k3d/share/shaders/k3d_background.sl:6:// This program is free software; you can redistribute it and/or
k3d/share/shaders/k3d_background.sl:11:// This program is distributed in the hope that it will be useful,
k3d/share/shaders/k3d_brushedmetal2.sl:3: *  feel free to copy, distribute, hack and/or abuse this code 
k3d/share/shaders/k3d_bubbles.sl:15: float distance2point;
k3d/share/shaders/k3d_bubbles.sl:22: distance2point = distance(myPoint, myCenter);
k3d/share/shaders/k3d_bubbles.sl:23: if (distance2point <= radius) 
k3d/share/shaders/k3d_bubbles.sl:24:    magnitud = sqrt((radius * radius) - (distance2point * distance2point));
k3d/share/shaders/k3d_bubbly.sl:3: *  feel free to copy, distribute, hack and/or abuse this code 
k3d/share/shaders/k3d_bubbly.sl:24: *  bubsize - basicly the radius of the bubbles. distance in rVu's.
k3d/share/shaders/k3d_bubbly.sl:36:  float dist, shortest=10000;
k3d/share/shaders/k3d_bubbly.sl:47:  /*what is the shortest distance to a noised cell center?*/
k3d/share/shaders/k3d_bubbly.sl:54:	dist = distance(Po,nzcell);
k3d/share/shaders/k3d_bubbly.sl:55:	if(dist<shortest) shortest = dist;
k3d/share/shaders/k3d_causticlight.sl:8:	       float beamdistribution = 2;
k3d/share/shaders/k3d_causticlight.sl:21:	float atten = pow (cosangle, beamdistribution) / (L . L);
k3d/share/shaders/k3d_celld.sl:42:	float voro_dist = 1 - step (voro_step, voro_f2 - voro_f1);
k3d/share/shaders/k3d_celld.sl:45:		voro_dist = 0;
k3d/share/shaders/k3d_celld.sl:47:	VoroVal = voro_dist;
k3d/share/shaders/k3d_celld.sl:48:	objP += Kvoro * voro_dist * Nn;
k3d/share/shaders/k3d_contacshadow.sl:17:    float influence = 1.0;      /* world space distance in which effect is visible */  
k3d/share/shaders/k3d_contacshadow.sl:18:    float gamma = 0.5;          /* controls ramp on of effect over distance */  
k3d/share/shaders/k3d_contacshadow.sl:19:    float maxdist = 10000;      /* how far is considered infinity */  
k3d/share/shaders/k3d_contacshadow.sl:43:	/* get the distance from the shadow camera to the closest
k3d/share/shaders/k3d_contacshadow.sl:45:	float mapdist = float texture(shadowname, ss, tt, "samples", samples);
k3d/share/shaders/k3d_contacshadow.sl:48:	   camera space in order to get the distance from the shadow
k3d/share/shaders/k3d_contacshadow.sl:52:	/* the difference between the two distances is used to calculate the  
k3d/share/shaders/k3d_contacshadow.sl:54:	float distance = mapdist - zcomp(cameraP);  
k3d/share/shaders/k3d_contacshadow.sl:56:	distance = smoothstep(0, 1, distance/influence);  
k3d/share/shaders/k3d_contacshadow.sl:57:	distance = pow(distance, gamma);  
k3d/share/shaders/k3d_contacshadow.sl:60:	Ci = (1.0-distance);  
k3d/share/shaders/k3d_craters.sl:26:   float distortamp = 0.0005; /* Crater distortion.  You'll get artifacts if it goes too high. */
k3d/share/shaders/k3d_craters.sl:59:		  /* if ( fBm_default(xp) < pitfactor)  *//* I like this distribution better - pitf = -1 -> 1 */
k3d/share/shaders/k3d_craters.sl:65:		    r = ss*ss + tt*tt; /* r is distance from center squared */
