k3d/share/shaders/k3d_antialiasedchecks.sl:68:  Ci *= Os * (Ka*ambient() + Kd*diffuse(Nf));
k3d/share/shaders/k3d_bluemarble.sl:59:    Ci = Os * (Ct * (Ka * ambient() + Kd * diffuse(NN))
k3d/share/shaders/k3d_brick.sl:66:  /* Make the edges ragged, but different for each brick */
k3d/share/shaders/k3d_brick.sl:136:  Ci = Os * Ct * (Ka * ambient() + Kd * diffuse(Nf));
k3d/share/shaders/k3d_brick2.sl:55:    /* diffuse reflection model */
k3d/share/shaders/k3d_brick2.sl:57:    Ci = Os * Ct * (Ka * ambient() + Kd * diffuse(Nf));
k3d/share/shaders/k3d_brick3.sl:107:  Ci = Os * Ct * (Ka * ambient() + Kd*diffuse(Nf));
k3d/share/shaders/k3d_brickanti.sl:78:    /* diffuse reflection model */
k3d/share/shaders/k3d_brickanti.sl:80:    Ci = Os * Ct * (Ka * ambient() + Kd * diffuse(Nf));
k3d/share/shaders/k3d_brickbump2.sl:65:    /* diffuse reflection model */
k3d/share/shaders/k3d_brickbump2.sl:67:    Ci = Os * Ct * (Ka * ambient() + Kd * diffuse(Nf));
k3d/share/shaders/k3d_brickperturb.sl:56:    /* diffuse reflection model */
k3d/share/shaders/k3d_brickperturb.sl:58:    Ci = Os * Ct * (Ka * ambient() + Kd * diffuse(Nf));
k3d/share/shaders/k3d_brushedmetal2.sl:17: *  Kd			- coefficient of diffuse
k3d/share/shaders/k3d_brushedmetal2.sl:104:	Ci = Oi * (Cs * (Ka * ambient() + Kd * diffuse(-Nf)) + 
k3d/share/shaders/k3d_brushedmetal3.sl:62:    Ci = basecolor * (Ka*ambient() + Kd*diffuse(Nf) + Ks*spec);
k3d/share/shaders/k3d_celld.sl:19:	float voro_step = 0.05; /* desc {Step value size.  If the difference
k3d/share/shaders/k3d_ceramictiles.sl:33: *   Kdtile - diffuse component weighting of the tile
k3d/share/shaders/k3d_ceramictiles.sl:87: * to a different color near the border of the tile (with a ragged edge
k3d/share/shaders/k3d_ceramictiles.sl:135: * diffuse model for the mortar, and a ceramic model for the tiles,
k3d/share/shaders/k3d_ceramictiles.sl:157:  return fkt * basecolor * (Ka * ambient() + kd * diffuse(Nf)) +
k3d/share/shaders/k3d_ceramictiles.sl:226:   * so every tile looks a little different.
k3d/share/shaders/k3d_checkerboard.sl:50:    Os * (checkcolor * (Ka * ambient() + Kd * diffuse(Nf)) +
k3d/share/shaders/k3d_checkerboard_solid.sl:38:	Ci = Os * (Ct * (Ka * ambient() + Kd * diffuse(Nf)) + specularcolor * Ks * specular(Nf, -normalize(I), roughness));
k3d/share/shaders/k3d_contacshadow.sl:52:	/* the difference between the two distances is used to calculate the  
k3d/share/shaders/k3d_corktile.sl:24: *   tileheight = 0 there are bumps on the tile surface of height tileheight, but no difference
k3d/share/shaders/k3d_corktile.sl:119:	Ci = Os * (mix( Ct, Cg, ingap) * (Ka*ambient() + Kd*diffuse(Nf)) +
k3d/share/shaders/k3d_crayon.sl:20:	density1 - if different density0 this is the density when t = 1, with a smooth
k3d/share/shaders/k3d_crayon.sl:91:    Ci = Os * ( Csurf * (Ka*ambient() + Kd*diffuse(Nf)) +
k3d/share/shaders/k3d_crayontoon.sl:9: * This shader is a constant with little diffusion, 

