k3d/share/shaders/k3d_arealight.sl:5: *   Makes light with cosine falloff from the normal of the light source
k3d/share/shaders/k3d_background.sl:24:/// Simplified from the original by Larry Gritz
k3d/share/shaders/k3d_brick.sl:15: *    brickvary                 How much does the brick color vary from
k3d/share/shaders/k3d_brick.sl:21: *    jagged                    How much do bricks deviate from squares?
k3d/share/shaders/k3d_brick.sl:130:  /* Choose a brick color that varies from brick to brick */
k3d/share/shaders/k3d_brick3.sl:15: *    brickvary                 How much does the brick color vary from
k3d/share/shaders/k3d_brick3.sl:21: *    jagged                    How much do bricks deviate from squares?
k3d/share/shaders/k3d_brick3.sl:101:  /* Choose a brick color that varies from brick to brick */
k3d/share/shaders/k3d_brickbump.sl:17: *    jagged                    How much do bricks deviate from squares?
k3d/share/shaders/k3d_brickbump3.sl:17: *    jagged                    How much do bricks deviate from squares?
k3d/share/shaders/k3d_brickbump3.sl:32:/* note from Larry:
k3d/share/shaders/k3d_brushedmetal3.sl:10: *   V - unit viewing direction (from P toward the camera)
k3d/share/shaders/k3d_bubbly.sl:8: *  siggraph proceedings from 1996, except this uses a noised grid of cells
k3d/share/shaders/k3d_causticlight.sl:4:	       point from = point "shader" (0,0,0);
k3d/share/shaders/k3d_causticlight.sl:17:    uniform vector axis = normalize(to-from);
k3d/share/shaders/k3d_causticlight.sl:19:    illuminate (from, axis, coneangle) {
k3d/share/shaders/k3d_celld.sl:5: * Uses noises.h from ARMAN
k3d/share/shaders/k3d_contacshadow.sl:7:** Render a contact shadow based on depth data derived from a light  
k3d/share/shaders/k3d_contacshadow.sl:22:    /* get a matrix which transforms from current space to the  
k3d/share/shaders/k3d_contacshadow.sl:27:    /* get a matrix which transforms from current space to the  
k3d/share/shaders/k3d_contacshadow.sl:43:	/* get the distance from the shadow camera to the closest
k3d/share/shaders/k3d_contacshadow.sl:48:	   camera space in order to get the distance from the shadow
k3d/share/shaders/k3d_corktile.sl:13: *   (if tiles=1) the number of tiles fitted into the texture as s and t vary from 0 to 1
k3d/share/shaders/k3d_corktile.sl:21: * tileheight - the proportion of the bumpheight that is taken up with the rise of the tile from
k3d/share/shaders/k3d_corktile.sl:47:		and used to select a color from a spline, combined with an overlay of the dark 
k3d/share/shaders/k3d_craters.sl:25:   /* but this can be avoided by looping i,j from -2 to 2 instead of -1 to 1 */
k3d/share/shaders/k3d_craters.sl:65:		    r = ss*ss + tt*tt; /* r is distance from center squared */
k3d/share/shaders/k3d_crayon.sl:22:		graduation of shading from top to bottom of the object
k3d/share/shaders/k3d_cyclone.sl:30:      /* invert distance from center */
k3d/share/shaders/k3d_distant_shadow.sl:4:	point from = point "shader" (0,0,0) ;
k3d/share/shaders/k3d_distant_shadow.sl:12:		solar( to - from, 0.0 ) {
k3d/share/shaders/k3d_distantlight.sl:11:		       point from = point "shader"(0, 0, 0);
k3d/share/shaders/k3d_distantlight.sl:14:  solar(to - from, 0) Cl = intensity * lightcolor;
k3d/share/shaders/k3d_ember.sl:61:	// the colours for the fire effect from F. Kenton Musgrave's KMFlame.sl
k3d/share/shaders/k3d_eyeball.sl:80:   * bloody: how potentially bloody it is (fade as we get away from iris)
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_fire.sl:3: * animated fire -- adpated from shader by Flip Phillips
k3d/share/shaders/k3d_flame.sl:14: *    setting the "octaves" parameter based on distance from eye point.
k3d/share/shaders/k3d_fur2.sl:61:	 /* Variables Passed from the rib... */
k3d/share/shaders/k3d_fur2.sl:77:    vector N_hair = (T^S); /* N_hair is a normal for the hair oriented "away" from the surface */
k3d/share/shaders/k3d_fur2.sl:89:    /* values from light */
k3d/share/shaders/k3d_fur2.sl:110:       Specular illumination model from:
k3d/share/shaders/k3d_gloop.sl:6: * generated from the gradient of a noise function.
k3d/share/shaders/k3d_hdr_light.sl:66:		/*Use light ray direction as map lookup NB L points from surface to lightsource*/

