k3d/share/shaders/k3d_altitude_fog.sl:2:	float max_height = 1; 
k3d/share/shaders/k3d_altitude_fog.sl:3:	float min_height = 0;
k3d/share/shaders/k3d_altitude_fog.sl:8:	float fog = 1 - smoothstep(min_height, max_height, ycomp(PP));
k3d/share/shaders/k3d_ambientlight.sl:4: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_antialiasedchecks.sl:2: * checks_aa.sl -- RenderMan compatible shader for checks.
k3d/share/shaders/k3d_antialiasedchecks.sl:5: *   Makes a checkered surface, fully antialiased!  This sucker should
k3d/share/shaders/k3d_antialiasedchecks.sl:9: *   Ka, Kd	    	work just like the matte shader
k3d/share/shaders/k3d_antialiasedchecks.sl:10: *   color1, color2     these are the colors which make the pattern
k3d/share/shaders/k3d_antialiasedchecks.sl:11: *   frequency		determines the frequency (in s-t space) of the checks
k3d/share/shaders/k3d_antialiasedchecks.sl:25:k3d_antialiasedchecks (
k3d/share/shaders/k3d_antialiasedchecks.sl:31:  float smod, tmod;     /* Texture position within the pattern */
k3d/share/shaders/k3d_antialiasedchecks.sl:32:  color checkcolor;     /* Color of the checks */
k3d/share/shaders/k3d_antialiasedchecks.sl:50:  /* Get the place in the pattern where we're sampling */
k3d/share/shaders/k3d_antialiasedchecks.sl:54:  /* If the filter width is small enough, compute the pattern color */
k3d/share/shaders/k3d_antialiasedchecks.sl:58:      checkcolor = mix (color1, color2, x*y + (1-x)*(1-y));
k3d/share/shaders/k3d_antialiasedchecks.sl:59:      /* Gradually fade in the average color when we get close to the limit */
k3d/share/shaders/k3d_antialiasedchecks.sl:60:      Ci = mix (checkcolor, (color1+color2)/2, smoothstep (.125, .5, fuzzmax));
k3d/share/shaders/k3d_antialiasedchecks.sl:62:  else { /* otherwise, only use the average color */
k3d/share/shaders/k3d_antialiasedchecks.sl:66:  /* Use the matte reflectance formula */
k3d/share/shaders/k3d_arealight.sl:5: *   Makes light with cosine falloff from the normal of the light source
k3d/share/shaders/k3d_arealight.sl:24:  /* This is so if we use one of these lights in PRMan, it will
k3d/share/shaders/k3d_background.sl:2:// Copyright (c) 1995-2004, Timothy M. Shead
k3d/share/shaders/k3d_background.sl:4:// Contact: tshead@k-3d.com
k3d/share/shaders/k3d_background.sl:7:// modify it under the terms of the GNU General Public
k3d/share/shaders/k3d_background.sl:8:// License as published by the Free Software Foundation; either
k3d/share/shaders/k3d_background.sl:9:// version 2 of the License, or (at your option) any later version.
k3d/share/shaders/k3d_background.sl:11:// This program is distributed in the hope that it will be useful,
k3d/share/shaders/k3d_background.sl:12:// but WITHOUT ANY WARRANTY; without even the implied warranty of
k3d/share/shaders/k3d_background.sl:13:// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
k3d/share/shaders/k3d_background.sl:16:// You should have received a copy of the GNU General Public
k3d/share/shaders/k3d_background.sl:17:// License along with this program; if not, write to the Free Software
k3d/share/shaders/k3d_background.sl:21:		\author Tim Shead (tshead@k-3d.com)
k3d/share/shaders/k3d_background.sl:24:/// Simplified from the original by Larry Gritz
k3d/share/shaders/k3d_bluemarble.sl:10: *    F. Kenton Musgrave, Darwyn Peachey, Ken Perlin, and Steven Worley.
k3d/share/shaders/k3d_bluescreen.sl:6: *   background - the color of the background
k3d/share/shaders/k3d_brick.sl:6: *   looking staggered brick masonry.  It is especially convincing when
k3d/share/shaders/k3d_brick.sl:7: *   used in conjunction with the "brickbump" displacement shader (and
k3d/share/shaders/k3d_brick.sl:8: *   identical parameters).  Every other row of bricks is staggered.
k3d/share/shaders/k3d_brick.sl:9: *   The staggering isn't exact, however, and this variance is controlled
k3d/share/shaders/k3d_brick.sl:10: *   by the "rowvary" parameter.
k3d/share/shaders/k3d_brick.sl:13: *    Ka, Kd			The usual
k3d/share/shaders/k3d_brick.sl:15: *    brickvary                 How much does the brick color vary from
k3d/share/shaders/k3d_brick.sl:18: *    brickheight               Height of a brick (in st space)
k3d/share/shaders/k3d_brick.sl:19: *    mortarthickness           Thickness of the mortar (in st space)
k3d/share/shaders/k3d_brick.sl:35:		  float brickwidth = .28, brickheight = .07;
k3d/share/shaders/k3d_brick.sl:49:  uniform float BMHEIGHT = (brickheight + mortarthickness);
k3d/share/shaders/k3d_brick.sl:56:   * the the width and height of a brick.  Overestimate the filter
k3d/share/shaders/k3d_brick.sl:57:   * size by a bit -- it makes the transitions between brick and mortar
k3d/share/shaders/k3d_brick.sl:58:   * a bit smoother.
k3d/share/shaders/k3d_brick.sl:66:  /* Make the edges ragged, but different for each brick */
k3d/share/shaders/k3d_brick.sl:81:  /* Choose a color for the surface */
k3d/share/shaders/k3d_brick.sl:99:      /* We're in the top horizontal groove */
k3d/share/shaders/k3d_brick2.sl:10: *    F. Kenton Musgrave, Darwyn Peachey, Ken Perlin, and Steven Worley.
k3d/share/shaders/k3d_brick3.sl:6: *   looking staggered brick masonry.  It is especially convincing when
k3d/share/shaders/k3d_brick3.sl:7: *   used in conjunction with the "brickbump" displacement shader (and
k3d/share/shaders/k3d_brick3.sl:8: *   identical parameters).  Every other row of bricks is staggered.
k3d/share/shaders/k3d_brick3.sl:9: *   The staggering isn't exact, however, and this variance is controlled
k3d/share/shaders/k3d_brick3.sl:10: *   by the "rowvary" parameter.
k3d/share/shaders/k3d_brick3.sl:13: *    Ka, Kd			The usual
k3d/share/shaders/k3d_brick3.sl:15: *    brickvary                 How much does the brick color vary from
k3d/share/shaders/k3d_brick3.sl:18: *    brickheight               Height of a brick (in st space)
k3d/share/shaders/k3d_brick3.sl:19: *    mortarthickness           Thickness of the mortar (in st space)
k3d/share/shaders/k3d_brick3.sl:25: *	by Darwyn Peachey.
k3d/share/shaders/k3d_brick3.sl:29: *      28 May 1992 -- written by lg for the "Timbre Trees" video (saucer)
k3d/share/shaders/k3d_brick3.sl:43:        float brickwidth = .25, brickheight = .08;
k3d/share/shaders/k3d_brick3.sl:49:#define BMHEIGHT (brickheight+mortarthickness)
k3d/share/shaders/k3d_brick3.sl:68:  /* Make the shapes of the bricks vary just a bit */
k3d/share/shaders/k3d_brick3.sl:73:  ss = scoord / BMWIDTH;   /* Determine which brick the point is in */
k3d/share/shaders/k3d_brick3.sl:83:  /* Shift the columns randomly by row */
k3d/share/shaders/k3d_brick3.sl:87:  ss -= sbrick;          /* Now ss and tt are coords within the brick */
k3d/share/shaders/k3d_brick3.sl:90:  /* Choose a color for the surface */
k3d/share/shaders/k3d_brickanti.sl:10: *    F. Kenton Musgrave, Darwyn Peachey, Ken Perlin, and Steven Worley.
k3d/share/shaders/k3d_brickanti.sl:55:    /* This is the simple antialiasing with "boxstep" */
k3d/share/shaders/k3d_brickanti.sl:65:    /* This is the preferred antialiasing using integrals. */
k3d/share/shaders/k3d_brickbump.sl:5: *   Makes displacements for a wall of bricks.  This is the companion
k3d/share/shaders/k3d_brickbump.sl:6: *   shader to the surface "brick" shader.  The parameters work exactly
k3d/share/shaders/k3d_brickbump.sl:7: *   the same.  Of course, you can use it with any surface shader, and
k3d/share/shaders/k3d_brickbump.sl:9: *   However, if you do use it with "brick", the parameters MUST match,
k3d/share/shaders/k3d_brickbump.sl:14: *    brickheight               Height of a brick (in st space)
k3d/share/shaders/k3d_brickbump.sl:15: *    mortarthickness           Thickness of the mortar (in st space)
k3d/share/shaders/k3d_brickbump.sl:18: *    pitting                   The amplitude of the "pits" on the face of
k3d/share/shaders/k3d_brickbump.sl:19: *                                 the bricks.
k3d/share/shaders/k3d_brickbump.sl:20: *    pockfrequency             The st frequency of the pits.
k3d/share/shaders/k3d_brickbump.sl:21: *    groovedepth               The depth of the grooves between bricks.
k3d/share/shaders/k3d_brickbump.sl:31:			   float brickwidth = .25, brickheight = .08;
k3d/share/shaders/k3d_brickbump.sl:42:  uniform float BMHEIGHT = (brickheight + mortarthickness);
k3d/share/shaders/k3d_brickbump.sl:53:      /* We're in the top horizontal groove */
k3d/share/shaders/k3d_brickbump2.sl:10: *    F. Kenton Musgrave, Darwyn Peachey, Ken Perlin, and Steven Worley.
k3d/share/shaders/k3d_brickbump3.sl:5: *   Makes displacements for a wall of bricks.  This is the companion
k3d/share/shaders/k3d_brickbump3.sl:6: *   shader to the surface "brick" shader.  The parameters work exactly
k3d/share/shaders/k3d_brickbump3.sl:7: *   the same.  Of course, you can use it with any surface shader, and
k3d/share/shaders/k3d_brickbump3.sl:9: *   However, if you do use it with "brick", the parameters MUST match,
k3d/share/shaders/k3d_brickbump3.sl:14: *    brickheight               Height of a brick (in st space)
k3d/share/shaders/k3d_brickbump3.sl:15: *    mortarthickness           Thickness of the mortar (in st space)
k3d/share/shaders/k3d_brickbump3.sl:18: *    pitting                   The amplitude of the "pits" on the face of
k3d/share/shaders/k3d_brickbump3.sl:19: *                                 the bricks.
k3d/share/shaders/k3d_brickbump3.sl:20: *    pockfrequency             The st frequency of the pits.
k3d/share/shaders/k3d_brickbump3.sl:21: *    groovedepth               The depth of the grooves between bricks.
k3d/share/shaders/k3d_brickbump3.sl:26: *      28 May 1992 -- written by lg for the "Timbre Trees" video (saucer)
k3d/share/shaders/k3d_brickbump3.sl:34:  You may note the companion shaders "brick" and "brickbump".
k3d/share/shaders/k3d_brickbump3.sl:36:  They're meant to go together, but I like to use the brickbump
k3d/share/shaders/k3d_brickbump3.sl:37:  displacement shader with the matte surface shader.  With appropriate
k3d/share/shaders/k3d_brickbump3.sl:44:  Displacement "brickbump" "brickwidth" 0.5 "brickheight" 0.25 
k3d/share/shaders/k3d_brickbump3.sl:52:            float brickwidth = .25, brickheight = .08;
k3d/share/shaders/k3d_brickbump3.sl:59:#define BMHEIGHT (brickheight+mortarthickness)
k3d/share/shaders/k3d_brickbump3.sl:72:  /* Make the shapes of the bricks vary just a bit */
k3d/share/shaders/k3d_brickbump3.sl:85:  /* Shift the columns randomly by row */
k3d/share/shaders/k3d_brickbump3.sl:89:  ss -= sbrick;          /* Now ss and tt are coords within the brick */
k3d/share/shaders/k3d_brickbump3.sl:95:      /* We're in the top horizontal groove */
k3d/share/shaders/k3d_brickperturb.sl:10: *    F. Kenton Musgrave, Darwyn Peachey, Ken Perlin, and Steven Worley.
k3d/share/shaders/k3d_brushedmetal.sl:2: * brushedmetal.sl
k3d/share/shaders/k3d_brushedmetal.sl:8: *   Ka, Kd, Ks - the usual meaning
k3d/share/shaders/k3d_brushedmetal.sl:20:surface k3d_brushedmetal(
k3d/share/shaders/k3d_brushedmetal.sl:27:    MaterialBrushedMetal(Nf, Cs, Ka, Kd, Ks, normalize(dPdu), uroughness,
k3d/share/shaders/k3d_brushedmetal2.sl:1:/*  IDbrushedmetal.sl written 9/99 by Ivan DeWolf
k3d/share/shaders/k3d_brushedmetal2.sl:4: *  in any way you see fit, but please leave my name near the top
k3d/share/shaders/k3d_brushedmetal2.sl:6: *  yet another brushedmetal. This one computes a specular 
k3d/share/shaders/k3d_brushedmetal2.sl:8: *  stochasticly spreads the map, so it looks a little grainy.
k3d/share/shaders/k3d_brushedmetal2.sl:9: *  based somewhat on LGbrushedmetal.sl
k3d/share/shaders/k3d_brushedmetal2.sl:12: *  then assume specspread is roughness, then you have something 
k3d/share/shaders/k3d_brushedmetal2.sl:20: *  specwidth		- the width of the specular stripe
k3d/share/shaders/k3d_brushedmetal2.sl:22: *  specspread		- the spread of the specular stripe
k3d/share/shaders/k3d_brushedmetal2.sl:24: *  mapspread		- the spread of the image streaking
k3d/share/shaders/k3d_brushedmetal2.sl:26: *  twist		- allows you to twist the direction of anisotropy
k3d/share/shaders/k3d_brushedmetal2.sl:28: *  mapname		- name of the environment map
k3d/share/shaders/k3d_brushedmetal2.sl:29: *  specularcolor	- color of the specular hilight
k3d/share/shaders/k3d_brushedmetal2.sl:65:k3d_brushedmetal2(
k3d/share/shaders/k3d_brushedmetal3.sl:1:/* Renamed to LGbrushedmetal for RMR -- tal@SpamSucks_cs.caltech.edu */
k3d/share/shaders/k3d_brushedmetal3.sl:5: * The derivation and formulae can be found in:  Ward, Gregory J.
k3d/share/shaders/k3d_brushedmetal3.sl:10: *   V - unit viewing direction (from P toward the camera)
k3d/share/shaders/k3d_brushedmetal3.sl:11: *   xdir - a unit tangent of the surface which defines the reference
k3d/share/shaders/k3d_brushedmetal3.sl:12: *          direction for the anisotropy.
k3d/share/shaders/k3d_brushedmetal3.sl:13: *   xroughness - the apparent roughness of the surface in xdir.
k3d/share/shaders/k3d_brushedmetal3.sl:14: *   yroughness - the roughness for the direction of the surface
k3d/share/shaders/k3d_brushedmetal3.sl:23:    float cos_theta_r = clamp (N.V, 0.0001, 1);
k3d/share/shaders/k3d_brushedmetal3.sl:36:            float cos_theta_i = LN . N;
k3d/share/shaders/k3d_brushedmetal3.sl:37:            if (cos_theta_i > 0.0) {
k3d/share/shaders/k3d_brushedmetal3.sl:40:                    / sqrt (cos_theta_i * cos_theta_r);
k3d/share/shaders/k3d_brushedmetal3.sl:41:                C += Cl * ((1-nonspec) * cos_theta_i * rho);
k3d/share/shaders/k3d_brushedmetal3.sl:51:k3d_brushedmetal3 ( 
k3d/share/shaders/k3d_bubbles.sl:4: * A simple semi-sphere carpet displacment
k3d/share/shaders/k3d_bubbly.sl:4: *  in any way you see fit, but please leave my name near the top
k3d/share/shaders/k3d_bubbly.sl:7: *  "a cellular texture basis function" by Steven Worley in the 
k3d/share/shaders/k3d_bubbly.sl:9: *  instead of the sparse convolution in the paper.
k3d/share/shaders/k3d_bubbly.sl:10: *  not as elegant, but hey, it works.
k3d/share/shaders/k3d_bubbly.sl:12: *  the "bubbles" are paraboloids diplaced along the normal. 
k3d/share/shaders/k3d_bubbly.sl:19: *  Nzscale - scale of the noise that randomizes the location of 
k3d/share/shaders/k3d_bubbly.sl:20: *            the bubbles. set this to zero for a perfect grid of bubbles.
k3d/share/shaders/k3d_bubbly.sl:21: *	      dont go higher than two with this.
k3d/share/shaders/k3d_bubbly.sl:24: *  bubsize - basicly the radius of the bubbles. distance in rVu's.
k3d/share/shaders/k3d_bubbly.sl:47:  /*what is the shortest distance to a noised cell center?*/
k3d/share/shaders/k3d_castucco.sl:5: *   I call this "castucco" because it's the stuff on the walls *everywhere*
k3d/share/shaders/k3d_castucco.sl:6: *   in Northern California.  I never really saw it on the East Coast,
k3d/share/shaders/k3d_castucco.sl:10: *   freq - basic frequency of the texture
k3d/share/shaders/k3d_castucco.sl:11: *   Km - amplitude of the mesas.
k3d/share/shaders/k3d_castucco.sl:13: *   trough, peak - define the shape of the valleys and mesas of the stucco.
k3d/share/shaders/k3d_castucco.sl:40:  /* Threshold the fBm and scale it */
k3d/share/shaders/k3d_celld.sl:19:	float voro_step = 0.05; /* desc {Step value size.  If the difference
k3d/share/shaders/k3d_celld.sl:20:				   between f2 and f1 is less then this value
k3d/share/shaders/k3d_celld.sl:21:				   then the result is 0. } */
k3d/share/shaders/k3d_celld.sl:22:	float voro_jitter = 0;  /* desc { Amount to perturb the voroni 
k3d/share/shaders/k3d_ceramictiles.sl:7: *   projection, textureprojspace, mx -  define the projection used to
k3d/share/shaders/k3d_ceramictiles.sl:8: *     establish a basic 2-D coordinate system for the pattern.
k3d/share/shaders/k3d_ceramictiles.sl:11: *   groovewidth, grooveheight - width of the spacing between tiles,
k3d/share/shaders/k3d_ceramictiles.sl:12: *     expressed as a fraction of the tile-to-tile spacing.
k3d/share/shaders/k3d_ceramictiles.sl:13: *   groovedepth - displacement amount for the grooves (expressed in
k3d/share/shaders/k3d_ceramictiles.sl:18: *   Cbase, Cmottle - base color and mottle color of the tile
k3d/share/shaders/k3d_ceramictiles.sl:19: *   mottlefreq - frequency of the mottling between Cbase & Cmottle
k3d/share/shaders/k3d_ceramictiles.sl:20: *   Cedge - separate edge color for the tiles
k3d/share/shaders/k3d_ceramictiles.sl:21: *   Cspeck - color of the occasional specks in the tiles
k3d/share/shaders/k3d_ceramictiles.sl:25: *   varyhue, varysat, varylum - individual controls for the per-tile
k3d/share/shaders/k3d_ceramictiles.sl:30: *   Ka - the usual meaning
k3d/share/shaders/k3d_ceramictiles.sl:31: *   Kdmortar - Kd for the mortar between tiles
k3d/share/shaders/k3d_ceramictiles.sl:32: *   mortarcolor - base color of the mortar
k3d/share/shaders/k3d_ceramictiles.sl:33: *   Kdtile - diffuse component weighting of the tile
k3d/share/shaders/k3d_ceramictiles.sl:34: *   Ks, roughness, specsharpness - glossy specular controls of the tile
k3d/share/shaders/k3d_ceramictiles.sl:35: *   Kr, blur, eta - reflection parameters for the tile
k3d/share/shaders/k3d_ceramictiles.sl:49:/* Comment out the following line if you do *not* wish to use BMRT and
k3d/share/shaders/k3d_ceramictiles.sl:50: * PRMan together.
k3d/share/shaders/k3d_ceramictiles.sl:60:/* Given 2-D texture coordinates ss,tt and their filter widths ds, dt,
k3d/share/shaders/k3d_ceramictiles.sl:61: * and the width and height of the grooves between tiles (assuming that
k3d/share/shaders/k3d_ceramictiles.sl:67:		  float groovewidth, grooveheight;
k3d/share/shaders/k3d_ceramictiles.sl:77:			    ds) * filteredpulsetrain(grooveheight, 1,
k3d/share/shaders/k3d_ceramictiles.sl:78:						     tt + grooveheight / 2,
k3d/share/shaders/k3d_ceramictiles.sl:85: * single tile, calculate the color of the tile at that point.  Major
k3d/share/shaders/k3d_ceramictiles.sl:86: * features include: (1) mottling of the color; (2) darkening or shifting
k3d/share/shaders/k3d_ceramictiles.sl:87: * to a different color near the border of the tile (with a ragged edge
k3d/share/shaders/k3d_ceramictiles.sl:88: * to the color transition); (3) occasional dark specks.
k3d/share/shaders/k3d_ceramictiles.sl:133:/* Compute the color of a ceramic object.  Like plastic, but use a
k3d/share/shaders/k3d_ceramictiles.sl:135: * diffuse model for the mortar, and a ceramic model for the tiles,
k3d/share/shaders/k3d_ceramictiles.sl:136: * depending on the variable intile.  When in the mortar area, we turn
k3d/share/shaders/k3d_ceramictiles.sl:173:			 float groovewidth = 0.06, grooveheight = 0.06;
k3d/share/shaders/k3d_ceramictiles.sl:189:   * Get a 2-D texture coordinates for the texturing, then
k3d/share/shaders/k3d_ceramictiles.sl:190:   * Normalize everything so that the tiles are 1x1 units
k3d/share/shaders/k3d_ceramictiles.sl:200:   * Find out where in the pattern we are: which tile we're on, and
k3d/share/shaders/k3d_ceramictiles.sl:201:   * the (stile,ttile) coordinates (both on [0,1]) within our tile.
k3d/share/shaders/k3d_ceramictiles.sl:205:			     groovewidth, grooveheight,
k3d/share/shaders/k3d_ceramictiles.sl:210:   * Displacement: the edges of the tile displace down a bit, as do
k3d/share/shaders/k3d_ceramictiles.sl:211:   * the grooves between tiles.  Also, add just a little bit of
k3d/share/shaders/k3d_ceramictiles.sl:224:   * Here's the exciting part -- calculate the color of the spot we're
k3d/share/shaders/k3d_ceramictiles.sl:225:   * in within the tile.  Then use the tile index to vary its color
k3d/share/shaders/k3d_ceramictiles.sl:235:   * Set the color of the mortar between tiles, make it look good by
k3d/share/shaders/k3d_checkerboard.sl:3:surface k3d_checkerboard(float Ka = 1.0;
k3d/share/shaders/k3d_checkerboard.sl:15:  color checkcolor;
k3d/share/shaders/k3d_checkerboard.sl:18:	// Calculate our "filter zone" around the edges of each tile ...
k3d/share/shaders/k3d_checkerboard.sl:44:  checkcolor = mix(EvenColor, Cs, mixamount);
k3d/share/shaders/k3d_checkerboard.sl:50:    Os * (checkcolor * (Ka * ambient() + Kd * diffuse(Nf)) +
k3d/share/shaders/k3d_checkerboard_solid.sl:2:surface k3d_checkerboard_solid(
k3d/share/shaders/k3d_clamptoalpha.sl:3: *    and with each component to greater than the alpha value of the
k3d/share/shaders/k3d_cloudplane.sl:10: *    F. Kenton Musgrave, Darwyn Peachey, Ken Perlin, and Steven Worley.
k3d/share/shaders/k3d_constant.sl:4: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_contacshadow.sl:8:** placed onto the surface which catches the contact shadow  
k3d/share/shaders/k3d_contacshadow.sl:15:    string shadowname = "";     /* the name of the texture file */  
k3d/share/shaders/k3d_contacshadow.sl:22:    /* get a matrix which transforms from current space to the  
k3d/share/shaders/k3d_contacshadow.sl:23:       camera space used when rendering the shadow map */  
k3d/share/shaders/k3d_contacshadow.sl:27:    /* get a matrix which transforms from current space to the  
k3d/share/shaders/k3d_contacshadow.sl:28:       screen space (-1..1) used when rendering the shadow map */  
k3d/share/shaders/k3d_contacshadow.sl:32:    /* transform the ground plane point into texture coordinates  
k3d/share/shaders/k3d_contacshadow.sl:33:       needed to look up the point in the shadow map */  
k3d/share/shaders/k3d_contacshadow.sl:39:	/* point being shaded is outside the region of the depth map */  
k3d/share/shaders/k3d_contacshadow.sl:43:	/* get the distance from the shadow camera to the closest
k3d/share/shaders/k3d_contacshadow.sl:44:	   object as recorded in the shadow map */
k3d/share/shaders/k3d_contacshadow.sl:47:	/* transform the point on the ground plane into the shadow
k3d/share/shaders/k3d_contacshadow.sl:48:	   camera space in order to get the distance from the shadow
k3d/share/shaders/k3d_contacshadow.sl:49:	   camera to the ground plane */
k3d/share/shaders/k3d_contacshadow.sl:52:	/* the difference between the two distances is used to calculate the  
k3d/share/shaders/k3d_corktile.sl:10: * Ka, Kd, Ks, roughness, specularcolor - take their usual meanings
k3d/share/shaders/k3d_corktile.sl:11: * Ksgap - the specular component for tile gaps : by default 0.3 * Ks
k3d/share/shaders/k3d_corktile.sl:12: * txtscale - the amount of detail / magnification of the image, this also determines
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:14: * tiles - the number of tiles in a unit square of texture before txtscale is applied
k3d/share/shaders/k3d_corktile.sl:15: *	 (this means the number of tiles actually seen is the square of txtscale * tiles)
k3d/share/shaders/k3d_corktile.sl:16: * gap - the size of the gap or groove between tiles, measured as a proportion of the tile,
k3d/share/shaders/k3d_corktile.sl:17: *	 thus a gap of .05 will mean that 2.5% of the tile around each edge will be taken up with
k3d/share/shaders/k3d_corktile.sl:18: *   the groove (2.5% either side = 5% in total = 0.05)
k3d/share/shaders/k3d_corktile.sl:19: * bumpheight - the total height for bump mapped bumps - irregularities on the surface plus
k3d/share/shaders/k3d_corktile.sl:20: *   the displacement of the tile itself out of the gap
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:22: * 	 the gap between the tiles, the remainder of bumpheight is taken up with the bumps on the 
k3d/share/shaders/k3d_corktile.sl:23: *   surface of the tile. So if tileheight = 1 there are no bumps on the tile surface, if
k3d/share/shaders/k3d_corktile.sl:24: *   tileheight = 0 there are bumps on the tile surface of height tileheight, but no difference
k3d/share/shaders/k3d_corktile.sl:25: *   in height between the gap and the tile itself
k3d/share/shaders/k3d_corktile.sl:27: * The shader makes an attempt at being self antaliasing
k3d/share/shaders/k3d_corktile.sl:31:#include "k3d_noises.h" /* the standard BMRT include file */
k3d/share/shaders/k3d_corktile.sl:46:		/* 	the pattern is built up of the sum of two offset noise functions, perturbed slightly
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_corktile.sl:69:		/* Overlay the dark markings */
k3d/share/shaders/k3d_corktile.sl:88:						float bumpheight = 0.3;
k3d/share/shaders/k3d_corktile.sl:89:						float tileheight = .8;
k3d/share/shaders/k3d_corktile.sl:113:	disp = (tileheight + fnoise(PP * txtscale * bumpfreq + 3, filtwidth * txtscale) * (1 - tileheight)) 
k3d/share/shaders/k3d_corktile.sl:114:		* bumpheight * (1 - adjust);
k3d/share/shaders/k3d_craters.sl:5: * Similar tricks can be used to make cork, swiss-cheese, bread, etc.
k3d/share/shaders/k3d_craters.sl:24:   /* you'll get artifacts if you go too much higher than 1 */
k3d/share/shaders/k3d_crayon.sl:7:	This shader makes the surface look as if it had been shaded with a pastel crayon.
k3d/share/shaders/k3d_crayon.sl:12:	Ka, Kd, Ks, roughness, specularcolor - work as in the plastic shader
k3d/share/shaders/k3d_crayon.sl:14:	width - the width of the crayon strokes - this is scaled by txtscale
k3d/share/shaders/k3d_crayon.sl:15:	micro - the size of the dots that make up a crayon stroke, relative to the size of
k3d/share/shaders/k3d_crayon.sl:16:		the stroke. By default they are about 15 times smaller
k3d/share/shaders/k3d_crayon.sl:17:	stretch - the length of the stroke relative to its width;
k3d/share/shaders/k3d_crayon.sl:18:	density0 - controls the amount of topcolor seen - measured as a proportion - 
k3d/share/shaders/k3d_crayon.sl:20:	density1 - if different density0 this is the density when t = 1, with a smooth
k3d/share/shaders/k3d_crayon.sl:21:		interpolation of values for density0 when t = 0, thus allowing a 
k3d/share/shaders/k3d_crayon.sl:22:		graduation of shading from top to bottom of the object
k3d/share/shaders/k3d_crayon.sl:23:	color topcolor, basecolor - the color of the crayon strokes and the color of the ground
k3d/share/shaders/k3d_crayon.sl:38:	   twice the micropolygon width */
k3d/share/shaders/k3d_crayon.sl:72:	/* work out the density for the current t */
k3d/share/shaders/k3d_crayon.sl:75:	/*  use a spline to read across to the appropriate noise value - this equalisation
k3d/share/shaders/k3d_crayon.sl:80:	float fw = max(filterwidth(s), filterwidth(t)); /* the size of the micropolygon */
k3d/share/shaders/k3d_crayontoon.sl:10: * choose wisely both colors to obtain the crayon look. My

