k3d/share/shaders/k3d_brushedmetal2.sl:8: *  stochasticly spreads the map, so it looks a little grainy.
k3d/share/shaders/k3d_map_pattern_1.sl:12:float grainy=1; 
k3d/share/shaders/k3d_map_pattern_1.sl:63:r2 = grainy * (1.3 - noise (PQ)) + (1-grainy);
k3d/share/shaders/k3d_oak.sl:26: *   ringy, grainy - overall scale on the degree to which rings and
k3d/share/shaders/k3d_oak.sl:64:		float ringy = 1, grainy = 1;
k3d/share/shaders/k3d_oak.sl:75:	       angularwobblefreq, ringy, grainy);
k3d/share/shaders/k3d_oakplank.sl:33: *   ringy, grainy - overall scale on the degree to which rings and
k3d/share/shaders/k3d_oakplank.sl:115:		     float ringy = 1, grainy = 1;
k3d/share/shaders/k3d_oakplank.sl:144:			  angularwobblefreq, ringy, grainy);
k3d/share/shaders/k3d_parquet_plank.sl:21: *   grainy - relative graininess (0 = no fine grain)
k3d/share/shaders/k3d_parquet_plank.sl:41:			  float grainy = 1, wavy = 0.08;)
k3d/share/shaders/k3d_parquet_plank.sl:137:	  r2 = grainy * r2 * r2 + (1 - grainy);
k3d/share/shaders/k3d_parquet_plank2.sl:22: *   grainy - relative graininess (0 = no fine grain)
k3d/share/shaders/k3d_parquet_plank2.sl:55:	       float grainy = 1, wavy = 0.08; )
k3d/share/shaders/k3d_parquet_plank2.sl:135:	  r2 = grainy * r2*r2 + (1-grainy);
k3d/share/shaders/k3d_parquet_tile.sl:23: *   grainy - relative graininess (0 = no fine grain)
k3d/share/shaders/k3d_parquet_tile.sl:70:	       float grainy = 1, wavy = 0.08; )
k3d/share/shaders/k3d_parquet_tile.sl:150:	  r2 = grainy * r2*r2 + (1-grainy);
k3d/share/shaders/k3d_plank.sl:19: *   grainy - relative graininess (0 = no fine grain)
k3d/share/shaders/k3d_plank.sl:38:		  float grainy = 1, wavy = 0.08;)
k3d/share/shaders/k3d_plank.sl:123:	  r2 = grainy * r2 * r2 + (1 - grainy);
k3d/share/shaders/k3d_rustymetal.sl:8: *   the corrosion is kind of grainy).  Where there is no rust, shade like
k3d/share/shaders/k3d_superplank.sl:30: *   grainy - relative graininess (0 = no fine grain)
k3d/share/shaders/k3d_superplank.sl:78:			float grainy = 1;	/* Relative graininess */
k3d/share/shaders/k3d_superplank.sl:234:	  r2 = grainy * r2 * r2 + (1 - grainy);
k3d/share/shaders/k3d_texblender.sl:75:	float grainy = 1;
k3d/share/shaders/k3d_texblender.sl:86:    float r2 = grainy * (1.3 - noise (PQ)) + (1-grainy);
k3d/share/shaders/k3d_wood2.sl:12: *   grainy - relative graininess (0 = no fine grain)
k3d/share/shaders/k3d_wood2.sl:27:		  color darkwood = color(0.35, 0.22, 0.08); float grainy = 1;)
k3d/share/shaders/k3d_wood2.sl:49:  r2 = grainy * (1.3 - noise(PQ)) + (1 - grainy);
