k3d/share/shaders/k3d_background.sl:14:// General Public License for more details.
k3d/share/shaders/k3d_brushedmetal.sl:2: * brushedmetal.sl
k3d/share/shaders/k3d_brushedmetal.sl:5: *   Simple anisotropic metal shader.
k3d/share/shaders/k3d_brushedmetal.sl:20:surface k3d_brushedmetal(
k3d/share/shaders/k3d_brushedmetal.sl:27:    MaterialBrushedMetal(Nf, Cs, Ka, Kd, Ks, normalize(dPdu), uroughness,
k3d/share/shaders/k3d_brushedmetal2.sl:1:/*  IDbrushedmetal.sl written 9/99 by Ivan DeWolf
k3d/share/shaders/k3d_brushedmetal2.sl:6: *  yet another brushedmetal. This one computes a specular 
k3d/share/shaders/k3d_brushedmetal2.sl:9: *  based somewhat on LGbrushedmetal.sl
k3d/share/shaders/k3d_brushedmetal2.sl:65:k3d_brushedmetal2(
k3d/share/shaders/k3d_brushedmetal3.sl:1:/* Renamed to LGbrushedmetal for RMR -- tal@SpamSucks_cs.caltech.edu */
k3d/share/shaders/k3d_brushedmetal3.sl:23:    float cos_theta_r = clamp (N.V, 0.0001, 1);
k3d/share/shaders/k3d_brushedmetal3.sl:36:            float cos_theta_i = LN . N;
k3d/share/shaders/k3d_brushedmetal3.sl:37:            if (cos_theta_i > 0.0) {
k3d/share/shaders/k3d_brushedmetal3.sl:40:                    / sqrt (cos_theta_i * cos_theta_r);
k3d/share/shaders/k3d_brushedmetal3.sl:41:                C += Cl * ((1-nonspec) * cos_theta_i * rho);
k3d/share/shaders/k3d_brushedmetal3.sl:51:k3d_brushedmetal3 ( 
k3d/share/shaders/k3d_ceramic.sl:6:		    float Kr = 1, blur = 0, eta = 1.5;
k3d/share/shaders/k3d_ceramictiles.sl:35: *   Kr, blur, eta - reflection parameters for the tile
k3d/share/shaders/k3d_ceramictiles.sl:143:			   float roughness, specsharpness, Kr, blur, eta;
k3d/share/shaders/k3d_ceramictiles.sl:154:  fresnel(IN, Nf, 1 / eta, fkr, fkt, R, T);
k3d/share/shaders/k3d_ceramictiles.sl:167:			 float Kr = 1, blur = 0, eta = 1.5;
k3d/share/shaders/k3d_ceramictiles.sl:249:			 roughness, specsharpness, Kr, blur, eta, ENVPARAMS);
k3d/share/shaders/k3d_corktile.sl:12: * txtscale - the amount of detail / magnification of the image, this also determines
k3d/share/shaders/k3d_crayontoon.sl:16:                   float eta = 1.3,

k3d/share/shaders/k3d_crayontoon.sl:22:  fresnel(normalize(I), faceforward(Nf, I, Nf), 1/eta, Kr1, Kt1);

k3d/share/shaders/k3d_decalplastic.sl:14:// General Public License for more details.
k3d/share/shaders/k3d_dented.sl:11: *                         like worn metal).
k3d/share/shaders/k3d_eroded.sl:6: * eroded(): Simulate a metallic surface eaten away with acid
k3d/share/shaders/k3d_fur2.sl:84:    float Beta = 0;
k3d/share/shaders/k3d_fur2.sl:121:	Beta = acos(T_Dot_e);
k3d/share/shaders/k3d_fur2.sl:123:	Kajiya = T_Dot_nL * T_Dot_e + sin(Alpha) * sin(Beta);
k3d/share/shaders/k3d_glass.sl:17: *    eta - the coefficient of refraction of the glass
k3d/share/shaders/k3d_glass.sl:39:		  float Kt = 1, refrblur = 0, eta = 1.5;
k3d/share/shaders/k3d_glass.sl:46:		  eta, transmitcolor, refrrayjitter, refrraysamples,
k3d/share/shaders/k3d_gooch.sl:16: *  beta         : Gooch warm color factor
k3d/share/shaders/k3d_gooch.sl:31:         float beta = .5;
k3d/share/shaders/k3d_gooch.sl:46:    kwarm = yellow + (Cs * beta);
k3d/share/shaders/k3d_metal.sl:1:/* metal.sl - Standard metal surface for RenderMan Interface.
k3d/share/shaders/k3d_metal.sl:9:surface k3d_metal(float Ka = 1;
k3d/share/shaders/k3d_mondometal.sl:1:/* MondoMetal.sl   Felipe Esquivel, july 2001

k3d/share/shaders/k3d_mondometal.sl:4: * Layered shader with mondo as a base and a metal modulated with a matte file.