k3d/share/shaders/k3d_crayontoon.sl:11: * idea was to make one color dependable of the other but is

k3d/share/shaders/k3d_crayontoon.sl:12: * better to let the user change this.

k3d/share/shaders/k3d_cyclone.sl:68:  /* Thin the density of the clouds */
k3d/share/shaders/k3d_decalplastic.sl:2:// Copyright (c) 1995-2004, Timothy M. Shead
k3d/share/shaders/k3d_decalplastic.sl:4:// Contact: tshead@k-3d.com
k3d/share/shaders/k3d_decalplastic.sl:7:// modify it under the terms of the GNU General Public
k3d/share/shaders/k3d_decalplastic.sl:8:// License as published by the Free Software Foundation; either
k3d/share/shaders/k3d_decalplastic.sl:9:// version 2 of the License, or (at your option) any later version.
k3d/share/shaders/k3d_decalplastic.sl:11:// This program is distributed in the hope that it will be useful,
k3d/share/shaders/k3d_decalplastic.sl:12:// but WITHOUT ANY WARRANTY; without even the implied warranty of
k3d/share/shaders/k3d_decalplastic.sl:13:// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
k3d/share/shaders/k3d_decalplastic.sl:16:// You should have received a copy of the GNU General Public
k3d/share/shaders/k3d_decalplastic.sl:17:// License along with this program; if not, write to the Free Software
k3d/share/shaders/k3d_decalplastic.sl:21:		\author Tim Shead (tshead@k-3d.com)
k3d/share/shaders/k3d_defaultsurface.sl:1:/* defaultsurface.sl - just color the surface, don't even look at lights
k3d/share/shaders/k3d_defaultsurface.sl:3: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_dented.sl:8: *   Km 	   	the amplitude of the dents
k3d/share/shaders/k3d_dented.sl:9: *   power	   	controls the fractal dimension of the dents (1 looks
k3d/share/shaders/k3d_dented.sl:12: *   frequency  	the frequency of the dents
k3d/share/shaders/k3d_dented.sl:15: * AUTHOR: written by Larry Gritz, based on the "dented" shader in
k3d/share/shaders/k3d_dented.sl:23: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_depthcue.sl:4: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_depthcue_surf.sl:3: *  Author: Daniel S. Matthews dan@3-e.net
k3d/share/shaders/k3d_distantlight.sl:4: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_droop.sl:2:/* From the RenderMan Companion p.370 */
k3d/share/shaders/k3d_easysurface.sl:2:/* From the RenderMan Companion p.363 */
k3d/share/shaders/k3d_ember.sl:5: * It is designed for use with particle systems where the particle is scaled
k3d/share/shaders/k3d_ember.sl:6: * to represent it's life. The desired effect is that of glowing particles that
k3d/share/shaders/k3d_ember.sl:7: * dim and fade as they die.
k3d/share/shaders/k3d_ember.sl:9: * baseSize = the basic diameter of the particle sphere before scaling
k3d/share/shaders/k3d_ember.sl:25:	//size now represents the size of the sphere particle normalised into 0,1.
k3d/share/shaders/k3d_ember.sl:40:	// basically, the standard specular function, but so that the highlight is
k3d/share/shaders/k3d_ember.sl:41:	// always in the centre of the particle sphere.
k3d/share/shaders/k3d_ember.sl:61:	// the colours for the fire effect from F. Kenton Musgrave's KMFlame.sl
k3d/share/shaders/k3d_emboss.sl:2:/* From the RenderMan Companion p.383 */
k3d/share/shaders/k3d_emboss.sl:6: * emboss(): emboss a pencil with lettering.  It uses the same texture
k3d/share/shaders/k3d_emboss.sl:7: * 	map as sdixon() to define the lettering.
k3d/share/shaders/k3d_eroded.sl:2:/* From the RenderMan Companion p.353 */
k3d/share/shaders/k3d_eroded.sl:3:/* Listing 16.17  Surface shader eroding the surface of an object */
k3d/share/shaders/k3d_eyeball.sl:6: *   for use on a sphere.  The center of the pupil is at the "north pole",
k3d/share/shaders/k3d_eyeball.sl:7: *   i.e. where the t parameter is 1.  The colors of the pupil, iris, white
k3d/share/shaders/k3d_eyeball.sl:9: *   functions are used for the veining and the iris mottling.
k3d/share/shaders/k3d_eyeball.sl:12: *   Ka, Kd, Ks, roughness, specularcolor - work just like the plastic shader
k3d/share/shaders/k3d_eyeball.sl:13: *   iriscolor - color of the iris
k3d/share/shaders/k3d_eyeball.sl:14: *   eyeballcolor - color of the white part of the eyeball
k3d/share/shaders/k3d_eyeball.sl:15: *   bloodcolor - color of the blood vessels
k3d/share/shaders/k3d_eyeball.sl:16: *   pupilcolor - color of the pupil (opening)
k3d/share/shaders/k3d_eyeball.sl:19: *   bloodshot - controls how bloodshot the eye is (0=no blood, 1=very ugly)
k3d/share/shaders/k3d_eyeball.sl:20: *   veinfreq, veinlevel - control the formation of the blood vessels
k3d/share/shaders/k3d_eyeball.sl:24: * ANTIALIASING: basic antialiasing of the boundaries between tissue types
k3d/share/shaders/k3d_eyeball.sl:77:  /* Figure out where we are in the eyeball.  Use the following variables:
k3d/share/shaders/k3d_eyeball.sl:78:   * irisstat: 0 inside the iris/white boundary, 1 outside
k3d/share/shaders/k3d_eyeball.sl:79:   * pupilstat: 0 inside the pupil/iris boundary, 1 outside
k3d/share/shaders/k3d_eyeball.sl:87:  /* If we're somewhere in the white part and it's potentially bloody,
k3d/share/shaders/k3d_eyeball.sl:88:   * then calculate the veining pattern.  Otherwise, just use the color
k3d/share/shaders/k3d_eyeball.sl:89:   * of the whites.  The veining pattern is essentially summed zero sets
k3d/share/shaders/k3d_eyeball.sl:108:  /* If we're somewhere in the iris, calculate the iris pattern, which is
k3d/share/shaders/k3d_eyeball.sl:109:   * just a stretched turbulence function.
k3d/share/shaders/k3d_eyeball.sl:120:  /* OK, now calculate a surface texture color (Ct) based on where we are
k3d/share/shaders/k3d_eyeball.sl:126:  /* Make the eye a little glossier on the iris and pupil */
k3d/share/shaders/k3d_fakesky.sl:4: * Shader a la const that slaps a fixed blue color up on the top half of a

k3d/share/shaders/k3d_fakesky.sl:5: * sphere, with color varying a bit by altitude, in an attempt to mimic the

k3d/share/shaders/k3d_filament.sl:2:/* From the RenderMan Companion p.368 */
k3d/share/shaders/k3d_filament.sl:6: * filament(): map a filament-like spiral onto the surface of a cylinder.
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_flame.sl:9: *    chaosscale, chaosoffset, octaves - control the fBm
k3d/share/shaders/k3d_flame.sl:10: *    flameheight, flameamplitude - scaling factors
k3d/share/shaders/k3d_flame.sl:14: *    setting the "octaves" parameter based on distance from eye point.
k3d/share/shaders/k3d_flame.sl:22: *    F. Kenton Musgrave, Darwyn Peachey, Ken Perlin, and Steven Worley.
k3d/share/shaders/k3d_fog.sl:4: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_fractal.sl:8: *    F. Kenton Musgrave, Darwyn Peachey, Ken Perlin, and Steven Worley.