k3d/share/shaders/k3d_hextile.sl:9: *    color variation from tile to tile.  On top of that is some staining
k3d/share/shaders/k3d_hextile.sl:21: *    tilevary - the color variance from tile to tile
k3d/share/shaders/k3d_indirect.sl:1:/* indirect.sl - retrieve radiosity data from the "ray server"
k3d/share/shaders/k3d_indirect.sl:3: * This shader is never called from BMRT -- the "indirect" light source
k3d/share/shaders/k3d_indirect.sl:20:#else /* PRMan - make a light that looks up from the ray server */
k3d/share/shaders/k3d_leather.sl:4: * I have done this shader from JMredapple.sl for RMR

k3d/share/shaders/k3d_leather.sl:71:	 * "t" are lines of longditude (from pole to pole).

k3d/share/shaders/k3d_leather.sl:132:	 * dottiness technique is stolen from LG's starfield 

k3d/share/shaders/k3d_luna.sl:7: *    the scale for human naked-eye viewing from earth.
k3d/share/shaders/k3d_mondometal.sl:202:    /* get reflection from environment map **/

k3d/share/shaders/k3d_mysky.sl:25: *    setting the "octaves" parameter based on distance from eye point.

k3d/share/shaders/k3d_noisysmoke.sl:63:  /* Integrate forwards from the start point */
k3d/share/shaders/k3d_noisysmoke.sl:107:   * opacity of the volume, i.e. (1-Ov)*Ci is the light from the background
k3d/share/shaders/k3d_oakplank.sl:7: *    a shifted version of the oaktexture function from oak.h.
k3d/share/shaders/k3d_orange.sl:2: * Actually it is a condensed version of the mango shader from Sig '92 "Writing RenderMan Shaders"
k3d/share/shaders/k3d_orennayar.sl:28: *      light from the sources and applies Oren & Nayar's local reflectance
k3d/share/shaders/k3d_outlet.sl:7: *   twice as high as it is wide.  *Totally* cheesy if you see it from
k3d/share/shaders/k3d_outlet.sl:8: *   up close, but from across the room, it's a nice touch of detail.
k3d/share/shaders/k3d_parquet_plank.sl:20: *   plankvary - controls how much wood color varies from plank to plank
k3d/share/shaders/k3d_parquet_plank2.sl:21: *   plankvary - controls how much wood color varies from plank to plank
k3d/share/shaders/k3d_parquet_tile.sl:22: *   plankvary - controls how much wood color varies from plank to plank
k3d/share/shaders/k3d_parquet_tile.sl:53: *   - name from LGParquetPlank to DWParquetTile
k3d/share/shaders/k3d_parquet_tile.sl:54: *   - ringscale from 15 to 25
k3d/share/shaders/k3d_parquet_tile.sl:55: *   - grainscale from 60 to 55
k3d/share/shaders/k3d_parquet_tile.sl:56: *   - plankspertile from 4 to 1
k3d/share/shaders/k3d_parquet_tile.sl:57: *   - plankwidth from .05 to .2
k3d/share/shaders/k3d_particle.sl:1:/** Copied from RenderMan AppNote #18 */
k3d/share/shaders/k3d_plank.sl:18: *   plankvary - controls how much wood color varies from plank to plank
k3d/share/shaders/k3d_pointlight.sl:11:		     point from = point "shader"(0, 0, 0);)
k3d/share/shaders/k3d_pointlight.sl:13:  illuminate(from) Cl = intensity * lightcolor / (L.L);
k3d/share/shaders/k3d_puffyclouds.sl:23: *    setting the "octaves" parameter based on distance from eye point.
k3d/share/shaders/k3d_redapple.sl:14: * lines), and "t" running from pole to pole (like longditude). Apples
k3d/share/shaders/k3d_redapple.sl:15: * look best from the side, but work ok from the top, so long as you
k3d/share/shaders/k3d_redapple.sl:95:	 * "t" are lines of longditude (from pole to pole).
k3d/share/shaders/k3d_redapple.sl:156:	 * dottiness technique is stolen from LG's starfield 
k3d/share/shaders/k3d_ripple.sl:3: *  Note: I modified a given code from Renderman Interface 3.1

