3d/share/shaders/k3d_ceramictiles.sl:238:  color Cmortar = mortarcolor;
k3d/share/shaders/k3d_checkerboard.sl:6:			 float roughness = 0.1; color specularcolor = 1.0;
k3d/share/shaders/k3d_checkerboard.sl:8:			 color EvenColor = 0.0;)
k3d/share/shaders/k3d_checkerboard.sl:15:  color checkcolor;
k3d/share/shaders/k3d_checkerboard.sl:44:  checkcolor = mix(EvenColor, Cs, mixamount);
k3d/share/shaders/k3d_checkerboard.sl:50:    Os * (checkcolor * (Ka * ambient() + Kd * diffuse(Nf)) +
k3d/share/shaders/k3d_checkerboard.sl:51:	  specularcolor * Ks * specular(Nf, -normalize(I), roughness));
k3d/share/shaders/k3d_checkerboard_solid.sl:7:	color specularcolor = 1.0;
k3d/share/shaders/k3d_checkerboard_solid.sl:11:	color EvenColor = 0.0;
k3d/share/shaders/k3d_checkerboard_solid.sl:15:	color Ct;
k3d/share/shaders/k3d_checkerboard_solid.sl:38:	Ci = Os * (Ct * (Ka * ambient() + Kd * diffuse(Nf)) + specularcolor * Ks * specular(Nf, -normalize(I), roughness));
k3d/share/shaders/k3d_clamptoalpha.sl:10:  Ci = clamp(Ci, color(0, 0, 0), color(alpha, alpha, alpha));
k3d/share/shaders/k3d_cloudplane.sl:20:    color cloudcolor = color (1,1,1);
k3d/share/shaders/k3d_cloudplane.sl:23:    color Ct;
k3d/share/shaders/k3d_cloudplane.sl:57:    Ct = mix(Cs, cloudcolor, f);
k3d/share/shaders/k3d_constant.sl:4: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_contacshadow.sl:40:	Ci = color(0);  
k3d/share/shaders/k3d_contacshadow.sl:59:	/* convert into a color (white=shadow) */  
k3d/share/shaders/k3d_corktile.sl:10: * Ka, Kd, Ks, roughness, specularcolor - take their usual meanings
k3d/share/shaders/k3d_corktile.sl:43:color cork(		point PP;
k3d/share/shaders/k3d_corktile.sl:47:		and used to select a color from a spline, combined with an overlay of the dark 
k3d/share/shaders/k3d_corktile.sl:50:		color Ct;
k3d/share/shaders/k3d_corktile.sl:60:		Ct = color spline( 	f,
k3d/share/shaders/k3d_corktile.sl:61:						color( 0, 0, 0),
k3d/share/shaders/k3d_corktile.sl:62:						color( .25, 0, 0),
k3d/share/shaders/k3d_corktile.sl:63:						color( .31, .2, 0),
k3d/share/shaders/k3d_corktile.sl:64:						color( .486, .165, .059),
k3d/share/shaders/k3d_corktile.sl:65:						color( .47, .18, .09),
k3d/share/shaders/k3d_corktile.sl:66:						color( .64, .24, .07),
k3d/share/shaders/k3d_corktile.sl:67:						color( .749, .416, .208)
k3d/share/shaders/k3d_corktile.sl:87:						color specularcolor = 1;
k3d/share/shaders/k3d_corktile.sl:102:	color Cg, Ct;
k3d/share/shaders/k3d_corktile.sl:107:	/* Calculate color of gap between tiles */
k3d/share/shaders/k3d_corktile.sl:108:	Cg = color( .20, 0, 0) + filteredsnoise(PP * txtscale, filtwidth * txtscale) * .2;
k3d/share/shaders/k3d_corktile.sl:120:		specularcolor * Ks*specular(Nf,-normalize(I),roughness)); 
k3d/share/shaders/k3d_craters.sl:30:    color		Ct;
k3d/share/shaders/k3d_crayon.sl:12:	Ka, Kd, Ks, roughness, specularcolor - work as in the plastic shader
k3d/share/shaders/k3d_crayon.sl:18:	density0 - controls the amount of topcolor seen - measured as a proportion - 
k3d/share/shaders/k3d_crayon.sl:19:		this should vary between 0 (no topcolor) to 1, .3 would give 30% topcolor;
k3d/share/shaders/k3d_crayon.sl:23:	color topcolor, basecolor - the color of the crayon strokes and the color of the ground
k3d/share/shaders/k3d_crayon.sl:59:	 		color specularcolor = 1;
k3d/share/shaders/k3d_crayon.sl:66:			color topcolor = 1;
k3d/share/shaders/k3d_crayon.sl:67:			color basecolor = 0;
k3d/share/shaders/k3d_crayon.sl:70:  color Csurf;
k3d/share/shaders/k3d_crayon.sl:89:	Csurf = mix(basecolor, topcolor, m);
k3d/share/shaders/k3d_crayon.sl:92:		specularcolor * Ks*specular(Nf,-normalize(I),roughness));
k3d/share/shaders/k3d_crayontoon.sl:5: * hay que escoger con cuidado ambos colores para obtener

k3d/share/shaders/k3d_crayontoon.sl:6: * el estilo deseado. Mi intencion fue hacer un color dependiente

k3d/share/shaders/k3d_crayontoon.sl:10: * choose wisely both colors to obtain the crayon look. My

k3d/share/shaders/k3d_crayontoon.sl:11: * idea was to make one color dependable of the other but is

k3d/share/shaders/k3d_crayontoon.sl:14:surface k3d_crayontoon(color colorBase = color(1, .92, .44),

k3d/share/shaders/k3d_crayontoon.sl:15:                         colorSombra = color(1, .81, .37);

k3d/share/shaders/k3d_crayontoon.sl:25:  Ci = Os * (mix(colorBase, colorSombra, Kt1) + Kd * Kt1 * diffuse(Nf) * colorBase);

k3d/share/shaders/k3d_cyclone.sl:71:  /* Shade like matte, but with color scaled by cloud opacity */
k3d/share/shaders/k3d_decalplastic.sl:29:	color specularcolor = 1.0;
k3d/share/shaders/k3d_decalplastic.sl:37:	color Ct = Cs;
k3d/share/shaders/k3d_decalplastic.sl:43:			Ct = (1.0 - alpha) * Cs + (alpha * color texture(texturename, ss, tt));
k3d/share/shaders/k3d_decalplastic.sl:49:	Ci = Oi * Ct * (Ka * ambient() + Kd * diffuse(Nf)) + specularcolor * Ks * specular(Nf, V, roughness);
k3d/share/shaders/k3d_defaultsurface.sl:1:/* defaultsurface.sl - just color the surface, don't even look at lights
k3d/share/shaders/k3d_defaultsurface.sl:3: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_dented.sl:23: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_depthcue.sl:4: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_depthcue.sl:10:		    color background = 0;)
k3d/share/shaders/k3d_distant_shadow.sl:3:	color  lightcolor=1 ;
k3d/share/shaders/k3d_distant_shadow.sl:13:			Cl = intensity * lightcolor;
k3d/share/shaders/k3d_distantlight.sl:4: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_distantlight.sl:10:		       color lightcolor = 1;
k3d/share/shaders/k3d_distantlight.sl:14:  solar(to - from, 0) Cl = intensity * lightcolor;
k3d/share/shaders/k3d_ember.sl:39:	float spcol = pow (max (0, Nf.NI * -1), 1/roughness);
k3d/share/shaders/k3d_ember.sl:43:	Ci = color spline (spcol * size, 
k3d/share/shaders/k3d_ember.sl:44:		color (0, 0, 0), color (0, 0, 0),
k3d/share/shaders/k3d_ember.sl:45:		color (27, 0, 0),
k3d/share/shaders/k3d_ember.sl:46:		color (54, 0, 0),
k3d/share/shaders/k3d_ember.sl:47:		color (81, 0, 0),
k3d/share/shaders/k3d_ember.sl:48:		color (109, 0, 0),
k3d/share/shaders/k3d_ember.sl:49:		color (136, 0, 0),
k3d/share/shaders/k3d_ember.sl:50:		color (166, 5, 0),
k3d/share/shaders/k3d_ember.sl:51:		color (189, 30, 0),
k3d/share/shaders/k3d_ember.sl:52:		color (211, 60, 0),
k3d/share/shaders/k3d_ember.sl:53:		color (231, 91, 0),
k3d/share/shaders/k3d_ember.sl:54:		color (238, 128, 0),
k3d/share/shaders/k3d_ember.sl:55:		color (244, 162, 12),
k3d/share/shaders/k3d_ember.sl:56:		color (248, 187, 58),
k3d/share/shaders/k3d_ember.sl:57:		color (251, 209, 115),
k3d/share/shaders/k3d_ember.sl:58:		color (254, 236, 210),
k3d/share/shaders/k3d_ember.sl:59:		color (255, 241, 230),
k3d/share/shaders/k3d_ember.sl:60:		color (255, 241, 230)) / 255;
k3d/share/shaders/k3d_ember.sl:61:	// the colours for the fire effect from F. Kenton Musgrave's KMFlame.sl
k3d/share/shaders/k3d_eyeball.sl:7: *   i.e. where the t parameter is 1.  The colors of the pupil, iris, white
k3d/share/shaders/k3d_eyeball.sl:12: *   Ka, Kd, Ks, roughness, specularcolor - work just like the plastic shader
k3d/share/shaders/k3d_eyeball.sl:13: *   iriscolor - color of the iris
k3d/share/shaders/k3d_eyeball.sl:14: *   eyeballcolor - color of the white part of the eyeball
k3d/share/shaders/k3d_eyeball.sl:15: *   bloodcolor - color of the blood vessels
k3d/share/shaders/k3d_eyeball.sl:16: *   pupilcolor - color of the pupil (opening)
k3d/share/shaders/k3d_eyeball.sl:47:	 color specularcolor = 1;
k3d/share/shaders/k3d_eyeball.sl:48:	 color iriscolor = color (.135289, .084323, .372417);
k3d/share/shaders/k3d_eyeball.sl:49:	 color irisoutercolor = color (.403882, .343944, .68276);
k3d/share/shaders/k3d_eyeball.sl:50:	 color irisinnercolor = color (.065142, .040605, .179311);
k3d/share/shaders/k3d_eyeball.sl:51:	 color eyeballcolor = color(1,1,1);
k3d/share/shaders/k3d_eyeball.sl:52:	 color bloodcolor = color(.8,.05,.05);
k3d/share/shaders/k3d_eyeball.sl:53:	 color pupilcolor = 0;
k3d/share/shaders/k3d_eyeball.sl:62:  color Ct;
k3d/share/shaders/k3d_eyeball.sl:67:  color Cball, Ciris;
k3d/share/shaders/k3d_eyeball.sl:88:   * then calculate the veining pattern.  Otherwise, just use the color
k3d/share/shaders/k3d_eyeball.sl:103:      Cball = mix (eyeballcolor, bloodcolor, smoothstep(0,.75,displayed));
k3d/share/shaders/k3d_eyeball.sl:105:  else Cball = eyeballcolor;
k3d/share/shaders/k3d_eyeball.sl:107:  Ciris = mix (iriscolor, irisoutercolor, smoothstep (irissize*.8, irissize, tt));
k3d/share/shaders/k3d_eyeball.sl:120:  /* OK, now calculate a surface texture color (Ct) based on where we are
k3d/share/shaders/k3d_eyeball.sl:124:  Ct = mix (pupilcolor, Ct, pupilstat);
k3d/share/shaders/k3d_eyeball.sl:130:  /* Now shade like plastic, but using our calculated surface color and
k3d/share/shaders/k3d_eyeball.sl:136:	      specularcolor * ks*specular(Nf,-normalize(I),rough));
k3d/share/shaders/k3d_fakesky.sl:4: * Shader a la const that slaps a fixed blue color up on the top half of a

k3d/share/shaders/k3d_fakesky.sl:5: * sphere, with color varying a bit by altitude, in an attempt to mimic the

k3d/share/shaders/k3d_fakesky.sl:9:surface k3d_fakesky(vector up = (0,0,1); color skycolor = (.5, .6, 1.)) {

k3d/share/shaders/k3d_fakesky.sl:11:    Ci = Os * (.5 + .5 * max(0., (up . normalize(N)))) * 1.8 * skycolor;