k3d/share/shaders/k3d_fractal.sl:29:                             sharpness of the ridges. Or you can just use the

k3d/share/shaders/k3d_fractal.sl:53:          		/* sharpen the ridge*/

k3d/share/shaders/k3d_fractal.sl:56:          		/* weight the contribution*/

k3d/share/shaders/k3d_fresnelplastic.sl:47:   desc {Space the reflection calculations are performed in. } */
k3d/share/shaders/k3d_fresnelplastic.sl:49:   /* cat Reflection desc {The size of the room to base the reflection
k3d/share/shaders/k3d_funkyglass.sl:4: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_fur1.sl:3: *   - Simple algorithm: checkerboard

k3d/share/shaders/k3d_fur1.sl:11:k3d_fur1 ( float height = 1.0,

k3d/share/shaders/k3d_fur1.sl:23:      P += 0.5 + N * height;

k3d/share/shaders/k3d_fur1.sl:26:      P += 0.5 + N * height;

k3d/share/shaders/k3d_fur2.sl:1:/* Renamed to SIG2k_srf_fur to be consistent with the RMR 
k3d/share/shaders/k3d_fur2.sl:22:    /* normalize the stuff */
k3d/share/shaders/k3d_fur2.sl:61:	 /* Variables Passed from the rib... */
k3d/share/shaders/k3d_fur2.sl:66:	 uniform float hair_id   = 0.0; /* Watch Out... Across Patches */
k3d/share/shaders/k3d_fur2.sl:71:    vector V = -normalize(I);    /* V is the view vector */
k3d/share/shaders/k3d_fur2.sl:76:    vector S = nSN^T;     /* Cross product of the tangent along the hair and surface normal */
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:93:    /* When the hair is exactly perpendicular to the surface, use the
k3d/share/shaders/k3d_fur2.sl:94:       surface normal, when the hair is exactly tangent to the
k3d/share/shaders/k3d_fur2.sl:95:       surface, use the hair normal Otherwise, blend between the two
k3d/share/shaders/k3d_fur2.sl:101:    /* Make the specular only hit in certain parts of the hair--v is
k3d/share/shaders/k3d_fur2.sl:102:       along the length of the hair 
k3d/share/shaders/k3d_glass.sl:6: *   reflections and refractions of the environment.
k3d/share/shaders/k3d_glass.sl:9: *    Ka, Kd, Ks, roughness, specularcolor - The usual meaning
k3d/share/shaders/k3d_glass.sl:11: *    blur - how blurry are the reflections? (0 = perfectly sharp)
k3d/share/shaders/k3d_glass.sl:15: *    transmitcolor - color of the glass
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_gloop.sl:6: * generated from the gradient of a noise function.
k3d/share/shaders/k3d_gloop.sl:7: * Written as an explanation to the talk I gave at
k3d/share/shaders/k3d_gloop.sl:8: * the "stupid renderman tricks" section of the 1998
k3d/share/shaders/k3d_gloop.sl:11: * freq - the frequency of the noise. Lower values
k3d/share/shaders/k3d_gloop.sl:16: * magnitude - how far to displace. probably fine set where it is.
k3d/share/shaders/k3d_gloop.sl:18: * displacement bounds can be computed with the following 
k3d/share/shaders/k3d_gloop.sl:40:  /*noise function at the point, over in u, and over in v*/
k3d/share/shaders/k3d_gloop.sl:54:  /*where it all happens*/
k3d/share/shaders/k3d_glow.sl:9:  if(incidence < 0)		// If this point is on the front face of the sphere
k3d/share/shaders/k3d_gmarbtile_polish.sl:2: * gmarbtile_polish.sl -- polished green marble tiles
k3d/share/shaders/k3d_gmarbtile_polish.sl:5: *   Makes the same marble texture as greenmarble, but polished (with ray
k3d/share/shaders/k3d_gmarbtile_polish.sl:9: *   Ka, Kd, Ks, roughness, specularcolor - work just like the plastic
k3d/share/shaders/k3d_gmarbtile_polish.sl:10: *   Kr - reflectivity (shininess) of the surface
k3d/share/shaders/k3d_gmarbtile_polish.sl:11: *   txtscale - overall scaling for the texture
k3d/share/shaders/k3d_gmarbtile_polish.sl:12: *   darkcolor, lightcolor - colors of the underlying substrate
k3d/share/shaders/k3d_gmarbtile_polish.sl:13: *   veincolor - color of the bright veins
k3d/share/shaders/k3d_gmarbtile_polish.sl:14: *   veinfreq - controls the frequency of the veining effects
k3d/share/shaders/k3d_gmarbtile_polish.sl:15: *   sharpness - how sharp the veins appear
k3d/share/shaders/k3d_gmarbtile_polish.sl:16: *   groovecolor - the color of the grooves between the tiles.
k3d/share/shaders/k3d_gmarbtile_polish.sl:17: *   groovewidth - the width of the grooves
k3d/share/shaders/k3d_gmarbtile_polish.sl:68:   * First calculate the underlying color of the substrate
k3d/share/shaders/k3d_gmarbtile_polish.sl:74:   * Now we layer on the veins
k3d/share/shaders/k3d_gmarbtile_polish.sl:77:  /* perturb the lookup */
k3d/share/shaders/k3d_gmarbtile_polish.sl:80:  /* Now calculate the veining function for the lookup area */
k3d/share/shaders/k3d_gooch.sl:3:/* s_gooch.sl - a simple implementation of the Gooch
k3d/share/shaders/k3d_gooch.sl:8: *                 Illustration" in the Siggraph 1998 Proceedings.
k3d/share/shaders/k3d_gooch.sl:17: *  b            : used to construct the cool color
k3d/share/shaders/k3d_gooch.sl:18: *  y            : used to construct the warm color
k3d/share/shaders/k3d_gouge.sl:2:/* From the RenderMan Companion p.379 */
k3d/share/shaders/k3d_gouge.sl:16:   /* Use the same texture map that the surface shader uses. Spin it a different
k3d/share/shaders/k3d_gouge.sl:17:    *  amount for each pin so that similarity is not detected.  The texture 
k3d/share/shaders/k3d_gouge.sl:18:    *  determines the size of the gouge. Multiply by the Km factor, then 
k3d/share/shaders/k3d_gouge.sl:19:    *  displace the surface point inwards by that amount. 
k3d/share/shaders/k3d_granite.sl:2:/* From the RenderMan Companion p.352 */
k3d/share/shaders/k3d_granite.sl:14:	float i, freq = 1.0; /* Try other values for example, 7.0 */
k3d/share/shaders/k3d_graphic_lines.sl:326:	float cos_here;
k3d/share/shaders/k3d_graphic_lines.sl:348:	/* antialias the transition */
k3d/share/shaders/k3d_graphic_lines.sl:363:	cos_here = normalize(Nf).normI;
k3d/share/shaders/k3d_graphic_lines.sl:366:	layer_opac = 1 - smoothstep(ink_thresh - ink_fuzz/2, ink_thresh + ink_fuzz/2, abs(cos_here));
k3d/share/shaders/k3d_graphic_lines.sl:368:	if (abs(cos_here) < ink_thresh)
k3d/share/shaders/k3d_grass_displace.sl:5: * creating a random look on the grass texture.

k3d/share/shaders/k3d_grass_displace.sl:7: * This is simply uses the noise function and a checkerboard

k3d/share/shaders/k3d_grass_displace.sl:8: * pattern.  The displacements are circular.

k3d/share/shaders/k3d_grass_displace.sl:16:k3d_grass_displace ( float height = 1.0,

k3d/share/shaders/k3d_grass_displace.sl:44:	P += N * height;

k3d/share/shaders/k3d_grass_displace.sl:56:	P += N * height;

k3d/share/shaders/k3d_grass_surface.sl:10:k3d_grass_surface ( float height = 1.0, Ka=0.5, Kd=0.1, Ks= 1, roughness = 0.25,

k3d/share/shaders/k3d_greenmarble.sl:8: *   Ka, Kd, Ks, roughness, specularcolor - work just like the plastic
k3d/share/shaders/k3d_greenmarble.sl:9: *   txtscale - overall scaling for the texture
k3d/share/shaders/k3d_greenmarble.sl:10: *   darkcolor, lightcolor - colors of the underlying substrate
k3d/share/shaders/k3d_greenmarble.sl:11: *   veincolor - color of the bright veins
k3d/share/shaders/k3d_greenmarble.sl:12: *   veinfreq - controls the frequency of the veining effects
k3d/share/shaders/k3d_greenmarble.sl:13: *   sharpness - how sharp the veins appear
k3d/share/shaders/k3d_greenmarble.sl:42:   * First calculate the underlying color of the substrate
k3d/share/shaders/k3d_greenmarble.sl:49:   * Now we layer on the veins
k3d/share/shaders/k3d_greenmarble.sl:52:  /* perturb the lookup */
k3d/share/shaders/k3d_greenmarble.sl:55:  /* Now calculate the veining function for the lookup area */
k3d/share/shaders/k3d_grids.sl:1:/** Grid shader copyright 2005 Daniel Scott Matthews dan@3-e.net **/
k3d/share/shaders/k3d_hair.sl:14:	vector V = -normalize(I);    /* V is the view vector */
k3d/share/shaders/k3d_hair.sl:25:			/* We multipled by v to make it darker at the roots.  This assumes v=0 at the root, v=1 at the tip.  */
k3d/share/shaders/k3d_hdr_light.sl:2:* to work with 32 bit floating point TIFF environment maps to give a higher

k3d/share/shaders/k3d_hdr_light.sl:8:*This shader is made freely available under the proviso that this copyright

k3d/share/shaders/k3d_hdr_light.sl:9:*notice remain intact and that I am acknowledged as the original author. Please

k3d/share/shaders/k3d_hdr_light.sl:10:*post links back to the above address*or get in contact if you have any queries

k3d/share/shaders/k3d_hdr_surface.sl:2:* to work with 32 bit floating point TIFF environment maps to give a higher 

k3d/share/shaders/k3d_hdr_surface.sl:8:*This shader is made freely available under the proviso that this copyright

k3d/share/shaders/k3d_hdr_surface.sl:9:*notice remain intact and that I am acknowledged as the original author. Please

k3d/share/shaders/k3d_hdr_surface.sl:10:*post links back to the above address*or get in contact if you have any queries

k3d/share/shaders/k3d_hexatile_bump.sl:9:* 	string Name 	= "FGHexaTile_bump"	---	Name of the shader "do nothing".
k3d/share/shaders/k3d_hexatile_bump.sl:12:*	float ScaleSS	= 3 			---	Scale the "s" direction.
k3d/share/shaders/k3d_hexatile_bump.sl:13:*	float ScaleTT	= 3 			---	Scale the "t" direction.
k3d/share/shaders/k3d_hexatile_bump.sl:14:*	float Rotate	= 180 			---	Rotate the tile default "Z-direction"
k3d/share/shaders/k3d_hexatile_bump.sl:16:*	point P2	= point(0,0,1) 		---	The x,y,z direction for Rotate.
k3d/share/shaders/k3d_hexatile_bump.sl:20:*	float C1	= 1 			---	Multiply of f1 the closes future point.
k3d/share/shaders/k3d_hexatile_bump.sl:21:*	float C2	= 2 			---	Multiply of f2 the second closes future point.
k3d/share/shaders/k3d_hexatile_bump.sl:42:Worley2D_f1f2 (float ss, tt; float jitter, seed, c1, c2, hexagon, scale_ss, scale_tt; 
k3d/share/shaders/k3d_hexatile_bump.sl:57:if ((hexagon != 0) && abs(mod(stestcell, 2)) < 1)
k3d/share/shaders/k3d_hexatile_bump.sl:78:displacement k3d_hexatile_bump (
k3d/share/shaders/k3d_hextile.sl:2: * hextile.sl -- surface shader for hexagonal tiles in st space
k3d/share/shaders/k3d_hextile.sl:6: *    hexagonal tiles, similar to that found as floor patterns in public
k3d/share/shaders/k3d_hextile.sl:8: *       The basic pattern is a hexagonal tiling, with a little bit of
k3d/share/shaders/k3d_hextile.sl:10: *    (presumably due to water or something), which darkens the tile or
k3d/share/shaders/k3d_hextile.sl:11: *    mortar underneath it.  Finally, there is scuffing due to people's
k3d/share/shaders/k3d_hextile.sl:12: *    shoes, which really only affects the tile part not the mortar part.
k3d/share/shaders/k3d_hextile.sl:17: *    tilecolor - the color of the tiles
k3d/share/shaders/k3d_hextile.sl:18: *    mortarcolor - the color of the mortar (space between the tiles)
k3d/share/shaders/k3d_hextile.sl:19: *    tileradius - the "radius" (in s-t units) of a single tile
k3d/share/shaders/k3d_hextile.sl:20: *    mortarwidth - the width of the mortar (in s-t units)
k3d/share/shaders/k3d_hextile.sl:21: *    tilevary - the color variance from tile to tile
k3d/share/shaders/k3d_hextile.sl:24: *    Some rudimentary antialiasing is performed on the borders between
k3d/share/shaders/k3d_hextile.sl:28: *    If all of the default parameters are used, the tiles look just like
k3d/share/shaders/k3d_hextile.sl:29: *    the floors in the public areas of the Washington DC subway system.
k3d/share/shaders/k3d_hextile.sl:45:k3d_hextile (float Ka = .5;
k3d/share/shaders/k3d_imagelayerclouds.sl:12:  color Ct;			/* Color of the surface */
k3d/share/shaders/k3d_imagelayerclouds.sl:37:  Ci = Ct;			/* This makes the color disregard the lighting */
k3d/share/shaders/k3d_incandplastic.sl:8: * incandescence value like the blinn shader.

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:4: * is built into the renderer.
k3d/share/shaders/k3d_indirect.sl:6: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_indirect.sl:20:#else /* PRMan - make a light that looks up from the ray server */
k3d/share/shaders/k3d_indirect.sl:22:  /* Exploit the fact that PRMan (incorrectly) leaves the surface normal
k3d/share/shaders/k3d_leather.sl:9: *without hes shader i wouldnt be able to do mine so send him flowers :)

k3d/share/shaders/k3d_leather.sl:18:k3d_leather (

k3d/share/shaders/k3d_leather.sl:63:	 * Pick the base color for the apple.

k3d/share/shaders/k3d_leather.sl:65:	 * The base color consists of patches of pure green,

k3d/share/shaders/k3d_leather.sl:66:	 * and patches of finely speckled red and green. These

k3d/share/shaders/k3d_leather.sl:67:	 * are set up so that the poles of the apple (as "t"

k3d/share/shaders/k3d_leather.sl:70:	 * The apple geometry is such that lines of constant

k3d/share/shaders/k3d_leather.sl:72:	 * The constants T1 - T4 specify locations of the

k3d/share/shaders/k3d_leather.sl:73:	 * start of 'greenness' toward the poles.

k3d/share/shaders/k3d_leather.sl:82:	#define T3               0.8    /* T2->T3 => red can exist here    */

k3d/share/shaders/k3d_leather.sl:105:	 * Pick the blotch color.

k3d/share/shaders/k3d_leather.sl:107:	 * The blotch color is finally determined by mixing,

k3d/share/shaders/k3d_leather.sl:108:	 * using the blotching coefficient "blotch". This

k3d/share/shaders/k3d_leather.sl:112:	/*#define BLOTCH_SF          20   s-factor for blotches  */

k3d/share/shaders/k3d_leather.sl:113:	/*#define BLOTCH_TF          15   t-factor for blotches  */

k3d/share/shaders/k3d_leather.sl:115:	#define BLOTCH_DELTA       0.1  /* 'nother scaling kludge */

k3d/share/shaders/k3d_leather.sl:127:	 * Set the brown specking.

k3d/share/shaders/k3d_leather.sl:129:	 * The apple has brown speckles on it, set by mixing

k3d/share/shaders/k3d_leather.sl:130:	 * using the speckling coefficient "speck". These

k3d/share/shaders/k3d_leather.sl:141:	 * Determine where the apple goes black at the poles.

k3d/share/shaders/k3d_leather.sl:142:	 * This simulates the spots where the stalk would be

k3d/share/shaders/k3d_leather.sl:143:	 * attached, and where the wierd bit at the very bottom

k3d/share/shaders/k3d_leather.sl:153:	 * Combine what we have so far to set the surface

k3d/share/shaders/k3d_leather.sl:162:	 * Set the shading surface normal.

k3d/share/shaders/k3d_leather.sl:164:	 * Here we set the surface normal to fix up the specular

k3d/share/shaders/k3d_leather.sl:165:	 * highlights. We'd like them perturbed by the small

k3d/share/shaders/k3d_leather.sl:166:	 * noise, affected a little by the brown specks, and

k3d/share/shaders/k3d_leather.sl:187:	 * Here, we raytrace for the slight mirrored reflections

k3d/share/shaders/k3d_leather.sl:188:	 * in the surface of an apple. They don't add much, but

k3d/share/shaders/k3d_leather.sl:189:	 * may be needed for the 'perfect' apple :-).

k3d/share/shaders/k3d_leather.sl:191:	 * Note: You'll need Larry Gritz's raytrace helper files

k3d/share/shaders/k3d_leather.sl:207:	 * Combine everything to get Ci, in the standard form.

