k3d/share/shaders/k3d_ceramictiles.sl:86: * features include: (1) mottling of the color; (2) darkening or shifting
k3d/share/shaders/k3d_ceramictiles.sl:88: * to the color transition); (3) occasional dark specks.
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:69:		/* Overlay the dark markings */
k3d/share/shaders/k3d_fur2.sl:53:	 float clump_dark_strength = 0.0;
k3d/share/shaders/k3d_fur2.sl:80:    float clump_darkening = 1.0;
k3d/share/shaders/k3d_fur2.sl:86:    float darkening = 1.0;
k3d/share/shaders/k3d_fur2.sl:126:	if ( clump_dark_strength > 0.0 ) {
k3d/share/shaders/k3d_fur2.sl:127:	    clump_darkening = 1 - ( clump_dark_strength * 
k3d/share/shaders/k3d_fur2.sl:130:	    clump_darkening = 1.0;
k3d/share/shaders/k3d_fur2.sl:139:	Cspec += (1-nonspecular) * SpecularColor * clump_darkening * 
k3d/share/shaders/k3d_fur2.sl:143:	Cdiff += clump_darkening * fnc_diffuselgt(Cl, L, norm_hair);
k3d/share/shaders/k3d_fur2.sl:146:    darkening = clamp(hair_col_var, 0, 1);
k3d/share/shaders/k3d_fur2.sl:148:    darkening = (1 - (smoothstep( var_fade_end, var_fade_start, 
k3d/share/shaders/k3d_fur2.sl:149:				  abs(luminance(Kd*Cdiff))) * darkening));
k3d/share/shaders/k3d_fur2.sl:151:    final_c = mix( rootcolor, tipcolor, v ) * darkening;
k3d/share/shaders/k3d_gmarbtile_polish.sl:12: *   darkcolor, lightcolor - colors of the underlying substrate
k3d/share/shaders/k3d_gmarbtile_polish.sl:32:			     color darkcolor = color(0.01, 0.12, 0.004);
k3d/share/shaders/k3d_gmarbtile_polish.sl:71:  Ct = mix(darkcolor, lightcolor, smoothstep(0.1, .35, turb));
k3d/share/shaders/k3d_greenmarble.sl:10: *   darkcolor, lightcolor - colors of the underlying substrate
k3d/share/shaders/k3d_greenmarble.sl:27:			color darkcolor = color(0.01, 0.12, 0.004);
k3d/share/shaders/k3d_greenmarble.sl:46:  Ct = mix(darkcolor, lightcolor, smoothstep(0.1, .35, turb));
k3d/share/shaders/k3d_hair.sl:25:			/* We multipled by v to make it darker at the roots.  This assumes v=0 at the root, v=1 at the tip.  */
k3d/share/shaders/k3d_hextile.sl:10: *    (presumably due to water or something), which darkens the tile or
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:65:Ct = mix (lightwood, darkwood, r*r2*r2);
k3d/share/shaders/k3d_oak.sl:17: *   Cdarkwood - the darker color in the ring/grain
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:24: *   Cdarkwood - the darker color in the ring/grain
k3d/share/shaders/k3d_oakplank.sl:113:		     color Cdarkwood = color(0.15, 0.077, 0.028);
k3d/share/shaders/k3d_oakplank.sl:145:  color Cwood = mix(Clightwood, Cdarkwood, wood);
k3d/share/shaders/k3d_oakplank.sl:165:   * Less specular in the grooves, more specular in the dark wood. 
k3d/share/shaders/k3d_parquet_plank.sl:18: *   lightwood, darkwood - surface colors for the wood itself
k3d/share/shaders/k3d_parquet_plank.sl:37:			  color darkwood = color(0.275, 0.15, 0.06);
k3d/share/shaders/k3d_parquet_plank.sl:147:  /* Mix the light and dark wood according to the grain pattern */
k3d/share/shaders/k3d_parquet_plank.sl:148:  woodcolor = mix(lightwood, darkwood, r);
k3d/share/shaders/k3d_parquet_plank2.sl:19: *   lightwood, darkwood - surface colors for the wood itself
k3d/share/shaders/k3d_parquet_plank2.sl:51:	       color darkwood  = color (0.275, 0.15, 0.06);
k3d/share/shaders/k3d_parquet_plank2.sl:143:  /* Mix the light and dark wood according to the grain pattern */
k3d/share/shaders/k3d_parquet_plank2.sl:144:  woodcolor = mix (lightwood, darkwood, r);
k3d/share/shaders/k3d_parquet_tile.sl:20: *   lightwood, darkwood - surface colors for the wood itself
k3d/share/shaders/k3d_parquet_tile.sl:66:	       color darkwood  = color (0.275, 0.15, 0.06);
k3d/share/shaders/k3d_parquet_tile.sl:158:  /* Mix the light and dark wood according to the grain pattern */
k3d/share/shaders/k3d_parquet_tile.sl:159:  woodcolor = mix (lightwood, darkwood, r);
k3d/share/shaders/k3d_plank.sl:16: *   lightwood, darkwood - surface colors for the wood itself
k3d/share/shaders/k3d_plank.sl:34:		  color darkwood = color(0.275, 0.15, 0.06);
k3d/share/shaders/k3d_plank.sl:133:  /* Mix the light and dark wood according to the grain pattern */
k3d/share/shaders/k3d_plank.sl:134:  woodcolor = mix(lightwood, darkwood, r);
k3d/share/shaders/k3d_ruledpaper.sl:18: *         email: darkmoon@SpamSucks_connexus.apana.org.au
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_scartissue.sl:18:	color dark = color (.015,.02,.02);
k3d/share/shaders/k3d_scartissue.sl:29:	base = mix(dark,light,nz);
k3d/share/shaders/k3d_skin1.sl:247:        darkred01 = Cskin - 0.05,
k3d/share/shaders/k3d_skin1.sl:248:        darkred02 = darkred01 - 0.05;
k3d/share/shaders/k3d_skin1.sl:254:                                    darkred01,
k3d/share/shaders/k3d_skin1.sl:256:                                    darkred01,
k3d/share/shaders/k3d_skin1.sl:258:                                    darkred01,
k3d/share/shaders/k3d_skin1.sl:259:                                    darkred02,
k3d/share/shaders/k3d_skin1.sl:260:                                    darkred01,
k3d/share/shaders/k3d_skin1.sl:261:                                    darkred02,
k3d/share/shaders/k3d_slateroof.sl:10:	darker than the next Parameters:
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_superplank.sl:28: *   ringwidth - relative width of the dark ring parts
k3d/share/shaders/k3d_superplank.sl:100:  float ring;			/* 1 in a ring darkening, 0 where not */
k3d/share/shaders/k3d_superplank.sl:256:  /* Less specular in the grooves, more specular in the dark wood. */
k3d/share/shaders/k3d_terran.sl:164:	  /* Adjust color of water to darken deeper seas */
k3d/share/shaders/k3d_terran2.sl:219:	  /* Adjust color of water to darken deeper seas */
k3d/share/shaders/k3d_uberlight.sl:141: *       their full brightness but not go completely dark.  Another
k3d/share/shaders/k3d_uberlight.sl:143: *       something yellowish and make the shadowcolor dark but
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:27:		  color darkwood = color(0.35, 0.22, 0.08); float grainy = 1;)
k3d/share/shaders/k3d_wood2.sl:51:  Ct = mix(lightwood, darkwood, r * r2 * r2);