k3d/share/shaders/k3d_fire.sl:11:  color layer_color, surface_color;
k3d/share/shaders/k3d_fire.sl:12:  color surface_opac, layer_opac;
k3d/share/shaders/k3d_fire.sl:16:  color red = color (1, .3, .1);
k3d/share/shaders/k3d_fire.sl:17:  color orange = color (.95, .7, .05);
k3d/share/shaders/k3d_fire.sl:18:  color yellow = color (.95, .95, .1);
k3d/share/shaders/k3d_fire.sl:19:  color hot = color (1, 1, .8);
k3d/share/shaders/k3d_fire.sl:21:  surface_color = 0;
k3d/share/shaders/k3d_fire.sl:41:  /* index into color spline using turbulence */
k3d/share/shaders/k3d_fire.sl:45:  layer_color = spline(flame, red, red, red, red, orange, yellow, hot, hot);
k3d/share/shaders/k3d_fire.sl:46:  surface_color = blend(surface_color, layer_color, layer_opac);
k3d/share/shaders/k3d_fire.sl:52:  Ci = surface_color;
k3d/share/shaders/k3d_flame.sl:59:    Cs * color spline(cmap, color(0, 0, 0), color(0, 0, 0), color(27, 0, 0),
k3d/share/shaders/k3d_flame.sl:60:		      color(54, 0, 0), color(81, 0, 0), color(109, 0, 0),
k3d/share/shaders/k3d_flame.sl:61:		      color(136, 0, 0), color(166, 5, 0), color(189, 30, 0),
k3d/share/shaders/k3d_flame.sl:62:		      color(211, 60, 0), color(231, 91, 0), color(238, 128,
k3d/share/shaders/k3d_flame.sl:64:		      color(244, 162, 12), color(248, 187, 58), color(251,
k3d/share/shaders/k3d_flame.sl:67:		      color(254, 236, 210), color(255, 241, 230), color(255,
k3d/share/shaders/k3d_fog.sl:4: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_fog.sl:9:volume k3d_fog(float distance = 1; color background = 0;)
k3d/share/shaders/k3d_fog.sl:13:  Oi = mix(Oi, color(1, 1, 1), d);
k3d/share/shaders/k3d_fresnelplastic.sl:26:   color Csurf = 0.5; /* cat Color 
k3d/share/shaders/k3d_fresnelplastic.sl:27:			 desc {Base color for surface if 
k3d/share/shaders/k3d_fresnelplastic.sl:28:			 not over-written by "colorMap } */
k3d/share/shaders/k3d_fresnelplastic.sl:29:   string colorMap = ""; /* cat Color
k3d/share/shaders/k3d_fresnelplastic.sl:30:			    desc {Optional color map.  Replaces 'Csurf'.} */
k3d/share/shaders/k3d_fresnelplastic.sl:40:   color Cspec = 1;       /* desc {Specular color} */
k3d/share/shaders/k3d_fresnelplastic.sl:61:    color Ct;
k3d/share/shaders/k3d_fresnelplastic.sl:93:    /* base color */
k3d/share/shaders/k3d_fresnelplastic.sl:94:    /*Ct = (CHKTX (colorMap))? texture (colorMap, ss, tt): Csurf; */
k3d/share/shaders/k3d_fresnelplastic.sl:95:    if (CHKTX (colorMap) == 1)
k3d/share/shaders/k3d_fresnelplastic.sl:96:      Ct = texture (colorMap, ss, tt);
k3d/share/shaders/k3d_fresnelplastic.sl:101:    color Cr = 0;
k3d/share/shaders/k3d_funkyglass.sl:1:/* funkyglass.sl - randomly colored "glass" (transparent, but no refl/refr).
k3d/share/shaders/k3d_funkyglass.sl:4: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_funkyglass.sl:11:		       color specularcolor = 1;)
k3d/share/shaders/k3d_funkyglass.sl:16:  color Ct, Ot;
k3d/share/shaders/k3d_funkyglass.sl:21:  Ct = 2 * (color noise(PP) - .5) + .5;
k3d/share/shaders/k3d_funkyglass.sl:27:     specularcolor * Ks * specular(Nf, -V, roughness));
k3d/share/shaders/k3d_fur2.sl:12:color 
k3d/share/shaders/k3d_fur2.sl:13:fnc_diffuselgt (color Cin;       /* Light Colour */
k3d/share/shaders/k3d_fur2.sl:18:    color Cout = Cin;
k3d/share/shaders/k3d_fur2.sl:56:	 color rootcolor  = color (.9714, .9714, .9714);
k3d/share/shaders/k3d_fur2.sl:57:	 color tipcolor = color (.519, .325, .125);
k3d/share/shaders/k3d_fur2.sl:58:	 color specularcolor  = (color(1) + tipcolor) / 2;
k3d/share/shaders/k3d_fur2.sl:59:	 color static_ambient  = color (0.057,0.057,0.057);
k3d/share/shaders/k3d_fur2.sl:62:	 uniform float hair_col_var  = 0.0;
k3d/share/shaders/k3d_fur2.sl:72:    color Cspec = 0, Cdiff = 0;  /* collect specular & diffuse light */
k3d/share/shaders/k3d_fur2.sl:87:    varying color final_c;
k3d/share/shaders/k3d_fur2.sl:91:    uniform color SpecularColor = 1;
k3d/share/shaders/k3d_fur2.sl:137:	    SpecularColor = color 1;
k3d/share/shaders/k3d_fur2.sl:146:    darkening = clamp(hair_col_var, 0, 1);
k3d/share/shaders/k3d_fur2.sl:151:    final_c = mix( rootcolor, tipcolor, v ) * darkening;
k3d/share/shaders/k3d_fur2.sl:154:	   + ((v) * Kspec * Cspec * specularcolor));
k3d/share/shaders/k3d_fur2.sl:156:    Ci = clamp(Ci, color 0, color 1 );
k3d/share/shaders/k3d_glass.sl:9: *    Ka, Kd, Ks, roughness, specularcolor - The usual meaning
k3d/share/shaders/k3d_glass.sl:15: *    transmitcolor - color of the glass
k3d/share/shaders/k3d_glass.sl:36:		  color specularcolor = 1;
k3d/share/shaders/k3d_glass.sl:40:		  color transmitcolor = 1;
k3d/share/shaders/k3d_glass.sl:46:		  eta, transmitcolor, refrrayjitter, refrraysamples,
k3d/share/shaders/k3d_glow.sl:2:		 color centercolor = 1.0;
k3d/share/shaders/k3d_glow.sl:3:		 color edgecolor = color(1.0, 1.0, 0.0))
k3d/share/shaders/k3d_glow.sl:6:  color C;
k3d/share/shaders/k3d_glow.sl:17:      C = mix(edgecolor, centercolor, strength);
k3d/share/shaders/k3d_glow.sl:19:      // Calculate final color and opacity - we set Oi near zero
k3d/share/shaders/k3d_gmarbtile_polish.sl:9: *   Ka, Kd, Ks, roughness, specularcolor - work just like the plastic
k3d/share/shaders/k3d_gmarbtile_polish.sl:12: *   darkcolor, lightcolor - colors of the underlying substrate
k3d/share/shaders/k3d_gmarbtile_polish.sl:13: *   veincolor - color of the bright veins
k3d/share/shaders/k3d_gmarbtile_polish.sl:16: *   groovecolor - the color of the grooves between the tiles.
k3d/share/shaders/k3d_gmarbtile_polish.sl:30:			     color specularcolor = 1;
k3d/share/shaders/k3d_gmarbtile_polish.sl:32:			     color darkcolor = color(0.01, 0.12, 0.004);
k3d/share/shaders/k3d_gmarbtile_polish.sl:33:			     color lightcolor = color(0.06, 0.18, 0.02);
k3d/share/shaders/k3d_gmarbtile_polish.sl:34:			     color veincolor = color(0.47, 0.57, 0.03);
k3d/share/shaders/k3d_gmarbtile_polish.sl:35:			     color groovecolor = color(.02, .02, .02);
k3d/share/shaders/k3d_gmarbtile_polish.sl:48:  color Ct, env;
k3d/share/shaders/k3d_gmarbtile_polish.sl:68:   * First calculate the underlying color of the substrate
k3d/share/shaders/k3d_gmarbtile_polish.sl:71:  Ct = mix(darkcolor, lightcolor, smoothstep(0.1, .35, turb));
k3d/share/shaders/k3d_gmarbtile_polish.sl:96:  Ct = mix(Ct, veincolor, turbsum);
k3d/share/shaders/k3d_gmarbtile_polish.sl:98:  Ct = mix(groovecolor, Ct, groovy);
k3d/share/shaders/k3d_gmarbtile_polish.sl:105:  env *= groovy * specularcolor;
k3d/share/shaders/k3d_gooch.sl:15: *  alpha        : Gooch cool color factor
k3d/share/shaders/k3d_gooch.sl:16: *  beta         : Gooch warm color factor
k3d/share/shaders/k3d_gooch.sl:17: *  b            : used to construct the cool color
k3d/share/shaders/k3d_gooch.sl:18: *  y            : used to construct the warm color
k3d/share/shaders/k3d_gooch.sl:20: *  specularcolor: specular hilight color
k3d/share/shaders/k3d_gooch.sl:35:         color specularcolor = 1;)
k3d/share/shaders/k3d_gooch.sl:38:    color blue = color(0,0,b);
k3d/share/shaders/k3d_gooch.sl:39:    color yellow = color(y,y,0);
k3d/share/shaders/k3d_gooch.sl:41:    color Cgooch = color(0,0,0); 
k3d/share/shaders/k3d_gooch.sl:43:    color kcool,kwarm;
k3d/share/shaders/k3d_gooch.sl:56:                specularcolor*Ks*specular(Nf,-normalize(I),roughness)));
k3d/share/shaders/k3d_gradient_t.sl:2:	color start_color = color(1, 0, 0);
k3d/share/shaders/k3d_gradient_t.sl:3:	color end_color = color(1, 1, 0);
k3d/share/shaders/k3d_gradient_t.sl:7:	color C = mix(start_color, end_color, t);
k3d/share/shaders/k3d_graphic_lines.sl:20:        color color_curve_highlight_color1=(0.0,0.0,0.0);
k3d/share/shaders/k3d_graphic_lines.sl:21:        color color_curve_highlight_color2=(0.1,0.05,0.0);
k3d/share/shaders/k3d_graphic_lines.sl:22:        color color_curve_highlight_color3=(0.8,0.6,0.4);
k3d/share/shaders/k3d_graphic_lines.sl:23:        color color_curve_highlight_color4=(1.0,1.0,0.8);
k3d/share/shaders/k3d_graphic_lines.sl:24:        color color_curve_highlight_color5=(1.0,1.0,1.0);
k3d/share/shaders/k3d_graphic_lines.sl:25:        color color_curve_highlight_color6=(1.0,1.0,1.0);
k3d/share/shaders/k3d_graphic_lines.sl:30:				color illumcolor_highlight=(0.0,0.0,0.0);
k3d/share/shaders/k3d_graphic_lines.sl:43:        color color_curve_paint_color1=(0.0,0.0,0.0);
k3d/share/shaders/k3d_graphic_lines.sl:44:        color color_curve_paint_color2=(0.1,0.05,0.0);
k3d/share/shaders/k3d_graphic_lines.sl:45:        color color_curve_paint_color3=(0.8,0.6,0.4);
k3d/share/shaders/k3d_graphic_lines.sl:46:        color color_curve_paint_color4=(1.0,1.0,0.8);
k3d/share/shaders/k3d_graphic_lines.sl:47:        color color_curve_paint_color5=(1.0,1.0,1.0);
k3d/share/shaders/k3d_graphic_lines.sl:48:        color color_curve_paint_color6=(1.0,1.0,1.0);
k3d/share/shaders/k3d_graphic_lines.sl:53:				color illumcolor_paint=(0.0,0.0,0.0);
k3d/share/shaders/k3d_graphic_lines.sl:66:        color color_curve_ink_color1=(0.0,0.0,0.0);
k3d/share/shaders/k3d_graphic_lines.sl:67:        color color_curve_ink_color2=(0.1,0.05,0.0);
k3d/share/shaders/k3d_graphic_lines.sl:68:        color color_curve_ink_color3=(0.8,0.6,0.4);
k3d/share/shaders/k3d_graphic_lines.sl:69:        color color_curve_ink_color4=(1.0,1.0,0.8);
k3d/share/shaders/k3d_graphic_lines.sl:70:        color color_curve_ink_color5=(1.0,1.0,1.0);
k3d/share/shaders/k3d_graphic_lines.sl:71:        color color_curve_ink_color6=(1.0,1.0,1.0);
k3d/share/shaders/k3d_graphic_lines.sl:76:				color illumcolor_ink=(0.0,0.0,0.0);
k3d/share/shaders/k3d_graphic_lines.sl:90:	color Ci_highlight = Ci;
k3d/share/shaders/k3d_graphic_lines.sl:91:	color Oi_highlight = Oi;
k3d/share/shaders/k3d_graphic_lines.sl:93:	color surface_color_highlight;
k3d/share/shaders/k3d_graphic_lines.sl:94:	color layer_color_highlight;
k3d/share/shaders/k3d_graphic_lines.sl:95:	color color_curve_highlight;
k3d/share/shaders/k3d_graphic_lines.sl:96:	color layer_opac_highlight;
k3d/share/shaders/k3d_graphic_lines.sl:128:	illumcolor_highlight=(Ka_highlight*ambient()+Kd_highlight*diffuse(Nf_highlight)+Ks_highlight*specular(Nf_highlight,V_highlight,roughness_highlight));
k3d/share/shaders/k3d_graphic_lines.sl:129:	illumination_highlight=max(max(comp(illumcolor_highlight,0),comp(illumcolor_highlight,1)),comp(illumcolor_highlight,2));
k3d/share/shaders/k3d_graphic_lines.sl:139:	{surface_color_highlight=color(0.0,0.0,0.0);
k3d/share/shaders/k3d_graphic_lines.sl:140:		layer_color_highlight=0.0;
k3d/share/shaders/k3d_graphic_lines.sl:143:	{surface_color_highlight=color(1.0,1.0,1.0);
k3d/share/shaders/k3d_graphic_lines.sl:144:		layer_color_highlight=1.0;
k3d/share/shaders/k3d_graphic_lines.sl:146:	else {surface_color_highlight=color(0.0,0.0,0.0);
k3d/share/shaders/k3d_graphic_lines.sl:147:		layer_color_highlight=1.0;
k3d/share/shaders/k3d_graphic_lines.sl:152:	layer_opac_highlight=color(val_highlight);
k3d/share/shaders/k3d_graphic_lines.sl:153:	surface_color_highlight=((surface_color_highlight)*(1-(layer_opac_highlight))+(layer_color_highlight)*(layer_opac_highlight));
k3d/share/shaders/k3d_graphic_lines.sl:154:	float color_val_highlight=mix(0.0,1.0,val_highlight);
k3d/share/shaders/k3d_graphic_lines.sl:155:	color_curve_highlight=spline(color_val_highlight,color_curve_highlight_color1,color_curve_highlight_color2,color_curve_highlight_color3,color_curve_highlight_color4,color_curve_highlight_color5,color_curve_highlight_color6);
k3d/share/shaders/k3d_graphic_lines.sl:161:	Ci_highlight=surface_opac_highlight*color_curve_highlight;
k3d/share/shaders/k3d_graphic_lines.sl:168:	color Ci_paint = Ci;
k3d/share/shaders/k3d_graphic_lines.sl:169:	color Oi_paint = Oi;
k3d/share/shaders/k3d_graphic_lines.sl:171:	color surface_color_paint;
k3d/share/shaders/k3d_graphic_lines.sl:172:	color layer_color_paint;
k3d/share/shaders/k3d_graphic_lines.sl:173:	color color_curve_paint;
k3d/share/shaders/k3d_graphic_lines.sl:174:	color layer_opac_paint;
k3d/share/shaders/k3d_graphic_lines.sl:203:	}illumcolor_paint=(Ka_paint*ambient()+Kd_paint*diffuse(Nf_paint)+Ks_paint*specular(Nf_paint,V_paint,roughness_paint));
k3d/share/shaders/k3d_graphic_lines.sl:204:	illumination_paint=max(max(comp(illumcolor_paint,0),comp(illumcolor_paint,1)),comp(illumcolor_paint,2));
k3d/share/shaders/k3d_graphic_lines.sl:213:	{surface_color_paint=color(0.0,0.0,0.0);
k3d/share/shaders/k3d_graphic_lines.sl:214:		layer_color_paint=0.0;
k3d/share/shaders/k3d_graphic_lines.sl:217:	{surface_color_paint=color(1.0,1.0,1.0);
k3d/share/shaders/k3d_graphic_lines.sl:218:		layer_color_paint=1.0;
k3d/share/shaders/k3d_graphic_lines.sl:220:	else {surface_color_paint=color(0.0,0.0,0.0);
k3d/share/shaders/k3d_graphic_lines.sl:221:		layer_color_paint=1.0;
k3d/share/shaders/k3d_graphic_lines.sl:225:	layer_opac_paint=color(val1);
k3d/share/shaders/k3d_graphic_lines.sl:226:	surface_color_paint=((surface_color_paint)*(1-(layer_opac_paint))+(layer_color_paint)*(layer_opac_paint));
k3d/share/shaders/k3d_graphic_lines.sl:227:	float color_val1=mix(0.0,1.0,val1);
k3d/share/shaders/k3d_graphic_lines.sl:228:	color_curve_paint=spline(color_val1,color_curve_paint_color1,color_curve_paint_color2,color_curve_paint_color3,color_curve_paint_color4,color_curve_paint_color5,color_curve_paint_color6);
k3d/share/shaders/k3d_graphic_lines.sl:233:	Ci_paint=surface_opac_paint*color_curve_paint;
k3d/share/shaders/k3d_graphic_lines.sl:240:	color Ci_ink = Ci;
k3d/share/shaders/k3d_graphic_lines.sl:241:	color Oi_ink = Oi;
k3d/share/shaders/k3d_graphic_lines.sl:243:	color surface_color_ink;
k3d/share/shaders/k3d_graphic_lines.sl:244:	color layer_color_ink;
k3d/share/shaders/k3d_graphic_lines.sl:245:	color color_curve_ink;
k3d/share/shaders/k3d_graphic_lines.sl:246:	color layer_opac_ink;
k3d/share/shaders/k3d_graphic_lines.sl:275:	}illumcolor_ink=(Ka_ink*ambient()+Kd_ink*diffuse(Nf_ink)+Ks_ink*specular(Nf_ink,V_ink,roughness_ink));
k3d/share/shaders/k3d_graphic_lines.sl:276:	illumination_ink=max(max(comp(illumcolor_ink,0),comp(illumcolor_ink,1)),comp(illumcolor_ink,2));
k3d/share/shaders/k3d_graphic_lines.sl:285:	{surface_color_ink=color(0.0,0.0,0.0);
k3d/share/shaders/k3d_graphic_lines.sl:286:		layer_color_ink=0.0;
k3d/share/shaders/k3d_graphic_lines.sl:289:	{surface_color_ink=color(1.0,1.0,1.0);
k3d/share/shaders/k3d_graphic_lines.sl:290:		layer_color_ink=1.0;
k3d/share/shaders/k3d_graphic_lines.sl:292:	else {surface_color_ink=color(0.0,0.0,0.0);
k3d/share/shaders/k3d_graphic_lines.sl:293:		layer_color_ink=1.0;
k3d/share/shaders/k3d_graphic_lines.sl:297:	layer_opac_ink=color(val2);
k3d/share/shaders/k3d_graphic_lines.sl:298:	surface_color_ink=((surface_color_ink)*(1-(layer_opac_ink))+(layer_color_ink)*(layer_opac_ink));
k3d/share/shaders/k3d_graphic_lines.sl:299:	float color_val2=mix(0.0,1.0,val2);
k3d/share/shaders/k3d_graphic_lines.sl:300:	color_curve_ink=spline(color_val2,color_curve_ink_color1,color_curve_ink_color2,color_curve_ink_color3,color_curve_ink_color4,color_curve_ink_color5,color_curve_ink_color6);
k3d/share/shaders/k3d_graphic_lines.sl:305:	Ci_ink=surface_opac_ink*color_curve_ink;
k3d/share/shaders/k3d_graphic_lines.sl:331:	color gline_color, layer_color;
k3d/share/shaders/k3d_graphic_lines.sl:332:	color gline_opac, layer_opac;
k3d/share/shaders/k3d_graphic_lines.sl:338:	gline_color = color (0, 0, 0);
k3d/share/shaders/k3d_graphic_lines.sl:355:	layer_color = Cs*(Kd*diff*Ci_paint + Ka*ambient()) + Ci_highlight*Ks*spec;
k3d/share/shaders/k3d_graphic_lines.sl:358:	gline_color = blend(gline_color, layer_color, layer_opac);
k3d/share/shaders/k3d_graphic_lines.sl:369:		layer_color = Ci_ink;
k3d/share/shaders/k3d_graphic_lines.sl:371:		layer_color = 0;
k3d/share/shaders/k3d_graphic_lines.sl:373:	gline_color = blend(gline_color, layer_color, layer_opac);
k3d/share/shaders/k3d_graphic_lines.sl:376:	color glineOi = gline_opac;
k3d/share/shaders/k3d_graphic_lines.sl:377:	color glineCi = gline_opac * gline_color;
k3d/share/shaders/k3d_grass_surface.sl:16:  color color1 = color(0,1,0), color2 = color(0.5,0.5,0);