k3d/share/shaders/k3d_crayontoon.sl:25:  Ci = Os * (mix(colorBase, colorSombra, Kt1) + Kd * Kt1 * diffuse(Nf) * colorBase);

k3d/share/shaders/k3d_cyclone.sl:73:    Oi * Cs * (Ka * ambient() + Kd * diffuse(faceforward(normalize(N), I)));
k3d/share/shaders/k3d_decalplastic.sl:49:	Ci = Oi * Ct * (Ka * ambient() + Kd * diffuse(Nf)) + specularcolor * Ks * specular(Nf, V, roughness);
k3d/share/shaders/k3d_easysurface.sl:14:	float diffuse ;
k3d/share/shaders/k3d_easysurface.sl:18:	diffuse = II.NN / (II.II * NN.NN);
k3d/share/shaders/k3d_easysurface.sl:19:	diffuse = pow(diffuse, falloff);
k3d/share/shaders/k3d_easysurface.sl:21:	Ci = Cs * (Ka + Kd * diffuse ) ;
k3d/share/shaders/k3d_eyeball.sl:135:  Ci = Os * ( Ct * (Ka*ambient() + Kd*diffuse(Nf)) +
k3d/share/shaders/k3d_fill.sl:13:	Ci = Cs * (Ka*ambient() + Kd*(smoothstep(min,max,comp(diffuse(Nf),0))));
k3d/share/shaders/k3d_fresnelplastic.sl:56:			  NURBs differences.} */
k3d/share/shaders/k3d_fresnelplastic.sl:109:    Ci = Os * ( fKt * Ct * (Ka*ambient() + Kd*diffuse(Nf)) +
k3d/share/shaders/k3d_funkyglass.sl:26:    (Ct * (Ka * ambient() + Kd * diffuse(Nf)) +
k3d/share/shaders/k3d_fur2.sl:13:fnc_diffuselgt (color Cin;       /* Light Colour */
k3d/share/shaders/k3d_fur2.sl:26:    /* diffuse calculation */
k3d/share/shaders/k3d_fur2.sl:72:    color Cspec = 0, Cdiff = 0;  /* collect specular & diffuse light */
k3d/share/shaders/k3d_fur2.sl:125:	/* calculate diffuse component */
k3d/share/shaders/k3d_fur2.sl:143:	Cdiff += clump_darkening * fnc_diffuselgt(Cl, L, norm_hair);
k3d/share/shaders/k3d_fur2.sl:149:				  abs(luminance(Kd*Cdiff))) * darkening));
k3d/share/shaders/k3d_fur2.sl:153:    Ci =  ((Ka*ambient() + Kd*Cdiff + static_ambient) * final_c
k3d/share/shaders/k3d_gmarbtile_polish.sl:108:  Ci = Oi * (Ct * (Ka * ambient() + Kd * diffuse(Nf)) + env);
k3d/share/shaders/k3d_gooch.sl:13: *  Kd           : diffuse factor
k3d/share/shaders/k3d_gouge.sl:16:   /* Use the same texture map that the surface shader uses. Spin it a different
k3d/share/shaders/k3d_granite.sl:6: * granite(): Provide a diffuse granite-like surface texture. 
k3d/share/shaders/k3d_granite.sl:20:	Ci = Cs * sum * (Ka + Kd * diffuse(faceforward( normalize(N), I )) ) ;
k3d/share/shaders/k3d_graphic_lines.sl:128:	illumcolor_highlight=(Ka_highlight*ambient()+Kd_highlight*diffuse(Nf_highlight)+Ks_highlight*specular(Nf_highlight,V_highlight,roughness_highlight));
k3d/share/shaders/k3d_graphic_lines.sl:203:	}illumcolor_paint=(Ka_paint*ambient()+Kd_paint*diffuse(Nf_paint)+Ks_paint*specular(Nf_paint,V_paint,roughness_paint));
k3d/share/shaders/k3d_graphic_lines.sl:275:	}illumcolor_ink=(Ka_ink*ambient()+Kd_ink*diffuse(Nf_ink)+Ks_ink*specular(Nf_ink,V_ink,roughness_ink));
k3d/share/shaders/k3d_graphic_lines.sl:327:	float diff, spec;
k3d/share/shaders/k3d_graphic_lines.sl:344:	diff = 0;
k3d/share/shaders/k3d_graphic_lines.sl:346:	diff += normalize(L).Nf;
k3d/share/shaders/k3d_graphic_lines.sl:349:	diff = smoothstep(paint_trans - paint_fuzz/2, paint_trans + paint_fuzz/2, diff);
k3d/share/shaders/k3d_graphic_lines.sl:355:	layer_color = Cs*(Kd*diff*Ci_paint + Ka*ambient()) + Ci_highlight*Ks*spec;
k3d/share/shaders/k3d_grass_surface.sl:46:  Ci = Ci * (Ka *ambient() + Kd * diffuse(Nf) + Ks* specular(Nf,-I,roughness));