k3d/share/shaders/k3d_craters.sl:88:	if (distortamp != 0)
k3d/share/shaders/k3d_craters.sl:90:	    rrad1 += fBm_default(P*sc)*asc*distortamp; /* add crater roughness */
k3d/share/shaders/k3d_craters.sl:91:	    rrad2 += fBm_default(P*sc)*asc*distortamp; 
k3d/share/shaders/k3d_cyclone.sl:15:  float radius, dist, angle, sine, cosine, eye_weight, value;
k3d/share/shaders/k3d_cyclone.sl:18:  point PP;			/* Point after distortion */
k3d/share/shaders/k3d_cyclone.sl:30:      /* invert distance from center */
k3d/share/shaders/k3d_cyclone.sl:31:      dist = pow(max_radius - radius, 3);
k3d/share/shaders/k3d_cyclone.sl:32:      angle = PI + twist * TWOPI * (max_radius - dist) / max_radius;
k3d/share/shaders/k3d_decalplastic.sl:6:// This program is free software; you can redistribute it and/or
k3d/share/shaders/k3d_decalplastic.sl:11:// This program is distributed in the hope that it will be useful,
k3d/share/shaders/k3d_depthcue.sl:9:volume k3d_depthcue(float mindistance = 0, maxdistance = 1;
k3d/share/shaders/k3d_depthcue.sl:14:  d = clamp((depth(P) - mindistance) / (maxdistance - mindistance), 0, 1);
k3d/share/shaders/k3d_depthcue_surf.sl:8:float mindistance = 0, maxdistance = 1, CScale=1000;
k3d/share/shaders/k3d_depthcue_surf.sl:13:  d = clamp((depth(P) - mindistance) / (maxdistance - mindistance), 0, 1);
k3d/share/shaders/k3d_distant_shadow.sl:1:light k3d_distant_shadow(
k3d/share/shaders/k3d_distantlight.sl:1:/* distantlight.sl - Standard distant light source for RenderMan Interface.
k3d/share/shaders/k3d_distantlight.sl:9:light k3d_distantlight(float intensity = 1;
k3d/share/shaders/k3d_ember.sl:23:	float size = distance (PP, QQ) / baseSize;
k3d/share/shaders/k3d_filament.sl:14:	/* Calculate the distance of (s,t) from a spiral as a fraction [0,1] */
k3d/share/shaders/k3d_flame.sl:8: *    distortion - 
k3d/share/shaders/k3d_flame.sl:14: *    setting the "octaves" parameter based on distance from eye point.
k3d/share/shaders/k3d_flame.sl:36:surface k3d_flame(float distortion = 0;
k3d/share/shaders/k3d_flame.sl:52:      chaos += VLNoise(freq * PQ, distortion) / freq;
k3d/share/shaders/k3d_fog.sl:9:volume k3d_fog(float distance = 1; color background = 0;)
k3d/share/shaders/k3d_fog.sl:11:  float d = 1 - exp(-length(I) / distance);
k3d/share/shaders/k3d_gloop.sl:28:  vector overdist = .1;
k3d/share/shaders/k3d_gloop.sl:37:  point  Pou = Psh + (dPduN*overdist);/*P Over a distance in U*/
k3d/share/shaders/k3d_gloop.sl:38:  point  Pov = Psh + (dPdvN*overdist);
k3d/share/shaders/k3d_grass_surface.sl:35:      d = distance(center,(s,t,0));

k3d/share/shaders/k3d_hexatile_bump.sl:64:	float dist = soffset*soffset + toffset*toffset;
k3d/share/shaders/k3d_hexatile_bump.sl:66:if (dist < f1) {
k3d/share/shaders/k3d_hexatile_bump.sl:68:	f1 = dist; spos1 = spos; tpos1 = tpos;
k3d/share/shaders/k3d_hexatile_bump.sl:69:} else if (dist < f2) {
k3d/share/shaders/k3d_hexatile_bump.sl:70:	f2 = dist;
k3d/share/shaders/k3d_lensflare.sl:142:    float dist = length(Lvec);
k3d/share/shaders/k3d_lensflare.sl:149:	bloom = mix(1, bloom, smoothstep(0, 0.5, dist / radius));