k3d/share/shaders/k3d_lensflare.sl:4: * Description: This shader, when placed on a piece of geometry 
k3d/share/shaders/k3d_lensflare.sl:5: *   immediately in front of the camera, simulates lens flare.
k3d/share/shaders/k3d_lensflare.sl:6: *   These effects happen in real cameras when the camera points toward
k3d/share/shaders/k3d_lensflare.sl:7: *   a bright light source, resulting in interreflections within the
k3d/share/shaders/k3d_lensflare.sl:8: *   optical elements of the lens system itself.  Real lens flare is
k3d/share/shaders/k3d_lensflare.sl:14: *   bloomintensity - overall intensity of the "bloom" effect.  Setting
k3d/share/shaders/k3d_lensflare.sl:15: *          this to 0 removes the bloom effect altogether.
k3d/share/shaders/k3d_lensflare.sl:16: *   bloomradius, bloomfalloff - control the size & shape of the bloom
k3d/share/shaders/k3d_lensflare.sl:17: *   bloomstarry, bloomnpoints - control the "starry" appearance of the 
k3d/share/shaders/k3d_lensflare.sl:20: *   starburstradius, starburstnpoints, starburstfalloff - control the
k3d/share/shaders/k3d_lensflare.sl:21: *          size and shape of the starburst effect
k3d/share/shaders/k3d_lensflare.sl:23: *   rainbowradius, rainbowwidth - size of the rainbow
k3d/share/shaders/k3d_lensflare.sl:24: *   nspots - number of "spots" splayed out on the axis joining the
k3d/share/shaders/k3d_lensflare.sl:25: *          image center with the light position
k3d/share/shaders/k3d_lensflare.sl:26: *   disky, ringy, blotty, bloony - give the relative proportions of
k3d/share/shaders/k3d_lensflare.sl:27: *          the 4 different kinds of spots.
k3d/share/shaders/k3d_lensflare.sl:28: *   spotintensity - overall intensity scale for the spots
k3d/share/shaders/k3d_lensflare.sl:29: *   spotvarycolor - scale the color variation of the spots
k3d/share/shaders/k3d_lensflare.sl:30: *   seed - random number seed for many of the computations
k3d/share/shaders/k3d_lensflare.sl:32: * WARNING: lens flare is notorious as a sign of cheesy, cheap computer
k3d/share/shaders/k3d_lensflare.sl:48:/* Helper function: compute the aspect ratio of the frame */
k3d/share/shaders/k3d_lensflare.sl:59:/* Helper function: compute the camera's diagonal field of view */
k3d/share/shaders/k3d_lensflare.sl:139:     * Handle the image of the lamp.  There are 3 effects:
k3d/share/shaders/k3d_lensflare.sl:140:     * the bloom, a small red ring flare, and the triple starburst.
k3d/share/shaders/k3d_lensflare.sl:176:     * Now emit the random rings themselves
k3d/share/shaders/k3d_luna.sl:2: * luna.sl -- surface shader for the moon
k3d/share/shaders/k3d_luna.sl:7: *    the scale for human naked-eye viewing from earth.
k3d/share/shaders/k3d_luna.sl:15: *    F. Kenton Musgrave, Darwyn Peachey, Ken Perlin, and Steven Worley.
k3d/share/shaders/k3d_luna.sl:81:  /* Insure that the crater is in one of the maria */
k3d/share/shaders/k3d_lunette.sl:8: *   surfaces placed beneath your scene which act as the ground.  The default
k3d/share/shaders/k3d_lunette.sl:10: *   hero objects that you might wish to show off.  The shader is a copy of a
k3d/share/shaders/k3d_lunette.sl:11: *   pattern I saw in the background of another image entitled "Lunettes",
k3d/share/shaders/k3d_lunette.sl:12: *   which I believe has something to do with spectacles in French.  Hence the
k3d/share/shaders/k3d_lunette.sl:13: *   name, anyway.  The pattern is calculated in 2D u,v coordinates.
k3d/share/shaders/k3d_lunette.sl:16: *   Ka, Kd, Ks, roughness, specularcolor - work like the plastic shader
k3d/share/shaders/k3d_lunette.sl:17: *   urepeats, vrepeats - number of repeats of the grid pattern in u and v
k3d/share/shaders/k3d_lunette.sl:18: *   ulinewidth, vlinewidth - proportional width of the grid lines
k3d/share/shaders/k3d_lunette.sl:19: *   colorA, colorB - colors used in the background fBm noise
k3d/share/shaders/k3d_lunette.sl:20: *   baselinecolor - base color of the grid lines
k3d/share/shaders/k3d_lunette.sl:22: *   gridDensity - effective opacity of the grid lines
k3d/share/shaders/k3d_lunette.sl:23: *   noiseScale - scale factor for the fBm noise relative to the grid size
k3d/share/shaders/k3d_lunette.sl:24: *   noiseRandom - randomization factor for the fBm noise
k3d/share/shaders/k3d_lunette.sl:25: *   maxOctaves, lunacrity, gain - work as in the fBm function
k3d/share/shaders/k3d_lunette.sl:28: *   The shader should antialias itself quite well, since it uses antialiased
k3d/share/shaders/k3d_lunette.sl:33: * License: This shader is distributed under the GNU General Public License.
k3d/share/shaders/k3d_lunette.sl:42: * Base color for the "lunette" pattern.  The pattern is calculated in a two-
k3d/share/shaders/k3d_lunette.sl:43: * dimensional fashion using the coordinates ss and tt as texture / pattern
k3d/share/shaders/k3d_lunette.sl:48: *   ssrepeats, ttrepeats - Number of repeats of the grid pattern in both ss
k3d/share/shaders/k3d_lunette.sl:49: *                           and tt directions.  Also scales the noise in both
k3d/share/shaders/k3d_lunette.sl:51: *   sslinewidth, ttlinewidth - Width of the grid lines in ss and tt
k3d/share/shaders/k3d_lunette.sl:52: *                              respectively; expressed as a fraction of the
k3d/share/shaders/k3d_lunette.sl:53: *                              cell over which the grid repeat occurs.
k3d/share/shaders/k3d_lunette.sl:54: *   colorA, colorB - Two colors for the background pattern.
k3d/share/shaders/k3d_lunette.sl:55: *   noiseScale - Scale of the background fBm noise (relative to the size of
k3d/share/shaders/k3d_lunette.sl:58: *   noiseRandom - Randomization value for the noise.
k3d/share/shaders/k3d_lunette.sl:59: *   maxOctaves - Maximum number of octaves for the fBm noise.
k3d/share/shaders/k3d_lunette.sl:60: *   lunacrity - Lunacrity of the fBm noise.
k3d/share/shaders/k3d_lunette.sl:61: *   gain - Gain of the fBm noise.
k3d/share/shaders/k3d_lunette.sl:62: *   colorBenhance - After the noise has been calculated, there exists the
k3d/share/shaders/k3d_lunette.sl:63: *                   possibility to increase the amount of colorB present in
k3d/share/shaders/k3d_lunette.sl:64: *                   the output.  A value of colorBenhance = 1 means that
k3d/share/shaders/k3d_lunette.sl:66: *                   Increasing this value puts more colorB in the output.
k3d/share/shaders/k3d_lunette.sl:67: *   gridDensity - Effective opacity of the grid pattern over the underlying
k3d/share/shaders/k3d_lunette.sl:69: *   baselinecolor - Base color of the grid lines.
k3d/share/shaders/k3d_lunette.sl:72:	float ss;		/* ss coordinate for the lunette pattern */
k3d/share/shaders/k3d_lunette.sl:73:	float tt;		/* tt coordinate for the lunette pattern */
k3d/share/shaders/k3d_lunette.sl:74:	float ssrepeats;	/* number of repeats in the ss direction */
k3d/share/shaders/k3d_lunette.sl:75:	float ttrepeats;	/* number of repeats in the tt direction */
k3d/share/shaders/k3d_lunette.sl:78:	color colorA;		/* first color in the pattern */
k3d/share/shaders/k3d_lunette.sl:79:	color colorB;		/* second color in the pattern */
k3d/share/shaders/k3d_lunette.sl:80:	float noiseScale;	/* scale of the noise relative to the grid */
k3d/share/shaders/k3d_lunette.sl:81:	float noiseRandom;	/* randomization for the noise */
k3d/share/shaders/k3d_lunette.sl:82:	uniform float maxOctaves;	/* maximum number of octives for the noise */
k3d/share/shaders/k3d_lunette.sl:83:	uniform float lunacrity;	/* lunacrity of the noise */
k3d/share/shaders/k3d_lunette.sl:84:	uniform float gain;		/* gain for the noise */
k3d/share/shaders/k3d_lunette.sl:86:	float gridDensity;	/* density of the grid pattern */
k3d/share/shaders/k3d_lunette.sl:87:	color baselinecolor;	/* base color for the lines */
k3d/share/shaders/k3d_lunette.sl:91:	 * Calculate pulsegrid, which is a variable indicating the value of
k3d/share/shaders/k3d_lunette.sl:92:	 * the grid.  pulsegrid = 0 means that there is no grid at the point
k3d/share/shaders/k3d_lunette.sl:93:	 * whereas pulsegrid = 1 means that there IS a grid at the point.
k3d/share/shaders/k3d_lunette.sl:94:	 * pulsegrid varies smoothly between the two values to cope with
k3d/share/shaders/k3d_lunette.sl:95:	 * antialising at the edges of the grid.
k3d/share/shaders/k3d_lunette.sl:106:	 * Find the base color for the pattern.  The base color is a mix
k3d/share/shaders/k3d_lunette.sl:107:	 * between colorA and colorB, created using noise and other mixing
k3d/share/shaders/k3d_lunette.sl:120:	 * find the base line color for the grid pattern
k3d/share/shaders/k3d_lunette.sl:125:	 * return the mix between the base grid and the colorful noise
k3d/share/shaders/k3d_lunette.sl:148:	float gridDensity = .5;		/* Effective opacity of the grid */
k3d/share/shaders/k3d_lunette.sl:157:	 * fetch the lunette color
k3d/share/shaders/k3d_matte.sl:4: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_metal.sl:4: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_mondometal.sl:81:            /* need to un-premultiply the color in this case */

k3d/share/shaders/k3d_mondometal.sl:173:    /* do the bump */

k3d/share/shaders/k3d_mondometal.sl:229:    /* now add it all together */

k3d/share/shaders/k3d_mysky.sl:10: *    Makes nice looking cumulous clouds like you would see in the sky

k3d/share/shaders/k3d_mysky.sl:14: *    puffy clouds (like painted clouds on a wall), then it would be pretty

k3d/share/shaders/k3d_mysky.sl:15: *    easy to add the lighting.

k3d/share/shaders/k3d_mysky.sl:19: *    skycolor, cloudcolor - the obvious meanings

k3d/share/shaders/k3d_mysky.sl:20: *    octaves, omega, lambda - control the fractal appearance of the clouds

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

k3d/share/shaders/k3d_mysky.sl:33: *    F. Kenton Musgrave, Darwyn Peachey, Ken Perlin, and Steven Worley.