k3d/share/shaders/k3d_grids.sl:6:float K_diffuse=0.381; 
k3d/share/shaders/k3d_grids.sl:97:Ci = (blend_val*G1L1_Ct+(1-blend_val)*G1L2_Ct) * (ambientcolor * K_ambient * ambient() + K_diffuse * diffuse(G1_Nf)) + 
k3d/share/shaders/k3d_hair.sl:15:	color Cspec = 0, Cdiff = 0;  /* collect specular & diffuse light */
k3d/share/shaders/k3d_hair.sl:23:			Cdiff += Cl * v;
k3d/share/shaders/k3d_hair.sl:29:	Ci = Oi * (mix(rootcolor, tipcolor, v) * (Ka*ambient() + Kd * Cdiff) + (Ks * Cspec * specularcolor));
k3d/share/shaders/k3d_hextile.sl:121:  Ci = Os * ( Ct * (Ka*ambient() + Kd*diffuse(Nf)) +
k3d/share/shaders/k3d_incandplastic.sl:25:  Ci = SurfaceOpacity * (SurfaceColor * (Ka * ambient() + Kd * diffuse(Nf)) +

k3d/share/shaders/k3d_leather.sl:210:	Ci = Os * (cs * (Ka*ambient() + Kd*diffuse(Nf)) +

k3d/share/shaders/k3d_lensflare.sl:27: *          the 4 different kinds of spots.
k3d/share/shaders/k3d_luna.sl:187:  Ci = Ct * (Ka * ambient() + Kd * diffuse(faceforward(normalize(N), I)));
k3d/share/shaders/k3d_lunette.sl:171:	Ci = Os * ( cc * (Ka*ambient() + Kd*diffuse(Nf)) +
k3d/share/shaders/k3d_map_pattern_1.sl:69:C_temp1 = Os * (Cs * (Ka * ambient() + Kd * diffuse(Nf)) + specularcolor * Ks * specular(Nf, -normalize(I), roughness));
k3d/share/shaders/k3d_matte.sl:14:  Ci = Os * Cs * (Ka * ambient() + Kd * diffuse(Nf));
k3d/share/shaders/k3d_mondometal.sl:64:    float ss, tt, roughness, diff, spec, bmp;

k3d/share/shaders/k3d_mondometal.sl:95:    /* determine diffuse **/

k3d/share/shaders/k3d_mondometal.sl:98:        diff = abDiffuse * float texture(abDiffuseMap, ss, tt, 

k3d/share/shaders/k3d_mondometal.sl:104:        diff = abDiffuse;

k3d/share/shaders/k3d_mondometal.sl:234:      Ci = Os * Copac * (Csurf * (Cincand + ambient() + diff * diffuse(Nf)) + 

