k3d/share/shaders/k3d_celld.sl:20:				   between f2 and f1 is less then this value
k3d/share/shaders/k3d_celld.sl:35:	float voro_f1 = 0, voro_f2 = 0;
k3d/share/shaders/k3d_celld.sl:38:	voronoi_f1f2_3d (noiseP*voro_freq, voro_jitter, 
k3d/share/shaders/k3d_celld.sl:39:			 voro_f1, voro_pos1, voro_f2,
k3d/share/shaders/k3d_celld.sl:42:	float voro_dist = 1 - step (voro_step, voro_f2 - voro_f1);
k3d/share/shaders/k3d_eyeball.sl:65:  float i, turb, newturb, freq, f2;
k3d/share/shaders/k3d_eyeball.sl:112:      turb = 0;  freq = 1;  f2 = 30;
k3d/share/shaders/k3d_eyeball.sl:114:	  turb += snoise (PO*f2 + point(0,0,20*f2)) / freq;
k3d/share/shaders/k3d_eyeball.sl:115:	  freq *= 2;  f2 *= 2;
k3d/share/shaders/k3d_hexatile_bump.sl:21:*	float C2	= 2 			---	Multiply of f2 the second closes future point.
k3d/share/shaders/k3d_hexatile_bump.sl:42:Worley2D_f1f2 (float ss, tt; float jitter, seed, c1, c2, hexagon, scale_ss, scale_tt; 
k3d/share/shaders/k3d_hexatile_bump.sl:43:		output float f1; output float spos1, tpos1; output float f2; output float spos2, tpos2;)
k3d/share/shaders/k3d_hexatile_bump.sl:48:f1 = f2 = 1000;
k3d/share/shaders/k3d_hexatile_bump.sl:67:	f2 = f1; spos2 = spos1; tpos2 = tpos1;
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_hexatile_bump.sl:75:f1 = f1 * c1; f2 = f2 * c2;
k3d/share/shaders/k3d_hexatile_bump.sl:99:float f1_out_15 = 0,f2_out_15 = 0,spos1_out_15 = 0,tpos1_out_15 = 0,spos2_out_15 = 0,tpos2_out_15 = 0;
k3d/share/shaders/k3d_hexatile_bump.sl:104:Worley2D_f1f2 (scale1,scale2,/* Jitter */ 0,/* Seed */ 0,C1,C2,/* Hexagon */ 1,/* TileScaleSS */ 1,
k3d/share/shaders/k3d_hexatile_bump.sl:106:				/* f2_result */ f2_out_15,spos2_out_15,tpos2_out_15);
k3d/share/shaders/k3d_hexatile_bump.sl:109:float SQRT_f2 = sqrt(f2_out_15);
k3d/share/shaders/k3d_hexatile_bump.sl:112:float smoothp_20 = smoothpulse (0,Edge1,Edge2,1,SQRT_f2);