k3d/share/shaders/k3d_round.sl:20:	/* Find the distance in parameter space from the nearest edge in
k3d/share/shaders/k3d_round.sl:21:	   u and in v, and the directions away from those edges. */
k3d/share/shaders/k3d_round.sl:37:	/* Find the distances from the edges in the current space. */
k3d/share/shaders/k3d_round.sl:58:                 * from 'center' to P */
k3d/share/shaders/k3d_rustymetal.sl:34:/* Signed noise varies from -1 to 1 (like Perlin uses) */
k3d/share/shaders/k3d_saturn.sl:1:/* This was terran.sl from Larry Gritz and Ken Musgrave.  But there isn't much of it left.
k3d/share/shaders/k3d_saturn.sl:35: *    23 May 1995 - Changed name from terran.sl to TLSaturn.sl and
k3d/share/shaders/k3d_saturnring.sl:31:/* Grabbed from one of Larry Gritz's many shaders */
k3d/share/shaders/k3d_sdixon.sl:26:	/* Get the amount of ink from texture file. */
k3d/share/shaders/k3d_sdixon.sl:32:	/* Compute the output color. Notice that as ink goes from zero to
k3d/share/shaders/k3d_sdixon.sl:35:	   from a matte surface to a metallic one as ink is added. */
k3d/share/shaders/k3d_shadowdistant_rim.sl:1:/* renamed from MKshadowdistant_rim.sl */
k3d/share/shaders/k3d_shadowdistant_rim.sl:7:    point from = point "shader" (0,0,0) ;
k3d/share/shaders/k3d_shadowdistant_rim.sl:17:    solar( to - from, 0.0 ) {
k3d/share/shaders/k3d_shadowspot.sl:11:	point from = point "shader" (0, 0, 0);
k3d/share/shaders/k3d_shadowspot.sl:21:	point A = (to - from) / length(to - from); /* direction */
k3d/share/shaders/k3d_shadowspot.sl:24:	float	attenuation, 	/* falloff from center of illumination cone */
k3d/share/shaders/k3d_shadowspot.sl:27:	illuminate( from, A, coneangle ) {
k3d/share/shaders/k3d_shifteddrtile.sl:66:	float d;           /* distance from center of current tile */
k3d/share/shaders/k3d_shiftedmoontile.sl:64:	float d, d2;             /* Point distance from circle1, circle2 */
k3d/share/shaders/k3d_skin1.sl:96: * information about skin reflectance from Hanrahan and Krueger, 
k3d/share/shaders/k3d_skin1.sl:97: * "Reflection from layered surfaces due to subsurface scattering", 
k3d/share/shaders/k3d_skin1.sl:110:/* Compute a the single-scattering approximation to scattering from
k3d/share/shaders/k3d_skin2.sl:11: * information about skin reflectance from Hanrahan and Krueger, 
k3d/share/shaders/k3d_skin2.sl:12: * "Reflection from layered surfaces due to subsurface scattering", 
k3d/share/shaders/k3d_skin2.sl:29:/* Compute a the single-scattering approximation to scattering from
k3d/share/shaders/k3d_skymetal.sl:2: * from p. 103 of Siggraph 1991 Course 21
k3d/share/shaders/k3d_slateroof.sl:22: 	maxcolorvary: the maximum amount by which the color of a slate can vary from the 
k3d/share/shaders/k3d_slateroof.sl:38:	produce an appropriate displacement and message passing from the
k3d/share/shaders/k3d_slateroofd.sl:107:	/* the above adjusts t_offset so that it runs from 0 to 1 within the expanded tile */
k3d/share/shaders/k3d_slideprojector.sl:3:			 point from = point(0, 0, 0);
k3d/share/shaders/k3d_slideprojector.sl:9:  uniform vector Z = normalize(to - from);
k3d/share/shaders/k3d_slideprojector.sl:23:  illuminate(from, Z, rconeangle)
k3d/share/shaders/k3d_slideprojector.sl:25:    L = Ps - from;
k3d/share/shaders/k3d_smoke.sl:10: *          to block light from behind it.
k3d/share/shaders/k3d_smoke.sl:31: * coordinates), gather illumination from the light sources and
k3d/share/shaders/k3d_smoke.sl:88:  /* Integrate forwards from the start point */
k3d/share/shaders/k3d_smoke.sl:127:   * opacity of the volume, i.e. (1-Ov)*Ci is the light from the background
k3d/share/shaders/k3d_smoke2.sl:109:  /* Integrate forwards from the start point */
