k3d/share/shaders/k3d_brick.sl:7: *   used in conjunction with the "brickbump" displacement shader (and
k3d/share/shaders/k3d_brick.sl:53:  float fact, disp;
k3d/share/shaders/k3d_brick.sl:96:  disp = 0;
k3d/share/shaders/k3d_brick.sl:100:      disp = groovedepth * (sqr((tt) / MHF) - 1);
k3d/share/shaders/k3d_brick.sl:105:      disp = groovedepth * (sqr((1 - tt) / MHF) - 1);
k3d/share/shaders/k3d_brick.sl:109:      disp = min(disp, 0.85 * groovedepth * (sqr(ss / MWF) - 1));
k3d/share/shaders/k3d_brick.sl:113:      disp = min(disp, 0.85 * groovedepth * (sqr((1 - ss) / MWF) - 1));
k3d/share/shaders/k3d_brick.sl:119:  disp -=
k3d/share/shaders/k3d_brick.sl:125:  P += disp * normalize(N);
k3d/share/shaders/k3d_brick3.sl:7: *   used in conjunction with the "brickbump" displacement shader (and
k3d/share/shaders/k3d_brickbump.sl:2: * brickbump.sl -- displacement shader for bricks.
k3d/share/shaders/k3d_brickbump.sl:5: *   Makes displacements for a wall of bricks.  This is the companion
k3d/share/shaders/k3d_brickbump.sl:29:displacement k3d_brickbump(
k3d/share/shaders/k3d_brickbump.sl:40:  float fact, disp;
k3d/share/shaders/k3d_brickbump.sl:50:  disp = 0;
k3d/share/shaders/k3d_brickbump.sl:54:      disp = groovedepth * (sqr((tt) / MHF) - 1);
k3d/share/shaders/k3d_brickbump.sl:59:      disp = groovedepth * (sqr((1 - tt) / MHF) - 1);
k3d/share/shaders/k3d_brickbump.sl:63:      disp = min(disp, 0.85 * groovedepth * (sqr(ss / MWF) - 1));
k3d/share/shaders/k3d_brickbump.sl:67:      disp = min(disp, 0.85 * groovedepth * (sqr((1 - ss) / MWF) - 1));
k3d/share/shaders/k3d_brickbump.sl:73:  disp -=
k3d/share/shaders/k3d_brickbump.sl:79:  P += disp * normalize(N);
k3d/share/shaders/k3d_brickbump3.sl:2: * brickbump.sl -- displacement shader for bricks.
k3d/share/shaders/k3d_brickbump3.sl:5: *   Makes displacements for a wall of bricks.  This is the companion
k3d/share/shaders/k3d_brickbump3.sl:37:  displacement shader with the matte surface shader.  With appropriate
k3d/share/shaders/k3d_brickbump3.sl:49:displacement
k3d/share/shaders/k3d_brickbump3.sl:68:  float fact, disp;
k3d/share/shaders/k3d_brickbump3.sl:93:  disp = 0;
k3d/share/shaders/k3d_brickbump3.sl:96:      disp = groovedepth * (sqr((tt)/MHF) - 1);
k3d/share/shaders/k3d_brickbump3.sl:100:      disp = groovedepth * (sqr((1-tt)/MHF) - 1);
k3d/share/shaders/k3d_brickbump3.sl:103:      disp = 0.75 * groovedepth * (sqr(ss/MWF) - 1);
k3d/share/shaders/k3d_brickbump3.sl:106:      disp = 0.75 * groovedepth * (sqr((1-ss)/MWF) - 1);
k3d/share/shaders/k3d_brickbump3.sl:112:  disp -= fact * pow(noise ((ss+sbrick)*pockfrequency/BMHEIGHT,
k3d/share/shaders/k3d_brickbump3.sl:115:  P += disp * normalize(N);
k3d/share/shaders/k3d_bubbles.sl:4: * A simple semi-sphere carpet displacment
k3d/share/shaders/k3d_bubbles.sl:9:displacement k3d_bubbles(
k3d/share/shaders/k3d_bubbly.sl:22: *  Kd      - coefficient of displacement. 
k3d/share/shaders/k3d_bubbly.sl:27:displacement
k3d/share/shaders/k3d_castucco.sl:2: * castucco.sl -- dispacement shader for stucco.
