k3d/share/shaders/k3d_ambientlight.sl:1:/* ambientlight.sl - Standard ambient light source for RenderMan Interface.
k3d/share/shaders/k3d_ambientlight.sl:4: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_ambientlight.sl:6: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_antialiasedchecks.sl:2: * checks_aa.sl -- RenderMan compatible shader for checks.
k3d/share/shaders/k3d_arealight.sl:33:#endif
k3d/share/shaders/k3d_brickanti.sl:74:#endif
k3d/share/shaders/k3d_brushedmetal.sl:14: *   _Advanced RenderMan: Creating CGI for Motion Picture_, 
k3d/share/shaders/k3d_brushedmetal3.sl:15: *          tangent which is perpendicular to xdir.
k3d/share/shaders/k3d_celld.sl:46:#endif
k3d/share/shaders/k3d_ceramictiles.sl:134: * "glossy" specular term.  We're actually blending between a purely
k3d/share/shaders/k3d_ceramictiles.sl:136: * depending on the variable intile.  When in the mortar area, we turn
k3d/share/shaders/k3d_clay.sl:7: *   _Advanced RenderMan: Creating CGI for Motion Picture_, 
k3d/share/shaders/k3d_constant.sl:1:/* constant.sl - Standard constant surface for RenderMan Interface.
k3d/share/shaders/k3d_constant.sl:4: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_constant.sl:6: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_contacshadow.sl:2: *    -- tal@SpamSucks_renderman.org
k3d/share/shaders/k3d_contacshadow.sl:7:** Render a contact shadow based on depth data derived from a light  
k3d/share/shaders/k3d_contacshadow.sl:23:       camera space used when rendering the shadow map */  
k3d/share/shaders/k3d_contacshadow.sl:28:       screen space (-1..1) used when rendering the shadow map */  
k3d/share/shaders/k3d_crayontoon.sl:6: * el estilo deseado. Mi intencion fue hacer un color dependiente

k3d/share/shaders/k3d_crayontoon.sl:11: * idea was to make one color dependable of the other but is