k3d/share/shaders/k3d_smoke2.sl:150:   * opacity of the volume, i.e. (1-Ov)*Ci is the light from the background
k3d/share/shaders/k3d_softboxes.sl:16:** Derived from softbox3 v1.2 - Author Bjorke for all
k3d/share/shaders/k3d_softboxes.sl:55:/*   - smoothly varying from 0 to 1 in between				***/
k3d/share/shaders/k3d_spacecloud.sl:14: *   minAdjust -- amount that can be subtracted from value
k3d/share/shaders/k3d_spotlight.sl:11:		    point from = point "shader"(0, 0, 0);
k3d/share/shaders/k3d_spotlight.sl:18:  uniform vector A = normalize(to - from);
k3d/share/shaders/k3d_spotlight.sl:20:  illuminate(from, A, coneangle)
k3d/share/shaders/k3d_srfdeformation.sl:13:   measured by the change in diffuse lighting from the Pref to P.
k3d/share/shaders/k3d_superplank.sl:17: *   lightwood - wood-like color from which the various shades are derived.
k3d/share/shaders/k3d_superplank.sl:26: *   plankvary - controls how much wood color varies from plank to plank
k3d/share/shaders/k3d_superplank.sl:107:  vector R, T_dummy;		/* Refl (and tummy transmit) from fresnel */
k3d/share/shaders/k3d_terran2.sl:57: *    May 28 1995 Didn't want polar caps so removed white from color spline --
k3d/share/shaders/k3d_tooledsteel.sl:7: *  F1 from bubbly.sl adapted to happen in parameter space.
k3d/share/shaders/k3d_tooledsteel.sl:8: *  A vector is computed from the gradient of the distance function,
k3d/share/shaders/k3d_uberlight.sl:8: * Rather than explicitly pass "from" and "to" points to indicate the
k3d/share/shaders/k3d_uberlight.sl:10: * emits from the origin of the local light shader space and points
k3d/share/shaders/k3d_uberlight.sl:25: *       Area lights are emitted from actual geometry (this only works on
k3d/share/shaders/k3d_uberlight.sl:29: *   cuton, cutoff - define the depth range (z range from the origin, in
k3d/share/shaders/k3d_uberlight.sl:36: *       regardless of distance from the source.  Falloff==1 indicates
k3d/share/shaders/k3d_uberlight.sl:43: *   maxintensity - to prevent the light from becoming unboundedly
k3d/share/shaders/k3d_uberlight.sl:47: *       from a single point (i.e., the rays diverge).  When nonzero, 
k3d/share/shaders/k3d_uberlight.sl:48: *       the light rays are parallel, as if from an infinitely distant
k3d/share/shaders/k3d_uberlight.sl:59: *       from the light.  In other words, width==height==1 indicates a
k3d/share/shaders/k3d_uberlight.sl:80: *       done and the light emitted from the source will be filtered
k3d/share/shaders/k3d_uberlight.sl:117: * "Fake" shadows from a blocker object.  A blocker is a superellipse
k3d/share/shaders/k3d_uberlight.sl:224: *   - smoothly varying from 0 to 1 in between
k3d/share/shaders/k3d_uberlight.sl:301:      /* For omni or area lights, use distance from the light */
k3d/share/shaders/k3d_uberlight.sl:421:  point from = P;
k3d/share/shaders/k3d_uberlight.sl:425:  point from = point "shader"(0, 0, 0);
k3d/share/shaders/k3d_uberlight.sl:445:  illuminate(from, axis, angle)
k3d/share/shaders/k3d_uberlight.sl:493:	  shadoworigin = from;
k3d/share/shaders/k3d_uberlight.sl:523:      L = axis * length(Ps - from);
k3d/share/shaders/k3d_volcube.sl:11:   SurfNormalDepth     - the mixing depth from surface
k3d/share/shaders/k3d_waterdisplacement.sl:9: *	I			direction of ray stricking a surface point (from the camera)

k3d/share/shaders/k3d_windowlight.sl:13: *   from, to - the direction that the light falls
k3d/share/shaders/k3d_windowlight.sl:20: * Author:  Larry Gritz, with inspiration from [Upstill]
k3d/share/shaders/k3d_windowlight.sl:31:		      point from = point "shader"(0, 0, 0);
k3d/share/shaders/k3d_windowlight.sl:48:  path = normalize(from - to);
