k3d/share/shaders/k3d_altitude_fog.sl:1:volume k3d_altitude_fog(
k3d/share/shaders/k3d_altitude_fog.sl:8:	float fog = 1 - smoothstep(min_height, max_height, ycomp(PP));
k3d/share/shaders/k3d_altitude_fog.sl:10:	Ci = mix(Ci, background, fog);
k3d/share/shaders/k3d_altitude_fog.sl:11:	Oi = mix(Oi, color(1, 1, 1), fog);
k3d/share/shaders/k3d_fog.sl:1:/* fog.sl - Standard fog volume shader for RenderMan Interface.
k3d/share/shaders/k3d_fog.sl:9:volume k3d_fog(float distance = 1; color background = 0;)
k3d/share/shaders/k3d_smoke.sl:33: * with the "__foglight" parameter.  
k3d/share/shaders/k3d_smoke.sl:44:    float foglight = 1;
k3d/share/shaders/k3d_smoke.sl:45:    lightsource("__foglight", foglight);
k3d/share/shaders/k3d_smoke.sl:46:    if(foglight > 0)
k3d/share/shaders/k3d_uberlight.sl:168: *   __foglight - the "noisysmoke" shader distributed with BMRT will add
k3d/share/shaders/k3d_uberlight.sl:172: *       make a particular light *not* cause illumination in the fog.
k3d/share/shaders/k3d_uberlight.sl:405:		     output float __foglight = 1;)
