k3d/share/shaders/k3d_antialiasedchecks.sl:35:  float Nfactor;        /* Multiplicative factor for AA due to normal */
k3d/share/shaders/k3d_antialiasedchecks.sl:45:  Nfactor = abs (Nf . I) / (length(Nf) * length(I));
k3d/share/shaders/k3d_antialiasedchecks.sl:46:  sfuzz = .5 * swidth * frequency / Nfactor;
k3d/share/shaders/k3d_antialiasedchecks.sl:47:  tfuzz = .5 * twidth * frequency / Nfactor;
k3d/share/shaders/k3d_brick.sl:53:  float fact, disp;
k3d/share/shaders/k3d_brick.sl:95:  fact = 1;
k3d/share/shaders/k3d_brick.sl:116:  fact = smoothstep(0, 1.3 * MHF, tt) - smoothstep(1.0 - 1.3 * MHF, 1, tt);
k3d/share/shaders/k3d_brick.sl:117:  fact *= (smoothstep(0, 1.3 * MWF, ss) - smoothstep(1.0 - 1.3 * MWF, 1, ss));
k3d/share/shaders/k3d_brick.sl:118:  fact = pitting * (0.5 * fact + 0.5);
k3d/share/shaders/k3d_brick.sl:120:    fact *
k3d/share/shaders/k3d_brick3.sl:60:  float Nfactor;
k3d/share/shaders/k3d_brickbump.sl:8: *   in fact matte or plastic gives those nice white cinder block walls.
k3d/share/shaders/k3d_brickbump.sl:40:  float fact, disp;
k3d/share/shaders/k3d_brickbump.sl:49:  fact = 1;
k3d/share/shaders/k3d_brickbump.sl:70:  fact = smoothstep(0, 1.3 * MHF, tt) - smoothstep(1.0 - 1.3 * MHF, 1, tt);
k3d/share/shaders/k3d_brickbump.sl:71:  fact *= (smoothstep(0, 1.3 * MWF, ss) - smoothstep(1.0 - 1.3 * MWF, 1, ss));
k3d/share/shaders/k3d_brickbump.sl:72:  fact = pitting * (0.75 * fact + 0.25);
k3d/share/shaders/k3d_brickbump.sl:74:    fact *
k3d/share/shaders/k3d_brickbump3.sl:8: *   in fact matte or plastic gives those nice white cinder block walls.
k3d/share/shaders/k3d_brickbump3.sl:68:  float fact, disp;
k3d/share/shaders/k3d_brickbump3.sl:92:  fact = 1;
k3d/share/shaders/k3d_brickbump3.sl:109:  fact = smoothstep (0, 1.3*MHF, tt) - smoothstep (1.0-1.3*MHF, 1, tt);
k3d/share/shaders/k3d_brickbump3.sl:110:  fact *= (smoothstep (0, 1.3*MWF, ss) - smoothstep (1.0-1.3*MWF, 1, ss));
k3d/share/shaders/k3d_brickbump3.sl:111:  fact = pitting * (0.75 * fact + 0.25);
k3d/share/shaders/k3d_brickbump3.sl:112:  disp -= fact * pow(noise ((ss+sbrick)*pockfrequency/BMHEIGHT,
k3d/share/shaders/k3d_craters.sl:18:   float pitfactor = .7; /* chance of crater occuring in a cell */
k3d/share/shaders/k3d_craters.sl:24:   /* you'll get artifacts if you go too much higher than 1 */
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:57:		if ( cellnoise(7*scell-9.5, 7*tcell+7.5) < pitfactor)
k3d/share/shaders/k3d_craters.sl:59:		  /* if ( fBm_default(xp) < pitfactor)  *//* I like this distribution better - pitf = -1 -> 1 */
k3d/share/shaders/k3d_crayon.sl:13:	txtscale  - an overall scaling factor
k3d/share/shaders/k3d_fire.sl:24:  /* compress ss & offset both by factor of current frame */
k3d/share/shaders/k3d_flame.sl:10: *    flameheight, flameamplitude - scaling factors
k3d/share/shaders/k3d_gooch.sl:12: *  Ka           : ambient factor
k3d/share/shaders/k3d_gooch.sl:13: *  Kd           : diffuse factor
k3d/share/shaders/k3d_gooch.sl:14: *  Ks           : specular factor
k3d/share/shaders/k3d_gooch.sl:15: *  alpha        : Gooch cool color factor
k3d/share/shaders/k3d_gooch.sl:16: *  beta         : Gooch warm color factor
k3d/share/shaders/k3d_gouge.sl:18:    *  determines the size of the gouge. Multiply by the Km factor, then 
k3d/share/shaders/k3d_indirect.sl:22:  /* Exploit the fact that PRMan (incorrectly) leaves the surface normal
k3d/share/shaders/k3d_leather.sl:75:	#define BASE_SF          1      /* s-factor for big noise          */

k3d/share/shaders/k3d_leather.sl:76:	#define BASE_TF          1      /* t-factor for big noise          */

k3d/share/shaders/k3d_leather.sl:77:	#define BASE_NF          100    /* scaling factor for small noise  */

k3d/share/shaders/k3d_leather.sl:79:	#define BASE_GRC         0.4    /* shift factor for more red       */

k3d/share/shaders/k3d_leather.sl:112:	/*#define BLOTCH_SF          20   s-factor for blotches  */

k3d/share/shaders/k3d_leather.sl:113:	/*#define BLOTCH_TF          15   t-factor for blotches  */

k3d/share/shaders/k3d_leather.sl:170:	#define DISP_SF     10             /* s-factor for dent noise */

k3d/share/shaders/k3d_leather.sl:171:	#define DISP_TF     30             /* t-factor for dent noise */