k3d/share/shaders/k3d_defaultsurface.sl:3: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_defaultsurface.sl:5: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_dented.sl:16: *         RenderMan Companion, but with more control parameters.
k3d/share/shaders/k3d_dented.sl:23: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_dented.sl:25: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_depthcue.sl:1:/* depthcue.sl - Standard depthcue volume shader for RenderMan Interface.
k3d/share/shaders/k3d_depthcue.sl:4: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_depthcue.sl:6: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_depthcue_surf.sl:2: * - Standard depthcue surface shader for RenderMan Interface.
k3d/share/shaders/k3d_distantlight.sl:1:/* distantlight.sl - Standard distant light source for RenderMan Interface.
k3d/share/shaders/k3d_distantlight.sl:4: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_distantlight.sl:6: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_droop.sl:2:/* From the RenderMan Companion p.370 */
k3d/share/shaders/k3d_easysurface.sl:2:/* From the RenderMan Companion p.363 */
k3d/share/shaders/k3d_emboss.sl:2:/* From the RenderMan Companion p.383 */
k3d/share/shaders/k3d_eroded.sl:2:/* From the RenderMan Companion p.353 */
k3d/share/shaders/k3d_eyeball.sl:2: * eyeball.sl -- RenderMan compatible shader for an eyeball.
k3d/share/shaders/k3d_filament.sl:2:/* From the RenderMan Companion p.368 */
k3d/share/shaders/k3d_fire.sl:46:  surface_color = blend(surface_color, layer_color, layer_opac);
k3d/share/shaders/k3d_flame.sl:2: * flame.sl -- RenderMan compatible surface shader for a flame-like texture.
k3d/share/shaders/k3d_flame.sl:18: *    Translation to RenderMan Shading Language by Larry Gritz.
k3d/share/shaders/k3d_fog.sl:1:/* fog.sl - Standard fog volume shader for RenderMan Interface.
k3d/share/shaders/k3d_fog.sl:4: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_fog.sl:6: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_fresnelplastic.sl:9: * AUTHOR: Tal Lancaster  tal@SpamSucks_renderman.org
k3d/share/shaders/k3d_fresnelplastic.sl:15:/* From Advanced RenderMan */
k3d/share/shaders/k3d_fresnelplastic.sl:23:#endif
k3d/share/shaders/k3d_funkyglass.sl:4: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_funkyglass.sl:6: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_fur2.sl:2:   -- tal@SpamSucks_renderman.org
k3d/share/shaders/k3d_fur2.sl:48:	 float   end_spec = 0.95;
k3d/share/shaders/k3d_fur2.sl:52:	 float var_fade_end = 0.001;
k3d/share/shaders/k3d_fur2.sl:79:    float  l = clamp(nSN.T,0,1);  /* Dot of surface_normal and T, used for blending */
k3d/share/shaders/k3d_fur2.sl:93:    /* When the hair is exactly perpendicular to the surface, use the
k3d/share/shaders/k3d_fur2.sl:95:       surface, use the hair normal Otherwise, blend between the two
k3d/share/shaders/k3d_fur2.sl:105:		  1 - smoothstep( end_spec, end_spec - spec_size_fade, v ) );
k3d/share/shaders/k3d_fur2.sl:111:       James T. Kajiya and Timothy L.  Kay (1989) "Rendering Fur with Three 
k3d/share/shaders/k3d_fur2.sl:148:    darkening = (1 - (smoothstep( var_fade_end, var_fade_start, 
k3d/share/shaders/k3d_glass.sl:25: *   _Advanced RenderMan: Creating CGI for Motion Picture_, 
k3d/share/shaders/k3d_gloop.sl:8: * the "stupid renderman tricks" section of the 1998
k3d/share/shaders/k3d_gloop.sl:9: * Renderman Users Group meeting at siggraph.
k3d/share/shaders/k3d_gooch.sl:42:    float ldotn, blendval;
k3d/share/shaders/k3d_gooch.sl:49:        blendval = 0.5*(1+ldotn);
k3d/share/shaders/k3d_gooch.sl:50:        Cgooch += mix(kcool,kwarm,blendval); 
k3d/share/shaders/k3d_gouge.sl:2:/* From the RenderMan Companion p.379 */
k3d/share/shaders/k3d_gradient_t.sl:3:	color end_color = color(1, 1, 0);
k3d/share/shaders/k3d_gradient_t.sl:7:	color C = mix(start_color, end_color, t);
k3d/share/shaders/k3d_granite.sl:2:/* From the RenderMan Companion p.352 */
k3d/share/shaders/k3d_graphic_lines.sl:308:	/** blend 3 layers **/
k3d/share/shaders/k3d_graphic_lines.sl:310:#define blend(a,b,x) ((a) * (1 - (x)) + (b) * (x))
k3d/share/shaders/k3d_graphic_lines.sl:358:	gline_color = blend(gline_color, layer_color, layer_opac);
k3d/share/shaders/k3d_graphic_lines.sl:373:	gline_color = blend(gline_color, layer_color, layer_opac);
k3d/share/shaders/k3d_graphic_lines.sl:379:	/** Surface main-code end **/
k3d/share/shaders/k3d_grass_surface.sl:37:      Ci = blend(color1, color2, layer_opac);

k3d/share/shaders/k3d_greenmarble.sl:2: * greenmarble.sl -- RenderMan compatible shader for green veined marble.
k3d/share/shaders/k3d_grids.sl:50:#define blend(a,b,x) ((a) * (1 - (x)) + (b) * (x))
k3d/share/shaders/k3d_grids.sl:57:float blend_val=0.5; 
k3d/share/shaders/k3d_grids.sl:66:color G1L1_Ct = blend(G1L1_SurfaceColor, G1L1_GridColor, G1L1_layer_opac);
k3d/share/shaders/k3d_grids.sl:74:color G1L2_Ct = blend(G1L2_SurfaceColor, G1L2_GridColor, G1L2_layer_opac);
k3d/share/shaders/k3d_grids.sl:85:color G2L1_Ct = blend(G2L1_SurfaceColor, G2L1_GridColor, G2L1_layer_opac);
k3d/share/shaders/k3d_grids.sl:93:color G2L2_Ct = blend(G2L2_SurfaceColor, G2L2_GridColor, G2L2_layer_opac);
k3d/share/shaders/k3d_grids.sl:95:/** Surface main-code end **/
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_grids.sl:99:Oi = (blend_val*G2L1_Ct+(1-blend_val)*G2L2_Ct);
k3d/share/shaders/k3d_grids_disp.sl:29:#define blend(a,b,x) ((a) * (1 - (x)) + (b) * (x))
k3d/share/shaders/k3d_grids_disp.sl:38:color Ct0 = blend(SurfaceColor, GridColor, layer_opac0);
k3d/share/shaders/k3d_grids_disp.sl:42:#define blend(a,b,x) ((a) * (1 - (x)) + (b) * (x))
k3d/share/shaders/k3d_grids_disp.sl:51:color Ct1 = blend(SurfaceColor, GridColor, layer_opac1);
k3d/share/shaders/k3d_hair.sl:1:/** From RenderMan AppNote #19 */
k3d/share/shaders/k3d_hdr_light.sl:6:*simon@rendermania.com http://www.rendermania.com/HDRI/