k3d/share/shaders/k3d_lensflare.sl:150:	bloom = pow(1 - smoothstep(0.0, radius * bloom, dist), bloomfalloff);
k3d/share/shaders/k3d_lensflare.sl:162:	  pow(1 - smoothstep(0.0, radius * star, dist), starburstfalloff);
k3d/share/shaders/k3d_lensflare.sl:171:	  rainbow((dist / rainbowradius - 1) / rainbowwidth,
k3d/share/shaders/k3d_lensflare.sl:185:	float axisdist = distance(cntr, Pndc);
k3d/share/shaders/k3d_lensflare.sl:187:			   pow(urand(), 2)) * distance(cntr, Plight);
k3d/share/shaders/k3d_lensflare.sl:200:	    int = 1 - filterstep(radius, axisdist - dPndc / 2,
k3d/share/shaders/k3d_lensflare.sl:201:				 axisdist + dPndc / 2);
k3d/share/shaders/k3d_lensflare.sl:205:	    int = filteredpulse(radius, radius + 0.05 * axisdist,
k3d/share/shaders/k3d_lensflare.sl:206:				axisdist, dPndc);
k3d/share/shaders/k3d_lensflare.sl:210:	    int = 1 - smoothstep(0, radius, axisdist);
k3d/share/shaders/k3d_lensflare.sl:214:	    int = smoothstep(0, radius, axisdist) - filterstep(radius,
k3d/share/shaders/k3d_lensflare.sl:215:							       axisdist -
k3d/share/shaders/k3d_lensflare.sl:217:							       axisdist +
k3d/share/shaders/k3d_luna.sl:48:  float radial_dist;
k3d/share/shaders/k3d_luna.sl:58:  float pd;			/* pole distance */
k3d/share/shaders/k3d_luna.sl:59:  float raydist;
k3d/share/shaders/k3d_luna.sl:64:  radial_dist = sqrt(xcomp(PP) * xcomp(PP) + ycomp(PP) * ycomp(PP));
k3d/share/shaders/k3d_luna.sl:82:  temp1 = radial_dist * arg22;
k3d/share/shaders/k3d_luna.sl:102:  vv = point(xcomp(PP) / radial_dist, 0, zcomp(PP) / radial_dist);
k3d/share/shaders/k3d_luna.sl:163:	  if(radial_dist > rim_rad)
k3d/share/shaders/k3d_luna.sl:170:  /* Make crater rays (PP, arg10, arg11, arg12, arg15, arg24, arg25, radial_dist);, yielding temp1 */
k3d/share/shaders/k3d_luna.sl:175:      raydist = 0.2 + 0.2 * snoise(20 * mod(u + 0.022, 1));
k3d/share/shaders/k3d_luna.sl:176:      lighten *= (1 - smoothstep(raydist - .2, raydist, pd));
k3d/share/shaders/k3d_lunette.sl:33: * License: This shader is distributed under the GNU General Public License.
k3d/share/shaders/k3d_mysky.sl:25: *    setting the "octaves" parameter based on distance from eye point.

k3d/share/shaders/k3d_planetclouds.sl:15: *    distortionscale - controls the amount of texture distortion
k3d/share/shaders/k3d_planetclouds.sl:67:			 float distortionscale = 1; float omega = 0.7;
k3d/share/shaders/k3d_planetclouds.sl:71:  point Pdistortion;		/* "distortion" vector */
k3d/share/shaders/k3d_planetclouds.sl:72:  point PP;			/* Point after distortion */
k3d/share/shaders/k3d_planetclouds.sl:79:  /* Add in "distortion" vector */
k3d/share/shaders/k3d_planetclouds.sl:80:  Pdistortion = distortionscale * DNoise(PP);
k3d/share/shaders/k3d_planetclouds.sl:82:  PP = PP + Pdistortion;
k3d/share/shaders/k3d_projectionmap_plastic.sl:6:// This program is free software; you can redistribute it and/or
k3d/share/shaders/k3d_projectionmap_plastic.sl:11:// This program is distributed in the hope that it will be useful,
k3d/share/shaders/k3d_puffyclouds.sl:23: *    setting the "octaves" parameter based on distance from eye point.