k3d/share/shaders/k3d_grass_surface.sl:36:      color layer_opac = 1 - smoothstep(radius - fuzz, radius, d);

k3d/share/shaders/k3d_grass_surface.sl:37:      Ci = blend(color1, color2, layer_opac);

k3d/share/shaders/k3d_grass_surface.sl:39:      Ci = color1;

k3d/share/shaders/k3d_grass_surface.sl:42:    Ci = color1;

k3d/share/shaders/k3d_greenmarble.sl:8: *   Ka, Kd, Ks, roughness, specularcolor - work just like the plastic
k3d/share/shaders/k3d_greenmarble.sl:10: *   darkcolor, lightcolor - colors of the underlying substrate
k3d/share/shaders/k3d_greenmarble.sl:11: *   veincolor - color of the bright veins
k3d/share/shaders/k3d_greenmarble.sl:26:			color specularcolor = 1;
k3d/share/shaders/k3d_greenmarble.sl:27:			color darkcolor = color(0.01, 0.12, 0.004);
k3d/share/shaders/k3d_greenmarble.sl:28:			color lightcolor = color(0.06, 0.18, 0.02);
k3d/share/shaders/k3d_greenmarble.sl:29:			color veincolor = color(0.47, 0.57, 0.03);
k3d/share/shaders/k3d_greenmarble.sl:34:  color Ct;
k3d/share/shaders/k3d_greenmarble.sl:42:   * First calculate the underlying color of the substrate
k3d/share/shaders/k3d_greenmarble.sl:46:  Ct = mix(darkcolor, lightcolor, smoothstep(0.1, .35, turb));
k3d/share/shaders/k3d_greenmarble.sl:69:  Ct = mix(Ct, veincolor, turbsum);
k3d/share/shaders/k3d_grids.sl:9:color specularcolor=color(1, 1, 1); 
k3d/share/shaders/k3d_grids.sl:10:color ambientcolor=color(0.5,0.5,0.5); 
k3d/share/shaders/k3d_grids.sl:17:color G1L1_SurfaceColor=color(1,1,1); 
k3d/share/shaders/k3d_grids.sl:18:color G1L1_GridColor=color(0,0,0); 
k3d/share/shaders/k3d_grids.sl:25:color G1L2_SurfaceColor=color(1,1,1); 
k3d/share/shaders/k3d_grids.sl:26:color G1L2_GridColor=color(0,0,0); 
k3d/share/shaders/k3d_grids.sl:33:color G2L1_SurfaceColor=color(1,1,1); 
k3d/share/shaders/k3d_grids.sl:34:color G2L1_GridColor=color(0,0,0); 
k3d/share/shaders/k3d_grids.sl:41:color G2L2_SurfaceColor=color(1,1,1); 
k3d/share/shaders/k3d_grids.sl:42:color G2L2_GridColor=color(0,0,0); 
k3d/share/shaders/k3d_grids.sl:65:color G1L1_layer_opac = pulse(G1L1_linewidth, 1-G1L1_linewidth, G1L1_fuzz, G1L1_tt);
k3d/share/shaders/k3d_grids.sl:66:color G1L1_Ct = blend(G1L1_SurfaceColor, G1L1_GridColor, G1L1_layer_opac);
k3d/share/shaders/k3d_grids.sl:73:color G1L2_layer_opac = pulse(G1L2_linewidth, 1-G1L2_linewidth, G1L2_fuzz, G1L2_tt);
k3d/share/shaders/k3d_grids.sl:74:color G1L2_Ct = blend(G1L2_SurfaceColor, G1L2_GridColor, G1L2_layer_opac);
k3d/share/shaders/k3d_grids.sl:84:color G2L1_layer_opac = pulse(G2L1_linewidth, 1-G2L1_linewidth, G2L1_fuzz, G2L1_tt);
k3d/share/shaders/k3d_grids.sl:85:color G2L1_Ct = blend(G2L1_SurfaceColor, G2L1_GridColor, G2L1_layer_opac);
k3d/share/shaders/k3d_grids.sl:92:color G2L2_layer_opac = pulse(G2L2_linewidth, 1-G2L2_linewidth, G2L2_fuzz, G2L2_tt);
k3d/share/shaders/k3d_grids.sl:93:color G2L2_Ct = blend(G2L2_SurfaceColor, G2L2_GridColor, G2L2_layer_opac);
k3d/share/shaders/k3d_grids.sl:97:Ci = (blend_val*G1L1_Ct+(1-blend_val)*G1L2_Ct) * (ambientcolor * K_ambient * ambient() + K_diffuse * diffuse(G1_Nf)) + 
k3d/share/shaders/k3d_grids.sl:98:specularcolor * K_specular * phong(G1_Nf, G1_V, 1/roughness);
k3d/share/shaders/k3d_grids_disp.sl:18:color SurfaceColor=color(1,1,1); 
k3d/share/shaders/k3d_grids_disp.sl:19:color GridColor=color(0,0,0); 
k3d/share/shaders/k3d_grids_disp.sl:37:color layer_opac0 = pulse(linewidth0, 1-linewidth0, fuzz0, tt0);
k3d/share/shaders/k3d_grids_disp.sl:38:color Ct0 = blend(SurfaceColor, GridColor, layer_opac0);
k3d/share/shaders/k3d_grids_disp.sl:50:color layer_opac1 = pulse(linewidth1, 1-linewidth1, fuzz1, tt1);
k3d/share/shaders/k3d_grids_disp.sl:51:color Ct1 = blend(SurfaceColor, GridColor, layer_opac1);
k3d/share/shaders/k3d_hair.sl:8:	color rootcolor = color (.109, .037, .007);
k3d/share/shaders/k3d_hair.sl:9:	color tipcolor = color (.519, .325, .125);
k3d/share/shaders/k3d_hair.sl:10:	color specularcolor = (color(1) + tipcolor) / 2;
k3d/share/shaders/k3d_hair.sl:15:	color Cspec = 0, Cdiff = 0;  /* collect specular & diffuse light */
k3d/share/shaders/k3d_hair.sl:29:	Ci = Oi * (mix(rootcolor, tipcolor, v) * (Ka*ambient() + Kd * Cdiff) + (Ks * Cspec * specularcolor));
k3d/share/shaders/k3d_hdr_light.sl:3:* dynamic range and more realistic colours.

k3d/share/shaders/k3d_hdr_light.sl:16:color hdrenv(string envname;vector R;float blur)

k3d/share/shaders/k3d_hdr_light.sl:18:	color hdrtex;

k3d/share/shaders/k3d_hdr_light.sl:64:		color Ct;

k3d/share/shaders/k3d_hdr_light.sl:69:		/*Else bright red colour warns if light is not picking up texture*/

k3d/share/shaders/k3d_hdr_light.sl:71:			Ct = color (1,0,0);

k3d/share/shaders/k3d_hdr_surface.sl:15:color hdrenv(string envname;vector R;float blur)

k3d/share/shaders/k3d_hdr_surface.sl:17:	color hdrtex;

k3d/share/shaders/k3d_hdr_surface.sl:50:	color Ct;

k3d/share/shaders/k3d_hdri2.sl:3:       color lightcolor = 1;
k3d/share/shaders/k3d_hdri2.sl:18:            Cl *= 1 - color shadow (shadowname, Ps, "samples", shadowsamples,
k3d/share/shaders/k3d_hextile.sl:9: *    color variation from tile to tile.  On top of that is some staining
k3d/share/shaders/k3d_hextile.sl:16: *    Ka, Kd, Ks, roughness, specularcolor - work just like plastic
k3d/share/shaders/k3d_hextile.sl:17: *    tilecolor - the color of the tiles
k3d/share/shaders/k3d_hextile.sl:18: *    mortarcolor - the color of the mortar (space between the tiles)
k3d/share/shaders/k3d_hextile.sl:21: *    tilevary - the color variance from tile to tile
k3d/share/shaders/k3d_hextile.sl:49:	 color specularcolor = 1;
k3d/share/shaders/k3d_hextile.sl:50:	 color tilecolor = color(.55,0,0);
k3d/share/shaders/k3d_hextile.sl:51:	 color mortarcolor = color(.5,.5,.5);
k3d/share/shaders/k3d_hextile.sl:59:	 color scuffcolor = color (.05,.05,.05))
k3d/share/shaders/k3d_hextile.sl:62:  color Ct, Ctile;
k3d/share/shaders/k3d_hextile.sl:110:  Ctile = tilecolor * (1 + tilevary * snoise(tileindex+0.5));
k3d/share/shaders/k3d_hextile.sl:118:  Ct = (1-stain) * mix (mix (Ctile, scuffcolor, scuff), mortarcolor, mortar);
k3d/share/shaders/k3d_hextile.sl:122:	      specularcolor * ks*specular(Nf,-normalize(I),roughness));
k3d/share/shaders/k3d_imagelayerclouds.sl:6:			     color skycolor = color(.15, .15, .6);
k3d/share/shaders/k3d_imagelayerclouds.sl:7:			     color cloudcolor = color(1, 1, 1);
k3d/share/shaders/k3d_imagelayerclouds.sl:12:  color Ct;			/* Color of the surface */
k3d/share/shaders/k3d_imagelayerclouds.sl:33:  Ct = mix(skycolor, cloudcolor, smoothstep(threshold, 1, value));
k3d/share/shaders/k3d_imagelayerclouds.sl:35:  /* Shade like matte, but use color Ct */
k3d/share/shaders/k3d_imagelayerclouds.sl:37:  Ci = Ct;			/* This makes the color disregard the lighting */
k3d/share/shaders/k3d_imagelayergradient.sl:1:surface k3d_imagelayergradient(color zenith = color(0, 0, 1);
k3d/share/shaders/k3d_imagelayergradient.sl:2:			       color sky = color(.5, .5, 1);
k3d/share/shaders/k3d_imagelayergradient.sl:3:			       color ground = color(.6, .6, .1);
k3d/share/shaders/k3d_imagelayergradient.sl:4:			       color nadir = color(0, 0, 0);)
k3d/share/shaders/k3d_incandplastic.sl:11:k3d_incandplastic(color SurfaceColor = color(0, 0.25, 1);

k3d/share/shaders/k3d_incandplastic.sl:12:	      color SurfaceOpacity = 1;

k3d/share/shaders/k3d_incandplastic.sl:17:	      color SpecularColor = 1;

k3d/share/shaders/k3d_incandplastic.sl:18:	      color Incandescence = color(0, 0, 0.3);)

k3d/share/shaders/k3d_indirect.sl:6: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_leather.sl:24:	color red   = color(0.8,0.6,0.4);

k3d/share/shaders/k3d_leather.sl:25:	color dred  = color(0.5,0.3,0.10);

k3d/share/shaders/k3d_leather.sl:26:	color green = color(0.8,0.6,0.4);

k3d/share/shaders/k3d_leather.sl:27:	color brown = color(0.5,0.3,0.10);

k3d/share/shaders/k3d_leather.sl:28:	color black = color(0.5,0.3,0.10);

k3d/share/shaders/k3d_leather.sl:37:	color specularcolor = 1;  	/* Specular reflection color     */

k3d/share/shaders/k3d_leather.sl:49:	color cs, small_speckle, base_color, reflect;

k3d/share/shaders/k3d_leather.sl:63:	 * Pick the base color for the apple.

k3d/share/shaders/k3d_leather.sl:65:	 * The base color consists of patches of pure green,

k3d/share/shaders/k3d_leather.sl:68:	 * goes to 1 or 0) are colored more and more green.

k3d/share/shaders/k3d_leather.sl:78:	#define BASE_NOISE_AMP   0.2    /* small noise color mix amplitude */

k3d/share/shaders/k3d_leather.sl:99:	base_color = spline(base_turb, green, green,

k3d/share/shaders/k3d_leather.sl:105:	 * Pick the blotch color.

k3d/share/shaders/k3d_leather.sl:107:	 * The blotch color is finally determined by mixing,

k3d/share/shaders/k3d_leather.sl:154:	 * color.