k3d/share/shaders/k3d_mondometal.sl:239:      Ci = Cmetal * Oi * (Ka * ambient() + Kd * diffuse(Nf) +

k3d/share/shaders/k3d_noisysmoke.sl:52:  color dC, dO;			/* differential color & opacity */
k3d/share/shaders/k3d_orange.sl:49:	Ci = Cs * (Ka * ambient() + Kd * diffuse (Nf)) + Ks * specular (Nf, V, roughness);
k3d/share/shaders/k3d_orennayar.sl:4: * orennayar.sl - rough diffuse surface
k3d/share/shaders/k3d_orennayar.sl:30: *      or a function and used in any other shader, in place of diffuse().
k3d/share/shaders/k3d_orennayar.sl:50:    float alpha, beta, sigma2, cos_phi_diff;
k3d/share/shaders/k3d_orennayar.sl:61:	cos_phi_diff = normalize(Eye-Nf*(Eye.Nf)) . normalize(LN - Nf*(LN.Nf));
k3d/share/shaders/k3d_orennayar.sl:67:	if (cos_phi_diff >= 0)
k3d/share/shaders/k3d_orennayar.sl:71:	L1 = Cs * (cos_theta_i * (C1 + cos_phi_diff * C2 * tan(beta) +
k3d/share/shaders/k3d_orennayar.sl:72:				  (1 - abs(cos_phi_diff)) * C3 * tan((alpha+beta)/2)));
k3d/share/shaders/k3d_orennayar.sl:74:			  (1 - cos_phi_diff*(4*beta*beta)/(PI*PI)));
k3d/share/shaders/k3d_outlet.sl:70:  Ci = Os * ( Ct * (Ka*ambient() + kd*diffuse(Nf)) +
k3d/share/shaders/k3d_paintedplastic.sl:46:	Ci = Oi * Cs * Ct * (Ka * ambient() + Kd * diffuse(Nf)) + specularcolor * Ks * specular(Nf, V, roughness);
k3d/share/shaders/k3d_parquet_plank.sl:159:    Os * (Ct * (Ka * ambient() + Kd * diffuse(Nf)) +
k3d/share/shaders/k3d_parquet_plank2.sl:153:  Ci = Os * ( Ct * (Ka*ambient() + Kd*diffuse(Nf)) +
k3d/share/shaders/k3d_parquet_tile.sl:168:  Ci = Os * ( Ct * (Ka*ambient() + Kd*diffuse(Nf)) +
k3d/share/shaders/k3d_planetclouds.sl:38: *      is radically different.
k3d/share/shaders/k3d_planetclouds.sl:109:  Ci = Oi * (Ka * ambient() + Kd * diffuse(faceforward(normalize(N), I)));
k3d/share/shaders/k3d_plank.sl:147:    Os * (Ct * (Ka * ambient() + Kd * diffuse(Nf)) +
k3d/share/shaders/k3d_plastic.sl:16:  Ci = Os * (Cs * (Ka * ambient() + Kd * diffuse(Nf)) + specularcolor * Ks * specular(Nf, -normalize(I), roughness));
k3d/share/shaders/k3d_plastic2.sl:23:    Ci = Os * (Cs * (Ka * ambient() + Kd * diffuse(Nf))
k3d/share/shaders/k3d_projectionmap_plastic.sl:62:	Ci = Oi * Cs * Ct * (Ka * ambient() + Kd * diffuse(Nf)) + specularcolor * Ks * specular(Nf, V, roughness);