k3d/share/shaders/k3d_mondometal.sl:7: * las partes blancas producen un efecto metalico y donde lo oscuro 

k3d/share/shaders/k3d_mondometal.sl:12:k3d_mondometal(

k3d/share/shaders/k3d_mondometal.sl:47:    color Cmetal = color(0.0,0.76,0.79);

k3d/share/shaders/k3d_mondometal.sl:48:    string metalMatte = "";

k3d/share/shaders/k3d_mondometal.sl:220:    if(metalMatte != "")

k3d/share/shaders/k3d_mondometal.sl:222:        Cmatte = color texture(metalMatte, ss, tt,

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

k3d/share/shaders/k3d_oakplank.sl:41: *   Kr, blur, eta - reflection parameters for the tile
k3d/share/shaders/k3d_oakplank.sl:103:		     float Kr = 1, blur = 0, eta = 1.5;
k3d/share/shaders/k3d_oakplank.sl:170:			 specadjusted * Kr, blur, eta, 1, ENVPARAMS);
k3d/share/shaders/k3d_orennayar.sl:49:    float theta_r, theta_i, cos_theta_i;
k3d/share/shaders/k3d_orennayar.sl:50:    float alpha, beta, sigma2, cos_phi_diff;
k3d/share/shaders/k3d_orennayar.sl:55:    theta_r = acos (Eye . Nf);
k3d/share/shaders/k3d_orennayar.sl:60:	cos_theta_i = LN . Nf;
k3d/share/shaders/k3d_orennayar.sl:62:	theta_i = acos (cos_theta_i);
k3d/share/shaders/k3d_orennayar.sl:63:	alpha = max (theta_i, theta_r);
k3d/share/shaders/k3d_orennayar.sl:64:	beta = min (theta_i, theta_r);
k3d/share/shaders/k3d_orennayar.sl:69:	else C2 *= (sin(alpha) - pow(2*beta/PI,3));
k3d/share/shaders/k3d_orennayar.sl:70:	C3 = 0.125 * sigma2 / (sigma2+0.09) * pow ((4*alpha*beta)/(PI*PI),2);
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:73:	L2 = (Cs * Cs) * (0.17 * cos_theta_i * sigma2/(sigma2+0.13) *
k3d/share/shaders/k3d_orennayar.sl:74:			  (1 - cos_phi_diff*(4*beta*beta)/(PI*PI)));
k3d/share/shaders/k3d_outlet.sl:8: *   up close, but from across the room, it's a nice touch of detail.
k3d/share/shaders/k3d_planetclouds.sl:3: *                   an earth-like planetary model.
k3d/share/shaders/k3d_planetclouds.sl:10: *   a way that looks like clouds on a planetary scale.
k3d/share/shaders/k3d_projectionmap_plastic.sl:14:// General Public License for more details.
k3d/share/shaders/k3d_roughmetal.sl:2: * roughmetal.sl
k3d/share/shaders/k3d_roughmetal.sl:5: *   Rough metal without coherent reflections
k3d/share/shaders/k3d_roughmetal.sl:19:surface k3d_roughmetal(float Ka = 1, Kd = 0.1, Ks = .9, roughness = 0.4;)
k3d/share/shaders/k3d_roughmetal.sl:22:  Ci = MaterialRoughMetal(Nf, Cs, Ka, Kd, Ks, roughness);
k3d/share/shaders/k3d_rustymetal.sl:2: * rustymetal.sl -- metal with specks of rust
k3d/share/shaders/k3d_rustymetal.sl:5: *   A rough metal surface with controllable rust spots.  The rust pattern
k3d/share/shaders/k3d_rustymetal.sl:9: *   regular metal.  All computations are done in shader space.
k3d/share/shaders/k3d_rustymetal.sl:12: *   metalKa, metalKs, metalroughness - control the appearance of the metal.
k3d/share/shaders/k3d_rustymetal.sl:44:k3d_rustymetal (float metalKa = 1, metalKs = 1, metalroughness = .1;