k3d/share/shaders/k3d_leather.sl:156:	cs = mix(base_color, dred, blotch);

k3d/share/shaders/k3d_leather.sl:211:	           specularcolor * (Kr * reflect +

k3d/share/shaders/k3d_lensflare.sl:29: *   spotvarycolor - scale the color variation of the spots
k3d/share/shaders/k3d_lensflare.sl:69:color
k3d/share/shaders/k3d_lensflare.sl:72:#define R	color(1,0,0)
k3d/share/shaders/k3d_lensflare.sl:73:#define O	color(1,.5,0)
k3d/share/shaders/k3d_lensflare.sl:74:#define Y	color(1,1,0)
k3d/share/shaders/k3d_lensflare.sl:75:#define G	color(0,1,0)
k3d/share/shaders/k3d_lensflare.sl:76:#define B	color(0,0,1)
k3d/share/shaders/k3d_lensflare.sl:77:#define Ii	color(.375,0,0.75)
k3d/share/shaders/k3d_lensflare.sl:78:#define V	color(0.5,0,0.5)
k3d/share/shaders/k3d_lensflare.sl:99:		      float spotvarycolor = 0.5; float seed = 143;
k3d/share/shaders/k3d_lensflare.sl:129:    color Cflare = 0;
k3d/share/shaders/k3d_lensflare.sl:188:	color clr = Cl;
k3d/share/shaders/k3d_lensflare.sl:189:	clr *= 1 + spotvarycolor * (color cellnoise(i) - 0.5);
k3d/share/shaders/k3d_luna.sl:37:		 color highland_color = .7;
k3d/share/shaders/k3d_luna.sl:38:		 float maria_basecolor = .7, maria_color = .1;
k3d/share/shaders/k3d_luna.sl:52:  color Ct;
k3d/share/shaders/k3d_luna.sl:89:      Ct += highland_color * chaos;
k3d/share/shaders/k3d_luna.sl:94:      Ct *= maria_basecolor + maria_color * chaos;
k3d/share/shaders/k3d_luna.sl:130:  Ct += color(lighten, lighten, lighten);
k3d/share/shaders/k3d_luna.sl:179:  Ct += color(lighten, lighten, lighten);
k3d/share/shaders/k3d_lunette.sl:9: *   colors are a bland pastel blue and yellow, which should complement many
k3d/share/shaders/k3d_lunette.sl:16: *   Ka, Kd, Ks, roughness, specularcolor - work like the plastic shader
k3d/share/shaders/k3d_lunette.sl:19: *   colorA, colorB - colors used in the background fBm noise
k3d/share/shaders/k3d_lunette.sl:20: *   baselinecolor - base color of the grid lines
k3d/share/shaders/k3d_lunette.sl:21: *   colorBenhance - amount to enhance colorB's presence over colorA
k3d/share/shaders/k3d_lunette.sl:42: * Base color for the "lunette" pattern.  The pattern is calculated in a two-
k3d/share/shaders/k3d_lunette.sl:54: *   colorA, colorB - Two colors for the background pattern.
k3d/share/shaders/k3d_lunette.sl:62: *   colorBenhance - After the noise has been calculated, there exists the
k3d/share/shaders/k3d_lunette.sl:63: *                   possibility to increase the amount of colorB present in
k3d/share/shaders/k3d_lunette.sl:64: *                   the output.  A value of colorBenhance = 1 means that
k3d/share/shaders/k3d_lunette.sl:65: *                   colorA and colorB are present in equal amounts.
k3d/share/shaders/k3d_lunette.sl:66: *                   Increasing this value puts more colorB in the output.
k3d/share/shaders/k3d_lunette.sl:69: *   baselinecolor - Base color of the grid lines.
k3d/share/shaders/k3d_lunette.sl:71:color lunetteColor (
k3d/share/shaders/k3d_lunette.sl:78:	color colorA;		/* first color in the pattern */
k3d/share/shaders/k3d_lunette.sl:79:	color colorB;		/* second color in the pattern */
k3d/share/shaders/k3d_lunette.sl:85:	float colorBenhance;	/* amount to enhance color B */
k3d/share/shaders/k3d_lunette.sl:87:	color baselinecolor;	/* base color for the lines */
k3d/share/shaders/k3d_lunette.sl:106:	 * Find the base color for the pattern.  The base color is a mix
k3d/share/shaders/k3d_lunette.sl:107:	 * between colorA and colorB, created using noise and other mixing
k3d/share/shaders/k3d_lunette.sl:116:	noiseamt = pow(noiseamt, colorBenhance);
k3d/share/shaders/k3d_lunette.sl:117:	color basecolor = mix(colorB, colorA, noiseamt);
k3d/share/shaders/k3d_lunette.sl:120:	 * find the base line color for the grid pattern
k3d/share/shaders/k3d_lunette.sl:122:	color linecolor = mix(basecolor, baselinecolor, gridDensity);
k3d/share/shaders/k3d_lunette.sl:125:	 * return the mix between the base grid and the colorful noise
k3d/share/shaders/k3d_lunette.sl:127:	return mix(basecolor, linecolor, pulsegrid);
k3d/share/shaders/k3d_lunette.sl:137:	color specularcolor = 1;
k3d/share/shaders/k3d_lunette.sl:144:	color colorA = color(.36, .58, .67);
k3d/share/shaders/k3d_lunette.sl:145:	color colorB = color(.88, .88, .71);
k3d/share/shaders/k3d_lunette.sl:146:	color baselinecolor = color(.51, .48, .52);
k3d/share/shaders/k3d_lunette.sl:147:	float colorBenhance = 1.6;	/* Enhancement of colorB in output */
k3d/share/shaders/k3d_lunette.sl:157:	 * fetch the lunette color
k3d/share/shaders/k3d_lunette.sl:159:	color cc = lunetteColor(
k3d/share/shaders/k3d_lunette.sl:161:		colorA, colorB, noiseScale, noiseRandom, maxOctaves,
k3d/share/shaders/k3d_lunette.sl:162:		lunacrity, gain, colorBenhance, gridDensity, baselinecolor
k3d/share/shaders/k3d_lunette.sl:172:		specularcolor * Ks*specular(Nf,-normalize(I),roughness));
k3d/share/shaders/k3d_map_pattern_1.sl:10:color lightwood=color(0.69,0.44,0.25); 
k3d/share/shaders/k3d_map_pattern_1.sl:11:color darkwood=color(0.35,0.22,0.08); 
k3d/share/shaders/k3d_map_pattern_1.sl:17:color specularcolor = 1;
k3d/share/shaders/k3d_map_pattern_1.sl:23:color temt_c1;
k3d/share/shaders/k3d_map_pattern_1.sl:46:color Ct; 
k3d/share/shaders/k3d_map_pattern_1.sl:49:color C_temp1;
k3d/share/shaders/k3d_map_pattern_1.sl:69:C_temp1 = Os * (Cs * (Ka * ambient() + Kd * diffuse(Nf)) + specularcolor * Ks * specular(Nf, -normalize(I), roughness));
k3d/share/shaders/k3d_matte.sl:4: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_metal.sl:4: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_mondometal.sl:22:    color abSpecularColor = color(1,1,1);

k3d/share/shaders/k3d_mondometal.sl:31:    color abIncandescence = color(0,0,0);

k3d/share/shaders/k3d_mondometal.sl:47:    color Cmetal = color(0.0,0.76,0.79);

k3d/share/shaders/k3d_mondometal.sl:62:    color Csurf, Cspec, Copac, Cincand, Crefl;

k3d/share/shaders/k3d_mondometal.sl:63:    color Cmatte = 0;

k3d/share/shaders/k3d_mondometal.sl:70:    /* determine color **/

k3d/share/shaders/k3d_mondometal.sl:73:        Csurf = Cs * color texture(abColorMap, ss, tt,

k3d/share/shaders/k3d_mondometal.sl:81:            /* need to un-premultiply the color in this case */

k3d/share/shaders/k3d_mondometal.sl:86:            Copac = color(1, 1, 1);

k3d/share/shaders/k3d_mondometal.sl:92:        Copac = color(1);

k3d/share/shaders/k3d_mondometal.sl:120:    /* determine specular color */

k3d/share/shaders/k3d_mondometal.sl:123:        Cspec = abSpecularColor * color texture(abSpecularColorMap, ss, tt,

k3d/share/shaders/k3d_mondometal.sl:148:            Copac = Copac * color texture(abTransparencyMap, ss, tt,

k3d/share/shaders/k3d_mondometal.sl:154:            Copac = Copac * (color(1) - color texture(abTransparencyMap, ss, tt,

k3d/share/shaders/k3d_mondometal.sl:163:        Cincand = abIncandescence * color texture(abIncandescenseMap, ss, tt,

k3d/share/shaders/k3d_mondometal.sl:212:                color environment(abReflectionMap, D,

k3d/share/shaders/k3d_mondometal.sl:217:        Crefl = color(0);

k3d/share/shaders/k3d_mondometal.sl:222:        Cmatte = color texture(metalMatte, ss, tt,

k3d/share/shaders/k3d_mysky.sl:19: *    skycolor, cloudcolor - the obvious meanings

k3d/share/shaders/k3d_mysky.sl:53:	     color skycolor = color(.15, .15, .6);

k3d/share/shaders/k3d_mysky.sl:54:	     color cloudcolor = color(1,1,1);

k3d/share/shaders/k3d_mysky.sl:60:  color Ct;      /* Color of the surface */

k3d/share/shaders/k3d_mysky.sl:76:  Ct = mix (skycolor, cloudcolor, smoothstep (threshold, 1, value));