k3d/share/shaders/k3d_lunette.sl:23: *   noiseScale - scale factor for the fBm noise relative to the grid size
k3d/share/shaders/k3d_lunette.sl:24: *   noiseRandom - randomization factor for the fBm noise
k3d/share/shaders/k3d_mysky.sl:18: *    txtscale - overall scaling factor

k3d/share/shaders/k3d_oak.sl:12: *   shadingfreq - overall scaling factor for the pattern
k3d/share/shaders/k3d_oakplank.sl:11: *   shadingfreq - overall scaling factor for the pattern
k3d/share/shaders/k3d_parquet_plank.sl:12: *   txtscale - overall scaling factor for the texture
k3d/share/shaders/k3d_parquet_plank2.sl:13: *   txtscale - overall scaling factor for the texture
k3d/share/shaders/k3d_parquet_tile.sl:14: *   txtscale - overall scaling factor for the texture
k3d/share/shaders/k3d_plank.sl:10: *   txtscale - overall scaling factor for the texture
k3d/share/shaders/k3d_puffyclouds.sl:16: *    txtscale - overall scaling factor
k3d/share/shaders/k3d_redapple.sl:99:	#define BASE_SF          1.2    /* s-factor for big noise          */
k3d/share/shaders/k3d_redapple.sl:100:	#define BASE_TF          3      /* t-factor for big noise          */
k3d/share/shaders/k3d_redapple.sl:101:	#define BASE_NF          100    /* scaling factor for small noise  */
k3d/share/shaders/k3d_redapple.sl:103:	#define BASE_GRC         0.4    /* shift factor for more red       */
k3d/share/shaders/k3d_redapple.sl:136:	#define BLOTCH_SF          20   /* s-factor for blotches  */
k3d/share/shaders/k3d_redapple.sl:137:	#define BLOTCH_TF          15   /* t-factor for blotches  */
k3d/share/shaders/k3d_redapple.sl:159:	#define SPECK_NF        50    /* A noise scaling factor      */
k3d/share/shaders/k3d_redapple.sl:194:	#define DISP_SF     10             /* s-factor for dent noise */
k3d/share/shaders/k3d_redapple.sl:195:	#define DISP_TF     30             /* t-factor for dent noise */
k3d/share/shaders/k3d_rustymetal.sl:14: *   txtscale - overall scaling factor of the rust pattern.
k3d/share/shaders/k3d_slateroof.sl:24: 	txtscale: a scaling factor for the slate coloration - the larger txtscale the
k3d/share/shaders/k3d_slateroof.sl:26: 	factor: a seed used for adjusting the randomness - if you have two roofs with
k3d/share/shaders/k3d_slateroof.sl:27: 		the same sfreq, tfreq change the value of factor to ensure they have a 
k3d/share/shaders/k3d_slateroof.sl:56:							factor = 22.238,
k3d/share/shaders/k3d_slateroof.sl:76:   uniform 	float colorfactor = 3.276 * factor;	/* Used in noise calculations */	
k3d/share/shaders/k3d_slateroof.sl:109:		add = noise(cs * factor, ct * factor) * maxadd;
k3d/share/shaders/k3d_slateroof.sl:112:	ocolorvary = (noise(cs * colorfactor, ct * colorfactor) - 1) * 2 * maxcolorvary;
k3d/share/shaders/k3d_slateroof.sl:132:	/* Work out whether the point is in fact in another tile 
k3d/share/shaders/k3d_slateroof.sl:153:			newadd = noise(cs * factor, ct * factor) * maxadd;
k3d/share/shaders/k3d_slateroof.sl:154:			newcolorvary =  (noise(cs * colorfactor, ct * colorfactor) - 1) * 2 * maxcolorvary;
k3d/share/shaders/k3d_slateroofd.sl:18: 		factor: a seed used for adjusting the randomness - if you have two roofs with
k3d/share/shaders/k3d_slateroofd.sl:19: 			the same sfreq, tfreq change the value of factor to ensure they have a 
k3d/share/shaders/k3d_slateroofd.sl:50:							factor = 22.838)
k3d/share/shaders/k3d_slateroofd.sl:100:   		add = noise(cs * factor, ct * factor) * maxadd;
k3d/share/shaders/k3d_slateroofd.sl:124:	/* Work out whether the point is in fact in another tile 	
k3d/share/shaders/k3d_slateroofd.sl:145:			newadd = noise(cs * factor, ct * factor) * maxadd;
k3d/share/shaders/k3d_strata.sl:9: *    txtscale - overall scaling factor for the texture
k3d/share/shaders/k3d_superplank.sl:15: *   txtscale - overall scaling factor for the texture
k3d/share/shaders/k3d_superplank.sl:16: *   Km - overall scaling factor for bumpiness.
k3d/share/shaders/k3d_superplank.sl:61:			float txtscale = 1;	/* Overall scaling factor */
k3d/share/shaders/k3d_superplank.sl:62:			float Km = 1;	/* Overall bumpiness factor */
k3d/share/shaders/k3d_terran2.sl:28: *    mtn_scale - scaling factor for mountains
k3d/share/shaders/k3d_terran2.sl:32: *    depth_scale, depth_max - scaling factor and max depth of oceans
k3d/share/shaders/k3d_uberlight.sl:136: *       blocker) don't actually have to block light.  In fact, in
k3d/share/shaders/k3d_uberlight.sl:274: *   - attenuation factor based on the falloff and shaping
k3d/share/shaders/k3d_watercolor.sl:2: *	The shader exploits that fact that the Renderman interface already

k3d/share/shaders/k3d_wood2.sl:9: *   txtscale - overall scaling factor for the texture