k3d/share/shaders/k3d_hdr_light.sl:61:#endif

k3d/share/shaders/k3d_hdr_surface.sl:6:*simon@rendermania.com http://www.rendermania.com/HDRI/

k3d/share/shaders/k3d_hexatile_bump.sl:32:* Arman "Advanced Renderman-"Creating CGI for Motion Picture.
k3d/share/shaders/k3d_indirect.sl:4: * is built into the renderer.
k3d/share/shaders/k3d_indirect.sl:6: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_indirect.sl:8: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_indirect.sl:30:#endif
k3d/share/shaders/k3d_leather.sl:9: *without hes shader i wouldnt be able to do mine so send him flowers :)

k3d/share/shaders/k3d_leather.sl:203:#endif

k3d/share/shaders/k3d_map_pattern_1.sl:67:/** Surface main-code end **/
k3d/share/shaders/k3d_matte.sl:1:/* matte.sl - Standard matte surface for RenderMan Interface.
k3d/share/shaders/k3d_matte.sl:4: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_matte.sl:6: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_metal.sl:1:/* metal.sl - Standard metal surface for RenderMan Interface.
k3d/share/shaders/k3d_metal.sl:4: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_metal.sl:6: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_mysky.sl:6: * puffyclouds.sl -- RenderMan compatible surface shader for puffy

k3d/share/shaders/k3d_mysky.sl:29: *    Translation to RenderMan Shading Language by Larry Gritz.

k3d/share/shaders/k3d_noisysmoke.sl:31:		      float integstart = 0, integend = 100;
k3d/share/shaders/k3d_noisysmoke.sl:47:#endif
k3d/share/shaders/k3d_noisysmoke.sl:53:  float ss, dtau, last_dtau, end;
k3d/share/shaders/k3d_noisysmoke.sl:61:  end = min(length(incident), integend) - 0.0001;
k3d/share/shaders/k3d_noisysmoke.sl:65:  if(d < end)
k3d/share/shaders/k3d_noisysmoke.sl:71:      GADD(PP, PW, li, dtau) ss = min(stepsize, end - d);
k3d/share/shaders/k3d_noisysmoke.sl:75:      while(d <= end)
k3d/share/shaders/k3d_noisysmoke.sl:98:	  ss = max(min(ss, end - d), 0.005);
k3d/share/shaders/k3d_noisysmoke.sl:115:      printf("nsteps = %f, t1 = %f, end = %f\n", nsteps, integstart, end);
k3d/share/shaders/k3d_oakplank.sl:90:  /* Calculate our "in-plank" value by multiplying two perpendicular
k3d/share/shaders/k3d_orange.sl:2: * Actually it is a condensed version of the mango shader from Sig '92 "Writing RenderMan Shaders"
k3d/share/shaders/k3d_orennayar.sl:13: *   tend to act more like retroreflectors than like isotropic scatterers.
k3d/share/shaders/k3d_paintedplastic.sl:1:/* paintedplastic.sl - Standard texture map surface for RenderMan Interface.
k3d/share/shaders/k3d_paintedplastic.sl:4: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_paintedplastic.sl:6: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_particle.sl:1:/** Copied from RenderMan AppNote #18 */
k3d/share/shaders/k3d_planetclouds.sl:28: *      with the Blue Moon Renderer is to let the light cast shadows,
k3d/share/shaders/k3d_planetclouds.sl:31: *             Attribute "render" "casts_shadows" "shade"
k3d/share/shaders/k3d_plastic.sl:1:/* plastic.sl - Standard plastic surface for RenderMan Interface.
k3d/share/shaders/k3d_plastic.sl:4: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_plastic.sl:6: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_pointlight.sl:1:/* pointlight.sl - Standard point light source for RenderMan Interface.
k3d/share/shaders/k3d_pointlight.sl:4: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_pointlight.sl:6: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_puffyclouds.sl:4: * puffyclouds.sl -- RenderMan compatible surface shader for puffy
k3d/share/shaders/k3d_puffyclouds.sl:27: *    Translation to RenderMan Shading Language by Larry Gritz.
k3d/share/shaders/k3d_redapple.sl:36:#endif
k3d/share/shaders/k3d_redapple.sl:40:#endif
k3d/share/shaders/k3d_redapple.sl:226:#endif
k3d/share/shaders/k3d_ripple.sl:3: *  Note: I modified a given code from Renderman Interface 3.1

