k3d/share/shaders/k3d_brickanti.sl:66:#define frac(x)        mod((x),1)
k3d/share/shaders/k3d_brickanti.sl:68:                        max(0,frac(ss)-MWF))
k3d/share/shaders/k3d_brickanti.sl:70:                        max(0,frac(tt)-MHF))
k3d/share/shaders/k3d_castucco.sl:37:  /* Compute some fractional Brownian motion */
k3d/share/shaders/k3d_ceramictiles.sl:12: *     expressed as a fraction of the tile-to-tile spacing.
k3d/share/shaders/k3d_cyclone.sl:19:  float l, o, a, i;		/* Loop control for fractal sum */
k3d/share/shaders/k3d_dented.sl:9: *   power	   	controls the fractal dimension of the dents (1 looks
k3d/share/shaders/k3d_eroded.sl:24:		/* Calculate a simple fractal 1/f noise function */
k3d/share/shaders/k3d_filament.sl:14:	/* Calculate the distance of (s,t) from a spiral as a fraction [0,1] */
k3d/share/shaders/k3d_filament.sl:17:	/* Threshold the fraction against the fractional filament width */
k3d/share/shaders/k3d_fractal.sl:15:k3d_fractal(float H = 0.8, lacunarity = 2.5, octaves = 7, offset = 0.9, sharpness = 4, threshold = 12, Kt = 0.1)

k3d/share/shaders/k3d_fresnelplastic.sl:33:   /* desc { Index of Refraction.  Used to get Fresnel falloff.
k3d/share/shaders/k3d_fresnelplastic.sl:81:    /* Calculate fresnel index of refraction */
k3d/share/shaders/k3d_glass.sl:2: * glass.sl -- Shiny reflective & refractive glass, using ray tracing.
k3d/share/shaders/k3d_glass.sl:6: *   reflections and refractions of the environment.
k3d/share/shaders/k3d_glass.sl:14: *    Kt - coefficient for refracted transmission
k3d/share/shaders/k3d_glass.sl:16: *    refrblur - how blurry are the refractions? (0 = perfectly sharp)
k3d/share/shaders/k3d_glass.sl:17: *    eta - the coefficient of refraction of the glass
k3d/share/shaders/k3d_glass.sl:18: *    reflrayjitter, refrraysamples - ray tracing controls for refraction
k3d/share/shaders/k3d_imagelayerclouds.sl:19:  /* Use fractional Brownian motion to compute a value for this point */
k3d/share/shaders/k3d_lunette.sl:52: *                              respectively; expressed as a fraction of the
k3d/share/shaders/k3d_mysky.sl:20: *    octaves, omega, lambda - control the fractal appearance of the clouds

k3d/share/shaders/k3d_mysky.sl:66:  /* Use fractional Brownian motion to compute a value for this point */

k3d/share/shaders/k3d_planetclouds.sl:8: *      The shader works by creating a fractal turbulence function over
k3d/share/shaders/k3d_planetclouds.sl:16: *    omega,lambda,octaves - the fractal characteristics of the clouds
k3d/share/shaders/k3d_planetclouds.sl:73:  float l, o, a, i;		/* Loop control for fractal sum */
k3d/share/shaders/k3d_puffyclouds.sl:18: *    octaves, omega, lambda - control the fractal appearance of the clouds
k3d/share/shaders/k3d_puffyclouds.sl:63:  /* Use fractional Brownian motion to compute a value for this point */
k3d/share/shaders/k3d_ridged_multifractal.sl:15:k3d_ridged_multifractal(float H = 0.8, lacunarity = 2.5, octaves = 7, offset = 0.9, sharpness = 4, threshold = 12, Kt = 0.1)

