k3d/share/shaders/k3d_causticlight.sl:20:	float cosangle = (L . axis) / length(L);
k3d/share/shaders/k3d_causticlight.sl:21:	float atten = pow (cosangle, beamdistribution) / (L . L);
k3d/share/shaders/k3d_causticlight.sl:23:			     cosangle);
k3d/share/shaders/k3d_hair.sl:16:	float cosang;
k3d/share/shaders/k3d_hair.sl:21:			cosang = cos (abs (acos (T.normalize(L)) - acos (-T.V)));
k3d/share/shaders/k3d_hair.sl:22:			Cspec += Cl * v * pow (cosang, 1/roughness);
k3d/share/shaders/k3d_shadowspot.sl:25:		cosangle;	/* cosine of angle wrt center of cone */
k3d/share/shaders/k3d_shadowspot.sl:28:		cosangle = L.A / length(L);	/* A is already normalized */
k3d/share/shaders/k3d_shadowspot.sl:29:		attenuation = pow(cosangle, beamdistribution) / (L.L);
k3d/share/shaders/k3d_shadowspot.sl:30:		attenuation *= smoothstep( cosoutside, cosinside, cosangle );
k3d/share/shaders/k3d_slideprojector.sl:18:  float attenuation, cosangle;
k3d/share/shaders/k3d_slideprojector.sl:35:    cosangle = (L.Z) / length(L);
k3d/share/shaders/k3d_slideprojector.sl:36:    attenuation = pow(cosangle, beamdistribution) / (L.L);
k3d/share/shaders/k3d_slideprojector.sl:39:		 cosangle);
k3d/share/shaders/k3d_spotlight.sl:17:  float atten, cosangle;
k3d/share/shaders/k3d_spotlight.sl:22:    cosangle = (L.A) / length(L);
k3d/share/shaders/k3d_spotlight.sl:23:    atten = pow(cosangle, beamdistribution) / (L.L);
k3d/share/shaders/k3d_spotlight.sl:25:      smoothstep(cos(coneangle), cos(coneangle - conedeltaangle), cosangle);