k3d/share/shaders/k3d_roughmetal.sl:11: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_roughmetal.sl:13: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_round.sl:2:/* From the RenderMan Companion p.364 */
k3d/share/shaders/k3d_round.sl:3:/* Listing 16.23  Displacement shader for bevelling perpendicular bilinear patches*/
k3d/share/shaders/k3d_round.sl:55:		/* Move center perpendicular to the surface */
k3d/share/shaders/k3d_rubber.sl:2:/* From the RenderMan Companion p.385 */
k3d/share/shaders/k3d_ruledpaper.sl:23: *   15 Nov 1997 - translated to Renderman SL in Linux
k3d/share/shaders/k3d_ruledpaper.sl:64:	// Where does the vertical line (margin) start and end?
k3d/share/shaders/k3d_rustymetal.sl:97:  /* Now blend the metal and rust colors depending on the computed value
k3d/share/shaders/k3d_saturnring.sl:37:#endif /* BMRT */	
k3d/share/shaders/k3d_saturnring.sl:61:#endif
k3d/share/shaders/k3d_saturnring.sl:75:#endif
k3d/share/shaders/k3d_screen.sl:1:/* screen.sl - RenderMan compatible shader for a metalic screen.
k3d/share/shaders/k3d_screen.sl:2: * (c) Pixar (appears in _RenderMan Companion_)
k3d/share/shaders/k3d_screen.sl:18: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_screen.sl:20: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_screen_aa.sl:2: * screen_aa.sl -- RenderMan compatible shader for a metalic screen.
k3d/share/shaders/k3d_screen_aa.sl:20: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_screen_aa.sl:22: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_sdixon.sl:2:/* From the RenderMan Companion p.384 */
k3d/share/shaders/k3d_shadowspot.sl:2:/* From the RenderMan Companion p.380 */
k3d/share/shaders/k3d_shiny.sl:20: *   _Advanced RenderMan: Creating CGI for Motion Picture_, 
k3d/share/shaders/k3d_shinymetal.sl:2: * RenderMan Interface.
k3d/share/shaders/k3d_shinymetal.sl:5: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_shinymetal.sl:7: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_show_st.sl:2:/* From the RenderMan Companion p.344 */
k3d/share/shaders/k3d_skin1.sl:89:}    /*---locillum.h ends---*/
k3d/share/shaders/k3d_skin1.sl:160:}    /* subsurfaceSkin --ends */
k3d/share/shaders/k3d_skin2.sl:15: * See SIGGRAPH 2001 course notes, "Advanced RenderMan 3: Render Harder,"
k3d/share/shaders/k3d_skymetal.sl:3: * The RenderMan Interface and Shading Language
k3d/share/shaders/k3d_slateroof.sl:7:	You must bear this in mind when modelling - to avoid the roof ending
k3d/share/shaders/k3d_slateroof.sl:40:	calculations in this shader. Renderdc, however, does not yet support
k3d/share/shaders/k3d_slateroof.sl:101:	 * start and end of an offset row, where the middle of the left side 
k3d/share/shaders/k3d_slateroofd.sl:93:			start and end of an offset row, where the middle of the left side 
k3d/share/shaders/k3d_smoke.sl:13: *   integstart, integend - bounds along the viewing ray direction of the
k3d/share/shaders/k3d_smoke.sl:19: *   scatter - when non-1, can be used to give wavelength-dependent
k3d/share/shaders/k3d_smoke.sl:78:		 float integstart = 0, integend = 100;
k3d/share/shaders/k3d_smoke.sl:94:  float end = min(length(I), integend) - 0.0001;
k3d/share/shaders/k3d_smoke.sl:95:  float ss = min(stepsize, end - d);