k3d/share/shaders/k3d_castucco.sl:20:#include "k3d_displace.h"
k3d/share/shaders/k3d_castucco.sl:22:displacement k3d_castucco(
k3d/share/shaders/k3d_castucco.sl:31:  float disp;			/* Amount to displace */
k3d/share/shaders/k3d_castucco.sl:38:  disp = fBm(Pshad, fwidth, 3, 2, 0.6);
k3d/share/shaders/k3d_castucco.sl:41:  disp = Km * smoothstep(trough, peak, disp);
k3d/share/shaders/k3d_castucco.sl:43:  /* displace in shader space units */
k3d/share/shaders/k3d_castucco.sl:44:  N = Displace(normalize(N), "shader", disp, 1);
k3d/share/shaders/k3d_celld.sl:4: * Simple displacement shader using Voronoi cell noise
k3d/share/shaders/k3d_celld.sl:16:displacement k3d_celld (
k3d/share/shaders/k3d_celld.sl:17:        float Kvoro = 0;        /* desc {amount to displace. } */
k3d/share/shaders/k3d_ceramictiles.sl:13: *   groovedepth - displacement amount for the grooves (expressed in
k3d/share/shaders/k3d_ceramictiles.sl:15: *   truedisp - 1 for true displacement, 0 for bump mapping
k3d/share/shaders/k3d_ceramictiles.sl:57:#include "k3d_displace.h"
k3d/share/shaders/k3d_ceramictiles.sl:174:			 float groovedepth = 0.2, truedisp = 0;
k3d/share/shaders/k3d_ceramictiles.sl:210:   * Displacement: the edges of the tile displace down a bit, as do
k3d/share/shaders/k3d_ceramictiles.sl:214:  float tiledisp = smoothpulse(0, .075, 0.925, 1, stile);
k3d/share/shaders/k3d_ceramictiles.sl:215:  tiledisp *= smoothpulse(0, .075, 0.925, 1, ttile);
k3d/share/shaders/k3d_ceramictiles.sl:218:    Displace(Nf, "shader", groovedepth * (tiledisp - 1), truedisp);
k3d/share/shaders/k3d_corktile.sl:20: *   the displacement of the tile itself out of the gap
k3d/share/shaders/k3d_corktile.sl:95:	float disp, adjust;
k3d/share/shaders/k3d_corktile.sl:113:	disp = (tileheight + fnoise(PP * txtscale * bumpfreq + 3, filtwidth * txtscale) * (1 - tileheight)) 
k3d/share/shaders/k3d_corktile.sl:115:	Nf = faceforward(calculatenormal(P + disp *	normalize(N)), I);
k3d/share/shaders/k3d_craters.sl:16:   float Km = 0.03;	/* Depth of crater displacement */
k3d/share/shaders/k3d_dented.sl:2: * dented.sl -- displacement shader for 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_displacementmap.sl:1:displacement k3d_displacementmap(float Km = 1;
k3d/share/shaders/k3d_droop.sl:6: * droop(): a displacement shader for making a surface "sag" along t.
k3d/share/shaders/k3d_droop.sl:10:displacement 
k3d/share/shaders/k3d_dturb.sl:3: * turbulence displacement
k3d/share/shaders/k3d_dturb.sl:8:displacement k3d_dturb(float Km = 0.1, freq = 10, flatness = 1)
k3d/share/shaders/k3d_emboss.sl:9:displacement
k3d/share/shaders/k3d_eyeball.sl:66:  float displayed, newdisp;
k3d/share/shaders/k3d_eyeball.sl:95:      displayed = 0;
k3d/share/shaders/k3d_eyeball.sl:98:	  newdisp = pow (smoothstep (.85, 1, newturb), 10);
k3d/share/shaders/k3d_eyeball.sl:99:	  displayed += (1-displayed) * newdisp * smoothstep (.1, .85, turb * turb);
k3d/share/shaders/k3d_eyeball.sl:103:      Cball = mix (eyeballcolor, bloodcolor, smoothstep(0,.75,displayed));
k3d/share/shaders/k3d_fractal.sl:14:displacement

