k3d/share/shaders/k3d_causticlight.sl:6:	       float coneangle = radians(30);
k3d/share/shaders/k3d_causticlight.sl:19:    illuminate (from, axis, coneangle) {
k3d/share/shaders/k3d_causticlight.sl:22:	atten *= smoothstep (cos(coneangle), cos(coneangle-conedeltaangle),
k3d/share/shaders/k3d_shadowspot.sl:13:	float coneangle	= radians(30);
k3d/share/shaders/k3d_shadowspot.sl:22:	float	cosoutside= cos(coneangle),
k3d/share/shaders/k3d_shadowspot.sl:23:			cosinside = cos(coneangle-conedeltaangle);
k3d/share/shaders/k3d_shadowspot.sl:27:	illuminate( from, A, coneangle ) {
k3d/share/shaders/k3d_slideprojector.sl:5:			 point up = point(0, 1, 0); float coneangle = 45;
k3d/share/shaders/k3d_slideprojector.sl:14:  uniform float rconeangle = radians(coneangle) * 0.5;
k3d/share/shaders/k3d_slideprojector.sl:16:  uniform float spread = 1 / tan(rconeangle);
k3d/share/shaders/k3d_slideprojector.sl:23:  illuminate(from, Z, rconeangle)
k3d/share/shaders/k3d_slideprojector.sl:38:      smoothstep(cos(rconeangle), cos(rconeangle - rconedeltaangle),
k3d/share/shaders/k3d_spotlight.sl:13:		    float coneangle = radians(30);
k3d/share/shaders/k3d_spotlight.sl:20:  illuminate(from, A, coneangle)
k3d/share/shaders/k3d_spotlight.sl:25:      smoothstep(cos(coneangle), cos(coneangle - conedeltaangle), cosangle);
