k3d/share/shaders/k3d_antialiasedchecks.sl:59:      /* Gradually fade in the average color when we get close to the limit */
k3d/share/shaders/k3d_dturb.sl:12:  float width, cutoff, fade, f, turb, maxfreq = 16;
k3d/share/shaders/k3d_dturb.sl:24:  fade = clamp(2 * (cutoff - f) / cutoff, 0, 1);
k3d/share/shaders/k3d_dturb.sl:25:  turb += fade * abs(snoise(PP * f)) / f;
k3d/share/shaders/k3d_ember.sl:7: * dim and fade as they die.
k3d/share/shaders/k3d_eyeball.sl:80:   * bloody: how potentially bloody it is (fade as we get away from iris)
k3d/share/shaders/k3d_fire.sl:13:  float width, cutoff, fade, f, turb, maxfreq = 16;
k3d/share/shaders/k3d_fire.sl:37:  fade = clamp(2 * (cutoff - f) / cutoff, 0, 1);
k3d/share/shaders/k3d_fire.sl:38:  turb += fade * abs(snoise2(ss * f, tt * f)) / f;
k3d/share/shaders/k3d_fur2.sl:49:	 float spec_size_fade  = 0.1;
k3d/share/shaders/k3d_fur2.sl:51:	 float var_fade_start = 0.005;
k3d/share/shaders/k3d_fur2.sl:52:	 float var_fade_end = 0.001;
k3d/share/shaders/k3d_fur2.sl:104:    Kspec *= min( smoothstep( start_spec, start_spec + spec_size_fade, v),  
k3d/share/shaders/k3d_fur2.sl:105:		  1 - smoothstep( end_spec, end_spec - spec_size_fade, v ) );
k3d/share/shaders/k3d_fur2.sl:148:    darkening = (1 - (smoothstep( var_fade_end, var_fade_start, 
k3d/share/shaders/k3d_luna.sl:45:		 float rayfade = 1;	/* arg11 */
k3d/share/shaders/k3d_parquet_plank.sl:50:  float swidth, twidth, fwidth, ss, tt, w, h, fade, ttt;
k3d/share/shaders/k3d_parquet_plank.sl:120:  fade = smoothstep(1 / ringscale, 8 / ringscale, fwidth);
k3d/share/shaders/k3d_parquet_plank.sl:121:  if(fade < 0.999)
k3d/share/shaders/k3d_parquet_plank.sl:128:      r = (1 - fade) * r + 0.65 * fade;
k3d/share/shaders/k3d_parquet_plank.sl:133:      fade = smoothstep(2 / grainscale, 8 / grainscale, fwidth);
k3d/share/shaders/k3d_parquet_plank.sl:134:      if(fade < 0.999)
k3d/share/shaders/k3d_parquet_plank.sl:138:	  r *= (1 - fade) * r2 + (0.75 * fade);
k3d/share/shaders/k3d_parquet_plank2.sl:64:  float swidth, twidth, fwidth, ss, tt, w, h, fade, ttt;
k3d/share/shaders/k3d_parquet_plank2.sl:121:  fade = smoothstep (1/ringscale, 8/ringscale, fwidth);
k3d/share/shaders/k3d_parquet_plank2.sl:122:  if (fade < 0.999) {
k3d/share/shaders/k3d_parquet_plank2.sl:127:      r = (1-fade)*r + 0.65*fade;
k3d/share/shaders/k3d_parquet_plank2.sl:132:      fade = smoothstep (2/grainscale, 8/grainscale, fwidth);
k3d/share/shaders/k3d_parquet_plank2.sl:133:      if (fade < 0.999) {
k3d/share/shaders/k3d_parquet_plank2.sl:136:	  r *= (1-fade)*r2 + (0.75*fade);
k3d/share/shaders/k3d_parquet_tile.sl:79:  float swidth, twidth, fwidth, ss, tt, w, h, fade, ttt;
k3d/share/shaders/k3d_parquet_tile.sl:136:  fade = smoothstep (1/ringscale, 8/ringscale, fwidth);
k3d/share/shaders/k3d_parquet_tile.sl:137:  if (fade < 0.999) {
k3d/share/shaders/k3d_parquet_tile.sl:142:      r = (1-fade)*r + 0.65*fade;
k3d/share/shaders/k3d_parquet_tile.sl:147:      fade = smoothstep (2/grainscale, 8/grainscale, fwidth);
k3d/share/shaders/k3d_parquet_tile.sl:148:      if (fade < 0.999) {
k3d/share/shaders/k3d_parquet_tile.sl:151:	  r *= (1-fade)*r2 + (0.75*fade);
k3d/share/shaders/k3d_plank.sl:47:  float swidth, twidth, fwidth, ss, tt, w, h, fade, ttt;
k3d/share/shaders/k3d_plank.sl:106:  fade = smoothstep(1 / ringscale, 8 / ringscale, fwidth);
k3d/share/shaders/k3d_plank.sl:107:  if(fade < 0.999)
k3d/share/shaders/k3d_plank.sl:114:      r = (1 - fade) * r + 0.65 * fade;
k3d/share/shaders/k3d_plank.sl:119:      fade = smoothstep(2 / grainscale, 8 / grainscale, fwidth);
k3d/share/shaders/k3d_plank.sl:120:      if(fade < 0.999)
k3d/share/shaders/k3d_plank.sl:124:	  r *= (1 - fade) * r2 + (0.75 * fade);
k3d/share/shaders/k3d_redapple.sl:16: * don't mind the simple lerping I used to fade to green at the poles.
k3d/share/shaders/k3d_stones.sl:167:        float fade = clamp(2 * (cutoff - f) / cutoff, 0, 1);
k3d/share/shaders/k3d_stones.sl:168:        turb += fade * abs(snoise(PP * f)) / f;
k3d/share/shaders/k3d_superplank.sl:99:  float fade, ttt;
k3d/share/shaders/k3d_superplank.sl:213:  fade = smoothstep(.75, 4, fwidth);
k3d/share/shaders/k3d_superplank.sl:214:  if(fade < 0.999)
k3d/share/shaders/k3d_superplank.sl:224:      ring = (1 - fade) * ring + 0.65 * fade;
k3d/share/shaders/k3d_superplank.sl:228:      fade = smoothstep(.75, 4, fwidth);
k3d/share/shaders/k3d_superplank.sl:229:      if(fade < 0.999)
k3d/share/shaders/k3d_superplank.sl:235:	  grain = (1 - fade) * r2 + (0.75 * fade);
