k3d/share/shaders/k3d_volcube.sl:216:    float  cur_density  = 0;
k3d/share/shaders/k3d_volcube.sl:230:	cur_density = 0;
k3d/share/shaders/k3d_volcube.sl:235:	    cur_density = active_volume(Pcur_obj,Vol_Mult,Vol_Offset);
k3d/share/shaders/k3d_volcube.sl:237:	    cur_density = get_density(Pcur_obj,Vol_Mult,Vol_Offset);
k3d/share/shaders/k3d_volcube.sl:240:	if(cur_density > 0 && RunShadowPass == 0){
k3d/share/shaders/k3d_volcube.sl:241:	    cur_color = cur_density;
k3d/share/shaders/k3d_volcube.sl:246:						  cur_density,Epsilon);
k3d/share/shaders/k3d_volcube.sl:257:		cur_density *= remainder;
k3d/share/shaders/k3d_volcube.sl:260:	    cur_density *= density;
k3d/share/shaders/k3d_volcube.sl:261:	    cur_color *= clamp(cur_density,0,1);
k3d/share/shaders/k3d_volcube.sl:266:		density_sum += max(0,cur_density);
k3d/share/shaders/k3d_volcube.sl:272:		cur_density = clamp(cur_density,0,1);
k3d/share/shaders/k3d_volcube.sl:274:		density_sum = (cur_density) * (1-density_sum) + density_sum;
k3d/share/shaders/k3d_volcube.sl:280:		shad_sum += max(0,cur_density);
k3d/share/shaders/k3d_volcube.sl:283:		cur_density = clamp(cur_density,0,1);
k3d/share/shaders/k3d_volcube.sl:284:		shad_sum = (cur_density) * (1-shad_sum) + shad_sum;