k3d/share/shaders/k3d_mysky.sl:60:  color Ct;      /* Color of the surface */

k3d/share/shaders/k3d_noisysmoke.sl:4:/* Here is where we define the GADD. */
k3d/share/shaders/k3d_noisysmoke.sl:40:  /* PRMan and BMRT used to have I reverse of each other, conflict in spec */
k3d/share/shaders/k3d_noisysmoke.sl:44:  /* But with BMRT 2.3.6 and later, they're the same... */
k3d/share/shaders/k3d_noisysmoke.sl:63:  /* Integrate forwards from the start point */
k3d/share/shaders/k3d_noisysmoke.sl:82:	    /* Our goal now is to find dC and dO, the color and opacity
k3d/share/shaders/k3d_noisysmoke.sl:83:	     * of the portion of the volume covered by this step.
k3d/share/shaders/k3d_noisysmoke.sl:104:  /* Ci & Oi are the color (premultiplied by opacity) and opacity of 
k3d/share/shaders/k3d_noisysmoke.sl:105:   * the background element.
k3d/share/shaders/k3d_noisysmoke.sl:106:   * Now Cv is the light contributed by the volume itself, and Ov is the
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_noisysmoke.sl:108:   * which makes it through the volume.
k3d/share/shaders/k3d_null.sl:4: * Note: we include dummy Ka and Kd arguments to appease the radiosity
k3d/share/shaders/k3d_oak.sl:5: *    wood grain.  The rings surround the z axis, so to position the
k3d/share/shaders/k3d_oak.sl:6: *    pattern, one should translate the shadingspace (which defaults to
k3d/share/shaders/k3d_oak.sl:7: *    "shader").  This makes a fairly plain, unfinished wood, that looks
k3d/share/shaders/k3d_oak.sl:10: * Parameters for the coordinate mapping: 
k3d/share/shaders/k3d_oak.sl:11: *   shadingspace - space in which the pattern is laid out
k3d/share/shaders/k3d_oak.sl:12: *   shadingfreq - overall scaling factor for the pattern
k3d/share/shaders/k3d_oak.sl:13: *   Pref - if supplied, gives the reference pose
k3d/share/shaders/k3d_oak.sl:15: * Parameters for the color and pattern: 
k3d/share/shaders/k3d_oak.sl:16: *   Clightwood - the light, "background" wood color
k3d/share/shaders/k3d_oak.sl:17: *   Cdarkwood - the darker color in the ring/grain
k3d/share/shaders/k3d_oak.sl:20: *   grainfreq - frequency of the fine grain
k3d/share/shaders/k3d_oak.sl:21: *   ringnoise, ringnoisefreq - general warping of the domain
k3d/share/shaders/k3d_oak.sl:22: *   trunkwobble, trunkwobblefreq - controls noise which wobbles the
k3d/share/shaders/k3d_oak.sl:23: *       axis of the trunk so that it's not perfectly on the z axis.
k3d/share/shaders/k3d_oak.sl:25: *       the z axis.
k3d/share/shaders/k3d_oak.sl:26: *   ringy, grainy - overall scale on the degree to which rings and
k3d/share/shaders/k3d_oak.sl:28: *   divotdepth - depth (in shader units) of the displacement due to
k3d/share/shaders/k3d_oak.sl:33: *   Ka, Kd, Ks, roughness - the usual meaning
k3d/share/shaders/k3d_oakplank.sl:4: * Description: makes procedural varnished wood planks.  The planks
k3d/share/shaders/k3d_oakplank.sl:5: *    are projected onto the x-y plane, with the length aligned with
k3d/share/shaders/k3d_oakplank.sl:6: *    the y axis.  The subpattern within each individual plank is just
k3d/share/shaders/k3d_oakplank.sl:7: *    a shifted version of the oaktexture function from oak.h.
k3d/share/shaders/k3d_oakplank.sl:9: * Parameters for the coordinate mapping: 
k3d/share/shaders/k3d_oakplank.sl:10: *   shadingspace - space in which the pattern is laid out
k3d/share/shaders/k3d_oakplank.sl:11: *   shadingfreq - overall scaling factor for the pattern
k3d/share/shaders/k3d_oakplank.sl:12: *   Pref - if supplied, gives the reference pose
k3d/share/shaders/k3d_oakplank.sl:14: * Parameters for the pattern of the plank structure: 
k3d/share/shaders/k3d_oakplank.sl:15: *   plankwidth, planklength - size of the planks
k3d/share/shaders/k3d_oakplank.sl:16: *   groovewidth, grooveheight - width of the grooves between planks
k3d/share/shaders/k3d_oakplank.sl:17: *   Cgroove - color of the grooves between the planks
k3d/share/shaders/k3d_oakplank.sl:18: *   groovedepth - how far down do the grooves displace?
k3d/share/shaders/k3d_oakplank.sl:19: *   edgewidth - how close to the plank border does the wood start to curl?
k3d/share/shaders/k3d_oakplank.sl:22: * Parameters for the color and pattern of the wood grain: 
k3d/share/shaders/k3d_oakplank.sl:23: *   Clightwood - the light, "background" wood color
k3d/share/shaders/k3d_oakplank.sl:24: *   Cdarkwood - the darker color in the ring/grain
k3d/share/shaders/k3d_oakplank.sl:27: *   grainfreq - frequency of the fine grain
k3d/share/shaders/k3d_oakplank.sl:28: *   ringnoise, ringnoisefreq - general warping of the domain
k3d/share/shaders/k3d_oakplank.sl:29: *   trunkwobble, trunkwobblefreq - controls noise which wobbles the
k3d/share/shaders/k3d_oakplank.sl:30: *       axis of the trunk so that it's not perfectly on the z axis.
k3d/share/shaders/k3d_oakplank.sl:32: *       the z axis.
k3d/share/shaders/k3d_oakplank.sl:33: *   ringy, grainy - overall scale on the degree to which rings and
k3d/share/shaders/k3d_oakplank.sl:35: *   divotdepth - depth (in shader units) of the displacement due to
k3d/share/shaders/k3d_oakplank.sl:40: *   Ka, Kd, Ks, roughness - the usual meaning
k3d/share/shaders/k3d_oakplank.sl:41: *   Kr, blur, eta - reflection parameters for the tile
k3d/share/shaders/k3d_oakplank.sl:44: *   varnishlump, arnishlumpfreq - amp & freq of lumpiness in the varnish
k3d/share/shaders/k3d_oakplank.sl:56:/* Comment out the following line if you do *not* wish to use BMRT and
k3d/share/shaders/k3d_oakplank.sl:57: * PRMan together.
k3d/share/shaders/k3d_oakplank.sl:71:/* Given 2-D texture coordinates ss,tt, filter widths ds, dt, and the
k3d/share/shaders/k3d_oakplank.sl:72: * width and height of the grooves between tiles, figure out which
k3d/share/shaders/k3d_oakplank.sl:78:		   float groovewidth, grooveheight;
k3d/share/shaders/k3d_oakplank.sl:94:			    ds) * filteredpulsetrain(grooveheight,
k3d/share/shaders/k3d_oakplank.sl:96:						     newt + grooveheight / 2,
k3d/share/shaders/k3d_oakplank.sl:117:		     float groovewidth = 0.05, grooveheight = 0.05;
k3d/share/shaders/k3d_oakplank.sl:124:  float ss = xcomp(Pshad), tt = ycomp(Pshad), height = zcomp(Pshad);
k3d/share/shaders/k3d_oakplank.sl:128:   * Find out where in the pattern we are: which plank we're on, and
k3d/share/shaders/k3d_oakplank.sl:129:   * the (splank,tplank) coordinates (both on [0,1]) within our tile.
k3d/share/shaders/k3d_oakplank.sl:133:			       groovewidth, grooveheight,
k3d/share/shaders/k3d_oakplank.sl:137:    point(splank - 0.5, height - 0.01 * tplank, tplank) + vector(1, 5,
k3d/share/shaders/k3d_oakplank.sl:150:  /* Displacement: the edges of the planks displace down a bit, as do
k3d/share/shaders/k3d_oakplank.sl:151:   * the grooves between planks. 
k3d/share/shaders/k3d_oakplank.sl:165:   * Less specular in the grooves, more specular in the dark wood. 
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_orange.sl:12: *	Ka, Kd, Ks, roughness - the usual
k3d/share/shaders/k3d_orennayar.sl:17: *   sigma - roughness (0 is lambertian, larger values are rougher)
k3d/share/shaders/k3d_orennayar.sl:27: *   1. Note that this is really just an illuminance loop that gathers
k3d/share/shaders/k3d_orennayar.sl:28: *      light from the sources and applies Oren & Nayar's local reflectance
k3d/share/shaders/k3d_orennayar.sl:29: *      model to the result.  It could easily be packaged up as a macro
k3d/share/shaders/k3d_orennayar.sl:30: *      or a function and used in any other shader, in place of diffuse().
k3d/share/shaders/k3d_orennayar.sl:32: *      you to the solution to the famous "flat full moon" problem.
k3d/share/shaders/k3d_orennayar.sl:49:    float theta_r, theta_i, cos_theta_i;
k3d/share/shaders/k3d_orennayar.sl:55:    theta_r = acos (Eye . Nf);
k3d/share/shaders/k3d_orennayar.sl:60:	cos_theta_i = LN . Nf;
k3d/share/shaders/k3d_orennayar.sl:62:	theta_i = acos (cos_theta_i);
k3d/share/shaders/k3d_orennayar.sl:63:	alpha = max (theta_i, theta_r);
k3d/share/shaders/k3d_orennayar.sl:64:	beta = min (theta_i, theta_r);
k3d/share/shaders/k3d_orennayar.sl:71:	L1 = Cs * (cos_theta_i * (C1 + cos_phi_diff * C2 * tan(beta) +
k3d/share/shaders/k3d_orennayar.sl:73:	L2 = (Cs * Cs) * (0.17 * cos_theta_i * sigma2/(sigma2+0.13) *
k3d/share/shaders/k3d_outlet.sl:6: *   patch to make a wall more interesting.  The patch should be
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_outlet.sl:9: *   I should probably add some bump mapping or other variation, but
k3d/share/shaders/k3d_outlet.sl:13: *   Ka, Kd 	   	work just like the matte shader
k3d/share/shaders/k3d_outlet.sl:14: *   screwKs            Ks parameter for the screw
k3d/share/shaders/k3d_outlet.sl:20: *      June 1992 -- first written by lg for the Kitchen image
k3d/share/shaders/k3d_outlet.sl:67:  /* Use the plastic illumination model */
k3d/share/shaders/k3d_outline.sl:2: * it's the valdez algorithm. short and sweet.
k3d/share/shaders/k3d_outline.sl:3: * width sets the line width.
k3d/share/shaders/k3d_paintedplastic.sl:4: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_paintedplastic.sl:9: *    Apply a texture map to a plastic surface, indexing the texture
k3d/share/shaders/k3d_paintedplastic.sl:10: *    by the s,t parameters of the surface.
k3d/share/shaders/k3d_paintedplastic.sl:13: *    Ka, Kd, Ks, roughness, specularcolor - the usual meaning.
k3d/share/shaders/k3d_paintedplastic.sl:14: *    texturename - the name of the texture file.
k3d/share/shaders/k3d_parquet_plank.sl:2: * parquet_plank.sl -- another surface shader for wood.
k3d/share/shaders/k3d_parquet_plank.sl:5: *   Makes texture of wooden planks in s-t space.  This wood looks rather
k3d/share/shaders/k3d_parquet_plank.sl:6: *   like oak plank parquet floor tiles.  The actual wood and plank pattern
k3d/share/shaders/k3d_parquet_plank.sl:8: *   units are both the same size in world space.
k3d/share/shaders/k3d_parquet_plank.sl:11: *   Ka, Kd, Ks, specular, roughness - work just like the plastic shader
k3d/share/shaders/k3d_parquet_plank.sl:12: *   txtscale - overall scaling factor for the texture
k3d/share/shaders/k3d_parquet_plank.sl:15: *   ringscale - scaling for the ring spacing
k3d/share/shaders/k3d_parquet_plank.sl:16: *   grainscale - scaling for the fine grain
k3d/share/shaders/k3d_parquet_plank.sl:17: *   groovewidth - width of the grooves between the planks (in terms of s/t)
k3d/share/shaders/k3d_parquet_plank.sl:18: *   lightwood, darkwood - surface colors for the wood itself
k3d/share/shaders/k3d_parquet_plank.sl:19: *   groovecolor - the color of the "grooves" between the planks
k3d/share/shaders/k3d_parquet_plank.sl:22: *   wavy - relative wavyness of the ring pattern
k3d/share/shaders/k3d_parquet_plank.sl:92:   * Figure out where the grooves are.  The value groovy is 0 where there
k3d/share/shaders/k3d_parquet_plank.sl:93:   * are grooves, 1 where the wood grain is visible.  Do some simple
k3d/share/shaders/k3d_parquet_plank.sl:110:  /* This would be the non-antialiased version:
k3d/share/shaders/k3d_parquet_plank.sl:118:   * Add the ring patterns
k3d/share/shaders/k3d_parquet_plank.sl:131:       * Multiply the ring pattern by the fine grain
k3d/share/shaders/k3d_parquet_plank.sl:147:  /* Mix the light and dark wood according to the grain pattern */
k3d/share/shaders/k3d_parquet_plank.sl:156:  /* Use the plastic illumination model */
k3d/share/shaders/k3d_parquet_plank2.sl:3: * parquet_plank.sl -- another surface shader for wood.
k3d/share/shaders/k3d_parquet_plank2.sl:6: *   Makes texture of wooden planks in s-t space.  This wood looks rather
k3d/share/shaders/k3d_parquet_plank2.sl:7: *   like oak plank parquet floor tiles.  The actual wood and plank pattern
k3d/share/shaders/k3d_parquet_plank2.sl:9: *   units are both the same size in world space.
k3d/share/shaders/k3d_parquet_plank2.sl:12: *   Ka, Kd, Ks, specular, roughness - work just like the plastic shader
k3d/share/shaders/k3d_parquet_plank2.sl:13: *   txtscale - overall scaling factor for the texture
k3d/share/shaders/k3d_parquet_plank2.sl:16: *   ringscale - scaling for the ring spacing
k3d/share/shaders/k3d_parquet_plank2.sl:17: *   grainscale - scaling for the fine grain
k3d/share/shaders/k3d_parquet_plank2.sl:18: *   groovewidth - width of the grooves between the planks (in terms of s/t)
k3d/share/shaders/k3d_parquet_plank2.sl:19: *   lightwood, darkwood - surface colors for the wood itself
k3d/share/shaders/k3d_parquet_plank2.sl:20: *   groovecolor - the color of the "grooves" between the planks
k3d/share/shaders/k3d_parquet_plank2.sl:23: *   wavy - relative wavyness of the ring pattern
k3d/share/shaders/k3d_parquet_plank2.sl:28: * AUTHOR: written by Larry Gritz, the George Washington University
k3d/share/shaders/k3d_parquet_plank2.sl:36: *    10 Feb 1995 - modified by wave to change the name
k3d/share/shaders/k3d_parquet_plank2.sl:99:   * Figure out where the grooves are.  The value groovy is 0 where there
k3d/share/shaders/k3d_parquet_plank2.sl:100:   * are grooves, 1 where the wood grain is visible.  Do some simple
k3d/share/shaders/k3d_parquet_plank2.sl:111:  /* This would be the non-antialiased version:
k3d/share/shaders/k3d_parquet_plank2.sl:119:   * Add the ring patterns
k3d/share/shaders/k3d_parquet_plank2.sl:130:       * Multiply the ring pattern by the fine grain
k3d/share/shaders/k3d_parquet_plank2.sl:143:  /* Mix the light and dark wood according to the grain pattern */
k3d/share/shaders/k3d_parquet_plank2.sl:151:  /* Use the plastic illumination model */
k3d/share/shaders/k3d_parquet_tile.sl:2: * DWParquetTile.sl -- yet another surface shader for wood
k3d/share/shaders/k3d_parquet_tile.sl:4: * parquet_plank.sl -- another surface shader for wood.
k3d/share/shaders/k3d_parquet_tile.sl:7: *   Makes texture of wooden planks in s-t space.  This wood looks rather
k3d/share/shaders/k3d_parquet_tile.sl:8: *   like oak plank parquet floor tiles.  The actual wood and plank pattern
k3d/share/shaders/k3d_parquet_tile.sl:10: *   units are both the same size in world space.
k3d/share/shaders/k3d_parquet_tile.sl:13: *   Ka, Kd, Ks, specular, roughness - work just like the plastic shader
k3d/share/shaders/k3d_parquet_tile.sl:14: *   txtscale - overall scaling factor for the texture
k3d/share/shaders/k3d_parquet_tile.sl:17: *   ringscale - scaling for the ring spacing
k3d/share/shaders/k3d_parquet_tile.sl:18: *   grainscale - scaling for the fine grain
k3d/share/shaders/k3d_parquet_tile.sl:19: *   groovewidth - width of the grooves between the planks (in terms of s/t)
k3d/share/shaders/k3d_parquet_tile.sl:20: *   lightwood, darkwood - surface colors for the wood itself
k3d/share/shaders/k3d_parquet_tile.sl:21: *   groovecolor - the color of the "grooves" between the planks
k3d/share/shaders/k3d_parquet_tile.sl:24: *   wavy - relative wavyness of the ring pattern
k3d/share/shaders/k3d_parquet_tile.sl:29: * AUTHOR: written by Larry Gritz, the George Washington University
k3d/share/shaders/k3d_parquet_tile.sl:37: *    10 Feb 1995 - modified by wave to change the name
k3d/share/shaders/k3d_parquet_tile.sl:43: *   - made one plank per tile like the flooring in our lab
k3d/share/shaders/k3d_parquet_tile.sl:44: *   - comments appear where changes are made
k3d/share/shaders/k3d_parquet_tile.sl:45: *   - many thanks to Larry Gritz and wave for creating the original
k3d/share/shaders/k3d_parquet_tile.sl:114:   * Figure out where the grooves are.  The value groovy is 0 where there
k3d/share/shaders/k3d_parquet_tile.sl:115:   * are grooves, 1 where the wood grain is visible.  Do some simple
k3d/share/shaders/k3d_parquet_tile.sl:126:  /* This would be the non-antialiased version:
k3d/share/shaders/k3d_parquet_tile.sl:134:   * Add the ring patterns
k3d/share/shaders/k3d_parquet_tile.sl:145:       * Multiply the ring pattern by the fine grain
k3d/share/shaders/k3d_parquet_tile.sl:158:  /* Mix the light and dark wood according to the grain pattern */
k3d/share/shaders/k3d_parquet_tile.sl:166:  /* Use the plastic illumination model */
k3d/share/shaders/k3d_planetclouds.sl:6: *      When put on a sphere, sets the color & opacity of the sphere to
k3d/share/shaders/k3d_planetclouds.sl:7: *   make it look like the clouds surrounding an Earth-like planet.
k3d/share/shaders/k3d_planetclouds.sl:8: *      The shader works by creating a fractal turbulence function over
k3d/share/shaders/k3d_planetclouds.sl:9: *   the surface, then modulating the opacity based on this function in
k3d/share/shaders/k3d_planetclouds.sl:14: *    Ka, Kd - the usual meaning
k3d/share/shaders/k3d_planetclouds.sl:15: *    distortionscale - controls the amount of texture distortion
k3d/share/shaders/k3d_planetclouds.sl:16: *    omega,lambda,octaves - the fractal characteristics of the clouds
k3d/share/shaders/k3d_planetclouds.sl:18: *    offset - controls the zero crossings (where the clouds disappear)
k3d/share/shaders/k3d_planetclouds.sl:22: *   1. The way this shader is typically used is to have two concentric
k3d/share/shaders/k3d_planetclouds.sl:23: *      spheres represent a planet.  The inner one is colored like the
k3d/share/shaders/k3d_planetclouds.sl:24: *      surface of a planet (perhaps using the "terran" shader), and the
k3d/share/shaders/k3d_planetclouds.sl:25: *      outer one uses the "planetclouds" shader.
k3d/share/shaders/k3d_planetclouds.sl:26: *   2. The best effects are achieved when the clouds not only occlude
k3d/share/shaders/k3d_planetclouds.sl:27: *      the view of the planet, but also shadow it.  The way to do this
k3d/share/shaders/k3d_planetclouds.sl:28: *      with the Blue Moon Renderer is to let the light cast shadows,
k3d/share/shaders/k3d_planetclouds.sl:29: *      then declare the cloud sphere as follows:
k3d/share/shaders/k3d_planetclouds.sl:33: *             Sphere 1 -1 1 360
k3d/share/shaders/k3d_planetclouds.sl:35: *   3. The default values for the shader assume that the planet is
k3d/share/shaders/k3d_planetclouds.sl:36: *      represented by a unit sphere.  The texture space and/or parameters
k3d/share/shaders/k3d_planetclouds.sl:37: *      to this shader will need to be altered if the size of your planet
k3d/share/shaders/k3d_planetclouds.sl:42: *    Conversion to Shading Language and other minor changes by Larry Gritz.
k3d/share/shaders/k3d_planetclouds.sl:46: *    F. Kenton Musgrave, Darwyn Peachey, Ken Perlin, and Steven Worley.
k3d/share/shaders/k3d_planetclouds.sl:74:  float result;			/* Fractal sum is stored here */
k3d/share/shaders/k3d_planetclouds.sl:96:  /* Adjust zero crossing (where the clouds disappear) */
k3d/share/shaders/k3d_planetclouds.sl:105:  /* Modulate surface opacity by the cloud value */
k3d/share/shaders/k3d_plank.sl:2: * plank.sl -- another surface shader for wood.
k3d/share/shaders/k3d_plank.sl:5: *   Makes texture of wooden planks in s-t space.  This wood looks rather
k3d/share/shaders/k3d_plank.sl:9: *   Ka, Kd, Ks, specular, roughness - work just like the plastic shader
k3d/share/shaders/k3d_plank.sl:10: *   txtscale - overall scaling factor for the texture
k3d/share/shaders/k3d_plank.sl:11: *   ringscale - scaling for the ring spacing
k3d/share/shaders/k3d_plank.sl:12: *   grainscale - scaling for the fine grain
k3d/share/shaders/k3d_plank.sl:15: *   groovewidth - width of the grooves between the planks (in terms of s/t)
k3d/share/shaders/k3d_plank.sl:16: *   lightwood, darkwood - surface colors for the wood itself
k3d/share/shaders/k3d_plank.sl:17: *   groovecolor - the color of the "grooves" between the planks
k3d/share/shaders/k3d_plank.sl:20: *   wavy - relative wavyness of the ring pattern
k3d/share/shaders/k3d_plank.sl:78:   * Figure out where the grooves are.  The value groovy is 0 where there
k3d/share/shaders/k3d_plank.sl:79:   * are grooves, 1 where the wood grain is visible.  Do some simple
k3d/share/shaders/k3d_plank.sl:96:  /* This would be the non-antialiased version:
k3d/share/shaders/k3d_plank.sl:104:   * Add the ring patterns
k3d/share/shaders/k3d_plank.sl:117:       * Multiply the ring pattern by the fine grain
k3d/share/shaders/k3d_plank.sl:133:  /* Mix the light and dark wood according to the grain pattern */
k3d/share/shaders/k3d_plank.sl:143:   * Use the plastic illumination model
k3d/share/shaders/k3d_plastic.sl:4: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_plastic2.sl:10: *    F. Kenton Musgrave, Darwyn Peachey, Ken Perlin, and Steven Worley.
k3d/share/shaders/k3d_pointlight.sl:4: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_projectionmap_plastic.sl:2:// Copyright (c) 1995-2004, Timothy M. Shead
k3d/share/shaders/k3d_projectionmap_plastic.sl:4:// Contact: tshead@k-3d.com
k3d/share/shaders/k3d_projectionmap_plastic.sl:7:// modify it under the terms of the GNU General Public
k3d/share/shaders/k3d_projectionmap_plastic.sl:8:// License as published by the Free Software Foundation; either
k3d/share/shaders/k3d_projectionmap_plastic.sl:9:// version 2 of the License, or (at your option) any later version.
k3d/share/shaders/k3d_projectionmap_plastic.sl:11:// This program is distributed in the hope that it will be useful,
k3d/share/shaders/k3d_projectionmap_plastic.sl:12:// but WITHOUT ANY WARRANTY; without even the implied warranty of
k3d/share/shaders/k3d_projectionmap_plastic.sl:13:// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
k3d/share/shaders/k3d_projectionmap_plastic.sl:16:// You should have received a copy of the GNU General Public
k3d/share/shaders/k3d_projectionmap_plastic.sl:17:// License along with this program; if not, write to the Free Software
k3d/share/shaders/k3d_projectionmap_plastic.sl:21:		\author Tim Shead (tshead@k-3d.com)
k3d/share/shaders/k3d_puffyclouds.sl:8: *    Makes nice looking cumulous clouds like you would see in the sky
k3d/share/shaders/k3d_puffyclouds.sl:12: *    puffy clouds (like painted clouds on a wall), then it would be pretty
k3d/share/shaders/k3d_puffyclouds.sl:13: *    easy to add the lighting.
k3d/share/shaders/k3d_puffyclouds.sl:17: *    skycolor, cloudcolor - the obvious meanings
k3d/share/shaders/k3d_puffyclouds.sl:18: *    octaves, omega, lambda - control the fractal appearance of the clouds
k3d/share/shaders/k3d_puffyclouds.sl:23: *    setting the "octaves" parameter based on distance from eye point.
k3d/share/shaders/k3d_puffyclouds.sl:31: *    F. Kenton Musgrave, Darwyn Peachey, Ken Perlin, and Steven Worley.
k3d/share/shaders/k3d_puffyclouds.sl:57:  color Ct;      /* Color of the surface */
k3d/share/shaders/k3d_puffyclouds.sl:77:  Ci = Ct;   /* This makes the color disregard the lighting */
k3d/share/shaders/k3d_puffyclouds.sl:78:  /* Uncomment the next line if you want the surface to actually be lit */
k3d/share/shaders/k3d_redapple.sl:7: * Feel free to use this shader to create apples anywhere and
k3d/share/shaders/k3d_redapple.sl:8: * everywhere.
k3d/share/shaders/k3d_redapple.sl:12: * apple you care to lay it on. Apples are requred to have the "s"
k3d/share/shaders/k3d_redapple.sl:13: * texture parameter running equatorialy around them (like latitude
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:16: * don't mind the simple lerping I used to fade to green at the poles.
k3d/share/shaders/k3d_redapple.sl:18: * Look out for the "txtscale" parameter: some noise calculations are
k3d/share/shaders/k3d_redapple.sl:20: * my apple's parameters are stretched a bit?), so if you use
k3d/share/shaders/k3d_redapple.sl:52:	float redness = 1;        /* Amount of 'redness' - higher  */
k3d/share/shaders/k3d_redapple.sl:87:	 * Pick the base color for the apple.
k3d/share/shaders/k3d_redapple.sl:89:	 * The base color consists of patches of pure green,
k3d/share/shaders/k3d_redapple.sl:90:	 * and patches of finely speckled red and green. These
k3d/share/shaders/k3d_redapple.sl:91:	 * are set up so that the poles of the apple (as "t"
k3d/share/shaders/k3d_redapple.sl:94:	 * The apple geometry is such that lines of constant
k3d/share/shaders/k3d_redapple.sl:96:	 * The constants T1 - T4 specify locations of the
k3d/share/shaders/k3d_redapple.sl:97:	 * start of 'greenness' toward the poles.
k3d/share/shaders/k3d_redapple.sl:106:	#define T3               0.8    /* T2->T3 => red can exist here    */
k3d/share/shaders/k3d_redapple.sl:129:	 * Pick the blotch color.
k3d/share/shaders/k3d_redapple.sl:131:	 * The blotch color is finally determined by mixing,
k3d/share/shaders/k3d_redapple.sl:132:	 * using the blotching coefficient "blotch". This
k3d/share/shaders/k3d_redapple.sl:136:	#define BLOTCH_SF          20   /* s-factor for blotches  */
k3d/share/shaders/k3d_redapple.sl:137:	#define BLOTCH_TF          15   /* t-factor for blotches  */
k3d/share/shaders/k3d_redapple.sl:139:	#define BLOTCH_DELTA       0.1  /* 'nother scaling kludge */
k3d/share/shaders/k3d_redapple.sl:151:	 * Set the brown specking.
k3d/share/shaders/k3d_redapple.sl:153:	 * The apple has brown speckles on it, set by mixing
k3d/share/shaders/k3d_redapple.sl:154:	 * using the speckling coefficient "speck". These
k3d/share/shaders/k3d_redapple.sl:165:	 * Determine where the apple goes black at the poles.
k3d/share/shaders/k3d_redapple.sl:166:	 * This simulates the spots where the stalk would be
k3d/share/shaders/k3d_redapple.sl:167:	 * attached, and where the wierd bit at the very bottom
k3d/share/shaders/k3d_redapple.sl:177:	 * Combine what we have so far to set the surface
k3d/share/shaders/k3d_redapple.sl:186:	 * Set the shading surface normal.
k3d/share/shaders/k3d_redapple.sl:188:	 * Here we set the surface normal to fix up the specular
k3d/share/shaders/k3d_redapple.sl:189:	 * highlights. We'd like them perturbed by the small
k3d/share/shaders/k3d_redapple.sl:190:	 * noise, affected a little by the brown specks, and
k3d/share/shaders/k3d_redapple.sl:210:	 * Here, we raytrace for the slight mirrored reflections
k3d/share/shaders/k3d_redapple.sl:211:	 * in the surface of an apple. They don't add much, but
k3d/share/shaders/k3d_redapple.sl:212:	 * may be needed for the 'perfect' apple :-).
k3d/share/shaders/k3d_redapple.sl:214:	 * Note: You'll need Larry Gritz's raytrace helper files
k3d/share/shaders/k3d_redapple.sl:230:	 * Combine everything to get Ci, in the standard form.
k3d/share/shaders/k3d_ridged_multifractal.sl:8: *    F. Kenton Musgrave, Darwyn Peachey, Ken Perlin, and Steven Worley.