k3d/share/shaders/k3d_fur1.sl:10:displacement

k3d/share/shaders/k3d_gloop.sl:5: * an example of nonlinear displacements 
k3d/share/shaders/k3d_gloop.sl:12: *        will cause a larger displacement so you will 
k3d/share/shaders/k3d_gloop.sl:13: *        have to change your displacement bounds to fit
k3d/share/shaders/k3d_gloop.sl:16: * magnitude - how far to displace. probably fine set where it is.
k3d/share/shaders/k3d_gloop.sl:18: * displacement bounds can be computed with the following 
k3d/share/shaders/k3d_gloop.sl:25:displacement
k3d/share/shaders/k3d_gloop.sl:62:  /* wash your hands after displacing P*/
k3d/share/shaders/k3d_gouge.sl:6: * gouge(): Use a texture map to displace a surface.
k3d/share/shaders/k3d_gouge.sl:8:displacement
k3d/share/shaders/k3d_gouge.sl:19:    *  displace the surface point inwards by that amount. 
k3d/share/shaders/k3d_graphic_lines.sl:157:	vector Ndisp_highlight=normalize(N_highlight)*(0/max(spacescale_highlight,1e-6));
k3d/share/shaders/k3d_graphic_lines.sl:159:	P_highlight+=0*Ndisp_highlight;
k3d/share/shaders/k3d_graphic_lines.sl:160:	N_highlight=normalize(calculatenormal(P_highlight+(1-0)*Ndisp_highlight));
k3d/share/shaders/k3d_graphic_lines.sl:230:	vector Ndisp1=normalize(N_paint)*(0/max(spacescale1,1e-6));
k3d/share/shaders/k3d_graphic_lines.sl:231:	P_paint+=0*Ndisp1;
k3d/share/shaders/k3d_graphic_lines.sl:232:	N_paint=normalize(calculatenormal(P_paint+(1-0)*Ndisp1));
k3d/share/shaders/k3d_graphic_lines.sl:302:	vector Ndisp2=normalize(N_ink)*(0/max(spacescale2,1e-6));
k3d/share/shaders/k3d_graphic_lines.sl:303:	P_ink+=0*Ndisp2;
k3d/share/shaders/k3d_graphic_lines.sl:304:	N_ink=normalize(calculatenormal(P_ink+(1-0)*Ndisp2));
k3d/share/shaders/k3d_grass_displace.sl:8: * pattern.  The displacements are circular.

k3d/share/shaders/k3d_grass_displace.sl:15:displacement

k3d/share/shaders/k3d_grass_displace.sl:16:k3d_grass_displace ( float height = 1.0,

k3d/share/shaders/k3d_grids_disp.sl:4: Displace (normal dir; float amp; float truedisp;)
k3d/share/shaders/k3d_grids_disp.sl:8: vector Ndisp = dir * (amp / max(spacescale,1e-6));
k3d/share/shaders/k3d_grids_disp.sl:9: P += truedisp * Ndisp;
k3d/share/shaders/k3d_grids_disp.sl:10: return normalize (calculatenormal (P + (1-truedisp)*Ndisp));
k3d/share/shaders/k3d_grids_disp.sl:13: displacement k3d_grids_disp (
k3d/share/shaders/k3d_hexatile_bump.sl:2:* FGHexaTile_bump.sl -- "Simple shader to do "Hexagon" displacement"
k3d/share/shaders/k3d_hexatile_bump.sl:23:*	float Truedisp	= 1 			---	True Displacement 0 = off, 1 = on.
k3d/share/shaders/k3d_hexatile_bump.sl:78:displacement k3d_hexatile_bump (
k3d/share/shaders/k3d_hexatile_bump.sl:93:	float Truedisp	= 1; ) 
k3d/share/shaders/k3d_hexatile_bump.sl:122:Displace (normal dir; vector space; float amp; float truedisp;)
k3d/share/shaders/k3d_hexatile_bump.sl:126:	vector Ndisp = dir * (amp / max(spacescale,1e-6));
k3d/share/shaders/k3d_hexatile_bump.sl:127:P += truedisp * Ndisp;
k3d/share/shaders/k3d_hexatile_bump.sl:128:return normalize (calculatenormal (P + (1-truedisp)*Ndisp));
k3d/share/shaders/k3d_hexatile_bump.sl:133:float disp = clamp(smoothp_20*smoothp_22,0,0.95);
k3d/share/shaders/k3d_hexatile_bump.sl:135:N = Displace(normalize(N),VShd,Km*disp,Truedisp); 
k3d/share/shaders/k3d_leather.sl:35:    float paramdisp = 1;