k3d/share/shaders/k3d_puffyclouds.sl:79:/*  Ci = Ct * (Ka * ambient() + Kd * diffuse(faceforward(N,I))); */
k3d/share/shaders/k3d_redapple.sl:21: * different size apples, make sure to change txtscale appropriately.
k3d/share/shaders/k3d_redapple.sl:233:	Ci = Os * (cs * (Ka*ambient() + Kd*diffuse(Nf)) +
k3d/share/shaders/k3d_roughmetal.sl:8: *   Ka, Kd, Ks - ambient, diffuse, specular weights
k3d/share/shaders/k3d_rubber.sl:24:	Ci = Os * cout * ( Ka*ambient() + Kd*diffuse(Nf) ) ;
k3d/share/shaders/k3d_ruledpaper.sl:93:    // For plastic and diffuse shading
k3d/share/shaders/k3d_ruledpaper.sl:137:			Ci = Oi * (tex * (Ka * ambient() + Kd * diffuse(Nf)) + 
k3d/share/shaders/k3d_ruledpaper.sl:140:			// Else shade diffuse paper
k3d/share/shaders/k3d_ruledpaper.sl:141:			Ci = Oi * tex * (Ka * ambient() + Kd * diffuse(Nf));
k3d/share/shaders/k3d_rustymetal.sl:86:      Crust = rustcolor * (rustKa*ambient() + rustKd*diffuse(Nf));
k3d/share/shaders/k3d_saturn.sl:86:  Ci = Os * Ct * (Ka * ambient() + Kd * diffuse(faceforward(normalize(N),I)));
k3d/share/shaders/k3d_saturnring.sl:107:			Ci = Oi * (cs * (Ka*ambient() + Kd*diffuse(Nf) ));
k3d/share/shaders/k3d_scartissue.sl:34:	Ci = ( base * (Ka + Kd*diffuse(Nf)) + 
k3d/share/shaders/k3d_screen.sl:35:	Os * (Cs * (Ka * ambient() + Kd * diffuse(Nf)) +
k3d/share/shaders/k3d_screen_aa.sl:78:	Oi * (Cs * (Ka * ambient() + Kd * diffuse(Nf)) +
k3d/share/shaders/k3d_sdixon.sl:33:	   one, the diffuse component goes to zero and the specular 
k3d/share/shaders/k3d_sdixon.sl:37:	Ci = Os * cout * ( Ka*ambient() + (1-ink)*Kd*diffuse(Nf) +
k3d/share/shaders/k3d_shadowdistant_rim.sl:14:    float __nondiffuse = 1;
k3d/share/shaders/k3d_shifteddrtile.sl:100:	Ci = Os * (surfColor * (Ka*ambient() + Kd*diffuse(Nf)) +
k3d/share/shaders/k3d_shiftedmoontile.sl:41:#define difference(a, b) ((a) - (a) * b)
k3d/share/shaders/k3d_shiftedmoontile.sl:84:	mix_opacity = difference (circle1, circle2);
k3d/share/shaders/k3d_shiftedmoontile.sl:88:	Ci = Os * (surfColor * (Ka*ambient() + Kd*diffuse(Nf)) +
k3d/share/shaders/k3d_skin1.sl:17: * Kd = the amount of uniform diffusion applyied to the skin
k3d/share/shaders/k3d_skin1.sl:296:  Ci = sc + Kd * diffuse(Nf) ;