k3d/share/shaders/k3d_rustymetal.sl:58:  color Cmetal = 0, Crust = 0; /* Computed colors of metal & rust */
k3d/share/shaders/k3d_rustymetal.sl:88:  /* If we have any metal, calculate the color of the metal, using the
k3d/share/shaders/k3d_rustymetal.sl:89:   * original (smooth) normal and the usual metal illumination model.
k3d/share/shaders/k3d_rustymetal.sl:94:      Cmetal = Cs * (metalKa*ambient() + metalKs*specular(Nf,V,metalroughness));
k3d/share/shaders/k3d_rustymetal.sl:97:  /* Now blend the metal and rust colors depending on the computed value
k3d/share/shaders/k3d_rustymetal.sl:101:  Ci = Oi * mix (Cmetal, Crust, rustiness);
k3d/share/shaders/k3d_screen.sl:1:/* screen.sl - RenderMan compatible shader for a metalic screen.
k3d/share/shaders/k3d_screen.sl:6: *   Makes a surface that looks like a metal screen.  Strips of metal run
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:5: *   Makes a surface that looks like a metal screen.  Strips of metal run
k3d/share/shaders/k3d_sdixon.sl:24:	 *   metallic-green ink to a matte-yellow background. */
k3d/share/shaders/k3d_sdixon.sl:35:	   from a matte surface to a metallic one as ink is added. */
k3d/share/shaders/k3d_shiny.sl:2: * shiny.sl -- Shiny metal surface
k3d/share/shaders/k3d_shiny.sl:39:    MaterialShinyMetal(Nf, Cs, Ka, Kd, Ks, roughness, Kr, blur, twosided,
k3d/share/shaders/k3d_shinymetal.sl:1:/* shinymetal.sl - Standard metal with environment mapping for
k3d/share/shaders/k3d_shinymetal.sl:10:surface k3d_shinymetal(float Ka = 1;
k3d/share/shaders/k3d_skin1.sl:66:    float cos_theta_r = clamp (N.V, 0.0001, 1);
k3d/share/shaders/k3d_skin1.sl:79:      float cos_theta_i = LN . N;
k3d/share/shaders/k3d_skin1.sl:80:      if (cos_theta_i > 0.0) {
k3d/share/shaders/k3d_skin1.sl:83:        / sqrt (cos_theta_i * cos_theta_r);
k3d/share/shaders/k3d_skin1.sl:84:    C += Cl * ((1-nonspec) * cos_theta_i * rho);
k3d/share/shaders/k3d_skin1.sl:106:  float costheta = -v1 . v2;
k3d/share/shaders/k3d_skin1.sl:107:  return (1. - g*g) / pow(1. + g*g - 2.*g*costheta, 1.5);
k3d/share/shaders/k3d_skin1.sl:125:vector efresnel(vector II; normal NN; float eta; output float Kr, Kt;) {
k3d/share/shaders/k3d_skin1.sl:127:    fresnel(II, NN, eta, Kr, Kt, R, T);
k3d/share/shaders/k3d_skin1.sl:138:                     float eta, thickness) {
k3d/share/shaders/k3d_skin1.sl:143:  vector T = efresnel(-Vf, Nn, eta, Kr, Kt);
k3d/share/shaders/k3d_skin1.sl:153:      vector T2 = efresnel(-Ln, Nn, eta, Kr2, Kt2);
k3d/share/shaders/k3d_skin1.sl:180:  float eta = 1.01,
k3d/share/shaders/k3d_skin1.sl:264:  lc =  subsurfaceSkin(Vf, Nf, blemishcol, Csheen, 1/eta, thickness);
k3d/share/shaders/k3d_skin2.sl:25:	float costheta = -v1 . v2;
k3d/share/shaders/k3d_skin2.sl:26:	return (1. - g*g) / pow(1. + g*g - 2.*g*costheta, 1.5);
k3d/share/shaders/k3d_skin2.sl:45:vector efresnel(vector II; normal NN; float eta; output float Kr, Kt;) {
k3d/share/shaders/k3d_skin2.sl:47:    fresnel(II, NN, eta, Kr, Kt, R, T);