k3d/share/shaders/k3d_leather.sl:47:	float base_turb, blotch_turb, disp_turb;

k3d/share/shaders/k3d_leather.sl:48:	float small_noise, blotch, speck, disp = 0, blackness;

k3d/share/shaders/k3d_leather.sl:174:	#define DISP_SPECK_AMP    (1/40)   /* speckle disp. amplitude */

k3d/share/shaders/k3d_leather.sl:175:	disp += noise(DISP_SF*sin(2*PI*s) + PI + label,

k3d/share/shaders/k3d_leather.sl:177:	disp += small_noise * DISP_SMNOISE_AMP * txtscale / TSCALE;

k3d/share/shaders/k3d_leather.sl:178:	disp -= speck * DISP_SPECK_AMP * txtscale / TSCALE;

k3d/share/shaders/k3d_leather.sl:179:	disp = paramdisp * disp;

k3d/share/shaders/k3d_leather.sl:180:	newP = calculatenormal(P + disp * normalize(N));

k3d/share/shaders/k3d_mondometal.sl:191:            P = PP; /* usually it's better to do displacments in displacement shader */

k3d/share/shaders/k3d_oak.sl:28: *   divotdepth - depth (in shader units) of the displacement due to
k3d/share/shaders/k3d_oak.sl:30: *   truedisp - 1 for true displacement, 0 for bump mapping
k3d/share/shaders/k3d_oak.sl:48:#include "k3d_displace.h"
k3d/share/shaders/k3d_oak.sl:65:		float truedisp = 0;
k3d/share/shaders/k3d_oak.sl:77:  Nf = faceforward(Displace(Nf, "shader", -wood * divotdepth, truedisp), I);
k3d/share/shaders/k3d_oakplank.sl:18: *   groovedepth - how far down do the grooves displace?
k3d/share/shaders/k3d_oakplank.sl:35: *   divotdepth - depth (in shader units) of the displacement due to
k3d/share/shaders/k3d_oakplank.sl:37: *   truedisp - 1 for true displacement, 0 for bump mapping
k3d/share/shaders/k3d_oakplank.sl:65:#include "k3d_displace.h"
k3d/share/shaders/k3d_oakplank.sl:111:		     float divotdepth = 0.012, truedisp = 0;
k3d/share/shaders/k3d_oakplank.sl:150:  /* Displacement: the edges of the planks displace down a bit, as do
k3d/share/shaders/k3d_oakplank.sl:153:  float edgedisp = smoothpulse(0, edgewidth, plankwidth - edgewidth,
k3d/share/shaders/k3d_oakplank.sl:155:  edgedisp *=
k3d/share/shaders/k3d_oakplank.sl:158:  float disp = -wood * divotdepth + groovedepth * (edgedisp - 1);
k3d/share/shaders/k3d_oakplank.sl:159:  disp +=
k3d/share/shaders/k3d_oakplank.sl:162:  Nf = faceforward(Displace(Nf, "shader", disp, truedisp), I);
k3d/share/shaders/k3d_redapple.sl:64:	float base_turb, blotch_turb, disp_turb;
k3d/share/shaders/k3d_redapple.sl:65:	float small_noise, blotch, speck, disp = 0, blackness;
k3d/share/shaders/k3d_redapple.sl:198:	#define DISP_SPECK_AMP    (1/40)   /* speckle disp. amplitude */
k3d/share/shaders/k3d_redapple.sl:199:	disp += noise(DISP_SF*sin(2*PI*s) + PI + label,
k3d/share/shaders/k3d_redapple.sl:201:	disp += small_noise * DISP_SMNOISE_AMP * txtscale / TSCALE;
k3d/share/shaders/k3d_redapple.sl:202:	disp -= speck * DISP_SPECK_AMP * txtscale / TSCALE;
k3d/share/shaders/k3d_redapple.sl:203:	newP = calculatenormal(P + disp * normalize(N));
k3d/share/shaders/k3d_ridged_multifractal.sl:14:displacement

k3d/share/shaders/k3d_ripple.sl:5: *  This produced concave displacements on any surfaces.