k3d/share/shaders/k3d_mysky.sl:78:  /* Shade like matte, but use color Ct */

k3d/share/shaders/k3d_noisysmoke.sl:34:		      color scatter = 1;	/* for sky, try (1, 2.25, 21) */
k3d/share/shaders/k3d_noisysmoke.sl:51:  color Cv = 0, Ov = 0;		/* net color & opacity of volume */
k3d/share/shaders/k3d_noisysmoke.sl:52:  color dC, dO;			/* differential color & opacity */
k3d/share/shaders/k3d_noisysmoke.sl:55:  color li, last_li, lighttau;
k3d/share/shaders/k3d_noisysmoke.sl:57:  color scat;
k3d/share/shaders/k3d_noisysmoke.sl:82:	    /* Our goal now is to find dC and dO, the color and opacity
k3d/share/shaders/k3d_noisysmoke.sl:90:	    1 - color(exp(comp(scat, 0)), exp(comp(scat, 1)),
k3d/share/shaders/k3d_noisysmoke.sl:104:  /* Ci & Oi are the color (premultiplied by opacity) and opacity of 
k3d/share/shaders/k3d_oak.sl:15: * Parameters for the color and pattern: 
k3d/share/shaders/k3d_oak.sl:16: *   Clightwood - the light, "background" wood color
k3d/share/shaders/k3d_oak.sl:17: *   Cdarkwood - the darker color in the ring/grain
k3d/share/shaders/k3d_oak.sl:62:		color Clightwood = color(.5, .2, .067);	/* light wood color */
k3d/share/shaders/k3d_oak.sl:63:		color Cdarkwood = color(0.15, 0.077, 0.028);
k3d/share/shaders/k3d_oak.sl:76:  color Cwood = mix(Clightwood, Cdarkwood, wood);
k3d/share/shaders/k3d_oakplank.sl:17: *   Cgroove - color of the grooves between the planks
k3d/share/shaders/k3d_oakplank.sl:20: *   varyhue, varysat, varylum - control plank-to-plank color variation
k3d/share/shaders/k3d_oakplank.sl:22: * Parameters for the color and pattern of the wood grain: 
k3d/share/shaders/k3d_oakplank.sl:23: *   Clightwood - the light, "background" wood color
k3d/share/shaders/k3d_oakplank.sl:24: *   Cdarkwood - the darker color in the ring/grain
k3d/share/shaders/k3d_oakplank.sl:85:  /* Shift in t a random amount for each plank column */
k3d/share/shaders/k3d_oakplank.sl:112:		     color Clightwood = color(.5, .2, .067);	/* light wood color */
k3d/share/shaders/k3d_oakplank.sl:113:		     color Cdarkwood = color(0.15, 0.077, 0.028);
k3d/share/shaders/k3d_oakplank.sl:114:		     color Cgroove = color(0.02, 0.02, 0.02);
k3d/share/shaders/k3d_oakplank.sl:145:  color Cwood = mix(Clightwood, Cdarkwood, wood);
k3d/share/shaders/k3d_orennayar.sl:46:    color lightC = 0;
k3d/share/shaders/k3d_orennayar.sl:47:    color L1, L2;
k3d/share/shaders/k3d_outlet.sl:32:  color Ct;
k3d/share/shaders/k3d_painted_constant.sl:9:	color Ct = color(1, 1, 1);
k3d/share/shaders/k3d_painted_constant.sl:17:			Ct = color texture(texturename, ss, tt);
k3d/share/shaders/k3d_paintedplastic.sl:4: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_paintedplastic.sl:13: *    Ka, Kd, Ks, roughness, specularcolor - the usual meaning.
k3d/share/shaders/k3d_paintedplastic.sl:23:	color specularcolor = 1.0;
k3d/share/shaders/k3d_paintedplastic.sl:31:	color Ct = color(1, 1, 1);
k3d/share/shaders/k3d_paintedplastic.sl:39:			Ct = color texture(texturename, ss, tt);
k3d/share/shaders/k3d_paintedplastic.sl:46:	Ci = Oi * Cs * Ct * (Ka * ambient() + Kd * diffuse(Nf)) + specularcolor * Ks * specular(Nf, V, roughness);
k3d/share/shaders/k3d_parquet_plank.sl:18: *   lightwood, darkwood - surface colors for the wood itself
k3d/share/shaders/k3d_parquet_plank.sl:19: *   groovecolor - the color of the "grooves" between the planks
k3d/share/shaders/k3d_parquet_plank.sl:20: *   plankvary - controls how much wood color varies from plank to plank
k3d/share/shaders/k3d_parquet_plank.sl:32:			  color specularcolor = 1;
k3d/share/shaders/k3d_parquet_plank.sl:36:			  color lightwood = color(0.57, 0.292, 0.125);
k3d/share/shaders/k3d_parquet_plank.sl:37:			  color darkwood = color(0.275, 0.15, 0.06);
k3d/share/shaders/k3d_parquet_plank.sl:38:			  color groovecolor = color(.05, .04, .015);
k3d/share/shaders/k3d_parquet_plank.sl:51:  color Ct, woodcolor;
k3d/share/shaders/k3d_parquet_plank.sl:148:  woodcolor = mix(lightwood, darkwood, r);
k3d/share/shaders/k3d_parquet_plank.sl:150:  /* Add plank-to-plank variation in overall color */
k3d/share/shaders/k3d_parquet_plank.sl:151:  woodcolor *=
k3d/share/shaders/k3d_parquet_plank.sl:154:  Ct = mix(groovecolor, woodcolor, groovy);
k3d/share/shaders/k3d_parquet_plank.sl:160:	  specularcolor * Ks * specular(Nf, -normalize(I), roughness));
k3d/share/shaders/k3d_parquet_plank2.sl:19: *   lightwood, darkwood - surface colors for the wood itself
k3d/share/shaders/k3d_parquet_plank2.sl:20: *   groovecolor - the color of the "grooves" between the planks
k3d/share/shaders/k3d_parquet_plank2.sl:21: *   plankvary - controls how much wood color varies from plank to plank
k3d/share/shaders/k3d_parquet_plank2.sl:46:	       color specularcolor = 1;
k3d/share/shaders/k3d_parquet_plank2.sl:50:	       color lightwood = color (0.57, 0.292, 0.125);
k3d/share/shaders/k3d_parquet_plank2.sl:51:	       color darkwood  = color (0.275, 0.15, 0.06);
k3d/share/shaders/k3d_parquet_plank2.sl:52:	       color groovecolor  = color (.05, .04, .015);
k3d/share/shaders/k3d_parquet_plank2.sl:65:  color Ct, woodcolor;
k3d/share/shaders/k3d_parquet_plank2.sl:144:  woodcolor = mix (lightwood, darkwood, r);
k3d/share/shaders/k3d_parquet_plank2.sl:146:  /* Add plank-to-plank variation in overall color */
k3d/share/shaders/k3d_parquet_plank2.sl:147:  woodcolor *= (1-plankvary/2 + plankvary * noise (whichplank+0.5));
k3d/share/shaders/k3d_parquet_plank2.sl:149:  Ct = mix (groovecolor, woodcolor, groovy);
k3d/share/shaders/k3d_parquet_plank2.sl:154:	      specularcolor * Ks*specular(Nf,-normalize(I),roughness));
k3d/share/shaders/k3d_parquet_tile.sl:20: *   lightwood, darkwood - surface colors for the wood itself
k3d/share/shaders/k3d_parquet_tile.sl:21: *   groovecolor - the color of the "grooves" between the planks
k3d/share/shaders/k3d_parquet_tile.sl:22: *   plankvary - controls how much wood color varies from plank to plank
k3d/share/shaders/k3d_parquet_tile.sl:61:	       color specularcolor = 1;
k3d/share/shaders/k3d_parquet_tile.sl:65:	       color lightwood = color (0.57, 0.292, 0.125);
k3d/share/shaders/k3d_parquet_tile.sl:66:	       color darkwood  = color (0.275, 0.15, 0.06);
k3d/share/shaders/k3d_parquet_tile.sl:67:	       color groovecolor  = color (.05, .04, .015);
k3d/share/shaders/k3d_parquet_tile.sl:80:  color Ct, woodcolor;
k3d/share/shaders/k3d_parquet_tile.sl:159:  woodcolor = mix (lightwood, darkwood, r);
k3d/share/shaders/k3d_parquet_tile.sl:161:  /* Add plank-to-plank variation in overall color */
k3d/share/shaders/k3d_parquet_tile.sl:162:  woodcolor *= (1-plankvary/2 + plankvary * noise (whichplank+0.5));
k3d/share/shaders/k3d_parquet_tile.sl:164:  Ct = mix (groovecolor, woodcolor, groovy);
k3d/share/shaders/k3d_parquet_tile.sl:169:	      specularcolor * Ks*specular(Nf,-normalize(I),roughness));
k3d/share/shaders/k3d_planetclouds.sl:6: *      When put on a sphere, sets the color & opacity of the sphere to
k3d/share/shaders/k3d_planetclouds.sl:23: *      spheres represent a planet.  The inner one is colored like the
k3d/share/shaders/k3d_planetclouds.sl:108:  /* Shade like matte, but with color scaled by cloud opacity */
k3d/share/shaders/k3d_plank.sl:16: *   lightwood, darkwood - surface colors for the wood itself
k3d/share/shaders/k3d_plank.sl:17: *   groovecolor - the color of the "grooves" between the planks
k3d/share/shaders/k3d_plank.sl:18: *   plankvary - controls how much wood color varies from plank to plank
k3d/share/shaders/k3d_plank.sl:30:		  color specularcolor = 1;
k3d/share/shaders/k3d_plank.sl:33:		  color lightwood = color(0.57, 0.292, 0.125);
k3d/share/shaders/k3d_plank.sl:34:		  color darkwood = color(0.275, 0.15, 0.06);
k3d/share/shaders/k3d_plank.sl:35:		  color groovecolor = color(.05, .04, .015);
k3d/share/shaders/k3d_plank.sl:48:  color Ct, woodcolor;
k3d/share/shaders/k3d_plank.sl:134:  woodcolor = mix(lightwood, darkwood, r);
k3d/share/shaders/k3d_plank.sl:136:  /* Add plank-to-plank variation in overall color */
k3d/share/shaders/k3d_plank.sl:137:  woodcolor *=
k3d/share/shaders/k3d_plank.sl:140:  Ct = mix(groovecolor, woodcolor, groovy);
k3d/share/shaders/k3d_plank.sl:148:	  specularcolor * Ks * specular(Nf, -normalize(I), roughness));
k3d/share/shaders/k3d_plastic.sl:4: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_plastic.sl:11:		    color specularcolor = 1;
k3d/share/shaders/k3d_plastic.sl:16:  Ci = Os * (Cs * (Ka * ambient() + Kd * diffuse(Nf)) + specularcolor * Ks * specular(Nf, -normalize(I), roughness));
k3d/share/shaders/k3d_plastic2.sl:17:        color specularcolor = color (1,1,1))
k3d/share/shaders/k3d_plastic2.sl:24:         + specularcolor * Ks * specular(Nf, V, roughness));
k3d/share/shaders/k3d_pointlight.sl:4: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_pointlight.sl:10:		     color lightcolor = 1;
k3d/share/shaders/k3d_pointlight.sl:13:  illuminate(from) Cl = intensity * lightcolor / (L.L);
k3d/share/shaders/k3d_projectionmap_plastic.sl:29:	color specularcolor = 1.0;
k3d/share/shaders/k3d_projectionmap_plastic.sl:42:	color Ct = color(1, 1, 1);
k3d/share/shaders/k3d_projectionmap_plastic.sl:55:			Ct = color texture(texturename, ss, tt);
k3d/share/shaders/k3d_projectionmap_plastic.sl:62:	Ci = Oi * Cs * Ct * (Ka * ambient() + Kd * diffuse(Nf)) + specularcolor * Ks * specular(Nf, V, roughness);
k3d/share/shaders/k3d_puffyclouds.sl:17: *    skycolor, cloudcolor - the obvious meanings
k3d/share/shaders/k3d_puffyclouds.sl:50:	     color skycolor = color(.15, .15, .6);
k3d/share/shaders/k3d_puffyclouds.sl:51:	     color cloudcolor = color(1,1,1);
k3d/share/shaders/k3d_puffyclouds.sl:57:  color Ct;      /* Color of the surface */
k3d/share/shaders/k3d_puffyclouds.sl:73:  Ct = mix (skycolor, cloudcolor, smoothstep (threshold, 1, value));
k3d/share/shaders/k3d_puffyclouds.sl:75:  /* Shade like matte, but use color Ct */
k3d/share/shaders/k3d_puffyclouds.sl:77:  Ci = Ct;   /* This makes the color disregard the lighting */
k3d/share/shaders/k3d_redapple.sl:56:	color specularcolor = 1;  /* Specular reflection color     */
k3d/share/shaders/k3d_redapple.sl:66:	color cs, small_speckle, base_color, reflect;
k3d/share/shaders/k3d_redapple.sl:70:	 * Some nice colors for our red apple
k3d/share/shaders/k3d_redapple.sl:72:	color red   = color(0.52,0.00,0.00);
k3d/share/shaders/k3d_redapple.sl:73:	color dred  = color(0.40,0.00,0.00);
k3d/share/shaders/k3d_redapple.sl:74:	color green = color(0.76,0.80,0.37);
k3d/share/shaders/k3d_redapple.sl:75:	color brown = color(0.70,0.78,0.34);
k3d/share/shaders/k3d_redapple.sl:76:	color black = color(0.00,0.00,0.00);
k3d/share/shaders/k3d_redapple.sl:87:	 * Pick the base color for the apple.
k3d/share/shaders/k3d_redapple.sl:89:	 * The base color consists of patches of pure green,
k3d/share/shaders/k3d_redapple.sl:92:	 * goes to 1 or 0) are colored more and more green.
k3d/share/shaders/k3d_redapple.sl:102:	#define BASE_NOISE_AMP   0.2    /* small noise color mix amplitude */
k3d/share/shaders/k3d_redapple.sl:123:	base_color = spline(base_turb, green, green,
k3d/share/shaders/k3d_redapple.sl:129:	 * Pick the blotch color.
k3d/share/shaders/k3d_redapple.sl:131:	 * The blotch color is finally determined by mixing,
k3d/share/shaders/k3d_redapple.sl:178:	 * color.
k3d/share/shaders/k3d_redapple.sl:180:	cs = mix(base_color, dred, blotch);
k3d/share/shaders/k3d_redapple.sl:234:	           specularcolor * (Kr * reflect +
k3d/share/shaders/k3d_roughmetal.sl:11: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_rubber.sl:17:	color	cout, white=1;
k3d/share/shaders/k3d_ruledpaper.sl:44:	color specularcolor = 1;
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:85:			Oi = color(0,0,0);		\
k3d/share/shaders/k3d_ruledpaper.sl:90:    color tex;
k3d/share/shaders/k3d_ruledpaper.sl:101:		tex = color texture(texturename);
k3d/share/shaders/k3d_ruledpaper.sl:109:		tex = (tex*(1-linestr)) + (color(0.2,0.8,0.8) * linestr);
k3d/share/shaders/k3d_ruledpaper.sl:133:	if (Oi == color (0, 0, 0)) { Ci = 0; } else {
k3d/share/shaders/k3d_ruledpaper.sl:138:			specularcolor * Ks * specular(Nf, V, roughness));
k3d/share/shaders/k3d_rustymetal.sl:7: *   rusty, shade like rust colored matte, and also make it bumpy (like
k3d/share/shaders/k3d_rustymetal.sl:13: *   rustKa, rustKd, rustcolor - control the appearance of the rust.
k3d/share/shaders/k3d_rustymetal.sl:46:	    color rustcolor = color (.437, .084, 0);
k3d/share/shaders/k3d_rustymetal.sl:58:  color Cmetal = 0, Crust = 0; /* Computed colors of metal & rust */
k3d/share/shaders/k3d_rustymetal.sl:81:  /* If we have any rust, calculate the color of the rust, taking into
k3d/share/shaders/k3d_rustymetal.sl:86:      Crust = rustcolor * (rustKa*ambient() + rustKd*diffuse(Nf));
k3d/share/shaders/k3d_rustymetal.sl:88:  /* If we have any metal, calculate the color of the metal, using the
k3d/share/shaders/k3d_rustymetal.sl:97:  /* Now blend the metal and rust colors depending on the computed value
k3d/share/shaders/k3d_saturn.sl:9: *      When put on a sphere, sets the color to look like relatively
k3d/share/shaders/k3d_saturn.sl:52:  color Ct;
k3d/share/shaders/k3d_saturn.sl:72:		color (.73, .598, .266),
k3d/share/shaders/k3d_saturn.sl:73:		color (.73, .598, .266),
k3d/share/shaders/k3d_saturn.sl:74:		color (1, .63, .332),
k3d/share/shaders/k3d_saturn.sl:75:		color (.598, .531, .266),
k3d/share/shaders/k3d_saturn.sl:76:		color (.863, .664, .332),
k3d/share/shaders/k3d_saturn.sl:77:		color (.797, .598, .332),
k3d/share/shaders/k3d_saturn.sl:78:		color (.73, .598, .266),
k3d/share/shaders/k3d_saturn.sl:79:		color (.461, .461, .461),
k3d/share/shaders/k3d_saturn.sl:80:		color (.332, .199, .266),
k3d/share/shaders/k3d_saturn.sl:81:		color (.332, .199, .266),
k3d/share/shaders/k3d_saturn.sl:82:		color (.332, .199, .266));
k3d/share/shaders/k3d_saturnring.sl:6: * varing colors and transparency.
k3d/share/shaders/k3d_saturnring.sl:48:	color cs;	    /* color holder */
k3d/share/shaders/k3d_saturnring.sl:49:	color dgrey = color (.266, .266, .266);      /* A shade of dark grey */
k3d/share/shaders/k3d_saturnring.sl:50:	color dyellow = color (.73, .664, .398);     /* A shade of dark yellow */
k3d/share/shaders/k3d_saturnring.sl:51:	color dpink = color (.664, .465,  .465);     /* A shade of dark pink */
k3d/share/shaders/k3d_saturnring.sl:52:	color mutedgreen = color (.531, .531, .398); /* A shade of muted green */
k3d/share/shaders/k3d_scartissue.sl:17:	color light = color (1,.3,.2);
k3d/share/shaders/k3d_scartissue.sl:18:	color dark = color (.015,.02,.02);
k3d/share/shaders/k3d_scartissue.sl:19:	color base;
k3d/share/shaders/k3d_screen.sl:11: *   Ka, Kd, Ks, roughness, specularcolor - work just like the plastic shader
k3d/share/shaders/k3d_screen.sl:18: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_screen.sl:25:		   color specularcolor = 1;
k3d/share/shaders/k3d_screen.sl:36:	      specularcolor * Ks * specular(Nf, -normalize(I), roughness));
k3d/share/shaders/k3d_screen_aa.sl:11: *   Ka, Kd, Ks, roughness, specularcolor - work just like the plastic shader
k3d/share/shaders/k3d_screen_aa.sl:20: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_screen_aa.sl:31:		      color specularcolor = 1;
k3d/share/shaders/k3d_screen_aa.sl:79:	      specularcolor * Ks * specular(Nf, -IN, roughness));
k3d/share/shaders/k3d_sdixon.sl:14:	color	green 		= color(0, .2, 0), 
k3d/share/shaders/k3d_sdixon.sl:15:		yellow 		= color(.56, .23, 0);
k3d/share/shaders/k3d_sdixon.sl:21:	color cout;
k3d/share/shaders/k3d_sdixon.sl:32:	/* Compute the output color. Notice that as ink goes from zero to
k3d/share/shaders/k3d_shadowdistant_rim.sl:6:    color  lightcolor=1 ; 
k3d/share/shaders/k3d_shadowdistant_rim.sl:18:        Cl = intensity * lightcolor;
k3d/share/shaders/k3d_shadowspot.sl:10:	color lightcolor = 1;
k3d/share/shaders/k3d_shadowspot.sl:33:		Cl = attenuation * intensity * lightcolor;
k3d/share/shaders/k3d_shifteddrtile.sl:16: *	cstate1 - foreground color
k3d/share/shaders/k3d_shifteddrtile.sl:17: *	specularcolor - color of specular highlight
k3d/share/shaders/k3d_shifteddrtile.sl:57:	uniform color cstate1 = color(1, 0, 0);  /* foreground color */
k3d/share/shaders/k3d_shifteddrtile.sl:58:	uniform color specularcolor = 1;)
k3d/share/shaders/k3d_shifteddrtile.sl:62:	color surfColor;   /* Color of surface */ 
k3d/share/shaders/k3d_shifteddrtile.sl:65:	float row, col;    /* used to determine which tile we are in */
k3d/share/shaders/k3d_shifteddrtile.sl:101:	      specularcolor * Ks*specular(Nf,-normalize(I),roughness));
k3d/share/shaders/k3d_shiftedmoontile.sl:16: *	specularcolor - color of specular highlight
k3d/share/shaders/k3d_shiftedmoontile.sl:54:	uniform color cstate1 = color(1, 0, 0);