k3d/share/shaders/k3d_round.sl:12:	float	 uu,	/* distance in u to the nearest "vertical" edge */
k3d/share/shaders/k3d_round.sl:13:		 vv,	/* distance in v to the nearest "horizontal" edge */
k3d/share/shaders/k3d_round.sl:14:		 lu,	/* "real" distance to the nearest "vertical" edge */
k3d/share/shaders/k3d_round.sl:15:		 lv;	/* "real" distance to the nearest "horizontal" edge */
k3d/share/shaders/k3d_round.sl:20:	/* Find the distance in parameter space from the nearest edge in
k3d/share/shaders/k3d_round.sl:37:	/* Find the distances from the edges in the current space. */
k3d/share/shaders/k3d_round.sl:57:		/* Make P be distance 'radius' along the line 
k3d/share/shaders/k3d_ruledpaper.sl:84:		if (distance( point(ss,tt,0), point(sm,tm,0) ) <= circr)	\
k3d/share/shaders/k3d_saturn.sl:16: *    dist_scale - scaling for multifractal distortion
k3d/share/shaders/k3d_saturn.sl:44:	  float dist_scale = .2;
k3d/share/shaders/k3d_saturnring.sl:46:	                               (a percentage distance) */
k3d/share/shaders/k3d_scartissue.sl:3: *  feel free to copy, distribute, hack and/or abuse this code 
k3d/share/shaders/k3d_shadowdistant_rim.sl:1:/* renamed from MKshadowdistant_rim.sl */
k3d/share/shaders/k3d_shadowdistant_rim.sl:4:k3d_shadowdistant_rim( 
k3d/share/shaders/k3d_shadowspot.sl:15:	float beamdistribution = 2;
k3d/share/shaders/k3d_shadowspot.sl:29:		attenuation = pow(cosangle, beamdistribution) / (L.L);
k3d/share/shaders/k3d_shifteddrtile.sl:66:	float d;           /* distance from center of current tile */
k3d/share/shaders/k3d_shifteddrtile.sl:87:	d = distance (center, (ss, tt, 0));
k3d/share/shaders/k3d_shiftedmoontile.sl:64:	float d, d2;             /* Point distance from circle1, circle2 */
k3d/share/shaders/k3d_shiftedmoontile.sl:79:	d = distance (center, (ss, tt, 0));
k3d/share/shaders/k3d_shiftedmoontile.sl:80:	d2 = distance (eclipseCenter, (ss, tt, 0));
k3d/share/shaders/k3d_slideprojector.sl:6:			 float conedeltaangle = 5; float beamdistribution = 2;
k3d/share/shaders/k3d_slideprojector.sl:36:    attenuation = pow(cosangle, beamdistribution) / (L.L);
k3d/share/shaders/k3d_spotlight.sl:15:		    float beamdistribution = 2;)
k3d/share/shaders/k3d_spotlight.sl:23:    atten = pow(cosangle, beamdistribution) / (L.L);
k3d/share/shaders/k3d_square_ridges.sl:6:// This program is free software; you can redistribute it and/or
k3d/share/shaders/k3d_square_ridges.sl:11:// This program is distributed in the hope that it will be useful,
k3d/share/shaders/k3d_starfield.sl:21:	// Calculate the distance to the nearest star ...
k3d/share/shaders/k3d_starfield.sl:22:	float star_distance = distance(PP, star_center);
k3d/share/shaders/k3d_starfield.sl:24:	float inside_star = 1 - smoothstep(0.0, size, star_distance);
k3d/share/shaders/k3d_stones.sl:138:   d = distance(p1, p2);
k3d/share/shaders/k3d_terran.sl:23:		   float multifractal = 0; float dist_scale = .2;
k3d/share/shaders/k3d_terran.sl:67:      /* get "distortion" vector, as used with clouds */
k3d/share/shaders/k3d_terran.sl:68:      Ptexture += dist_scale * DNoise(Ptexture);
k3d/share/shaders/k3d_terran2.sl:25: *    dist_scale - scaling for multifractal distortion
k3d/share/shaders/k3d_terran2.sl:82:	  float dist_scale = .2;
k3d/share/shaders/k3d_terran2.sl:125:      /* get "distortion" vector, as used with clouds */
k3d/share/shaders/k3d_terran2.sl:126:      Ptexture += dist_scale * DNoise (Ptexture);
k3d/share/shaders/k3d_terranbump.sl:20:			    float dist_scale = .2; float offset = 0;
k3d/share/shaders/k3d_terranbump.sl:45:      /* get "distortion" vector, as used with clouds */
k3d/share/shaders/k3d_terranbump.sl:46:      Ptexture += dist_scale * DNoise(Ptexture);
k3d/share/shaders/k3d_tooledsteel.sl:3: *  feel free to copy, distribute, hack and/or abuse this code 