k3d/share/shaders/k3d_ripple.sl:12:displacement

k3d/share/shaders/k3d_round.sl:6: * round(): displace the edge of a bilinear patch so that, if it is placed 
k3d/share/shaders/k3d_round.sl:9:displacement
k3d/share/shaders/k3d_round.sl:16:	point	 center,/* point toward which the surface is displaced 	*/
k3d/share/shaders/k3d_skin1.sl:219:  /* displace normals*/
k3d/share/shaders/k3d_slateroof.sl:38:	produce an appropriate displacement and message passing from the
k3d/share/shaders/k3d_slateroof.sl:39:	displacement shader would eliminate the need for a lot of the
k3d/share/shaders/k3d_slateroof.sl:72:			disps, dispt, disp, dispo,      	/* Displacements - s direction, t direction, final displacement, and 
k3d/share/shaders/k3d_slateroof.sl:73:										  					displacement for the non-overlapping tile */
k3d/share/shaders/k3d_slateroof.sl:95:	/* Work out the displacement assuming the point is in the 
k3d/share/shaders/k3d_slateroof.sl:114:	/* now calculate the displacement */
k3d/share/shaders/k3d_slateroof.sl:117:   	dispt = Km / 2 + smoothstep(0, ramp / (1 + add), (1 - temp_t_offset)) * Km / 2;
k3d/share/shaders/k3d_slateroof.sl:119:	   dispt = Km / 2 + smoothstep( 0, 1 - ramp /(1 + add), temp_t_offset) * Km / 2;
k3d/share/shaders/k3d_slateroof.sl:125:	   disps = smoothstep(0, gap * (1 + add), temp_s_offset) * Km;
k3d/share/shaders/k3d_slateroof.sl:127:   	disps = Km;
k3d/share/shaders/k3d_slateroof.sl:128:	dispo = min(disps, dispt);
k3d/share/shaders/k3d_slateroof.sl:167:	/* calculate the displacement again */
k3d/share/shaders/k3d_slateroof.sl:170:			dispt = Km / 2 + smoothstep(0, ramp / (1 + add), (1 - t_offset)) * Km / 2;
k3d/share/shaders/k3d_slateroof.sl:172:		    dispt = Km / 2 + smoothstep( 0, 1 - ramp /(1 + add), t_offset) * Km / 2;
k3d/share/shaders/k3d_slateroof.sl:176:		disps = Km * smoothstep(0, gap / (1 + add), s_offset);
k3d/share/shaders/k3d_slateroof.sl:178:		disps = Km;
k3d/share/shaders/k3d_slateroof.sl:179:	disp = min(disps, dispt);
k3d/share/shaders/k3d_slateroof.sl:180:	if (dispo > disp)
k3d/share/shaders/k3d_slateroof.sl:182:	/*printf("#dispo = %f, disp = %f, colorvary = %f\n",dispo,disp,colorvary); */
k3d/share/shaders/k3d_slateroofd.sl:4:  slateroofd.sl - a displacement shader to produce tiles on a roof
k3d/share/shaders/k3d_slateroofd.sl:9:    	Km: Maximum displacement of tiles;
k3d/share/shaders/k3d_slateroofd.sl:30:		the surface displacement according to a simple formula: a sharp ridge at
k3d/share/shaders/k3d_slateroofd.sl:34:		tile 'above' the current one. If it is we replace the displacement we are
k3d/share/shaders/k3d_slateroofd.sl:36:		careful to ensure there are no sudden jumps in displacement.
k3d/share/shaders/k3d_slateroofd.sl:43: displacement
k3d/share/shaders/k3d_slateroofd.sl:64:			disps, dispt, disp, dispo,      	/* Displacements - s direction, t direction, final displacement, and 
k3d/share/shaders/k3d_slateroofd.sl:65:										 				 	displacement for the non-overlapping tile */
k3d/share/shaders/k3d_slateroofd.sl:71:   vector Ndisp = Nf * (1 / max(spacescale,1e-6));
k3d/share/shaders/k3d_slateroofd.sl:86:	/* Work out the displacement assuming the point is in the 