k3d/share/shaders/k3d_slateroof.sl:13: 	Kd: Coefficient of diffuse light;
k3d/share/shaders/k3d_slateroof.sl:28: 		different random patterning. A value > 20 works best
k3d/share/shaders/k3d_slateroof.sl:199:	Ci = Ct * (Ka * ambient() + Kd * diffuse(faceforward( normalize(N), I )));
k3d/share/shaders/k3d_slateroofd.sl:20: 			different random patterning. A value > 20 works best
k3d/share/shaders/k3d_smoke2.sl:99:  color dC, dO;                   /* differential color & opacity */
k3d/share/shaders/k3d_softboxes.sl:72:	/* more-difficult rounded corner case */
k3d/share/shaders/k3d_softboxes.sl:299:    output varying float __nondiffuse = 1;
k3d/share/shaders/k3d_softboxes.sl:329:    __nondiffuse = NonDiffuse;
k3d/share/shaders/k3d_spaceshiphull1.sl:53:  Ci = Os * platecolor * (Ka * ambient() + Kd * diffuse(Nf)) + specularcolor * platespecular * specular(Nf, V, roughness);
k3d/share/shaders/k3d_srfdeformation.sl:13:   measured by the change in diffuse lighting from the Pref to P.
k3d/share/shaders/k3d_srfdeformation.sl:22:fnc_mydiffuse (color Cl; 
k3d/share/shaders/k3d_srfdeformation.sl:73:    /* Calculate shading difference between P and Porig*/
k3d/share/shaders/k3d_srfdeformation.sl:86:	Ci1 += Kd * fnc_mydiffuse(Cl,L,N1);
k3d/share/shaders/k3d_srfdeformation.sl:90:	Ci2 += Kd * fnc_mydiffuse(Cl,L,N2);
k3d/share/shaders/k3d_star.sl:48:    /* diffuse ("matte") shading model */
k3d/share/shaders/k3d_star.sl:50:    Ci = Os * Ct * (Ka * ambient() + Kd * diffuse(Nf));
k3d/share/shaders/k3d_stones.sl:11: * Shader that creates a surface covered with stones of different sizes,
k3d/share/shaders/k3d_stones.sl:190:Ci = surface_color * Oi * (Ka * ambient() + Kd * diffuse(Nf))+
k3d/share/shaders/k3d_strata.sl:85:    Cs * Ct * (Ka * ambient() + Kd * diffuse(faceforward(normalize(N), I)));
k3d/share/shaders/k3d_superplank.sl:54:			float Ka = 1, Kd = 1;	/* Overall ambient & diffuse response */
k3d/share/shaders/k3d_superplank.sl:313:    (1 - fresnelKr) * (Ct * (Ka * ambient() + Kd * diffuse(Nf))) +
k3d/share/shaders/k3d_superpplastic.sl:57:    Os * (Cs * Ct * (Ka * ambient() + Kd * diffuse(Nf)) +
k3d/share/shaders/k3d_supertoon.sl:4: * Toon shader con antialiasing. Modula diffuse mediante escaloneo de modo que