k3d/share/shaders/k3d_skin2.sl:64:                     float eta, thickness) {
k3d/share/shaders/k3d_skin2.sl:69:	vector T = efresnel(-Vf, Nn, eta, Kr, Kt);
k3d/share/shaders/k3d_skin2.sl:79:	    vector T2 = efresnel(-Ln, Nn, eta, Kr2, Kt2);
k3d/share/shaders/k3d_skin2.sl:93:             float eta = 1./1.4, thickness = .5) {
k3d/share/shaders/k3d_skin2.sl:98:	Ci = Os * subsurfaceSkin(Vf, Nn, Cs, sheenColor, eta, thickness);
k3d/share/shaders/k3d_skymetal.sl:1:/* skymetal shader 
k3d/share/shaders/k3d_skymetal.sl:9: * TLSkymetal shader.  Actually, I never could get this oneto work right,
k3d/share/shaders/k3d_skymetal.sl:15:surface k3d_skymetal (
k3d/share/shaders/k3d_skymetal.sl:26:	float costheta;
k3d/share/shaders/k3d_skymetal.sl:35:	costheta = normalize (reflect (I, Nf)) . up;
k3d/share/shaders/k3d_skymetal.sl:37:	if (costheta >= 0.0)
k3d/share/shaders/k3d_skymetal.sl:38:		refl = mix (sky_horiz, sky_zenith, costheta);
k3d/share/shaders/k3d_skymetal.sl:40:		refl = mix (land_horiz, land_zenith, -costheta);
k3d/share/shaders/k3d_slateroof.sl:25: 		the smaller the detail on the tile pattern
k3d/share/shaders/k3d_square_ridges.sl:14:// General Public License for more details.
k3d/share/shaders/k3d_stones.sl:100: float r,theta,angle;
k3d/share/shaders/k3d_superplank.sl:13: *   Kr, eta - reflection amount and index of refraction (for fresnel)
k3d/share/shaders/k3d_superplank.sl:57:			float Kr = 1, eta = 1.5;	/* Mirror refl & index of refr */
k3d/share/shaders/k3d_superplank.sl:297:  fresnel(IN, Nf, 1 / eta, fresnelKr, fresnelKt, R, T_dummy);
k3d/share/shaders/k3d_terran.sl:3:           mottling that adds detail to lower latitude regions.
k3d/share/shaders/k3d_terran2.sl:34: *               mottling that adds detail to lower latitude regions.
k3d/share/shaders/k3d_texblender.sl:134:		float Krfr=0,eta=0.8,Ko=1;
k3d/share/shaders/k3d_texblender.sl:206:		benv=myEnvironment(P,refract(V,Nf,(V.Nf > 0) ? 1.0/eta : eta),1,RFblur,ENVPARAMS);
k3d/share/shaders/k3d_tooledsteel.sl:6: *  a combination of IDbrushedmetal.sl and the Worley-esque
k3d/share/shaders/k3d_uberlight.sl:317:	  float beta = -falloff / s;
k3d/share/shaders/k3d_uberlight.sl:318:	  atten *= (maxintensity * exp(s * pow(PLlen / falloffdist, beta)));
k3d/share/shaders/k3d_warningstripes.sl:14:// General Public License for more details.
k3d/share/shaders/k3d_water.sl:13: *   Makes a smoothly polished metal, using ray tracing to calculate

k3d/share/shaders/k3d_watercolor.sl:22:	float costhetai = abs(nI . nN);

k3d/share/shaders/k3d_watercolor.sl:23:	float thetai = acos(costhetai);

k3d/share/shaders/k3d_watercolor.sl:24:	float sinthetat = sin(thetai)/nSnell;

k3d/share/shaders/k3d_watercolor.sl:25:	float thetat = asin(sinthetat);

k3d/share/shaders/k3d_watercolor.sl:26:	if(thetai == 0.0)

k3d/share/shaders/k3d_watercolor.sl:33:		float fs = sin(thetat - thetai) / sin(thetat + thetai);

k3d/share/shaders/k3d_watercolor.sl:34:		float ts = tan(thetat - thetai) / tan(thetat + thetai);