k3d/share/shaders/k3d_slateroofd.sl:105:	/* now calculate the displacement */
k3d/share/shaders/k3d_slateroofd.sl:109:		dispt = Km / 2 + smoothstep(0, ramp / (1 + add), (1 - temp_t_offset)) * Km / 2;
k3d/share/shaders/k3d_slateroofd.sl:111:	   dispt = Km / 2 + smoothstep( 0, 1 - ramp /(1 + add), temp_t_offset) * Km / 2;
k3d/share/shaders/k3d_slateroofd.sl:117:	   disps = smoothstep(0, gap * (1 + add), temp_s_offset) * Km;
k3d/share/shaders/k3d_slateroofd.sl:119:     	disps = Km;
k3d/share/shaders/k3d_slateroofd.sl:120:	dispo = min(disps, dispt);
k3d/share/shaders/k3d_slateroofd.sl:121:	disp = dispo;
k3d/share/shaders/k3d_slateroofd.sl:156:			/* calculate the displacement again */
k3d/share/shaders/k3d_slateroofd.sl:160:					dispt = Km / 2 + smoothstep(0, ramp / (1 + add), (1 - t_offset)) * Km / 2;
k3d/share/shaders/k3d_slateroofd.sl:163:				dispt = Km / 2 +  smoothstep( 0, 1 - ramp, t_offset) * Km / 2;
k3d/share/shaders/k3d_slateroofd.sl:167:				disps = Km * smoothstep(0, gap / (1 + add), s_offset);
k3d/share/shaders/k3d_slateroofd.sl:169:				disps = Km;
k3d/share/shaders/k3d_slateroofd.sl:170:			disp = min(disps, dispt);
k3d/share/shaders/k3d_slateroofd.sl:171:			disp = max(dispo,disp);
k3d/share/shaders/k3d_slateroofd.sl:172:			/* taking the maximum of dispo, disp ensures that there
k3d/share/shaders/k3d_slateroofd.sl:176:	P += Nf * (disp / max(spacescale, 1e-6));
k3d/share/shaders/k3d_slateroofd.sl:177:	/*printf("disp = %f\n",disp);*/
k3d/share/shaders/k3d_square_ridges.sl:57:displacement k3d_square_ridges(
k3d/share/shaders/k3d_stones.sl:22: * Km = amount of displacement
k3d/share/shaders/k3d_stones.sl:23: * displace = should the surface be bumped(0) or displaced (1)?
k3d/share/shaders/k3d_stones.sl:34: * displacements.
k3d/share/shaders/k3d_stones.sl:86:          displace = 0;
k3d/share/shaders/k3d_stones.sl:149:   /*calculate displacement if Km > .01*/
k3d/share/shaders/k3d_stones.sl:175:  if (displace == 1)
k3d/share/shaders/k3d_stucco.sl:2: * stucco.sl -- displacement shader for stucco
k3d/share/shaders/k3d_stucco.sl:17:displacement k3d_stucco(float Km = 0.05, power = 5, frequency = 10;)
k3d/share/shaders/k3d_superplank.sl:105:  normal NN;			/* normalized N for displacing */
k3d/share/shaders/k3d_superplank.sl:110:  float disp;			/* accumulate displacement here */
k3d/share/shaders/k3d_superplank.sl:133:   * We will use this later to help scale the displacement, this making
k3d/share/shaders/k3d_superplank.sl:269:      disp = -groovedepth * (1 - groovy);
k3d/share/shaders/k3d_superplank.sl:272:	disp +=
k3d/share/shaders/k3d_superplank.sl:277:      disp -= graindepth * (.75 * grain + ring);
k3d/share/shaders/k3d_superplank.sl:283:      N = calculatenormal(P + (Km * shadlen * disp) * NN);
k3d/share/shaders/k3d_supertexmap.sl:20: *    truedisp - 1 for true displacement, 0 for bump mapping
k3d/share/shaders/k3d_supertexmap.sl:32:#include "k3d_displace.h"
k3d/share/shaders/k3d_supertexmap.sl:58:			/* displacement */
k3d/share/shaders/k3d_supertexmap.sl:59:			string dispmapname = "", dispproj = "st", dispspace =
k3d/share/shaders/k3d_supertexmap.sl:61:			float dispmx[16] =