k3d/share/shaders/k3d_supertoon.sl:49:      difusion = diffuse(faceforward(Nf, NI, Nf));

k3d/share/shaders/k3d_terran.sl:175:    Os * Ct * (Ka * ambient() + Kd * diffuse(faceforward(normalize(N), I)));
k3d/share/shaders/k3d_terran2.sl:41: *    is radically different.
k3d/share/shaders/k3d_terran2.sl:229:  Ci = Os * Ct * (Ka * ambient() + Kd * diffuse(faceforward(normalize(N),I)));
k3d/share/shaders/k3d_texblender.sl:15:    return (basecolor * ( Ka*ambient() + Kd*diffuse(Nf)+selft*selftcolor ) )
k3d/share/shaders/k3d_tooledsteel.sl:20: *  Kd			- coefficient of diffuse
k3d/share/shaders/k3d_tooledsteel.sl:165:	Ci = Oi * (Cs * (Ka * ambient() + Kd * diffuse(-Nf)) + 
k3d/share/shaders/k3d_toonmap.sl:121:float diff, spec;
k3d/share/shaders/k3d_toonmap.sl:138:diff = 0;
k3d/share/shaders/k3d_toonmap.sl:140:diff += normalize(L).Nf; 
k3d/share/shaders/k3d_toonmap.sl:143:diff = smoothstep(paint_trans - paint_fuzz/2, paint_trans + paint_fuzz/2, diff);
k3d/share/shaders/k3d_toonmap.sl:149:layer_color = Cs*(Kd*diff*temt_c3 + Ka*ambient()) + temt_c4*Ks*spec;
k3d/share/shaders/k3d_translucency.sl:11:* Description:  It's possible to use one different color and
k3d/share/shaders/k3d_translucency.sl:74:	/*Color texturing of different side*/
k3d/share/shaders/k3d_translucency.sl:94:	/*Translucency texturing of different side*/
k3d/share/shaders/k3d_translucency.sl:127:	Ci = Ct * (Ka*ambient() + Kd*diffuse(Nf) + Kt*diffuse(-Nf)) + Ks*specular(Nf,V,roughness) + shiny;
k3d/share/shaders/k3d_uberlight.sl:146: *       diffusely, without highlights.
k3d/share/shaders/k3d_uberlight.sl:156: *       diffuse(), specular() and phong() all do this, for PRMan 3.5
k3d/share/shaders/k3d_uberlight.sl:161: *   __nondiffuse - the analog to nonspecular; if this flag is set to
k3d/share/shaders/k3d_uberlight.sl:163: *       diffuse light.  This is useful for making a light that only
k3d/share/shaders/k3d_uberlight.sl:404:		     output float __nondiffuse = 0;
k3d/share/shaders/k3d_urbermap.sl:44:float ss, tt, roughness, diff, spec, bmp;
k3d/share/shaders/k3d_urbermap.sl:78:diff = abDiffuse * float texture(abDiffuseMap, ss, tt,
k3d/share/shaders/k3d_urbermap.sl:84:diff = abDiffuse;
k3d/share/shaders/k3d_urbermap.sl:201:Ci = Csurf * (Cincand + ambient() + diff * diffuse(Nf)) + (spec * Cspec * (specular(Nf, V, roughness) + Crefl));
k3d/share/shaders/k3d_velvet.sl:11: *   - A diffuse color
k3d/share/shaders/k3d_velvet.sl:15: *   Kd:	scales diffuse color
k3d/share/shaders/k3d_velvet.sl:16: *   Ka:	ambient component (affects diffuse color only)
k3d/share/shaders/k3d_velvet.sl:50:  color shiny;                   /* Non-diffuse components */
k3d/share/shaders/k3d_velvet.sl:70:  /* Add in diffuse color */
k3d/share/shaders/k3d_velvet.sl:71:  Ci = Os * (Ka*ambient() + Kd*diffuse(Nf)) * Cs + shiny;
k3d/share/shaders/k3d_venus.sl:26: *    is radically different.
k3d/share/shaders/k3d_venus.sl:98:			 Kd * diffuse(faceforward(normalize(N), I)));
k3d/share/shaders/k3d_venus2.sl:96:			    Kd * diffuse(faceforward(normalize(N),I)));
k3d/share/shaders/k3d_volcube.sl:146:/* shading function returns diffuse ans specular */
k3d/share/shaders/k3d_volcube.sl:151:		  output color diff;
k3d/share/shaders/k3d_volcube.sl:156:    diff = 0;
k3d/share/shaders/k3d_volcube.sl:159:	diff += Cl * max(0,normalize(L).Nf);
k3d/share/shaders/k3d_volcube.sl:205:    color  diff	= 1;
k3d/share/shaders/k3d_volcube.sl:250:		get_shading(Pcur,Nf,V,Roughness,diff,spec);
k3d/share/shaders/k3d_volcube.sl:252:	    cur_color = (cur_color * diff) + spec*(1,.8,.2);
k3d/share/shaders/k3d_wallpaper.sl:72:    Ci = Os * Ct * (Ka * ambient() + Kd * diffuse(Nf));
k3d/share/shaders/k3d_warningstripes.sl:57:	Ci = (Os * Ct * (ambient() + diffuse(Nf)));
k3d/share/shaders/k3d_water.sl:85:    surface_color = Os * ( Cs * (Ka*ambient() + Kd*diffuse(Nf)) +

k3d/share/shaders/k3d_watercolor.sl:15:	float Kdiffuse = 0.91;

k3d/share/shaders/k3d_watercolor.sl:38:	float dist = length(dPE) * Kdiffuse;

k3d/share/shaders/k3d_wood2.sl:60:    Os * (Ct * (Ka * ambient() + Kd * diffuse(Nf)) +
k3d/share/shaders/k3d_woodcut.sl:45:illumcolor = (Ka*ambient() + Kd*diffuse(Nf) + Ks*specular(Nf,V,roughness));