k3d/share/shaders/k3d_smoke.sl:103:  while(d <= end)
k3d/share/shaders/k3d_smoke.sl:106:      ss = clamp(ss, 0.005, end - d);
k3d/share/shaders/k3d_smoke2.sl:11: *   integstart, integend - bounds along the viewing ray direction of the
k3d/share/shaders/k3d_smoke2.sl:78:	    float integstart = 0, integend = 100;
k3d/share/shaders/k3d_smoke2.sl:94:#endif
k3d/share/shaders/k3d_smoke2.sl:100:  float ss, dtau, last_dtau, end;
k3d/share/shaders/k3d_smoke2.sl:107:  end = min (length (incident), integend) - 0.0001;
k3d/share/shaders/k3d_smoke2.sl:111:  if (d < end) {
k3d/share/shaders/k3d_smoke2.sl:117:      ss = min (stepsize, end-d);
k3d/share/shaders/k3d_smoke2.sl:121:      while (d <= end) {
k3d/share/shaders/k3d_smoke2.sl:141:	  ss = max (min (ss, end-d), 0.005);
k3d/share/shaders/k3d_smoke2.sl:157:      printf ("nsteps = %f, t1 = %f, end = %f\n", nsteps, integstart, end);
k3d/share/shaders/k3d_softboxes.sl:121:#endif
k3d/share/shaders/k3d_softboxes.sl:208:#endif /* BMRT */
k3d/share/shaders/k3d_spacecloud.sl:12: *   endPulse -- end of pulse function
k3d/share/shaders/k3d_spacecloud.sl:50:  float endPulse = .9; /* .9 .8 .7 .8 */
k3d/share/shaders/k3d_spacecloud.sl:91:#endif
k3d/share/shaders/k3d_spacecloud.sl:92:	Oi = value * smoothPulse2Fuzz (startPulse, endPulse, afuzz, afuzz, ss) * 
k3d/share/shaders/k3d_spacecloud.sl:93:		smoothPulse2Fuzz (startPulse, endPulse, bfuzz, afuzz, tt);
k3d/share/shaders/k3d_spotlight.sl:1:/* spotlight.sl - Standard spot light source for RenderMan Interface.
k3d/share/shaders/k3d_spotlight.sl:4: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_spotlight.sl:6: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_square_ridges.sl:24:/// Filtering code courtesy of the Advanced RenderMan book ... where else?
k3d/share/shaders/k3d_srfdeformation.sl:2: *    -- tal@SpamSucks_renderman.org
k3d/share/shaders/k3d_starfield.sl:4:	We partition space into a 1x1x1 grid, rendering one solid spherical "star" per cell.
k3d/share/shaders/k3d_stones.sl:31: * modified 10/17/02 Changed algorithms arround to make it render a little faster.
k3d/share/shaders/k3d_stones.sl:59: * are all independently controlled.  Hue adds, but saturation and
k3d/share/shaders/k3d_strata.sl:5: *    Makes sedimentary rock strata, useful for rendering landscapes.
k3d/share/shaders/k3d_superpplastic.sl:1:/* paintedplastic.sl - Standard texture map surface for RenderMan Interface.
k3d/share/shaders/k3d_superpplastic.sl:4: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_superpplastic.sl:6: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_supertexmap.sl:25: *   _Advanced RenderMan: Creating CGI for Motion Picture_, 
k3d/share/shaders/k3d_terran.sl:12:#endif
k3d/share/shaders/k3d_terran2.sl:31: *    ice_caps - latitude at which ice caps tend to form on the oceans
k3d/share/shaders/k3d_terran2.sl:68:#endif
k3d/share/shaders/k3d_terranbump.sl:8:#endif
k3d/share/shaders/k3d_texblender.sl:36:#endif
k3d/share/shaders/k3d_texblender.sl:113:color BlendColor(string mode; float K; color newc, oldc)
k3d/share/shaders/k3d_texblender.sl:121:float BlendFloat(string mode; float K, newf, oldf)
k3d/share/shaders/k3d_texblender.sl:132:k3d_texblender (float Ka = 1, Kd = .5, Ks = .2, roughness = .3, Kr=0,selft=0;
