k3d/share/shaders/k3d_antialiasedchecks.sl:11: *   frequency		determines the frequency (in s-t space) of the checks
k3d/share/shaders/k3d_antialiasedchecks.sl:26:float Ka = 1, Kd = 1, frequency = 10;
k3d/share/shaders/k3d_antialiasedchecks.sl:46:  sfuzz = .5 * swidth * frequency / Nfactor;
k3d/share/shaders/k3d_antialiasedchecks.sl:47:  tfuzz = .5 * twidth * frequency / Nfactor;
k3d/share/shaders/k3d_antialiasedchecks.sl:51:  smod = mod (s*frequency, 1);
k3d/share/shaders/k3d_antialiasedchecks.sl:52:  tmod = mod (t*frequency, 1);
k3d/share/shaders/k3d_brick.sl:39:		  float pockfrequency = 10, groovedepth = 0.01;
k3d/share/shaders/k3d_brick.sl:122:	((ss + sbrick) * pockfrequency / BMHEIGHT,
k3d/share/shaders/k3d_brick.sl:123:	 (tt + tbrick) * pockfrequency / BMWIDTH), 0.25);
k3d/share/shaders/k3d_brickbump.sl:20: *    pockfrequency             The st frequency of the pits.
k3d/share/shaders/k3d_brickbump.sl:34:			   float pockfrequency = 10, groovedepth = 0.01;
k3d/share/shaders/k3d_brickbump.sl:76:	((ss + sbrick) * pockfrequency / BMHEIGHT,
k3d/share/shaders/k3d_brickbump.sl:77:	 (tt + tbrick) * pockfrequency / BMWIDTH), 0.25);
k3d/share/shaders/k3d_brickbump3.sl:20: *    pockfrequency             The st frequency of the pits.
k3d/share/shaders/k3d_brickbump3.sl:45:	       "mortarthickness" 0.02 "pitting" 0.015 "pockfrequency" 12
k3d/share/shaders/k3d_brickbump3.sl:55:	    float pockfrequency = 10, groovedepth = 0.01; 
k3d/share/shaders/k3d_brickbump3.sl:112:  disp -= fact * pow(noise ((ss+sbrick)*pockfrequency/BMHEIGHT,
k3d/share/shaders/k3d_brickbump3.sl:113:		            (tt+tbrick)*pockfrequency/BMWIDTH), 0.25);
k3d/share/shaders/k3d_bubbles.sl:12:	float frequency = 1; /* number of bubbles per linear surface */
k3d/share/shaders/k3d_bubbles.sl:19: float smod = mod((s) * frequency, 1) - 0.5;
k3d/share/shaders/k3d_bubbles.sl:20: float tmod = mod((t) * frequency, 1) - 0.5;
k3d/share/shaders/k3d_castucco.sl:10: *   freq - basic frequency of the texture
k3d/share/shaders/k3d_ceramictiles.sl:19: *   mottlefreq - frequency of the mottling between Cbase & Cmottle
k3d/share/shaders/k3d_ceramictiles.sl:236:   * scaling it by some high frequency fBm.
k3d/share/shaders/k3d_cyclone.sl:10:surface k3d_cyclone(float Ka = 0.5, Kd = 0.75; float max_radius = 1;
k3d/share/shaders/k3d_cyclone.sl:24:  /* Rotate hit point to "cyclone space" */
k3d/share/shaders/k3d_cyclone.sl:29:    {				/* inside of cyclone */
k3d/share/shaders/k3d_dented.sl:12: *   frequency  	the frequency of the dents
k3d/share/shaders/k3d_dented.sl:30:displacement k3d_dented( float Km = 1; float power = 3; float frequency = 1; float maxoctaves = 6; )
k3d/share/shaders/k3d_dented.sl:38:	size = frequency;
k3d/share/shaders/k3d_filament.sl:3:/* Listing 16.25  Surface shader to make a cylinder look like a filament */
k3d/share/shaders/k3d_filament.sl:6: * filament(): map a filament-like spiral onto the surface of a cylinder.
k3d/share/shaders/k3d_filament.sl:10:	float	frequency	= 5.0,
k3d/share/shaders/k3d_filament.sl:15:	float offset = mod((t*frequency + s + phase), 1.0);
k3d/share/shaders/k3d_fur2.sl:108:    /* Loop over lights, catch highlights as if this was a thin cylinder,
k3d/share/shaders/k3d_gloop.sl:11: * freq - the frequency of the noise. Lower values
k3d/share/shaders/k3d_gmarbtile_polish.sl:14: *   veinfreq - controls the frequency of the veining effects
k3d/share/shaders/k3d_greenmarble.sl:12: *   veinfreq - controls the frequency of the veining effects
k3d/share/shaders/k3d_greenmarble.sl:43:   *    Use turbulence - use frequency clamping
k3d/share/shaders/k3d_hair.sl:18:	/* Loop over lights, catch highlights as if this was a thin cylinder */
k3d/share/shaders/k3d_hextile.sl:57:         float stainfrequency = 2;
k3d/share/shaders/k3d_hextile.sl:58:         float scufffrequency = 4;
k3d/share/shaders/k3d_hextile.sl:112:  stain = stains * smoothstep (.5,1, noise(s*stainfrequency,t*stainfrequency));
k3d/share/shaders/k3d_hextile.sl:114:  scuff = scuffing * smoothstep (.6,1, noise(t*scufffrequency-90.26,
k3d/share/shaders/k3d_hextile.sl:115:					     s*scufffrequency+123.82));
k3d/share/shaders/k3d_mondometal.sl:28:    string abTransparencyMap = "";