k3d/share/shaders/k3d_shiftedmoontile.sl:55:	uniform color specularcolor = 1;)
k3d/share/shaders/k3d_shiftedmoontile.sl:59:	color surfColor;         /* Color of surface */
k3d/share/shaders/k3d_shiftedmoontile.sl:63:	float row, col;          /* Location in tiles */
k3d/share/shaders/k3d_shiftedmoontile.sl:89:	      specularcolor * Ks*specular(Nf,-normalize(I),roughness));
k3d/share/shaders/k3d_shinymetal.sl:5: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_shinymetal.sl:16:  color env;
k3d/share/shaders/k3d_shinymetal.sl:24:    env = Kr * color environment(texturename, D);
k3d/share/shaders/k3d_show_st.sl:3:/* Listing 16.11  Shader mapping texture-space coordinates to colors */
k3d/share/shaders/k3d_show_st.sl:6: * show_st(): color surface point according to its s,t coordinates.
k3d/share/shaders/k3d_show_st.sl:11:	Ci = color(s, t, 0);
k3d/share/shaders/k3d_skin1.sl:18: * skincolor, skinmap = the color of the skin. Using a map overrides original skincolor
k3d/share/shaders/k3d_skin1.sl:19: * color value.
k3d/share/shaders/k3d_skin1.sl:20: * sheencolor, shinmap = the color of the skin at grazing angles. Using a map overrides
k3d/share/shaders/k3d_skin1.sl:21: * original sheencolor color value.
k3d/share/shaders/k3d_skin1.sl:60:color
k3d/share/shaders/k3d_skin1.sl:70:    color C = 0;
k3d/share/shaders/k3d_skin1.sl:74:  extern vector L;  extern color Cl; 
k3d/share/shaders/k3d_skin1.sl:134:   surface normal information, the base color of the skin, a
k3d/share/shaders/k3d_skin1.sl:135:   color for an oily surface sheen.
k3d/share/shaders/k3d_skin1.sl:137:color subsurfaceSkin(vector Vf; normal Nn; color skinColor, sheenColor;
k3d/share/shaders/k3d_skin1.sl:141:  color C = 0;
k3d/share/shaders/k3d_skin1.sl:172:  color skincolor = color (0.7, 0.56, 0.52);
k3d/share/shaders/k3d_skin1.sl:174:  color sheenColor = 1.;
k3d/share/shaders/k3d_skin1.sl:198:  color sc , lc;
k3d/share/shaders/k3d_skin1.sl:204:  color Cskin = skincolor;
k3d/share/shaders/k3d_skin1.sl:205:  color Csheen = sheenColor;
k3d/share/shaders/k3d_skin1.sl:224:   * you can use an image map for the color of the skin and the sheen.
k3d/share/shaders/k3d_skin1.sl:225:   * If the map is not provided use defined colors*/
k3d/share/shaders/k3d_skin1.sl:228:      Cskin = color texture(skinmap);
k3d/share/shaders/k3d_skin1.sl:231:      Csheen = color texture(sheenmap);
k3d/share/shaders/k3d_skin1.sl:245:  color red01 = Cskin + 0.05,
k3d/share/shaders/k3d_skin1.sl:251:  color blemishcol = color spline ( turb,
k3d/share/shaders/k3d_skin1.sl:264:  lc =  subsurfaceSkin(Vf, Nf, blemishcol, Csheen, 1/eta, thickness);
k3d/share/shaders/k3d_skin2.sl:55:   surface normal information, the base color of the skin, a
k3d/share/shaders/k3d_skin2.sl:56:   color for an oily surface sheen, the ratio of the indices of 
k3d/share/shaders/k3d_skin2.sl:61:   skin color.
k3d/share/shaders/k3d_skin2.sl:63:color subsurfaceSkin(vector Vf; normal Nn; color skinColor, sheenColor;
k3d/share/shaders/k3d_skin2.sl:67:	color C = 0;
k3d/share/shaders/k3d_skin2.sl:89:   above.  Uses Cs for the basic color of the skin (.8, .5, .5) works
k3d/share/shaders/k3d_skin2.sl:92:surface k3d_skin2(color Ka = .5; color sheenColor = 1.;
k3d/share/shaders/k3d_skymetal.sl:25:	color refl;
k3d/share/shaders/k3d_skymetal.sl:28:	color sky_zenith = color (0.125, 0.162, 0.5);
k3d/share/shaders/k3d_skymetal.sl:29:	color sky_horiz = color (.4, .45, .8);
k3d/share/shaders/k3d_skymetal.sl:30:	color land_horiz = color (.0281, 0.0287, 0.0220);
k3d/share/shaders/k3d_skymetal.sl:31:	color land_zenith = color (0, 0, 0);
k3d/share/shaders/k3d_slateroof.sl:5:	introduce a slate color onto roof tiles, making the last row of tiles
k3d/share/shaders/k3d_slateroof.sl:9:	introduces a random color variation so that one tile will be lighter or
k3d/share/shaders/k3d_slateroof.sl:22: 	maxcolorvary: the maximum amount by which the color of a slate can vary from the 
k3d/share/shaders/k3d_slateroof.sl:24: 	txtscale: a scaling factor for the slate coloration - the larger txtscale the
k3d/share/shaders/k3d_slateroof.sl:55:							maxcolorvary = .2,
k3d/share/shaders/k3d_slateroof.sl:76:   uniform 	float colorfactor = 3.276 * factor;	/* Used in noise calculations */	
k3d/share/shaders/k3d_slateroof.sl:77:   color 	Ct = 0;								/* A temporary color variable */
k3d/share/shaders/k3d_slateroof.sl:78:	float 	colorvary = 0,				    	/* the random amount by which a tile is lightened or darkened */
k3d/share/shaders/k3d_slateroof.sl:79:				newcolorvary, ocolorvary, ns;
k3d/share/shaders/k3d_slateroof.sl:112:	ocolorvary = (noise(cs * colorfactor, ct * colorfactor) - 1) * 2 * maxcolorvary;
k3d/share/shaders/k3d_slateroof.sl:113:	colorvary = ocolorvary;
k3d/share/shaders/k3d_slateroof.sl:154:			newcolorvary =  (noise(cs * colorfactor, ct * colorfactor) - 1) * 2 * maxcolorvary;
k3d/share/shaders/k3d_slateroof.sl:164:					colorvary = newcolorvary; 
k3d/share/shaders/k3d_slateroof.sl:181:		colorvary = ocolorvary;
k3d/share/shaders/k3d_slateroof.sl:182:	/*printf("#dispo = %f, disp = %f, colorvary = %f\n",dispo,disp,colorvary); */
k3d/share/shaders/k3d_slateroof.sl:185:	Ct = color spline( 	ns, 
k3d/share/shaders/k3d_slateroof.sl:186:			color( .41, .44, .60),
k3d/share/shaders/k3d_slateroof.sl:187:			color( .65, .70, .82),
k3d/share/shaders/k3d_slateroof.sl:188:			color( .39, .31, .35),
k3d/share/shaders/k3d_slateroof.sl:189:			color( .50, .41, .53),
k3d/share/shaders/k3d_slateroof.sl:190:			color( .47, .47, .63));
k3d/share/shaders/k3d_slateroof.sl:191:	Ct = Ct * (1 + colorvary);
k3d/share/shaders/k3d_slideprojector.sl:2:			 color lightcolor = 1;
k3d/share/shaders/k3d_slideprojector.sl:21:  color Ct;
k3d/share/shaders/k3d_slideprojector.sl:47:	Ct = color texture(slidename, sloc, tloc);
k3d/share/shaders/k3d_slideprojector.sl:50:    Cl = attenuation * intensity * lightcolor * Ct;
k3d/share/shaders/k3d_smoke.sl:38:		  output color Lscatter; output float smoke)
k3d/share/shaders/k3d_smoke.sl:43:    extern color Cl;
k3d/share/shaders/k3d_smoke.sl:68:/* Return a component-by-component exp() of a color */
k3d/share/shaders/k3d_smoke.sl:69:color
k3d/share/shaders/k3d_smoke.sl:70:colorexp(color C)
k3d/share/shaders/k3d_smoke.sl:72:  return color(exp(comp(C, 0)), exp(comp(C, 1)), exp(comp(C, 2)));
k3d/share/shaders/k3d_smoke.sl:80:		 color scatter = 1;	/* for sky, try (1, 2.25, 21) */
k3d/share/shaders/k3d_smoke.sl:86:  color li, last_li;
k3d/share/shaders/k3d_smoke.sl:102:  color Cv = 0, Ov = 0;		/* color & opacity of volume that we accumulate */
k3d/share/shaders/k3d_smoke.sl:115:      color lighttau =
k3d/share/shaders/k3d_smoke.sl:120:      Ov += (1 - Ov) * (1 - colorexp(-tau * scatter));
k3d/share/shaders/k3d_smoke.sl:125:  /* Ci & Oi are the color and opacity of the background element.
k3d/share/shaders/k3d_smoke2.sl:83:	    color scatter = 1;   /* for sky, try (1, 2.25, 21) */
k3d/share/shaders/k3d_smoke2.sl:98:  color Cv = 0, Ov = 0;           /* net color & opacity of volume */
k3d/share/shaders/k3d_smoke2.sl:99:  color dC, dO;                   /* differential color & opacity */
k3d/share/shaders/k3d_smoke2.sl:102:  color li, last_li, lighttau;
k3d/share/shaders/k3d_smoke2.sl:104:  color scat;
k3d/share/shaders/k3d_smoke2.sl:127:	  /* Our goal now is to find dC and dO, the color and opacity
k3d/share/shaders/k3d_smoke2.sl:134:	  dO = 1 - color (exp(comp(scat,0)), exp(comp(scat,1)), exp(comp(scat,2)));
k3d/share/shaders/k3d_smoke2.sl:147:  /* Ci & Oi are the color (premultiplied by opacity) and opacity of 
k3d/share/shaders/k3d_softboxes.sl:98:    uniform color	boxColor,
k3d/share/shaders/k3d_softboxes.sl:102:    output color theColor;
k3d/share/shaders/k3d_softboxes.sl:103:    output color theOpac;
k3d/share/shaders/k3d_softboxes.sl:108:    varying color ct = 1;
k3d/share/shaders/k3d_softboxes.sl:210:    color	lightcolor	= color (1,1,1);
k3d/share/shaders/k3d_softboxes.sl:218:    color	boxColor1	= color (1,1,1),	/* multiplied by lightcolor&intensity */
k3d/share/shaders/k3d_softboxes.sl:219:		boxOpacity1	= color (1,1,1);
k3d/share/shaders/k3d_softboxes.sl:230:    color	boxColor2	= color (1,1,1),	/* multiplied by lightcolor&intensity */
k3d/share/shaders/k3d_softboxes.sl:231:		boxOpacity2	= color (1,1,1);
k3d/share/shaders/k3d_softboxes.sl:242:    color	boxColor3	= color (1,1,1),	/* multiplied by lightcolor&intensity */
k3d/share/shaders/k3d_softboxes.sl:243:		boxOpacity3	= color (1,1,1);
k3d/share/shaders/k3d_softboxes.sl:254:    color	boxColor4	= color (1,1,1),	/* multiplied by lightcolor&intensity */
k3d/share/shaders/k3d_softboxes.sl:255:		boxOpacity4	= color (1,1,1);
k3d/share/shaders/k3d_softboxes.sl:273:    color shadowcolor = 0;
k3d/share/shaders/k3d_softboxes.sl:355:	    varying color thisOpac;
k3d/share/shaders/k3d_softboxes.sl:356:	    varying color thisColor;
k3d/share/shaders/k3d_softboxes.sl:358:	    varying color sortedOpac[4];
k3d/share/shaders/k3d_softboxes.sl:359:	    varying color sortedColor[4];
k3d/share/shaders/k3d_softboxes.sl:421:		Cl = color environment (envTexName, Rs,
k3d/share/shaders/k3d_softboxes.sl:448:		color ttc;
k3d/share/shaders/k3d_softboxes.sl:463:		Cl = mix(color(0,0,0),Cl,q);
k3d/share/shaders/k3d_softboxes.sl:490:	Cl *= (lightcolor * adjIntensity * materiaRefl);
k3d/share/shaders/k3d_softboxes.sl:491:	Cl = mix(Cl, (shadowcolor*shadowintensity*adjIntensity), fullShad);
k3d/share/shaders/k3d_spacecloud.sl:60:  color Ct;
k3d/share/shaders/k3d_spacecloud.sl:68:    Ct = color texture (txtFile, s, 1-t);
k3d/share/shaders/k3d_spacecloud.sl:70:    Ct = color (.3, .3, .3);
k3d/share/shaders/k3d_spacecloud.sl:96:	Ci = Ct * Oi * 1.75  /* saturate colors */;
k3d/share/shaders/k3d_spaceshiphull1.sl:21:	float roughness = 0.8; color specularcolor = 1;
k3d/share/shaders/k3d_spaceshiphull1.sl:28:  color platecolor;
k3d/share/shaders/k3d_spaceshiphull1.sl:41:  // Calculate plate color
k3d/share/shaders/k3d_spaceshiphull1.sl:42:  platecolor = Cs - (lumavary * float noise(splate + 0.4, tplate + 0.5));
k3d/share/shaders/k3d_spaceshiphull1.sl:45:  platecolor -= grime * fractalsum(P);
k3d/share/shaders/k3d_spaceshiphull1.sl:53:  Ci = Os * platecolor * (Ka * ambient() + Kd * diffuse(Nf)) + specularcolor * platespecular * specular(Nf, V, roughness);
k3d/share/shaders/k3d_spotlight.sl:4: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_spotlight.sl:10:		    color lightcolor = 1;
k3d/share/shaders/k3d_spotlight.sl:26:    Cl = atten * intensity * lightcolor;
k3d/share/shaders/k3d_srfdeformation.sl:15:   additional contrast and color controls are left as an exersize
k3d/share/shaders/k3d_srfdeformation.sl:21:color
k3d/share/shaders/k3d_srfdeformation.sl:22:fnc_mydiffuse (color Cl; 
k3d/share/shaders/k3d_srfdeformation.sl:60:    color Ci0, Ci1, Ci2;
k3d/share/shaders/k3d_star.sl:20:    uniform color starcolor = color (1.0000,0.5161,0.0000);
k3d/share/shaders/k3d_star.sl:27:    color Ct;
k3d/share/shaders/k3d_star.sl:46:    Ct = mix(Cs, starcolor, in_out);
k3d/share/shaders/k3d_stones.sl:26: * stonecolor, groundcolor = this is obvious, isn't it?
k3d/share/shaders/k3d_stones.sl:27: * varyhue, varysat,varylum  = how much will the color change?
k3d/share/shaders/k3d_stones.sl:57:/* varyEach takes a computed color, then tweaks each indexed item
k3d/share/shaders/k3d_stones.sl:63:color varyEach (color Cin; float index, varyhue, varysat, varyval;)
k3d/share/shaders/k3d_stones.sl:66:    color Chsv = ctransform ("hsv", Cin);
k3d/share/shaders/k3d_stones.sl:72:    Chsv = color (mod(h,1), clamp(s,0,1), clamp(v,0,1));
k3d/share/shaders/k3d_stones.sl:74:    return ctransform ("hsv", "rgb", clamp(Chsv,color 0, color 1));
k3d/share/shaders/k3d_stones.sl:91:   color  stonecolor = color(.7,.6,.4);
k3d/share/shaders/k3d_stones.sl:92:   color  groundcolor = color (.45,0.35,0.2);
k3d/share/shaders/k3d_stones.sl:96: color surface_color, layer_color;
k3d/share/shaders/k3d_stones.sl:109: surface_color = groundcolor;
k3d/share/shaders/k3d_stones.sl:112: /*loop for creating color layers of rocks*/
k3d/share/shaders/k3d_stones.sl:144:   /*create a diferent color for each rock*/
k3d/share/shaders/k3d_stones.sl:145:   layer_color = varyEach(stonecolor, stoneindex,varyhue,varysat,varylum);
k3d/share/shaders/k3d_stones.sl:146:   surface_color = mix(surface_color,layer_color,layer_opac);
k3d/share/shaders/k3d_stones.sl:187:/*color output*/
k3d/share/shaders/k3d_stones.sl:190:Ci = surface_color * Oi * (Ka * ambient() + Kd * diffuse(Nf))+
k3d/share/shaders/k3d_strata.sl:42:  color Ct;
k3d/share/shaders/k3d_strata.sl:59:    color spline(mod(cmap, 1), color(166, 131, 70), color(166, 131, 70),
k3d/share/shaders/k3d_strata.sl:60:		 color(204, 178, 127), color(184, 153, 97), color(140, 114,
k3d/share/shaders/k3d_strata.sl:62:		 color(159, 123, 60), color(204, 178, 127), color(230, 180,
k3d/share/shaders/k3d_strata.sl:64:		 color(192, 164, 110), color(172, 139, 80), color(102, 76,
k3d/share/shaders/k3d_strata.sl:66:		 color(166, 131, 70), color(201, 175, 124), color(181, 150,
k3d/share/shaders/k3d_strata.sl:68:		 color(161, 125, 64), color(177, 145, 87), color(170, 136,
k3d/share/shaders/k3d_strata.sl:70:		 color(197, 170, 117), color(180, 100, 50), color(175, 142,
k3d/share/shaders/k3d_strata.sl:72:		 color(197, 170, 117), color(177, 145, 87), color(170, 136,
k3d/share/shaders/k3d_strata.sl:74:		 color(186, 156, 100), color(166, 131, 70), color(188, 159,
k3d/share/shaders/k3d_strata.sl:76:		 color(168, 134, 74), color(159, 123, 60), color(195, 167,
k3d/share/shaders/k3d_strata.sl:78:		 color(175, 142, 84), color(161, 125, 64), color(197, 170,
k3d/share/shaders/k3d_strata.sl:80:		 color(177, 145, 87), color(177, 145, 87)) / 255;
k3d/share/shaders/k3d_strata.sl:82:  /* Shade like matte, but with color scaled by cloudcolor and opacity */
k3d/share/shaders/k3d_superkagee.sl:40:    color shadColor = 0;
k3d/share/shaders/k3d_superplank.sl:12: *   Ka, Kd, Ks, specularcolor, roughness - work just like the plastic shader
k3d/share/shaders/k3d_superplank.sl:17: *   lightwood - wood-like color from which the various shades are derived.
k3d/share/shaders/k3d_superplank.sl:22: *   groovecolor - the color of the "grooves" between the planks
k3d/share/shaders/k3d_superplank.sl:26: *   plankvary - controls how much wood color varies from plank to plank
k3d/share/shaders/k3d_superplank.sl:56:			color specularcolor = 1;	/* Spec reflection color */
k3d/share/shaders/k3d_superplank.sl:63:			color lightwood = color(.5, .2, .067);	/* light wood color */
k3d/share/shaders/k3d_superplank.sl:71:			color groovecolor = color(.01, .003, .001);
k3d/share/shaders/k3d_superplank.sl:73:			float plankvary = 0.8;	/* Wood color variation plank-to-plank */
k3d/share/shaders/k3d_superplank.sl:97:  color Ct, woodcolor;
k3d/share/shaders/k3d_superplank.sl:113:  color Cspec;
k3d/share/shaders/k3d_superplank.sl:203:   * 3. Ring and grain patterns, color and specularity adjustment.
k3d/share/shaders/k3d_superplank.sl:247:  /* Start with the light wood color */
k3d/share/shaders/k3d_superplank.sl:248:  woodcolor = lightwood;
k3d/share/shaders/k3d_superplank.sl:249:  /* Add some plank-to-plank variation in overall color */
k3d/share/shaders/k3d_superplank.sl:250:  woodcolor *=
k3d/share/shaders/k3d_superplank.sl:253:  woodcolor *= (1 - 0.25 * ring) * (1 - .5 * grain);
k3d/share/shaders/k3d_superplank.sl:254:  /* Combine the rings, grain, plank variation into one surface color */
k3d/share/shaders/k3d_superplank.sl:255:  Ct = mix(groovecolor, woodcolor, groovy);
k3d/share/shaders/k3d_superplank.sl:314:    adjustedKs * (specularcolor * Cspec);
k3d/share/shaders/k3d_superplank.sl:323:	    fresnelKr * specularcolor * texture(reflmap, xcomp(Pndc),
k3d/share/shaders/k3d_superplank.sl:327:	Ci += Ktrace * fresnelKr * specularcolor * trace(P, R);
k3d/share/shaders/k3d_superpplastic.sl:4: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_superpplastic.sl:13: *    Ka, Kd, Ks, roughness, specularcolor - the usual meaning.
k3d/share/shaders/k3d_superpplastic.sl:22:			  color specularcolor = 1; string texturename = "";
k3d/share/shaders/k3d_superpplastic.sl:29:  color Ct;
k3d/share/shaders/k3d_superpplastic.sl:47:      color texture(texturename, s, t, "filter", filter, "fidelity", fidelity,
k3d/share/shaders/k3d_superpplastic.sl:58:	  specularcolor * Ks * specular(Nf, V, roughness));
k3d/share/shaders/k3d_supertexmap.sl:11: *    Ka, Kd, Ks, roughness, specularcolor - the usual meaning.
k3d/share/shaders/k3d_supertexmap.sl:37:			/* base color */
k3d/share/shaders/k3d_supertexmap.sl:71:  color Ct = Cs, Ot = Os;
k3d/share/shaders/k3d_supertoon.sl:5: * no se tenga un degradado en el cambio de color. En su lugar el cambio se