k3d/share/shaders/k3d_supertexmap.sl:64:			float dispblur = 0;
k3d/share/shaders/k3d_supertexmap.sl:65:			float truedisp = 1;
k3d/share/shaders/k3d_supertexmap.sl:73:  float disp = 0;
k3d/share/shaders/k3d_supertexmap.sl:93:  /* displacement mapping */
k3d/share/shaders/k3d_supertexmap.sl:94:  if(dispmapname != "")
k3d/share/shaders/k3d_supertexmap.sl:96:      disp =
k3d/share/shaders/k3d_supertexmap.sl:97:	ApplyFloatTextureOver(disp, dispmapname, dispproj, P, dispspace,
k3d/share/shaders/k3d_supertexmap.sl:98:			      array_to_mx(dispmx), dispblur);
k3d/share/shaders/k3d_supertexmap.sl:99:      N = Displace(normalize(N), dispspace, disp, truedisp);
k3d/share/shaders/k3d_terran.sl:69:      /* compute bump vector using MfBm with displaced point */
k3d/share/shaders/k3d_terran.sl:85:  /* get the "height" of the bump, displacing by offset */
k3d/share/shaders/k3d_terran2.sl:12: *      Note that there is a companion displacement shader "terranbump"
k3d/share/shaders/k3d_terran2.sl:42: *       For best results, use with the "terranbump" displacement shader,
k3d/share/shaders/k3d_terran2.sl:127:      /* compute bump vector using MfBm with displaced point */
k3d/share/shaders/k3d_terran2.sl:141:  /* get the "height" of the bump, displacing by offset */
k3d/share/shaders/k3d_terranbump.sl:17:displacement k3d_terranbump(float spectral_exp = 0.5;
k3d/share/shaders/k3d_terranbump.sl:47:      /* compute bump vector using MfBm with displaced point */
k3d/share/shaders/k3d_terranbump.sl:63:  /* get the "height" of the bump, displacing by offset */
k3d/share/shaders/k3d_texblender.sl:5:#include "k3d_displace.h"
k3d/share/shaders/k3d_texblender.sl:158:    float disp = 0,i,Alpha=1;
k3d/share/shaders/k3d_texblender.sl:159:    vector V ,D,badN,corr,dispDir,ndir;
k3d/share/shaders/k3d_texblender.sl:162:    dispDir=normalize( faceforward(normalize(Ng),I));
k3d/share/shaders/k3d_texblender.sl:163:    corr=Nf-dispDir;
k3d/share/shaders/k3d_texblender.sl:181:		if((Alpha*bKmap[i])!=0) disp=BlendFloat(mode,Alpha*bKmap[i],MF,disp);
k3d/share/shaders/k3d_texblender.sl:183:	if(disp!=0)
k3d/share/shaders/k3d_texblender.sl:185:			ndir=normalize(corr+Displace(dispDir,"shader",disp,0));
k3d/share/shaders/k3d_texblender.sl:189:			Nf+=disp*(normalize(ndir));
k3d/share/shaders/k3d_threads.sl:8:displacement 
k3d/share/shaders/k3d_threads.sl:18:	/* Calculate the undamped displacement */
k3d/share/shaders/k3d_threads.sl:21:	/* Damp the displacement to 0 at each end */
k3d/share/shaders/k3d_threads.sl:27:	/* Do the displacement */
k3d/share/shaders/k3d_waterdisplacement.sl:13:displacement k3d_waterdisplacement (float Km = 1.0; string bumpmap = "")

k3d/share/shaders/k3d_waterdisplacement.sl:21:	/* STEP 2 - Calculate an appropriate value for the displacement */

k3d/share/shaders/k3d_windywave.sl:3:displacement k3d_windywave(float Km = 0.1; float txtscale = 1;
k3d/share/shaders/k3d_woodcut.sl:88: vector Ndisp = normalize(N) * (0 / max(spacescale,1e-6));
k3d/share/shaders/k3d_woodcut.sl:89: P += 0 * Ndisp;
k3d/share/shaders/k3d_woodcut.sl:90: N = normalize (calculatenormal (P + (1-0)*Ndisp)); 