k3d/share/shaders/k3d_mondometal.sl:29:    float abInvertTransparencyMap = 0;

k3d/share/shaders/k3d_mondometal.sl:30:    float abTransparencyMapBlur = 1;

k3d/share/shaders/k3d_mondometal.sl:144:    if(abTransparencyMap != "")

k3d/share/shaders/k3d_mondometal.sl:146:        if(abInvertTransparencyMap != 0)

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

k3d/share/shaders/k3d_mondometal.sl:149:                            "swidth", abTransparencyMapBlur, 

k3d/share/shaders/k3d_mondometal.sl:150:                            "twidth", abTransparencyMapBlur );

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

k3d/share/shaders/k3d_mondometal.sl:155:                            "swidth", abTransparencyMapBlur, 

k3d/share/shaders/k3d_mondometal.sl:156:                            "twidth", abTransparencyMapBlur ));

k3d/share/shaders/k3d_oak.sl:18: *   ringfreq - mean frequency of ring spacing
k3d/share/shaders/k3d_oak.sl:20: *   grainfreq - frequency of the fine grain
k3d/share/shaders/k3d_oakplank.sl:25: *   ringfreq - mean frequency of ring spacing
k3d/share/shaders/k3d_oakplank.sl:27: *   grainfreq - frequency of the fine grain
k3d/share/shaders/k3d_round.sl:45:	 *  moved. This center is on the center line of a cylinder, if we 
k3d/share/shaders/k3d_ruledpaper.sl:77:// Fancy macro checks ss/tt coords against bounding box and [if inside]
k3d/share/shaders/k3d_rustymetal.sl:71:  /* If it's rusty, also add a high frequency bumpiness to the normal */
k3d/share/shaders/k3d_saturnring.sl:6: * varing colors and transparency.
k3d/share/shaders/k3d_saturnring.sl:10: *	cutoff - what point to start rings (radius of transparency)
k3d/share/shaders/k3d_saturnring.sl:68:		/* Create rings of varing transparency */
k3d/share/shaders/k3d_screen.sl:12: *   frequency - how many cycles of screen in st space
k3d/share/shaders/k3d_screen.sl:13: *   density - how much of each cycle is opaque?
k3d/share/shaders/k3d_screen.sl:26:		   float density = 0.25, frequency = 20;)
k3d/share/shaders/k3d_screen.sl:30:  if(mod(s * frequency, 1) < density || mod(t * frequency, 1) < density)
k3d/share/shaders/k3d_screen_aa.sl:12: *   frequency - how many cycles of screen in st space
k3d/share/shaders/k3d_screen_aa.sl:13: *   density - how much of each cycle is opaque?
k3d/share/shaders/k3d_screen_aa.sl:32:		      float density = 0.25, frequency = 20;)
k3d/share/shaders/k3d_screen_aa.sl:45:  swidth = max(abs(Du(s) * du) + abs(Dv(s) * dv), MINFILTERWIDTH) * frequency;
k3d/share/shaders/k3d_screen_aa.sl:46:  twidth = max(abs(Du(t) * du) + abs(Dv(t) * dv), MINFILTERWIDTH) * frequency;
k3d/share/shaders/k3d_screen_aa.sl:49:  ss = mod(frequency * s, 1);
k3d/share/shaders/k3d_screen_aa.sl:50:  tt = mod(frequency * t, 1);
k3d/share/shaders/k3d_skin1.sl:22: * blemishfreq, blemishthresh,blemhishopac = control the freqency, threshold and opacity
k3d/share/shaders/k3d_skin1.sl:29: * poresfreq, poresthresh poresdepth = control the frequency, threshold and depth of the
k3d/share/shaders/k3d_square_ridges.sl:59:	float Frequency = 8.0;
k3d/share/shaders/k3d_square_ridges.sl:63:	float ridge_position = filtered_pulse_train(0.5 / Frequency, 1.0 / Frequency, t + (Offset / Frequency), filter_width(t));
k3d/share/shaders/k3d_square_ridges.sl:64://	float ridge_position = pulse_train(0.5 / Frequency, 1.0 / Frequency, u, filter_width(u));
k3d/share/shaders/k3d_starfield.sl:11:surface k3d_starfield(float intensity = 2.0; float frequency = 0.1; float size = 0.3; float irregularity = 2.0)