k3d/share/shaders/k3d_supertoon.sl:14:color splitColor(color valor; float delta; float lim2; float lim3; float lim4;){

k3d/share/shaders/k3d_supertoon.sl:15:  color C = 0;

k3d/share/shaders/k3d_supertoon.sl:37:                  color specColor = 1;)

k3d/share/shaders/k3d_supertoon.sl:41:    color  difusion = 0;

k3d/share/shaders/k3d_supertoon.sl:42:    color  especular = 0;

k3d/share/shaders/k3d_terran.sl:38:  color Ct;
k3d/share/shaders/k3d_terran.sl:102:  /* fractally purturb color map offset using "chaos" */
k3d/share/shaders/k3d_terran.sl:114:      /* Choose color of land based on the following spline.
k3d/share/shaders/k3d_terran.sl:117:       * suitable colors.  -- lg
k3d/share/shaders/k3d_terran.sl:121:		   color (.529, .412, .2745),
k3d/share/shaders/k3d_terran.sl:122:		   color (.529, .412, .2745),
k3d/share/shaders/k3d_terran.sl:123:		   color (.529, .412, .2745),
k3d/share/shaders/k3d_terran.sl:124:		   color (.255, .341,  0),
k3d/share/shaders/k3d_terran.sl:125:		   color (.256, .341, .141),
k3d/share/shaders/k3d_terran.sl:126:		   color (.235, .392, .235),
k3d/share/shaders/k3d_terran.sl:127:		   color (.490, .494, .1176),
k3d/share/shaders/k3d_terran.sl:128:		   color (.655, .529, .392),
k3d/share/shaders/k3d_terran.sl:129:		   color (.769, .616, .314),
k3d/share/shaders/k3d_terran.sl:130:		   color (.976, .820, .471),
k3d/share/shaders/k3d_terran.sl:131:		   color (1,1,1),
k3d/share/shaders/k3d_terran.sl:132:		   color (1,1,1));
k3d/share/shaders/k3d_terran.sl:135:	spline(latitude, color(.5, .39, .2), color(.5, .39, .2),
k3d/share/shaders/k3d_terran.sl:136:	       color(.5, .39, .2), color(.2, .3, 0), color(.085, .2, .04),
k3d/share/shaders/k3d_terran.sl:137:	       color(.065, .22, .04), color(.5, .42, .28), color(.6, .5, .23),
k3d/share/shaders/k3d_terran.sl:138:/*		   color (.976, .820, .471), */
k3d/share/shaders/k3d_terran.sl:139:	       color(1, 1, 1), color(1, 1, 1));
k3d/share/shaders/k3d_terran.sl:141:      /* mottle the color some */
k3d/share/shaders/k3d_terran.sl:153:	  Ct += (mottle_mag * purt) * (color(0.5, 0.175, 0.5));
k3d/share/shaders/k3d_terran.sl:159:      Ct = color(.1, .2, .5);
k3d/share/shaders/k3d_terran.sl:161:	Ct = color(1, 1, 1);	/* Ice color */
k3d/share/shaders/k3d_terran.sl:164:	  /* Adjust color of water to darken deeper seas */
k3d/share/shaders/k3d_terran2.sl:1:/* Was terran.sl -- changed color spline to not use white 
k3d/share/shaders/k3d_terran2.sl:9: *      When put on a sphere, sets the color to look like relatively
k3d/share/shaders/k3d_terran2.sl:57: *    May 28 1995 Didn't want polar caps so removed white from color spline --
k3d/share/shaders/k3d_terran2.sl:101:  color Ct;
k3d/share/shaders/k3d_terran2.sl:157:  /* fractally purturb color map offset using "chaos" */
k3d/share/shaders/k3d_terran2.sl:167:      /* Choose color of land based on the following spline.
k3d/share/shaders/k3d_terran2.sl:170:       * suitable colors.  -- lg
k3d/share/shaders/k3d_terran2.sl:174:		   color (.529, .412, .2745),
k3d/share/shaders/k3d_terran2.sl:175:		   color (.529, .412, .2745),
k3d/share/shaders/k3d_terran2.sl:176:		   color (.529, .412, .2745),
k3d/share/shaders/k3d_terran2.sl:177:		   color (.255, .341,  0),
k3d/share/shaders/k3d_terran2.sl:178:		   color (.256, .341, .141),
k3d/share/shaders/k3d_terran2.sl:179:		   color (.235, .392, .235),
k3d/share/shaders/k3d_terran2.sl:180:		   color (.490, .494, .1176),
k3d/share/shaders/k3d_terran2.sl:181:		   color (.655, .529, .392),
k3d/share/shaders/k3d_terran2.sl:182:		   color (.769, .616, .314),
k3d/share/shaders/k3d_terran2.sl:183:		   color (.976, .820, .471),
k3d/share/shaders/k3d_terran2.sl:184:		   color (1,1,1),
k3d/share/shaders/k3d_terran2.sl:185:		   color (1,1,1));
k3d/share/shaders/k3d_terran2.sl:188:		   color (.5, .39, .2),
k3d/share/shaders/k3d_terran2.sl:189:		   color (.5, .39, .2),
k3d/share/shaders/k3d_terran2.sl:190:		   color (.5, .39, .2),
k3d/share/shaders/k3d_terran2.sl:191:		   color (.2, .3,  0),
k3d/share/shaders/k3d_terran2.sl:192:		   color (.085, .2, .04),
k3d/share/shaders/k3d_terran2.sl:193:		   color (.065, .22, .04),
k3d/share/shaders/k3d_terran2.sl:194:		   color (.5, .42, .28),
k3d/share/shaders/k3d_terran2.sl:195:		   color (.6, .5, .23),
k3d/share/shaders/k3d_terran2.sl:196:		   color (.976, .820, .471), 
k3d/share/shaders/k3d_terran2.sl:197:		/*   color (.976, .820, .471), */ 
k3d/share/shaders/k3d_terran2.sl:198:		   color (1,1,1) /* ,
k3d/share/shaders/k3d_terran2.sl:199:		   color (1,1,1) */);
k3d/share/shaders/k3d_terran2.sl:201:     /* mottle the color some */
k3d/share/shaders/k3d_terran2.sl:210:	 Ct += (mottle_mag * purt) * (color (0.5,0.175,0.5));
k3d/share/shaders/k3d_terran2.sl:215:      Ct = color(.1,.2,.5);
k3d/share/shaders/k3d_terran2.sl:217:	  Ct = color(1,1,1);  /* Ice color */
k3d/share/shaders/k3d_terran2.sl:219:	  /* Adjust color of water to darken deeper seas */
k3d/share/shaders/k3d_texblender.sl:11:color altMaterialPlastic (normal Nf;  color basecolor,selftcolor,Rcolor,RFcolor;
k3d/share/shaders/k3d_texblender.sl:15:    return (basecolor * ( Ka*ambient() + Kd*diffuse(Nf)+selft*selftcolor ) )
k3d/share/shaders/k3d_texblender.sl:16:	   + Kr*Rcolor+Krfr*RFcolor
k3d/share/shaders/k3d_texblender.sl:20:color
k3d/share/shaders/k3d_texblender.sl:23:    color C = 0;
k3d/share/shaders/k3d_texblender.sl:34:    color Cray = RayTrace (P, R, Kr, sqrt(blur), rayjitter, raysamples, alpha);
k3d/share/shaders/k3d_texblender.sl:91:color colorMap(string mapname, space; 
k3d/share/shaders/k3d_texblender.sl:95:	color newc;
k3d/share/shaders/k3d_texblender.sl:113:color BlendColor(string mode; float K; color newc, oldc)
k3d/share/shaders/k3d_texblender.sl:115:  color res=oldc;
k3d/share/shaders/k3d_texblender.sl:117:  if (mode=="f") res*= (1-K)*(color 1)+K*newc;
k3d/share/shaders/k3d_texblender.sl:156:    color Ct = Kcs*Cs, Ot = Os*Ko,Cselft=Kcs*Cs;
k3d/share/shaders/k3d_texblender.sl:168:		color MC=colorMap(Gmapname[i],Gspace[i],Sgmx[i],Sgmy[i],Sgmz[i],
k3d/share/shaders/k3d_texblender.sl:193:	color env=0,benv=0;
k3d/share/shaders/k3d_tooledsteel.sl:32: *  specularcolor	- color of the specular hilight
k3d/share/shaders/k3d_tooledsteel.sl:88:color
k3d/share/shaders/k3d_tooledsteel.sl:100:    color pixbrdf, C = 0;
k3d/share/shaders/k3d_tooledsteel.sl:105:	extern color Cl;
k3d/share/shaders/k3d_tooledsteel.sl:134:	color	specularcolor	=  1)
k3d/share/shaders/k3d_tooledsteel.sl:138:	color ev = 0;
k3d/share/shaders/k3d_tooledsteel.sl:166:	specularcolor * Ks * anisospecular(VA, specspread*2, specwidth*.1)) +
k3d/share/shaders/k3d_toonmap.sl:10:color Highlight_Color=(1, 1, 1); 
k3d/share/shaders/k3d_toonmap.sl:18:color Paint_Color=(0.5, 0.5, 0.5); 
k3d/share/shaders/k3d_toonmap.sl:31:color Ink_Color=(0, 0, 0);
k3d/share/shaders/k3d_toonmap.sl:42:color temt_c4;
k3d/share/shaders/k3d_toonmap.sl:63:color temt_c3;
k3d/share/shaders/k3d_toonmap.sl:84:color temt_c2;
k3d/share/shaders/k3d_toonmap.sl:125:color toon_color, layer_color;
k3d/share/shaders/k3d_toonmap.sl:126:color toon_opac, layer_opac;
k3d/share/shaders/k3d_toonmap.sl:132:toon_color = color (0, 0, 0);
k3d/share/shaders/k3d_toonmap.sl:149:layer_color = Cs*(Kd*diff*temt_c3 + Ka*ambient()) + temt_c4*Ks*spec;
k3d/share/shaders/k3d_toonmap.sl:152:toon_color = blend(toon_color, layer_color, layer_opac);
k3d/share/shaders/k3d_toonmap.sl:163:layer_color = temt_c2;
k3d/share/shaders/k3d_toonmap.sl:165:layer_color = 0;
k3d/share/shaders/k3d_toonmap.sl:167:toon_color = blend(toon_color, layer_color, layer_opac);
k3d/share/shaders/k3d_toonmap.sl:170:color toonOi = toon_opac;
k3d/share/shaders/k3d_toonmap.sl:171:color toonCi = toon_opac * toon_color;
k3d/share/shaders/k3d_translucency.sl:11:* Description:  It's possible to use one different color and
k3d/share/shaders/k3d_translucency.sl:20:*		 It burns out the surface color.
k3d/share/shaders/k3d_translucency.sl:37:			color specularcolor = 1;
k3d/share/shaders/k3d_translucency.sl:38:			color sheen = 0.25;
k3d/share/shaders/k3d_translucency.sl:39:			float blurcolorTx = 0;
k3d/share/shaders/k3d_translucency.sl:40:			string colorTx = "";
k3d/share/shaders/k3d_translucency.sl:41:			float blurcolorTx2 = 0;
k3d/share/shaders/k3d_translucency.sl:42:			string colorTx2 = "";
k3d/share/shaders/k3d_translucency.sl:43:			float colorS = 0;
k3d/share/shaders/k3d_translucency.sl:44:			float colorT = 0;
k3d/share/shaders/k3d_translucency.sl:45:			float colorScaleS = 1;
k3d/share/shaders/k3d_translucency.sl:46:			float colorScaleT = 1;
k3d/share/shaders/k3d_translucency.sl:57:	float ss = (s - colorS) / colorScaleS;
k3d/share/shaders/k3d_translucency.sl:58:	float tt = (t - colorT) / colorScaleT;
k3d/share/shaders/k3d_translucency.sl:64:	color shiny;
k3d/share/shaders/k3d_translucency.sl:76:	color Ct;
k3d/share/shaders/k3d_translucency.sl:80:		if (colorTx != ""){
k3d/share/shaders/k3d_translucency.sl:81:			float opac = float texture(colorTx[3], ss, tt);
k3d/share/shaders/k3d_translucency.sl:82:			Ct = color texture(colorTx, ss, tt, "blur", blurcolorTx) + (1-opac)*Cs;
k3d/share/shaders/k3d_translucency.sl:86:	 	if (colorTx2 != ""){
k3d/share/shaders/k3d_translucency.sl:87:			float opac = float texture(colorTx2[3], ss, tt);
k3d/share/shaders/k3d_translucency.sl:88:			Ct = color texture(colorTx2, ss, tt, "blur", blurcolorTx2) + (1-opac)*Cs;
k3d/share/shaders/k3d_uberlight.sl:17: * Basic color/brightness controls:
k3d/share/shaders/k3d_uberlight.sl:19: *   lightcolor - overall color filtering for the light
k3d/share/shaders/k3d_uberlight.sl:41: *       equal to intensity*lightcolor.  In other words, the intensity
k3d/share/shaders/k3d_uberlight.sl:81: *       by that color, much like a slide projector.  If you want to
k3d/share/shaders/k3d_uberlight.sl:134: *   shadowcolor - Shadows (i.e., those regions with "occlusion" as
k3d/share/shaders/k3d_uberlight.sl:137: *       this shader, shadowed regions actually just change the color
k3d/share/shaders/k3d_uberlight.sl:138: *       of the light to "shadowcolor".  If this color is set to
k3d/share/shaders/k3d_uberlight.sl:142: *       use is if you are simulating sunlight: set the lightcolor to
k3d/share/shaders/k3d_uberlight.sl:143: *       something yellowish and make the shadowcolor dark but
k3d/share/shaders/k3d_uberlight.sl:370:		     /* Basic intensity and color of the light */
k3d/share/shaders/k3d_uberlight.sl:372:		     color lightcolor = color(1, 1, 1);
k3d/share/shaders/k3d_uberlight.sl:383:		     /* Cookie or slide to control light cross-sectional color */
k3d/share/shaders/k3d_uberlight.sl:392:		     color shadowcolor = 0;
k3d/share/shaders/k3d_uberlight.sl:452:    color lcol = lightcolor;
k3d/share/shaders/k3d_uberlight.sl:470:	lcol *= color texture(slidename, xslide, yslide);
k3d/share/shaders/k3d_uberlight.sl:502:	    color vis = 0;
k3d/share/shaders/k3d_uberlight.sl:518:	lcol = mix(shadowcolor, lcol, unoccluded);
k3d/share/shaders/k3d_uberlight.sl:521:    Cl = (atten * intensity) * lcol;
k3d/share/shaders/k3d_urbermap.sl:14:color abSpecularColor=color(1.00,1.00,1.00); 
k3d/share/shaders/k3d_urbermap.sl:23:color abIncandescence=color(0.00,0.00,0.00); 
k3d/share/shaders/k3d_urbermap.sl:43:color Csurf, Cspec, Copac, Cincand, Crefl;
k3d/share/shaders/k3d_urbermap.sl:53:Csurf = Cs * color texture(abColorMap, ss, tt,
k3d/share/shaders/k3d_urbermap.sl:66:Copac = color(1, 1, 1);
k3d/share/shaders/k3d_urbermap.sl:72:Copac = color(1);
k3d/share/shaders/k3d_urbermap.sl:102:Cspec = abSpecularColor * color texture(abSpecularColorMap, ss, tt,
k3d/share/shaders/k3d_urbermap.sl:128:Copac = Copac * color texture(abTransparencyMap, ss, tt,
k3d/share/shaders/k3d_urbermap.sl:134:Copac = Copac * (color(1) - color texture(abTransparencyMap, ss, tt,
k3d/share/shaders/k3d_urbermap.sl:143:Cincand = abIncandescence * color texture(abIncandescenseMap, ss, tt,
k3d/share/shaders/k3d_urbermap.sl:192:color environment(abReflectionMap, D,
k3d/share/shaders/k3d_urbermap.sl:197:Crefl = color(0);
k3d/share/shaders/k3d_veinedmarble.sl:5: *   Makes solid marble texture with strong veins.  The "veincolor" parameter
k3d/share/shaders/k3d_veinedmarble.sl:6: *   controls the color of the veins.  The background color is given by the
k3d/share/shaders/k3d_veinedmarble.sl:7: *   surface color (Cs).
k3d/share/shaders/k3d_veinedmarble.sl:10: *   Ka, Kd, Ks, roughness, specularcolor - same as plastic
k3d/share/shaders/k3d_veinedmarble.sl:11: *   veinfreq - controls fhe lowest frequency of the color veins
k3d/share/shaders/k3d_veinedmarble.sl:15: *   veincolor - the color of the veins
k3d/share/shaders/k3d_veinedmarble.sl:36:			 color specularcolor = 1;
k3d/share/shaders/k3d_veinedmarble.sl:41:			 color veincolor = color(.6, .5, .1);
k3d/share/shaders/k3d_veinedmarble.sl:45:  color Ct;
k3d/share/shaders/k3d_veinedmarble.sl:68:  Ct = mix(Cs, veincolor, turbsum);
k3d/share/shaders/k3d_velvet.sl:11: *   - A diffuse color
k3d/share/shaders/k3d_velvet.sl:15: *   Kd:	scales diffuse color
k3d/share/shaders/k3d_velvet.sl:16: *   Ka:	ambient component (affects diffuse color only)
k3d/share/shaders/k3d_velvet.sl:17: *   sheen:	color of retroreflective lobe and horizon scattering
k3d/share/shaders/k3d_velvet.sl:42:        color sheen = .25;
k3d/share/shaders/k3d_velvet.sl:50:  color shiny;                   /* Non-diffuse components */
k3d/share/shaders/k3d_velvet.sl:70:  /* Add in diffuse color */
k3d/share/shaders/k3d_venus.sl:6: *      When put on a sphere, sets the color to look like a densely
k3d/share/shaders/k3d_venus.sl:94:  /* Shade like matte, but with color scaled by cloud color */
k3d/share/shaders/k3d_venus2.sl:8: *      When put on a sphere, sets the color to look like a densely
k3d/share/shaders/k3d_venus2.sl:93:  /* Shade like matte, but with color scaled by cloud color */
k3d/share/shaders/k3d_volcube.sl:151:		  output color diff;
k3d/share/shaders/k3d_volcube.sl:152:		  output color spec;)
k3d/share/shaders/k3d_volcube.sl:155:    extern color Cl;
k3d/share/shaders/k3d_volcube.sl:205:    color  diff	= 1;
k3d/share/shaders/k3d_volcube.sl:206:    color  spec = 0;
k3d/share/shaders/k3d_volcube.sl:213:    color  color_sum    = 0;
k3d/share/shaders/k3d_volcube.sl:217:    color  cur_color    = 0;
k3d/share/shaders/k3d_volcube.sl:231:	cur_color = 0;
k3d/share/shaders/k3d_volcube.sl:241:	    cur_color = cur_density;
k3d/share/shaders/k3d_volcube.sl:242:	    cur_color = 1;
k3d/share/shaders/k3d_volcube.sl:252:	    cur_color = (cur_color * diff) + spec*(1,.8,.2);
k3d/share/shaders/k3d_volcube.sl:261:	    cur_color *= clamp(cur_density,0,1);
k3d/share/shaders/k3d_volcube.sl:267:		color_sum += clamp(cur_color,color 0, color 1);
k3d/share/shaders/k3d_volcube.sl:271:		cur_color = clamp(cur_color,color 0,color 1);
k3d/share/shaders/k3d_volcube.sl:273:		color_sum = ( cur_color) * (1-density_sum) + color_sum;
k3d/share/shaders/k3d_volcube.sl:288:		color_sum = 1;
k3d/share/shaders/k3d_volcube.sl:301:    Ci = color_sum;
k3d/share/shaders/k3d_wallpaper.sl:22:    uniform color starcolor = color (1.0000,0.5161,0.0000);
k3d/share/shaders/k3d_wallpaper.sl:26:    color Ct;
k3d/share/shaders/k3d_wallpaper.sl:67:    Ct = mix(Cs, starcolor, step(0.5,in_out));
k3d/share/shaders/k3d_wallpaper_2stripe.sl:7: *   equal s.  The background color is given by the surface color.
k3d/share/shaders/k3d_wallpaper_2stripe.sl:12: *   specularcolor
k3d/share/shaders/k3d_wallpaper_2stripe.sl:13: *   bgcolor, stripecolor       color of background and stripes
k3d/share/shaders/k3d_wallpaper_2stripe.sl:31:			      color stripecolor = color "rgb"(1, 0.5, 0.5);
k3d/share/shaders/k3d_wallpaper_2stripe.sl:43:  color Ct = mix(Cs, stripecolor, stripe);
k3d/share/shaders/k3d_warningstripes.sl:47:	color StripeColor = color(0, 0, 0)
k3d/share/shaders/k3d_warningstripes.sl:52:	color Ct = mix(Cs, StripeColor, stripe_position);
k3d/share/shaders/k3d_water.sl:3: * This was originally shiny.sl, but I change it to make it transparant.  The interesting part colors that