k3d/share/shaders/k3d_rustymetal.sl:19: *   The fractal sum used to determine the rust pattern chooses a number of
k3d/share/shaders/k3d_rustymetal.sl:55:  float i, sum = 0, a = 1;     /* Loop control for fractal sum */
k3d/share/shaders/k3d_saturn.sl:10: *   Saturn-like.  The shader works by using a variety of fractal 
k3d/share/shaders/k3d_saturn.sl:16: *    dist_scale - scaling for multifractal distortion
k3d/share/shaders/k3d_shinyplastic.sl:8: *    ior - index of refraction (1.5 is a good estimate for most plastics)
k3d/share/shaders/k3d_skin2.sl:57:   refraction of the incoming ray (typically ~1 for air) to the index
k3d/share/shaders/k3d_skin2.sl:58:   of refraction for the transmitted ray (say something like 1.4 for
k3d/share/shaders/k3d_spacecloud.sl:73:  /* fractalsum */
k3d/share/shaders/k3d_spaceshiphull1.sl:4:float fractalsum(point Q)
k3d/share/shaders/k3d_spaceshiphull1.sl:45:  platecolor -= grime * fractalsum(P);
k3d/share/shaders/k3d_superplank.sl:13: *   Kr, eta - reflection amount and index of refraction (for fresnel)
k3d/share/shaders/k3d_superplank.sl:187:  /* compute half width & length of groove as fraction of plank size */
k3d/share/shaders/k3d_terran.sl:23:		   float multifractal = 0; float dist_scale = .2;
k3d/share/shaders/k3d_terran.sl:53:  if(multifractal == 0)
k3d/share/shaders/k3d_terran.sl:66:    {				/* use a "multifractal" fBm bump function */
k3d/share/shaders/k3d_terran.sl:102:  /* fractally purturb color map offset using "chaos" */
k3d/share/shaders/k3d_terran2.sl:10: *   Earth-like.  The shader works by using a variety of fractal 
k3d/share/shaders/k3d_terran2.sl:21: *    spectral_exp, lacunarity, octaves - control the fractal characteristics
k3d/share/shaders/k3d_terran2.sl:24: *    multifractal - zero uses fBm noise, nonzero uses multifractal
k3d/share/shaders/k3d_terran2.sl:25: *    dist_scale - scaling for multifractal distortion
k3d/share/shaders/k3d_terran2.sl:81:	  float multifractal = 0;
k3d/share/shaders/k3d_terran2.sl:116:  if (multifractal == 0) {	/* use a "standard" fBm bump function */
k3d/share/shaders/k3d_terran2.sl:124:  else {			/* use a "multifractal" fBm bump function */
k3d/share/shaders/k3d_terran2.sl:157:  /* fractally purturb color map offset using "chaos" */
k3d/share/shaders/k3d_terranbump.sl:19:			    float bump_scale = 0.04; float multifractal = 0;
k3d/share/shaders/k3d_terranbump.sl:31:  if(multifractal == 0)
k3d/share/shaders/k3d_terranbump.sl:44:    {				/* use a "multifractal" fBm bump function */
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_venus.sl:8: *      The shader works by creating a fractal turbulence function over
k3d/share/shaders/k3d_venus.sl:18: *    omega - controls the fractal characteristics of the clouds
k3d/share/shaders/k3d_venus.sl:65:  float l, o, a, i;		/* Loop control for fractal sum */
k3d/share/shaders/k3d_venus2.sl:10: *      The shader works by creating a fractal turbulence function over
k3d/share/shaders/k3d_venus2.sl:20: *    omega - controls the fractal characteristics of the clouds
k3d/share/shaders/k3d_venus2.sl:67:  float l, o, a, i;         /* Loop control for fractal sum */
k3d/share/shaders/k3d_volcube.sl:30:	      string refractSpace;)
k3d/share/shaders/k3d_volcube.sl:45:    Rd = vtransform(refractSpace,IN);
k3d/share/shaders/k3d_volcube.sl:46:    Ro = transform(refractSpace,P);
k3d/share/shaders/k3d_watercolor.sl:5: *	vector, and index of refraction. The shader for the air-to-water 

k3d/share/shaders/k3d_windowlight.sl:44:  float offset, modulus, yfract, xfract;
k3d/share/shaders/k3d_windowlight.sl:64:	yfract =
k3d/share/shaders/k3d_windowlight.sl:69:      yfract = 0;
k3d/share/shaders/k3d_windowlight.sl:75:	xfract =
k3d/share/shaders/k3d_windowlight.sl:80:      xfract = 0;
k3d/share/shaders/k3d_windowlight.sl:81:    Cl = intensity * mix(darkcolor, lightcolor, yfract * xfract);