k3d/share/shaders/k3d_ridged_multifractal.sl:29:                             sharpness of the ridges. Or you can just use the

k3d/share/shaders/k3d_ridged_multifractal.sl:53:          		/* sharpen the ridge*/

k3d/share/shaders/k3d_ridged_multifractal.sl:56:          		/* weight the contribution*/

k3d/share/shaders/k3d_roughmetal.sl:5: *   Rough metal without coherent reflections
k3d/share/shaders/k3d_roughmetal.sl:11: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_round.sl:2:/* From the RenderMan Companion p.364 */
k3d/share/shaders/k3d_round.sl:3:/* Listing 16.23  Displacement shader for bevelling perpendicular bilinear patches*/
k3d/share/shaders/k3d_round.sl:6: * round(): displace the edge of a bilinear patch so that, if it is placed 
k3d/share/shaders/k3d_round.sl:7: * next to another patch at a right angle, the edge will be rounded.
k3d/share/shaders/k3d_round.sl:12:	float	 uu,	/* distance in u to the nearest "vertical" edge */
k3d/share/shaders/k3d_round.sl:13:		 vv,	/* distance in v to the nearest "horizontal" edge */
k3d/share/shaders/k3d_round.sl:14:		 lu,	/* "real" distance to the nearest "vertical" edge */
k3d/share/shaders/k3d_round.sl:15:		 lv;	/* "real" distance to the nearest "horizontal" edge */
k3d/share/shaders/k3d_round.sl:16:	point	 center,/* point toward which the surface is displaced 	*/
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:44:	 * Find the point towards which the surface  point will be 
k3d/share/shaders/k3d_round.sl:45:	 *  moved. This center is on the center line of a cylinder, if we 
k3d/share/shaders/k3d_round.sl:46:	 *  are not near the corner of the patch, or is the center of a 
k3d/share/shaders/k3d_round.sl:47:	 *  sphere, if we are. We move `center' to the nearest inflection 
k3d/share/shaders/k3d_round.sl:55:		/* Move center perpendicular to the surface */
k3d/share/shaders/k3d_round.sl:57:		/* Make P be distance 'radius' along the line 
k3d/share/shaders/k3d_rubber.sl:2:/* From the RenderMan Companion p.385 */
k3d/share/shaders/k3d_rubber.sl:7: * adds in a little white dust to mimic the dust on a new eraser.
k3d/share/shaders/k3d_ruledpaper.sl:6: *   the margin, binder holes and writing (as an image texture).
k3d/share/shaders/k3d_ruledpaper.sl:10: *   Ka, Kd, Ks, specular, roughness - work just like the plastic shader
k3d/share/shaders/k3d_ruledpaper.sl:11: *   linestr - how strongly do the lines show up (0.0 to 1.0)
k3d/share/shaders/k3d_ruledpaper.sl:14: * ANTIALIASING: no antialiasing. This can be a real problem because of the
k3d/share/shaders/k3d_ruledpaper.sl:15: *               thin lines on the paper.
k3d/share/shaders/k3d_ruledpaper.sl:22: *    9 Nov 1997 - added binder holes and finished shader
k3d/share/shaders/k3d_ruledpaper.sl:28: *   Don't worry about the paper anatomy settings. I moved them to
k3d/share/shaders/k3d_ruledpaper.sl:29: *   the paper(...) block so that they get calculated on initialisation
k3d/share/shaders/k3d_ruledpaper.sl:32: *   I don't know how many holes there were in paper when _YOU_ were a kid
k3d/share/shaders/k3d_ruledpaper.sl:33: *   but in my day there's 7. I actually got a piece of loose-leaf paper
k3d/share/shaders/k3d_ruledpaper.sl:34: *   and got all the measurements with a ruler. This is the real thing!!
k3d/share/shaders/k3d_ruledpaper.sl:36: *   The paper shader works for A4 pieces of paper, so remeber to make your
k3d/share/shaders/k3d_ruledpaper.sl:51:	// Paper height 
k3d/share/shaders/k3d_ruledpaper.sl:59:	// How far into the page do the lines start
k3d/share/shaders/k3d_ruledpaper.sl:64:	// Where does the vertical line (margin) start and end?
k3d/share/shaders/k3d_ruledpaper.sl:77:// Fancy macro checks ss/tt coords against bounding box and [if inside]
k3d/share/shaders/k3d_ruledpaper.sl:78:// calculates if it's inside the circle. If it is, the colour
k3d/share/shaders/k3d_ruledpaper.sl:79:// becomes black and the opacity becomes 0.
k3d/share/shaders/k3d_ruledpaper.sl:97:	// Check if there's a texture given.
k3d/share/shaders/k3d_ruledpaper.sl:99:	// there's writing on the paper.
k3d/share/shaders/k3d_ruledpaper.sl:105:	// If we're inside the borders/margins
k3d/share/shaders/k3d_ruledpaper.sl:107:	// Figure out where in the lining we are and draw accordingly
k3d/share/shaders/k3d_ruledpaper.sl:116:		// Figure out where we are on the paper so that we can get
k3d/share/shaders/k3d_ruledpaper.sl:132:	// Check if it actually needs shading
k3d/share/shaders/k3d_ruledpaper.sl:135:			// If inside plasticky reinforcement strip then
k3d/share/shaders/k3d_rustymetal.sl:5: *   A rough metal surface with controllable rust spots.  The rust pattern
k3d/share/shaders/k3d_rustymetal.sl:6: *   is basically thresholded turbulence (summed abs(snoise)).  Where it's
k3d/share/shaders/k3d_rustymetal.sl:8: *   the corrosion is kind of grainy).  Where there is no rust, shade like
k3d/share/shaders/k3d_rustymetal.sl:12: *   metalKa, metalKs, metalroughness - control the appearance of the metal.
k3d/share/shaders/k3d_rustymetal.sl:13: *   rustKa, rustKd, rustcolor - control the appearance of the rust.
k3d/share/shaders/k3d_rustymetal.sl:14: *   txtscale - overall scaling factor of the rust pattern.
k3d/share/shaders/k3d_rustymetal.sl:16: *   rustbump - controls the "bumpiness" of the rusty areas.
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:20: *   octaves to sum based on the shader sampling rate.  This helps to keep
k3d/share/shaders/k3d_rustymetal.sl:24: *         The George Washington University
k3d/share/shaders/k3d_rustymetal.sl:53:  point Nrust;                 /* perturbed normal for the rusty areas */
k3d/share/shaders/k3d_rustymetal.sl:60:  /* Sum several octaves of abs(snoise), i.e. turbulence.  Limit the
k3d/share/shaders/k3d_rustymetal.sl:61:   * number of octaves by the estimated change in PP between adjacent
k3d/share/shaders/k3d_rustymetal.sl:71:  /* If it's rusty, also add a high frequency bumpiness to the normal */
k3d/share/shaders/k3d_rustymetal.sl:74:  /* Scale the rust appropriately, modulate it by another noise 
k3d/share/shaders/k3d_rustymetal.sl:75:   * computation, then sharpen it by squaring its value.
k3d/share/shaders/k3d_rustymetal.sl:81:  /* If we have any rust, calculate the color of the rust, taking into
k3d/share/shaders/k3d_rustymetal.sl:82:   * account the perturbed normal and shading like matte.
k3d/share/shaders/k3d_rustymetal.sl:88:  /* If we have any metal, calculate the color of the metal, using the
k3d/share/shaders/k3d_rustymetal.sl:89:   * original (smooth) normal and the usual metal illumination model.
k3d/share/shaders/k3d_rustymetal.sl:97:  /* Now blend the metal and rust colors depending on the computed value
k3d/share/shaders/k3d_rustymetal.sl:98:   * of the rustiness.
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:9: *      When put on a sphere, sets the color to look like relatively
k3d/share/shaders/k3d_saturn.sl:10: *   Saturn-like.  The shader works by using a variety of fractal 
k3d/share/shaders/k3d_saturn.sl:15: *    Ka, Kd - the usual meaning
k3d/share/shaders/k3d_saturn.sl:22: *   Assumes being used on a sphere.  Haven't really tried it by using other
k3d/share/shaders/k3d_saturn.sl:23: *   than the default arguments.
k3d/share/shaders/k3d_saturn.sl:33: *    This started out as L. Gritz's terran.sl shader.  But I think he may be
k3d/share/shaders/k3d_saturn.sl:34: *        the only one that would recognize that it was.
k3d/share/shaders/k3d_saturnring.sl:5: *	When put on a disk will give a "saturn-like ringed" apearence with
k3d/share/shaders/k3d_saturnring.sl:9: *	Ka, Kd - the usual
k3d/share/shaders/k3d_saturnring.sl:12: *	opacity - the opacity of the rings (may not be used anymore)
k3d/share/shaders/k3d_saturnring.sl:15: *	The default values assume that the disk has a radius of one.  If it is
k3d/share/shaders/k3d_saturnring.sl:16: *  otherwise then they will neeb to be changed.
k3d/share/shaders/k3d_saturnring.sl:64:		/* Creating an inner disk that is transparent to place the planet */
k3d/share/shaders/k3d_scartissue.sl:4: *  in any way you see fit, but please leave my name near the top
k3d/share/shaders/k3d_screen.sl:7: *   parallel to lines of s and t.  You can adjust the Ka, Kd, Ks, etc.
k3d/share/shaders/k3d_screen.sl:8: *   to change the material appearance.
k3d/share/shaders/k3d_screen.sl:11: *   Ka, Kd, Ks, roughness, specularcolor - work just like the plastic shader
k3d/share/shaders/k3d_screen.sl:16: *   No antialiasing is performed here.
k3d/share/shaders/k3d_screen.sl:18: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_screen_aa.sl:6: *   parallel to lines of s and t.  You can adjust the Ka, Kd, Ks, etc.
k3d/share/shaders/k3d_screen_aa.sl:7: *   to change the material appearance.  This texture antialiases pretty
k3d/share/shaders/k3d_screen_aa.sl:11: *   Ka, Kd, Ks, roughness, specularcolor - work just like the plastic shader
k3d/share/shaders/k3d_screen_aa.sl:20: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_screen_aa.sl:36:  float d;			/* Density at the sample point */
k3d/share/shaders/k3d_screen_aa.sl:48:  /* Figure out where in the pattern we are */
k3d/share/shaders/k3d_screen_aa.sl:52:  /* Figure out where the strips are. Do some simple antialiasing. */
k3d/share/shaders/k3d_screen_aa.sl:68:  /* This would be the non-antialiased version:
k3d/share/shaders/k3d_sdixon.sl:2:/* From the RenderMan Companion p.384 */
k3d/share/shaders/k3d_sdixon.sl:6: * sdixon(): Paint the body of a pencil.
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:33:	   one, the diffuse component goes to zero and the specular 
k3d/share/shaders/k3d_sdixon.sl:34:	   component is increased. This has the effect of transitioning
k3d/share/shaders/k3d_shadowspot.sl:2:/* From the RenderMan Companion p.380 */
k3d/share/shaders/k3d_shifteddrtile.sl:9: *	Ka, Kd, Ks - the usual
k3d/share/shaders/k3d_shifteddrtile.sl:10: *  roughness -  Contols the specular reflection
k3d/share/shaders/k3d_shifteddrtile.sl:20: *	The center varible should really be placed in the parameter list 
k3d/share/shaders/k3d_shifteddrtile.sl:21: *      (remember to set the right space)
k3d/share/shaders/k3d_shifteddrtile.sl:22: *  Also, it would be better to set the width of the ring rather than
k3d/share/shaders/k3d_shifteddrtile.sl:23: *      specifing the inner and outer ring.
k3d/share/shaders/k3d_shifteddrtile.sl:24: *  Another thing that might be useful is to add a parameter to 
k3d/share/shaders/k3d_shifteddrtile.sl:63:	float mix_opacity; /* How much to mix between the surfaces */
k3d/share/shaders/k3d_shifteddrtile.sl:73:	                         /* put in the paramter list */
k3d/share/shaders/k3d_shiftedmoontile.sl:8: *	Ka, Kd, Ks - the usual
k3d/share/shaders/k3d_shiftedmoontile.sl:9: *  roughness - Contols the specular reflection
k3d/share/shaders/k3d_shiftedmoontile.sl:19: *	Really should move center to the paramter list so both centers 
k3d/share/shaders/k3d_shiftedmoontile.sl:60:	float mix_opacity;       /* How much to mix between the surfaces */
k3d/share/shaders/k3d_shiftedmoontile.sl:69:	                         /*  to the paramter list */
k3d/share/shaders/k3d_shiny.sl:5: *    Ka, Kd, Ks, roughness - The usual meaning
k3d/share/shaders/k3d_shiny.sl:7: *    blur - how blurry are the reflections? (0 = perfectly sharp)
k3d/share/shaders/k3d_shiny.sl:10: *    twosided - if nonzero both sides of the surface are shiny, otherwise
k3d/share/shaders/k3d_shiny.sl:11: *        only the "outside" (where the surface normal points) will
k3d/share/shaders/k3d_shiny.sl:13: *        when using the "ray server."
k3d/share/shaders/k3d_shiny.sl:27:/* Get rid of rayserver.h if you don't want PRMan and BMRT to work together */
k3d/share/shaders/k3d_shinymetal.sl:5: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_shinyplastic.sl:5: *    Ka, Kd, Ks, roughness - The usual meaning
k3d/share/shaders/k3d_shinyplastic.sl:7: *    blur - how blurry are the reflections? (0 = perfectly sharp)
k3d/share/shaders/k3d_shinyplastic.sl:11: *    twosided - if nonzero both sides of the surface are shiny, otherwise
k3d/share/shaders/k3d_shinyplastic.sl:12: *        only the "outside" (where the surface normal points) will
k3d/share/shaders/k3d_shinyplastic.sl:14: *        when using the "ray server."
k3d/share/shaders/k3d_show_st.sl:2:/* From the RenderMan Companion p.344 */
k3d/share/shaders/k3d_skin1.sl:7: * This software is placed in the public domain and is provided as is 
k3d/share/shaders/k3d_skin1.sl:13: * Feel free to use this shader to create skin for any character, anywhere and
k3d/share/shaders/k3d_skin1.sl:14: * everywhere, Just list me on the credits under "Shading Team"
k3d/share/shaders/k3d_skin1.sl:17: * Kd = the amount of uniform diffusion applyied to the skin
k3d/share/shaders/k3d_skin1.sl:18: * skincolor, skinmap = the color of the skin. Using a map overrides original skincolor
k3d/share/shaders/k3d_skin1.sl:20: * sheencolor, shinmap = the color of the skin at grazing angles. Using a map overrides
k3d/share/shaders/k3d_skin1.sl:21: * original sheencolor color value.
k3d/share/shaders/k3d_skin1.sl:22: * blemishfreq, blemishthresh,blemhishopac = control the freqency, threshold and opacity
k3d/share/shaders/k3d_skin1.sl:23: * of blemishes on the skin. Use to give skin a little variation.
k3d/share/shaders/k3d_skin1.sl:24: * blemishmap = Use a grayscale map to control where the belmishes will be more visible
k3d/share/shaders/k3d_skin1.sl:25: * xdir, angle = control the direction of the specular highlights.
k3d/share/shaders/k3d_skin1.sl:26: * Oily,oilmap = controls how oily the skin looks. Use a grayscale map to contol
k3d/share/shaders/k3d_skin1.sl:27: * oiliness.---Note--- teh oiliy parameter is multiplied with the map.
k3d/share/shaders/k3d_skin1.sl:28: * xroughness,yroughness = how rough is the specular highlight on x and Y?
k3d/share/shaders/k3d_skin1.sl:29: * poresfreq, poresthresh poresdepth = control the frequency, threshold and depth of the
k3d/share/shaders/k3d_skin1.sl:33: * You can replace the header functions by using
k3d/share/shaders/k3d_skin1.sl:35: * NOTE- you must copy the entire subsurface skin function to your
k3d/share/shaders/k3d_skin1.sl:55: * The derivation and formulae can be found in:  Ward, Gregory J.
k3d/share/shaders/k3d_skin1.sl:66:    float cos_theta_r = clamp (N.V, 0.0001, 1);
k3d/share/shaders/k3d_skin1.sl:79:      float cos_theta_i = LN . N;
k3d/share/shaders/k3d_skin1.sl:80:      if (cos_theta_i > 0.0) {
k3d/share/shaders/k3d_skin1.sl:83:        / sqrt (cos_theta_i * cos_theta_r);
k3d/share/shaders/k3d_skin1.sl:84:    C += Cl * ((1-nonspec) * cos_theta_i * rho);
k3d/share/shaders/k3d_skin1.sl:95: * appearence generall similar to that of skin.  Based on phenomenological 
k3d/share/shaders/k3d_skin1.sl:100:/* Evaluate the Henyey-Greenstein phase function for two vectors with
k3d/share/shaders/k3d_skin1.sl:102:   be in the range (-1, 1).  Negative values of g correspond to more
k3d/share/shaders/k3d_skin1.sl:106:  float costheta = -v1 . v2;
k3d/share/shaders/k3d_skin1.sl:107:  return (1. - g*g) / pow(1. + g*g - 2.*g*costheta, 1.5);
k3d/share/shaders/k3d_skin1.sl:110:/* Compute a the single-scattering approximation to scattering from
k3d/share/shaders/k3d_skin1.sl:114:   and the thickness of the volume, use the closed-form single-scattering
k3d/share/shaders/k3d_skin1.sl:134:   surface normal information, the base color of the skin, a
k3d/share/shaders/k3d_skin1.sl:135:   color for an oily surface sheen.
k3d/share/shaders/k3d_skin1.sl:137:color subsurfaceSkin(vector Vf; normal Nn; color skinColor, sheenColor;
k3d/share/shaders/k3d_skin1.sl:150:    C += Kr * sheenColor * Cl * (Ln . Nn) * pow(H . Nn, 4.);
k3d/share/shaders/k3d_skin1.sl:151:      C += Kr * sheenColor * Cl * (Ln . Nn) * .2;
k3d/share/shaders/k3d_skin1.sl:167: *shader beggins here.
k3d/share/shaders/k3d_skin1.sl:174:  color sheenColor = 1.;
k3d/share/shaders/k3d_skin1.sl:175:  string sheenmap = "";
k3d/share/shaders/k3d_skin1.sl:205:  color Csheen = sheenColor;
k3d/share/shaders/k3d_skin1.sl:209:  /*--- layer 1 - add pores to the skin*/
k3d/share/shaders/k3d_skin1.sl:223:  /* layer 1 .- apply a subsurface scattered BRDF to the surface.
k3d/share/shaders/k3d_skin1.sl:224:   * you can use an image map for the color of the skin and the sheen.