k3d/share/shaders/k3d_starfield.sl:14:	point PP = transform("object", frequency * P);
k3d/share/shaders/k3d_stones.sl:25: * grungefreq, grunge_Pow, grunginess = freqeuncy, power and depth of grunge
k3d/share/shaders/k3d_stones.sl:102: float cx,cy;
k3d/share/shaders/k3d_stones.sl:117:   rotate2d(s,t,angle,0.5,0.5,cx,cy);    /*randomize rotations*/
k3d/share/shaders/k3d_stones.sl:121:   tt = repeat(cy,freq * tilefreq);
k3d/share/shaders/k3d_stones.sl:123:   ttile = whichtile(cy,freq * tilefreq);
k3d/share/shaders/k3d_stones.sl:133:   cy = 0.5 + 0.1 * snoise2( 28.398, 62.112); */
k3d/share/shaders/k3d_stones.sl:135:   cy = 0.5 + 0.1 * snoise2( freq * 28.398, freq * 42.112);
k3d/share/shaders/k3d_stones.sl:136:   point p1 =(cx,cy,0);
k3d/share/shaders/k3d_stucco.sl:10: *   frequency  	the frequency of the pimples
k3d/share/shaders/k3d_stucco.sl:17:displacement k3d_stucco(float Km = 0.05, power = 5, frequency = 10;)
k3d/share/shaders/k3d_stucco.sl:23:  magnitude = Km * pow(noise(PP * frequency), power);
k3d/share/shaders/k3d_superplank.sl:33: *   varnishbumpfreq - frequency of bumps in the varnish coating
k3d/share/shaders/k3d_supertexmap.sl:14: *                 "perspective", "cylindrical", "spherical".
k3d/share/shaders/k3d_threads.sl:3:/* Listing 16.24  Displacement shader providing light-bulb threads to cylinder */
k3d/share/shaders/k3d_threads.sl:6: * threads(): wrap threads around a cylinder 
k3d/share/shaders/k3d_threads.sl:11:		frequency	= 5.0,
k3d/share/shaders/k3d_threads.sl:19:	magnitude = (sin( PI*2*(t*frequency + s + phase))+offset) * Km;
k3d/share/shaders/k3d_translucency.sl:4:* Shader: Double side translucency shader
k3d/share/shaders/k3d_translucency.sl:12:*		translucency texture for each side of a flat object
k3d/share/shaders/k3d_translucency.sl:19:*		 Don't use white on the translucency texture.
k3d/share/shaders/k3d_translucency.sl:33:surface k3d_translucency(float Ka = 1;
k3d/share/shaders/k3d_translucency.sl:94:	/*Translucency texturing of different side*/
k3d/share/shaders/k3d_uberlight.sl:91: *   noisefreq - frequency of the noise.
k3d/share/shaders/k3d_urbermap.sl:20:string abTransparencyMap="I:/ArtWorks/Textures/Native_1.2.tif"; 
k3d/share/shaders/k3d_urbermap.sl:21:float abInvertTransparencyMap=0; 
k3d/share/shaders/k3d_urbermap.sl:22:float abTransparencyMapBlur=1; 
k3d/share/shaders/k3d_urbermap.sl:124:if(abTransparencyMap != "")
k3d/share/shaders/k3d_urbermap.sl:126:if(abInvertTransparencyMap != 0)
k3d/share/shaders/k3d_urbermap.sl:128:Copac = Copac * color texture(abTransparencyMap, ss, tt,
k3d/share/shaders/k3d_urbermap.sl:129:"swidth", abTransparencyMapBlur,
k3d/share/shaders/k3d_urbermap.sl:130:"twidth", abTransparencyMapBlur );
k3d/share/shaders/k3d_urbermap.sl:134:Copac = Copac * (color(1) - color texture(abTransparencyMap, ss, tt,
k3d/share/shaders/k3d_urbermap.sl:135:"swidth", abTransparencyMapBlur,
k3d/share/shaders/k3d_urbermap.sl:136:"twidth", abTransparencyMapBlur ));
k3d/share/shaders/k3d_veinedmarble.sl:11: *   veinfreq - controls fhe lowest frequency of the color veins
k3d/share/shaders/k3d_veinedmarble.sl:13: *   warpfreq - lowest frequency of the turbulent warping in the marble
k3d/share/shaders/k3d_warningstripes.sl:46:	float Frequency = 8.0;
k3d/share/shaders/k3d_warningstripes.sl:50:	float stripe_position = filtered_pulse_train(0.5 / Frequency, 1.0 / Frequency, u+v, filter_width(u+v));
k3d/share/shaders/k3d_waterlight.sl:13:	float frequency = 1;
k3d/share/shaders/k3d_waterlight.sl:24:			Cl = mix(minimum_intensity, maximum_intensity, float noise(frequency * Ps)) * lightcolor;