k3d/share/shaders/k3d_water.sl:17: *    Ka, Kd, Ks, roughness, specularcolor - The usual meaning

k3d/share/shaders/k3d_water.sl:38:	color specularcolor = 1;

k3d/share/shaders/k3d_water.sl:49:    color surface_color,     /* Resulting color */

k3d/share/shaders/k3d_water.sl:59:    /* Calculate the reflection color */

k3d/share/shaders/k3d_water.sl:85:    surface_color = Os * ( Cs * (Ka*ambient() + Kd*diffuse(Nf)) +

k3d/share/shaders/k3d_water.sl:86:		specularcolor * (ev + Ks*specular(Nf,-IN,roughness)));

k3d/share/shaders/k3d_water.sl:89:    color current = (1,1,1);  

k3d/share/shaders/k3d_water.sl:91:    color layer_color = (1,1,1);

k3d/share/shaders/k3d_water.sl:92:    color layer_opac = 1;

k3d/share/shaders/k3d_water.sl:100:    surface_color = blend(surface_color, layer_color, layer_opac);

k3d/share/shaders/k3d_water.sl:102:    Ci = surface_color;

k3d/share/shaders/k3d_watercolor.sl:10:surface k3d_watercolor(

k3d/share/shaders/k3d_watercolor.sl:11:	color upwelling = color(0, 0.2, 0.3);

k3d/share/shaders/k3d_watercolor.sl:12:	color sky = color(0.69,0.84,1);

k3d/share/shaders/k3d_watercolor.sl:13:	color air = color(0.1,0.1,0.1);

k3d/share/shaders/k3d_watercolor.sl:43:		sky = color environment(envmap, nN);

k3d/share/shaders/k3d_waterlight.sl:15:	color lightcolor = 1;
k3d/share/shaders/k3d_waterlight.sl:24:			Cl = mix(minimum_intensity, maximum_intensity, float noise(frequency * Ps)) * lightcolor;
k3d/share/shaders/k3d_windowlight.sl:10: *   lightcolor - overall color filtering for the light
k3d/share/shaders/k3d_windowlight.sl:29:		      color lightcolor = color(1, 0.9, 0.6);
k3d/share/shaders/k3d_windowlight.sl:30:		      color darkcolor = color(.05, 0.15, 0.1);
k3d/share/shaders/k3d_windowlight.sl:81:    Cl = intensity * mix(darkcolor, lightcolor, yfract * xfract);
k3d/share/shaders/k3d_wood2.sl:11: *   lightwood, darkwood - surface colors for the wood itself
k3d/share/shaders/k3d_wood2.sl:23:		  color specularcolor = 1;
k3d/share/shaders/k3d_wood2.sl:26:		  color lightwood = color(0.69, 0.44, 0.25);
k3d/share/shaders/k3d_wood2.sl:27:		  color darkwood = color(0.35, 0.22, 0.08); float grainy = 1;)
k3d/share/shaders/k3d_wood2.sl:31:  color Ct;			/* surface color of the wood */
k3d/share/shaders/k3d_wood2.sl:61:	  specularcolor * Ks * specular(Nf, -normalize(I), roughness));
k3d/share/shaders/k3d_woodcut.sl:13:color surface_color, layer_color;
k3d/share/shaders/k3d_woodcut.sl:14:color surface_opac, layer_opac, Cr;
k3d/share/shaders/k3d_woodcut.sl:20:color illumcolor = 0.0;
k3d/share/shaders/k3d_woodcut.sl:45:illumcolor = (Ka*ambient() + Kd*diffuse(Nf) + Ks*specular(Nf,V,roughness));
k3d/share/shaders/k3d_woodcut.sl:46:illumination = max(max(comp(illumcolor, 0), comp(illumcolor, 1)), comp(illumcolor, 2));
k3d/share/shaders/k3d_woodcut.sl:60:surface_color = color (0.0, 0.0, 0.0);
k3d/share/shaders/k3d_woodcut.sl:61:layer_color = 0.0; 
k3d/share/shaders/k3d_woodcut.sl:64:surface_color = color (1.0, 1.0, 1.0);
k3d/share/shaders/k3d_woodcut.sl:65:layer_color = 1.0;
k3d/share/shaders/k3d_woodcut.sl:68:surface_color = color (0.0, 0.0, 0.0);
k3d/share/shaders/k3d_woodcut.sl:69:layer_color = 1.0;
k3d/share/shaders/k3d_woodcut.sl:77:layer_opac = color val;
k3d/share/shaders/k3d_woodcut.sl:78:surface_color = blend(surface_color, layer_color, layer_opac);
k3d/share/shaders/k3d_woodcut.sl:79:float color_val = mix(0.0, 1.0, val);
k3d/share/shaders/k3d_woodcut.sl:80:Cr = spline (color_val,
k3d/share/shaders/k3d_woodcut.sl:81:color (0.0, 0.0, 0.0),
k3d/share/shaders/k3d_woodcut.sl:82:color (0.1, 0.05, 0.0),
k3d/share/shaders/k3d_woodcut.sl:83:color (0.8, 0.6, 0.4),
k3d/share/shaders/k3d_woodcut.sl:84:color (1.0, 1.0, 0.8),
k3d/share/shaders/k3d_woodcut.sl:85:color (1.0, 1.0, 1.0),
k3d/share/shaders/k3d_woodcut.sl:86:color (1.0, 1.0, 1.0));