k3d/share/shaders/k3d_skin1.sl:225:   * If the map is not provided use defined colors*/
k3d/share/shaders/k3d_skin1.sl:230:  if ( sheenmap != "")
k3d/share/shaders/k3d_skin1.sl:231:      Csheen = color texture(sheenmap);
k3d/share/shaders/k3d_skin1.sl:235:  /* layer 2 - create small skin blemishes over the skin. Use a map to control
k3d/share/shaders/k3d_skin1.sl:236:   * where the blemishes are visible */
k3d/share/shaders/k3d_skin1.sl:264:  lc =  subsurfaceSkin(Vf, Nf, blemishcol, Csheen, 1/eta, thickness);
k3d/share/shaders/k3d_skin1.sl:272:  /* --Layer 3-- apply an Anisotropic BRDF to simulate the oil layer that lies
k3d/share/shaders/k3d_skin1.sl:273:  * outside the skin. Oilyness is controlled by the oily, xrougness and yroughness.
k3d/share/shaders/k3d_skin2.sl:6: * This software is placed in the public domain and is provided as is 
k3d/share/shaders/k3d_skin2.sl:10: * appearence generall similar to that of skin.  Based on phenomenological 
k3d/share/shaders/k3d_skin2.sl:19:/* Evaluate the Henyey-Greenstein phase function for two vectors with
k3d/share/shaders/k3d_skin2.sl:21:   be in the range (-1, 1).  Negative values of g correspond to more
k3d/share/shaders/k3d_skin2.sl:25:	float costheta = -v1 . v2;
k3d/share/shaders/k3d_skin2.sl:26:	return (1. - g*g) / pow(1. + g*g - 2.*g*costheta, 1.5);
k3d/share/shaders/k3d_skin2.sl:29:/* Compute a the single-scattering approximation to scattering from
k3d/share/shaders/k3d_skin2.sl:33:   and the thickness of the volume, use the closed-form single-scattering
k3d/share/shaders/k3d_skin2.sl:55:   surface normal information, the base color of the skin, a
k3d/share/shaders/k3d_skin2.sl:56:   color for an oily surface sheen, the ratio of the indices of 
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_skin2.sl:59:   skin), and the overall thickness of the skin layer.  Then loops
k3d/share/shaders/k3d_skin2.sl:60:   over light sources with illuminance() and computes the reflected
k3d/share/shaders/k3d_skin2.sl:63:color subsurfaceSkin(vector Vf; normal Nn; color skinColor, sheenColor;
k3d/share/shaders/k3d_skin2.sl:76:		C += Kr * sheenColor * Cl * (Ln . Nn) * pow(H . Nn, 4.);
k3d/share/shaders/k3d_skin2.sl:77:	    C += Kr * sheenColor * Cl * (Ln . Nn) * .2;
k3d/share/shaders/k3d_skin2.sl:88:/* Basic surface shader that uses the skin reflection model implemented
k3d/share/shaders/k3d_skin2.sl:89:   above.  Uses Cs for the basic color of the skin (.8, .5, .5) works
k3d/share/shaders/k3d_skin2.sl:92:surface k3d_skin2(color Ka = .5; color sheenColor = 1.;
k3d/share/shaders/k3d_skin2.sl:98:	Ci = Os * subsurfaceSkin(Vf, Nn, Cs, sheenColor, eta, thickness);
k3d/share/shaders/k3d_skymetal.sl:3: * The RenderMan Interface and Shading Language
k3d/share/shaders/k3d_skymetal.sl:5: * NOTE: This shader was created at a time when the shading lanuage
k3d/share/shaders/k3d_skymetal.sl:6: *   didn't support vector the vector type.  
k3d/share/shaders/k3d_skymetal.sl:26:	float costheta;
k3d/share/shaders/k3d_skymetal.sl:35:	costheta = normalize (reflect (I, Nf)) . up;
k3d/share/shaders/k3d_skymetal.sl:37:	if (costheta >= 0.0)
k3d/share/shaders/k3d_skymetal.sl:38:		refl = mix (sky_horiz, sky_zenith, costheta);
k3d/share/shaders/k3d_skymetal.sl:40:		refl = mix (land_horiz, land_zenith, -costheta);
k3d/share/shaders/k3d_slateroof.sl:5:	introduce a slate color onto roof tiles, making the last row of tiles
k3d/share/shaders/k3d_slateroof.sl:6:	transparent (and black) so that the edge of the roof looks irregular.
k3d/share/shaders/k3d_slateroof.sl:7:	You must bear this in mind when modelling - to avoid the roof ending
k3d/share/shaders/k3d_slateroof.sl:8:	before it reaches the wall which supposedly supports it! The shader
k3d/share/shaders/k3d_slateroof.sl:10:	darker than the next Parameters:
k3d/share/shaders/k3d_slateroof.sl:14:   sfreq: number of tiles on the s direction
k3d/share/shaders/k3d_slateroof.sl:15:   tfreq: number of tiles in the t direction
k3d/share/shaders/k3d_slateroof.sl:16: 	maxadd: the maximum amount of overlap of one tile and another
k3d/share/shaders/k3d_slateroof.sl:17: 	ramp: the amount of a tile used for the initial rise to the maximum height
k3d/share/shaders/k3d_slateroof.sl:19: 	gap: the size of the gap between one tile and the next in the s direction,
k3d/share/shaders/k3d_slateroof.sl:20: 		measured as a proportion of the tile (so the value of gap must lie between 0 
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:24: 	txtscale: a scaling factor for the slate coloration - the larger txtscale the
k3d/share/shaders/k3d_slateroof.sl:25: 		the smaller the detail on the tile pattern
k3d/share/shaders/k3d_slateroof.sl:26: 	factor: a seed used for adjusting the randomness - if you have two roofs with
k3d/share/shaders/k3d_slateroof.sl:27: 		the same sfreq, tfreq change the value of factor to ensure they have a 
k3d/share/shaders/k3d_slateroof.sl:37:	Nb. This shader would normally be used with the slateroofd shader to
k3d/share/shaders/k3d_slateroof.sl:38:	produce an appropriate displacement and message passing from the
k3d/share/shaders/k3d_slateroof.sl:39:	displacement shader would eliminate the need for a lot of the
k3d/share/shaders/k3d_slateroof.sl:41:	message passing, so to produce the test image the code has been
k3d/share/shaders/k3d_slateroof.sl:42:	duplicated here 
k3d/share/shaders/k3d_slateroof.sl:61:   uniform float swidth = 1 / sfreq, 		/* Tile width in the s directio */
k3d/share/shaders/k3d_slateroof.sl:62:                 twidth = 1 / tfreq, 		/* ditto for the t direction */
k3d/share/shaders/k3d_slateroof.sl:63:                 offset = swidth / 2,		/* the amount by which alternate rows are offset */
k3d/share/shaders/k3d_slateroof.sl:65:   float scoord = s, tcoord = 1 - t; 		/* re map the t coord so that the coving is at the top */
k3d/share/shaders/k3d_slateroof.sl:66:	float stile, ttile, 							/* An integer identifying the current tile */
k3d/share/shaders/k3d_slateroof.sl:67:			s_offset, t_offset, 					/* Offsets withing the current tile, between 0, 1 */
k3d/share/shaders/k3d_slateroof.sl:69:			cs, ct; 									/* Coordinates set to the centre of the tile and fed into the noise function */
k3d/share/shaders/k3d_slateroof.sl:70:   float add, 										/* Add, between 0 and 1, hold the amount the current tile overlaps the next */
k3d/share/shaders/k3d_slateroof.sl:73:										  					displacement for the non-overlapping tile */
k3d/share/shaders/k3d_slateroof.sl:78:	float 	colorvary = 0,				    	/* the random amount by which a tile is lightened or darkened */
k3d/share/shaders/k3d_slateroof.sl:85:	/* Work out which tile we are in, and the offset within that tile */
k3d/share/shaders/k3d_slateroof.sl:95:	/* Work out the displacement assuming the point is in the 
k3d/share/shaders/k3d_slateroof.sl:99:	/* the noise function is always taken at the same point in the tile 
k3d/share/shaders/k3d_slateroof.sl:100:	 * normally the center, except in the short tiles which lie at the
k3d/share/shaders/k3d_slateroof.sl:101:	 * start and end of an offset row, where the middle of the left side 
k3d/share/shaders/k3d_slateroof.sl:102:    * of the tile is used */
k3d/share/shaders/k3d_slateroof.sl:106:	/* An offset row, so we must deal with the half tiles */
k3d/share/shaders/k3d_slateroof.sl:114:	/* now calculate the displacement */
k3d/share/shaders/k3d_slateroof.sl:132:	/* Work out whether the point is in fact in another tile 
k3d/share/shaders/k3d_slateroof.sl:133:	 * storing the new tile in stile, ttile and new offset
k3d/share/shaders/k3d_slateroof.sl:137:			/* the point might be in another tile */
k3d/share/shaders/k3d_slateroof.sl:139:			/* We are in an offset tile row adjust the scoord appropriately for
k3d/share/shaders/k3d_slateroof.sl:140:			 * the row below */
k3d/share/shaders/k3d_slateroof.sl:147:			/* Now calculate cs, ct the reference point for the noise calculation */					
k3d/share/shaders/k3d_slateroof.sl:151:			/* An offset row, so we must deal with the half tiles */
k3d/share/shaders/k3d_slateroof.sl:156:				/* if t_offset <= newadd we are actually in the overlapping tile */
k3d/share/shaders/k3d_slateroof.sl:167:	/* calculate the displacement again */
k3d/share/shaders/k3d_slateroofd.sl:10:    	sfreq: number of tiles on the s direction
k3d/share/shaders/k3d_slateroofd.sl:11:    	tfreq: number of tiles in the t direction
k3d/share/shaders/k3d_slateroofd.sl:12: 		maxadd: the maximum amount of overlap of one tile and another
k3d/share/shaders/k3d_slateroofd.sl:13: 		ramp: the amount of a tile used for the initial rise to the maximum height
k3d/share/shaders/k3d_slateroofd.sl:15: 		gap: the size of the gap between one tile and the next in the s direction,
k3d/share/shaders/k3d_slateroofd.sl:16: 			measured as a proportion of the tile (so the value of gap must lie between 0 
k3d/share/shaders/k3d_slateroofd.sl:18: 		factor: a seed used for adjusting the randomness - if you have two roofs with
k3d/share/shaders/k3d_slateroofd.sl:19: 			the same sfreq, tfreq change the value of factor to ensure they have a 
k3d/share/shaders/k3d_slateroofd.sl:24:		This routine produces a random tiled effect. In the s direction the
k3d/share/shaders/k3d_slateroofd.sl:25:		tiles are regular, with every other row offset by half a tile width, as
k3d/share/shaders/k3d_slateroofd.sl:27:		the t direction so that it overlaps the tile 'below' it. No randomness
k3d/share/shaders/k3d_slateroofd.sl:28:		is incorporated in the s direction, which remains regular. The routine
k3d/share/shaders/k3d_slateroofd.sl:29:		first determines the dimensions of the current tile, and then works out
k3d/share/shaders/k3d_slateroofd.sl:30:		the surface displacement according to a simple formula: a sharp ridge at
k3d/share/shaders/k3d_slateroofd.sl:31:		the bottom of the tile, gaps to either side and the whole tile gently
k3d/share/shaders/k3d_slateroofd.sl:32:		sloping towards zero at the top of the tile. It then looks to see if the
k3d/share/shaders/k3d_slateroofd.sl:33:		point we are considering is actually in the zone of overlap with the
k3d/share/shaders/k3d_slateroofd.sl:34:		tile 'above' the current one. If it is we replace the displacement we are
k3d/share/shaders/k3d_slateroofd.sl:35:		considering with one calculated for the tile above, being a little
k3d/share/shaders/k3d_slateroofd.sl:36:		careful to ensure there are no sudden jumps in displacement.
k3d/share/shaders/k3d_slateroofd.sl:54:   uniform float swidth = 1 / sfreq, 		/* Tile width in the s directio */
k3d/share/shaders/k3d_slateroofd.sl:55:                 twidth = 1 / tfreq, 		/* ditto for the t direction */
k3d/share/shaders/k3d_slateroofd.sl:56:                 offset = swidth / 2;		/* the amount by which alternate rows are offset */
k3d/share/shaders/k3d_slateroofd.sl:57:   float scoord = s, tcoord = 1 - t; 		/* re map the t coord so that the coving is at the top */
k3d/share/shaders/k3d_slateroofd.sl:58:   float stile, ttile, 							/* An integer identifying the current tile */
k3d/share/shaders/k3d_slateroofd.sl:59:			s_offset, t_offset, 					/* Offsets withing the current tile, between 0, 1 */
k3d/share/shaders/k3d_slateroofd.sl:61:			cs, ct; 									/* Coordinates set to the centre of the tile and fed into the noise function */
k3d/share/shaders/k3d_slateroofd.sl:62:   float add,	 									/* Add, between 0 and 1, hold the amount the current tile overlaps the next */
k3d/share/shaders/k3d_slateroofd.sl:65:										 				 	displacement for the non-overlapping tile */
k3d/share/shaders/k3d_slateroofd.sl:76:	/* Work out which tile we are in, and the offset within that tile */
k3d/share/shaders/k3d_slateroofd.sl:86:	/* Work out the displacement assuming the point is in the 
k3d/share/shaders/k3d_slateroofd.sl:91:   	/* the noise function is always taken at the same point in the tile 
k3d/share/shaders/k3d_slateroofd.sl:92:   		normally the center, except in the short tiles which lie at the
k3d/share/shaders/k3d_slateroofd.sl:93:			start and end of an offset row, where the middle of the left side 
k3d/share/shaders/k3d_slateroofd.sl:94:			of the tile is used */
k3d/share/shaders/k3d_slateroofd.sl:98:			/* An offset row, so we must deal with the half tiles */
k3d/share/shaders/k3d_slateroofd.sl:103: 		/* the very bottom row cannot expand */
k3d/share/shaders/k3d_slateroofd.sl:105:	/* now calculate the displacement */
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_slateroofd.sl:124:	/* Work out whether the point is in fact in another tile 	
k3d/share/shaders/k3d_slateroofd.sl:125:		storing the new tile in stile, ttile and new offset
k3d/share/shaders/k3d_slateroofd.sl:129:			/* the point might be in another tile */
k3d/share/shaders/k3d_slateroofd.sl:131:				/* We are in an offset tile row adjust the scoord appropriately for
k3d/share/shaders/k3d_slateroofd.sl:132:		 			the row below */
k3d/share/shaders/k3d_slateroofd.sl:139:			/* Now calculate cs, ct the reference point for the noise calculation */					
k3d/share/shaders/k3d_slateroofd.sl:143:				/* An offset row, so we must deal with the half tiles */
k3d/share/shaders/k3d_slateroofd.sl:147:			/* if t_offset <= newadd we are actually in the overlapping tile */
k3d/share/shaders/k3d_slateroofd.sl:156:			/* calculate the displacement again */
k3d/share/shaders/k3d_slateroofd.sl:172:			/* taking the maximum of dispo, disp ensures that there
k3d/share/shaders/k3d_smoke.sl:12: *          toward the viewer.
k3d/share/shaders/k3d_smoke.sl:13: *   integstart, integend - bounds along the viewing ray direction of the
k3d/share/shaders/k3d_smoke.sl:14: *          integration of atmospheric effects.
k3d/share/shaders/k3d_smoke.sl:16: *   smokefreq, smokeoctaves, smokevary - control the fBm of the noisy smoke
k3d/share/shaders/k3d_smoke.sl:17: *          If either smokeoctaves or smokevary is 0, there is no noise
k3d/share/shaders/k3d_smoke.sl:18: *          to the smoke.
k3d/share/shaders/k3d_smoke.sl:19: *   scatter - when non-1, can be used to give wavelength-dependent
k3d/share/shaders/k3d_smoke.sl:30:/* For point P (we are passed both the current and shader space
k3d/share/shaders/k3d_smoke.sl:31: * coordinates), gather illumination from the light sources and
k3d/share/shaders/k3d_smoke.sl:32: * compute the smoke density at that point.  Only count lights tagged
k3d/share/shaders/k3d_smoke.sl:33: * with the "__foglight" parameter.  
k3d/share/shaders/k3d_smoke.sl:88:  /* Integrate forwards from the start point */
k3d/share/shaders/k3d_smoke.sl:96:  /* Get the in-scattered light and the local smoke density for the
k3d/share/shaders/k3d_smoke.sl:97:   * beginning of the ray 
k3d/share/shaders/k3d_smoke.sl:105:      /* Take a step and get the local scattered light and smoke density */
k3d/share/shaders/k3d_smoke.sl:111:      /* Find the blocking and light scattering contribution of 
k3d/share/shaders/k3d_smoke.sl:112:       * the portion of the volume covered by this step.
k3d/share/shaders/k3d_smoke.sl:125:  /* Ci & Oi are the color and opacity of the background element.
k3d/share/shaders/k3d_smoke.sl:126:   * Now Cv is the light contributed by the volume itself, and Ov is the
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_smoke.sl:128:   * which makes it through the volume.  So just composite!
k3d/share/shaders/k3d_smoke2.sl:2: * TLSmoke.sl -- This is really Larry's noisysmoke.sl.  I only took out the
k3d/share/shaders/k3d_smoke2.sl:7: *    used to integrate the GADD to find scattering and extinction.
k3d/share/shaders/k3d_smoke2.sl:11: *   integstart, integend - bounds along the viewing ray direction of the
k3d/share/shaders/k3d_smoke2.sl:12: *          integration of atmospheric effects.
k3d/share/shaders/k3d_smoke2.sl:14: *   use_lighting - if nonzero, light visibility along the ray will be taken
k3d/share/shaders/k3d_smoke2.sl:16: *   use_noise - makes the smoke noisy (nonuniform) when nonzero
k3d/share/shaders/k3d_smoke2.sl:17: *   freq, octaves, smokevary - control the fBm of the noisy smoke
k3d/share/shaders/k3d_smoke2.sl:29: * Revision 1.1  2004/05/19 18:15:20  tshead
k3d/share/shaders/k3d_smoke2.sl:30: * * Moved scripts & shaders to the share directory
k3d/share/shaders/k3d_smoke2.sl:33: * * Initial checkin
k3d/share/shaders/k3d_smoke2.sl:39: * Compute only one octave of noise when not lit (big speedup)
k3d/share/shaders/k3d_smoke2.sl:50:/* Here is where we define the GADD. */