k3d/share/shaders/k3d_texblender.sl:173:		if((Alpha*cKmap[i])!=0) Ct=BlendColor(mode,Alpha*cKmap[i],MC,Ct);
k3d/share/shaders/k3d_texblender.sl:174:		if((Alpha*oKmap[i])!=0) Ot=BlendColor(mode,Alpha*oKmap[i],MC,Ot);
k3d/share/shaders/k3d_texblender.sl:175:		if((Alpha*sKmap[i])!=0) ks=BlendFloat(mode,Alpha*sKmap[i],MF,ks);
k3d/share/shaders/k3d_texblender.sl:176:		if((Alpha*mKmap[i])!=0) kr=BlendFloat(mode,Alpha*mKmap[i],MF,kr);
k3d/share/shaders/k3d_texblender.sl:177:		if((Alpha*rKmap[i])!=0) roughness=BlendFloat(mode,Alpha*rKmap[i],
k3d/share/shaders/k3d_texblender.sl:179:		if(aKmap[i]!=0) Alpha=BlendFloat("f",aKmap[i],MF,1);
k3d/share/shaders/k3d_texblender.sl:180:		if((Alpha*iKmap[i])!=0) selft=BlendFloat(mode,Alpha*iKmap[i],MF,selft);
k3d/share/shaders/k3d_texblender.sl:181:		if((Alpha*bKmap[i])!=0) disp=BlendFloat(mode,Alpha*bKmap[i],MF,disp);
k3d/share/shaders/k3d_threads.sl:2:/* From the RenderMan Companion p.367 */
k3d/share/shaders/k3d_threads.sl:21:	/* Damp the displacement to 0 at each end */
k3d/share/shaders/k3d_toonmap.sl:104:#define blend(a,b,x) ((a) * (1 - (x)) + (b) * (x))
k3d/share/shaders/k3d_toonmap.sl:152:toon_color = blend(toon_color, layer_color, layer_opac);
k3d/share/shaders/k3d_toonmap.sl:167:toon_color = blend(toon_color, layer_color, layer_opac);
k3d/share/shaders/k3d_toonmap.sl:173:/** Surface main-code end **/
k3d/share/shaders/k3d_translucency.sl:22:* Notes: Please send me any kind of suggestions or bugs.
k3d/share/shaders/k3d_uberlight.sl:97: * Shadow mapped shadows.  For PRMan (and perhaps other renderers),
k3d/share/shaders/k3d_uberlight.sl:154: *       NOTE: This depends on the surface shader looking for, and
k3d/share/shaders/k3d_uberlight.sl:184: * SIGGRAPH '98, course 11, "Advanced RenderMan: Beyond the Companion"
k3d/share/shaders/k3d_uberlight.sl:189: * This shader was tested using Pixar's PhotoRealistic RenderMan 3.7
k3d/share/shaders/k3d_uberlight.sl:190: * and the Blue Moon Rendering Tools (BMRT) release 2.3.6.  I have
k3d/share/shaders/k3d_uberlight.sl:192: * older versions of these renderers, but I do make liberal use of the
k3d/share/shaders/k3d_uberlight.sl:195: * renderer which does not support these new language features, just
k3d/share/shaders/k3d_uberlight.sl:353:  /* Blocker works only if it's straddled by ray endpoints. */
k3d/share/shaders/k3d_uberlight.sl:427:#endif
k3d/share/shaders/k3d_uberlight.sl:509:#endif
k3d/share/shaders/k3d_urbermap.sl:199:/** Surface main-code end **/
k3d/share/shaders/k3d_veinedmarble.sl:12: *   veinlevels - how many "levels" of vein tendrills it has
k3d/share/shaders/k3d_warningstripes.sl:24:/// Filtering code courtesy of the Advanced RenderMan book ... where else?
k3d/share/shaders/k3d_water.sl:33:#define blend(a,b,x) ((a) * (1 - (x)) + (b) * (x))

k3d/share/shaders/k3d_water.sl:100:    surface_color = blend(surface_color, layer_color, layer_opac);

k3d/share/shaders/k3d_watercolor.sl:2: *	The shader exploits that fact that the Renderman interface already

k3d/share/shaders/k3d_windowlight.sl:54:  /* d is the depth "into" the room perpendicular to the pane plane */
k3d/share/shaders/k3d_woodcut.sl:11:#define blend(a,b,x) ((a) * (1 - (x)) + (b) * (x))
k3d/share/shaders/k3d_woodcut.sl:78:surface_color = blend(surface_color, layer_color, layer_opac);