k3d/share/shaders/k3d_tooledsteel.sl:8: *  A vector is computed from the gradient of the distance function,
k3d/share/shaders/k3d_tooledsteel.sl:47:  float dist, shortest=10000;
k3d/share/shaders/k3d_tooledsteel.sl:66:  /*what is the shortest distance to a noised cell center?*/
k3d/share/shaders/k3d_tooledsteel.sl:74:	dist = distance(Po,nzcell);
k3d/share/shaders/k3d_tooledsteel.sl:75:	if(dist<shortest){
k3d/share/shaders/k3d_tooledsteel.sl:76:	  shortest = dist;
k3d/share/shaders/k3d_tooledsteel.sl:77:	  valu = distance(Pou,nzcell);
k3d/share/shaders/k3d_tooledsteel.sl:78:	  valv = distance(Pov,nzcell);
k3d/share/shaders/k3d_uberlight.sl:36: *       regardless of distance from the source.  Falloff==1 indicates
k3d/share/shaders/k3d_uberlight.sl:40: *   falloffdist - the distance at which the incident energy is actually
k3d/share/shaders/k3d_uberlight.sl:42: *       is actually given by:   I = (falloffdist / distance) ^ falloff
k3d/share/shaders/k3d_uberlight.sl:44: *       large when the distance < falloffdist, the intensity is
k3d/share/shaders/k3d_uberlight.sl:48: *       the light rays are parallel, as if from an infinitely distant
k3d/share/shaders/k3d_uberlight.sl:58: *       They are the cross-sectional dimensions at a distance of 1
k3d/share/shaders/k3d_uberlight.sl:69: *   beamdistribution - controls intensity falloff due to angle.
k3d/share/shaders/k3d_uberlight.sl:168: *   __foglight - the "noisysmoke" shader distributed with BMRT will add
k3d/share/shaders/k3d_uberlight.sl:173: *       Note that the noisysmoke shader is distributed with BMRT but
k3d/share/shaders/k3d_uberlight.sl:186: * distribute the source code of this shader, but please leave the
k3d/share/shaders/k3d_uberlight.sl:272: *     clipping, superellipse x-y shaping, and distance falloff.
k3d/share/shaders/k3d_uberlight.sl:281:		       float falloff, falloffdist;	/* distance falloff */
k3d/share/shaders/k3d_uberlight.sl:286:		       float beamdistribution;	/* angle falloff */
k3d/share/shaders/k3d_uberlight.sl:301:      /* For omni or area lights, use distance from the light */
k3d/share/shaders/k3d_uberlight.sl:310:      if(PLlen > falloffdist)
k3d/share/shaders/k3d_uberlight.sl:312:	  atten *= pow(falloffdist / PLlen, falloff);
k3d/share/shaders/k3d_uberlight.sl:318:	  atten *= (maxintensity * exp(s * pow(PLlen / falloffdist, beta)));
k3d/share/shaders/k3d_uberlight.sl:323:  if(lighttype != "omni" && beamdistribution > 0)
k3d/share/shaders/k3d_uberlight.sl:324:    atten *= pow(zcomp(normalize(vector PL)), beamdistribution);
k3d/share/shaders/k3d_uberlight.sl:373:		     /* Z shaping and distance falloff */
k3d/share/shaders/k3d_uberlight.sl:376:		     float falloff = 0, falloffdist = 1, maxintensity = 1;
k3d/share/shaders/k3d_uberlight.sl:382:		     float beamdistribution = 0;
k3d/share/shaders/k3d_uberlight.sl:459:		       falloff, falloffdist, maxintensity / intensity, shearx,
k3d/share/shaders/k3d_uberlight.sl:461:		       beamdistribution);
k3d/share/shaders/k3d_volcube.sl:5:   StepSize            - distance between sample points.
k3d/share/shaders/k3d_wallpaper_2stripe.sl:15: *   stripespacing              dist between sets of stripes, in s coordinates
k3d/share/shaders/k3d_warningstripes.sl:6:// This program is free software; you can redistribute it and/or
k3d/share/shaders/k3d_warningstripes.sl:11:// This program is distributed in the hope that it will be useful,
k3d/share/shaders/k3d_water.sl:98:    d = distance(center, (s, t, 0));

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

k3d/share/shaders/k3d_watercolor.sl:39:	dist = exp(-dist);

k3d/share/shaders/k3d_watercolor.sl:45:	Ci = dist * ( reflectivity * sky + (1-reflectivity) * upwelling ) + (1-dist)* air;

