k3d/share/shaders/k3d_causticlight.sl:7:	       float conedeltaangle = radians(5);
k3d/share/shaders/k3d_causticlight.sl:22:	atten *= smoothstep (cos(coneangle), cos(coneangle-conedeltaangle),
k3d/share/shaders/k3d_mondometal.sl:186:	    normal deltaN = normalize(N) - normalize(Ng);

k3d/share/shaders/k3d_mondometal.sl:187:	    Nf = normalize(Nf) + deltaN;

k3d/share/shaders/k3d_shadowspot.sl:14:	float conedeltaangle = radians(5);
k3d/share/shaders/k3d_shadowspot.sl:23:			cosinside = cos(coneangle-conedeltaangle);
k3d/share/shaders/k3d_slideprojector.sl:6:			 float conedeltaangle = 5; float beamdistribution = 2;
k3d/share/shaders/k3d_slideprojector.sl:15:  uniform float rconedeltaangle = radians(conedeltaangle);
k3d/share/shaders/k3d_slideprojector.sl:38:      smoothstep(cos(rconeangle), cos(rconeangle - rconedeltaangle),
k3d/share/shaders/k3d_spotlight.sl:14:		    float conedeltaangle = radians(5);
k3d/share/shaders/k3d_spotlight.sl:25:      smoothstep(cos(coneangle), cos(coneangle - conedeltaangle), cosangle);
k3d/share/shaders/k3d_supertoon.sl:7: * analitico se utiliza delta para determinar el nivel de antialiasing del shader.

k3d/share/shaders/k3d_supertoon.sl:9: * Toon shader with non-analitic antialiasing (controlled by delta). Difusion is modulated with

k3d/share/shaders/k3d_supertoon.sl:14:color splitColor(color valor; float delta; float lim2; float lim3; float lim4;){

k3d/share/shaders/k3d_supertoon.sl:17:  if(comp(valor, 0) < lim3 - delta){

k3d/share/shaders/k3d_supertoon.sl:18:    C = smoothstep(lim2 - delta, lim2 + delta, comp(valor, 0))* lim2;

k3d/share/shaders/k3d_supertoon.sl:20:  else if(comp(valor, 0) >= lim3 - delta && comp(valor, 0) < lim4 - delta){

k3d/share/shaders/k3d_supertoon.sl:21:    C = lim2 + (smoothstep(lim3 - delta, lim3 + delta, comp(valor, 0))* lim3);

k3d/share/shaders/k3d_supertoon.sl:23:  else if(comp(valor, 0) >= lim4 - delta){

k3d/share/shaders/k3d_supertoon.sl:24:    C = lim3 + (smoothstep(lim4 - delta, lim4, comp(valor, 0))* lim4);

k3d/share/shaders/k3d_supertoon.sl:33:                        delta = 0.015,   /* antialiasing level */

k3d/share/shaders/k3d_supertoon.sl:46:      especular = splitColor(especular, delta * 3, lim3, lim4, lim4);

k3d/share/shaders/k3d_supertoon.sl:50:      difusion = splitColor(difusion, delta, lim2, lim3, lim4);

k3d/share/shaders/k3d_urbermap.sl:166:normal deltaN = normalize(N) - normalize(Ng);
k3d/share/shaders/k3d_urbermap.sl:167:Nf = normalize(Nf) + deltaN;