k3d/share/shaders/k3d_smoke2.sl:91:#else  /* PRMan and BMRT have I reverse of each other, conflict in spec */
k3d/share/shaders/k3d_smoke2.sl:109:  /* Integrate forwards from the start point */
k3d/share/shaders/k3d_smoke2.sl:127:	  /* Our goal now is to find dC and dO, the color and opacity
k3d/share/shaders/k3d_smoke2.sl:128:	   * of the portion of the volume covered by this step.
k3d/share/shaders/k3d_smoke2.sl:147:  /* Ci & Oi are the color (premultiplied by opacity) and opacity of 
k3d/share/shaders/k3d_smoke2.sl:148:   * the background element.
k3d/share/shaders/k3d_smoke2.sl:149:   * Now Cv is the light contributed by the volume itself, and Ov is the
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_smoke2.sl:151:   * which makes it through the volume.
k3d/share/shaders/k3d_softboxes.sl:14:** $Id: k3d_softboxes.sl,v 1.1 2004/05/19 18:15:20 tshead Exp $
k3d/share/shaders/k3d_softboxes.sl:49:/*   - point Q on the x-y plane						***/
k3d/share/shaders/k3d_softboxes.sl:50:/*   - the equations of two superellipses (with major/minor axes given	***/
k3d/share/shaders/k3d_softboxes.sl:51:/*      by  a,b and A,B for the inner and outer ellipses, respectively)	***/
k3d/share/shaders/k3d_softboxes.sl:53:/*   - 0 if Q was inside the inner ellipse				***/
k3d/share/shaders/k3d_softboxes.sl:54:/*   - 1 if Q was outside the outer ellipse				***/
k3d/share/shaders/k3d_softboxes.sl:58:/* this is the identical function used by sqLight etc */
k3d/share/shaders/k3d_softboxes.sl:61:    point Q;          /* Test point on the x-y plane */
k3d/share/shaders/k3d_softboxes.sl:101:    output float theDist;
k3d/share/shaders/k3d_softboxes.sl:102:    output color theColor;
k3d/share/shaders/k3d_softboxes.sl:103:    output color theOpac;
k3d/share/shaders/k3d_softboxes.sl:106:    uniform string theFilterName = filtTypes[clamp(boxFilter,0,3)];
k3d/share/shaders/k3d_softboxes.sl:110:    /* Get the surface position */
k3d/share/shaders/k3d_softboxes.sl:123:    uniform float he = max(boxHEdge,-bh2);
k3d/share/shaders/k3d_softboxes.sl:125:    uniform float bH = bh2+he;
k3d/share/shaders/k3d_softboxes.sl:139:	    varying float theS = (oW+xcomp(Pplane))/(oW*2);
k3d/share/shaders/k3d_softboxes.sl:140:	    varying float theT = (oH-ycomp(Pplane))/(oH*2);
k3d/share/shaders/k3d_softboxes.sl:141:	    theS = min(2,max(-1,theS));
k3d/share/shaders/k3d_softboxes.sl:142:	    theT = min(2,max(-1,theT));
k3d/share/shaders/k3d_softboxes.sl:144:		ct = texture(boxTexture,theS,theT,
k3d/share/shaders/k3d_softboxes.sl:145:			    "filter",	theFilterName,
k3d/share/shaders/k3d_softboxes.sl:158:		ot = float texture(boxTexture[alphaChan],theS,theT,
k3d/share/shaders/k3d_softboxes.sl:159:			    "filter",	theFilterName,
k3d/share/shaders/k3d_softboxes.sl:168:    theDist = pDist;
k3d/share/shaders/k3d_softboxes.sl:169:    theOpac = contrib * boxOpac * ot;
k3d/share/shaders/k3d_softboxes.sl:170:    theColor = contrib * ct * boxColor / pow(pDist,decayExp);	/* premultiplied!!!!! */
k3d/share/shaders/k3d_softboxes.sl:178:    uniform string	theName;
k3d/share/shaders/k3d_softboxes.sl:179:    varying point	thePoint;
k3d/share/shaders/k3d_softboxes.sl:180:    uniform ENUM	theFilt;
k3d/share/shaders/k3d_softboxes.sl:181:    uniform float	theBlur,
k3d/share/shaders/k3d_softboxes.sl:182:			theSamples,
k3d/share/shaders/k3d_softboxes.sl:183:			theBias;
k3d/share/shaders/k3d_softboxes.sl:186:    uniform string theFilterName = filtTypes[clamp(theFilt,0,1)];
k3d/share/shaders/k3d_softboxes.sl:187:    varying float inShadow = shadow (theName,
k3d/share/shaders/k3d_softboxes.sl:188:			    thePoint,
k3d/share/shaders/k3d_softboxes.sl:189:			    "filter",	theFilterName,
k3d/share/shaders/k3d_softboxes.sl:190:			    "blur",	theBlur,
k3d/share/shaders/k3d_softboxes.sl:191:			    "samples",	theSamples,
k3d/share/shaders/k3d_softboxes.sl:192:			    "bias",	theBias);
k3d/share/shaders/k3d_softboxes.sl:205:#else /* !BMRT -- slc compiler doesn't like these definitions */
k3d/share/shaders/k3d_softboxes.sl:304:    uniform string rcsInfo = "$Id: k3d_softboxes.sl,v 1.1 2004/05/19 18:15:20 tshead Exp $";
k3d/share/shaders/k3d_softboxes.sl:306:    uniform string theFilterName = filtTypes[clamp(envTexFilter,0,3)];
k3d/share/shaders/k3d_softboxes.sl:310:    uniform string theEnvSpace;
k3d/share/shaders/k3d_softboxes.sl:312:	theEnvSpace = "shader";
k3d/share/shaders/k3d_softboxes.sl:314:	theEnvSpace = envReflSpace;
k3d/share/shaders/k3d_softboxes.sl:410:		varying vector Rs = normalize (vtransform (theEnvSpace, normalize(-L)));
k3d/share/shaders/k3d_softboxes.sl:413:		    varying point PShd = transform (theEnvSpace, Ps);
k3d/share/shaders/k3d_softboxes.sl:422:					    "filter", theFilterName,
k3d/share/shaders/k3d_softboxes.sl:434:			if (sortedDist[i]>sortedDist[j]) { /* farthest first */
k3d/share/shaders/k3d_softboxes.sl:458:	    float theDot = Ln.Nn;
k3d/share/shaders/k3d_spacecloud.sl:7: *   Uses a pulse function to tapper off the edges of the texture
k3d/share/shaders/k3d_spacecloud.sl:13: *   fuzz -- amount to blur the edges of the pulse
k3d/share/shaders/k3d_spacecloud.sl:15: *   maxAdjust -- amount that can be added to the value
k3d/share/shaders/k3d_spacecloud.sl:16: *   maxOpacity -- maximin opacity for the surface
k3d/share/shaders/k3d_spacecloud.sl:29: *      I was never happy with the results.  So now am just using noise over
k3d/share/shaders/k3d_spaceshiphull1.sl:22:	float width = .1; float height = .06;
k3d/share/shaders/k3d_spaceshiphull1.sl:34:  tt = t / height;
k3d/share/shaders/k3d_spotlight.sl:4: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_square_ridges.sl:2:// Copyright (c) 1995-2004, Timothy M. Shead
k3d/share/shaders/k3d_square_ridges.sl:4:// Contact: tshead@k-3d.com
k3d/share/shaders/k3d_square_ridges.sl:7:// modify it under the terms of the GNU General Public
k3d/share/shaders/k3d_square_ridges.sl:8:// License as published by the Free Software Foundation; either
k3d/share/shaders/k3d_square_ridges.sl:9:// version 2 of the License, or (at your option) any later version.
k3d/share/shaders/k3d_square_ridges.sl:11:// This program is distributed in the hope that it will be useful,
k3d/share/shaders/k3d_square_ridges.sl:12:// but WITHOUT ANY WARRANTY; without even the implied warranty of
k3d/share/shaders/k3d_square_ridges.sl:13:// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
k3d/share/shaders/k3d_square_ridges.sl:16:// You should have received a copy of the GNU General Public
k3d/share/shaders/k3d_square_ridges.sl:17:// License along with this program; if not, write to the Free Software
k3d/share/shaders/k3d_square_ridges.sl:21:		\author Tim Shead (tshead@k-3d.com)
k3d/share/shaders/k3d_square_ridges.sl:24:/// Filtering code courtesy of the Advanced RenderMan book ... where else?
k3d/share/shaders/k3d_srfdeformation.sl:9:   projects a texture through the camera onto the Pref
k3d/share/shaders/k3d_srfdeformation.sl:10:   object and deforms it to the P position
k3d/share/shaders/k3d_srfdeformation.sl:12:   additionally, calculates the changes to shading on the surface 
k3d/share/shaders/k3d_srfdeformation.sl:13:   measured by the change in diffuse lighting from the Pref to P.
k3d/share/shaders/k3d_srfdeformation.sl:16:   for the user.
k3d/share/shaders/k3d_srfdeformation.sl:51:				   2 = output lighting of the P object
k3d/share/shaders/k3d_srfdeformation.sl:52:				   3 = output lighting of the Pref object
k3d/share/shaders/k3d_srfdeformation.sl:82:    /* These lighting loops can be enhanced to calculate
k3d/share/shaders/k3d_srfdeformation.sl:98:    if (debug == 1) {  /* output the texture - no lighting */
k3d/share/shaders/k3d_star.sl:10: *    F. Kenton Musgrave, Darwyn Peachey, Ken Perlin, and Steven Worley.
k3d/share/shaders/k3d_starfield.sl:2:	Makes a star field.  Best when used as a surface shader for the inside	of a large sphere.
k3d/share/shaders/k3d_starfield.sl:4:	We partition space into a 1x1x1 grid, rendering one solid spherical "star" per cell.
k3d/share/shaders/k3d_starfield.sl:8:	AUTHOR: written by Timothy M. Shead
k3d/share/shaders/k3d_starfield.sl:16:	// Get the nearest star ...
k3d/share/shaders/k3d_starfield.sl:21:	// Calculate the distance to the nearest star ...
k3d/share/shaders/k3d_stones.sl:8: * This software is placed in the public domain and is provided as is 
k3d/share/shaders/k3d_stones.sl:12: * trying to replicate the shader usr for the ground in "A BUGS LIFE".
k3d/share/shaders/k3d_stones.sl:13: * Uses st to create the rocks and "shader" space to create the grunge.
k3d/share/shaders/k3d_stones.sl:15: * Feel free to use this shader to create skin for any character, anywhere and
k3d/share/shaders/k3d_stones.sl:16: * everywhere, Just list me on the credits under "Shading Team" if you use the
k3d/share/shaders/k3d_stones.sl:21: * ka, Kd, Ks, roughness = the usual
k3d/share/shaders/k3d_stones.sl:23: * displace = should the surface be bumped(0) or displaced (1)?
k3d/share/shaders/k3d_stones.sl:24: * minfreq & maxfreq = limits to the rock loop excecution
k3d/share/shaders/k3d_stones.sl:27: * varyhue, varysat,varylum  = how much will the color change?
k3d/share/shaders/k3d_stones.sl:33: * NOTE .- This shader is VERY SLOW when you enable bumping, even SLOWER with
k3d/share/shaders/k3d_stones.sl:57:/* varyEach takes a computed color, then tweaks each indexed item
k3d/share/shaders/k3d_stones.sl:100: float r,theta,angle;
k3d/share/shaders/k3d_strata.sl:8: *    Ka, Kd - the usual meaning
k3d/share/shaders/k3d_strata.sl:9: *    txtscale - overall scaling factor for the texture
k3d/share/shaders/k3d_strata.sl:10: *    zscale - scaling for the thickness of the layers
k3d/share/shaders/k3d_strata.sl:11: *    turbscale - how turbulent the layers are
k3d/share/shaders/k3d_strata.sl:12: *    offset - z offset for the pattern
k3d/share/shaders/k3d_strata.sl:13: *    octaves - number of octaves of noise to sum for the turbulence
k3d/share/shaders/k3d_strata.sl:25: *    F. Kenton Musgrave, Darwyn Peachey, Ken Perlin, and Steven Worley.
k3d/share/shaders/k3d_stucco.sl:8: *   Km 	   	the amplitude of the stucco pimples
k3d/share/shaders/k3d_stucco.sl:9: *   power	   	controls the shape of the pimples
k3d/share/shaders/k3d_stucco.sl:10: *   frequency  	the frequency of the pimples
k3d/share/shaders/k3d_superkagee.sl:14:    uniform string      theName;
k3d/share/shaders/k3d_superkagee.sl:15:    varying point       thePoint;
k3d/share/shaders/k3d_superkagee.sl:16:    uniform ENUM        theFilt;
k3d/share/shaders/k3d_superkagee.sl:17:    uniform float       theBlur,
k3d/share/shaders/k3d_superkagee.sl:18:                        theSamples,
k3d/share/shaders/k3d_superkagee.sl:19:                        theBias;
k3d/share/shaders/k3d_superkagee.sl:22:    uniform string theFilterName = filtTypes[clamp(theFilt,0,1)];
k3d/share/shaders/k3d_superkagee.sl:24:#define SHADPOINT thePoint
k3d/share/shaders/k3d_superkagee.sl:25:    inShadow = shadow (theName,
k3d/share/shaders/k3d_superkagee.sl:27:                            "filter",   theFilterName,
k3d/share/shaders/k3d_superkagee.sl:28:                            "blur",     theBlur,
k3d/share/shaders/k3d_superkagee.sl:29:                            "samples",  theSamples,
k3d/share/shaders/k3d_superkagee.sl:30:                            "bias",     theBias);
k3d/share/shaders/k3d_superkagee.sl:72:"$Id: k3d_superkagee.sl,v 1.1 2004/05/19 18:15:20 tshead Exp $";
k3d/share/shaders/k3d_superplank.sl:2: * superplank.sl -- another surface shader for wood planks.
k3d/share/shaders/k3d_superplank.sl:5: *   Makes texture of wooden planks in s-t space.  This wood looks rather
k3d/share/shaders/k3d_superplank.sl:6: *   like varnished oak planks, with staggered planks, rings and grain,
k3d/share/shaders/k3d_superplank.sl:7: *   reflections (either traced or via reflection map), and bumps.
k3d/share/shaders/k3d_superplank.sl:8: *   It can make the plank pattern as either straight staggered planks
k3d/share/shaders/k3d_superplank.sl:12: *   Ka, Kd, Ks, specularcolor, roughness - work just like the plastic shader
k3d/share/shaders/k3d_superplank.sl:15: *   txtscale - overall scaling factor for the texture
k3d/share/shaders/k3d_superplank.sl:17: *   lightwood - wood-like color from which the various shades are derived.
k3d/share/shaders/k3d_superplank.sl:20: *   groovewidth - width of the grooves between the planks (in terms of s/t)
k3d/share/shaders/k3d_superplank.sl:21: *   groovedepth - depth of the groove indentations (in shader space units)
k3d/share/shaders/k3d_superplank.sl:22: *   groovecolor - the color of the "grooves" between the planks
k3d/share/shaders/k3d_superplank.sl:25: *   plankstagger - for staggered, how much are the rows of planks staggered
k3d/share/shaders/k3d_superplank.sl:27: *   ringscale - scaling for the ring spacing
k3d/share/shaders/k3d_superplank.sl:28: *   ringwidth - relative width of the dark ring parts
k3d/share/shaders/k3d_superplank.sl:29: *   wavy - relative wavyness of the ring pattern
k3d/share/shaders/k3d_superplank.sl:31: *   grainscale - scaling for the fine grain
k3d/share/shaders/k3d_superplank.sl:33: *   varnishbumpfreq - frequency of bumps in the varnish coating
k3d/share/shaders/k3d_superplank.sl:34: *   varnishbumpamp - height of bumps in the varnish coating
k3d/share/shaders/k3d_superplank.sl:69:			float groovewidth = 0.001;	/* Width of the grooves between planks */
k3d/share/shaders/k3d_superplank.sl:70:			float groovedepth = .0004;	/* Depth of the groove */
k3d/share/shaders/k3d_superplank.sl:80:			float graindepth = 0.0001;	/* Depth of divots where grains are */
k3d/share/shaders/k3d_superplank.sl:81:			float varnishbumpfreq = 30;	/* Bump freq of the varnish */
k3d/share/shaders/k3d_superplank.sl:82:			float varnishbumpamp = 0.0003;	/* How big are the varnish bumps? */
k3d/share/shaders/k3d_superplank.sl:100:  float ring;			/* 1 in a ring darkening, 0 where not */
k3d/share/shaders/k3d_superplank.sl:101:  float grain;			/* 1 inside a grain bit, 0 elsewhere */
k3d/share/shaders/k3d_superplank.sl:110:  float disp;			/* accumulate displacement here */
k3d/share/shaders/k3d_superplank.sl:120:   * Determine the basic mapping, filter sizes for antialiasing, other
k3d/share/shaders/k3d_superplank.sl:121:   * values used throughout the shader.
k3d/share/shaders/k3d_superplank.sl:124:  /* First, determine the basic mapping */
k3d/share/shaders/k3d_superplank.sl:127:  /* Compute the basic filter size for antialiasing */
k3d/share/shaders/k3d_superplank.sl:133:   * We will use this later to help scale the displacement, this making
k3d/share/shaders/k3d_superplank.sl:134:   * the bumps scale relative to the overall pattern, rather than being
k3d/share/shaders/k3d_superplank.sl:135:   * strictly tied to the scale of the object.
k3d/share/shaders/k3d_superplank.sl:144:   * antialiased term for whether we're in or out of a groove.
k3d/share/shaders/k3d_superplank.sl:182:  /* Figure out where the grooves are.  The value groovy is 0 where there
k3d/share/shaders/k3d_superplank.sl:183:   * are grooves, 1 where the wood grain is visible.  Do some simple
k3d/share/shaders/k3d_superplank.sl:184:   * antialiasing by trying to box filter the edges of the grooves.
k3d/share/shaders/k3d_superplank.sl:193:    w = 1 - 2 * GWF;		/* Filter width is wider than the plank itself */
k3d/share/shaders/k3d_superplank.sl:197:    h = 1 - 2 * GHF;		/* Filter width is longer than the plank itself */
k3d/share/shaders/k3d_superplank.sl:205:   * The wood has rings at one scale, grain at a finer scale.  They
k3d/share/shaders/k3d_superplank.sl:209:  /* Compute the filter width first, so we don't bother with more if
k3d/share/shaders/k3d_superplank.sl:210:   * the rings are too small to see.
k3d/share/shaders/k3d_superplank.sl:247:  /* Start with the light wood color */
k3d/share/shaders/k3d_superplank.sl:252:  /* Darken the wood according to the ring and grain patterns */
k3d/share/shaders/k3d_superplank.sl:254:  /* Combine the rings, grain, plank variation into one surface color */
k3d/share/shaders/k3d_superplank.sl:256:  /* Less specular in the grooves, more specular in the dark wood. */
k3d/share/shaders/k3d_superplank.sl:263:   * We do some bump mapping to make the grooves and grain depressed,
k3d/share/shaders/k3d_superplank.sl:264:   * and add some general lumpiness to the varnish layer.
k3d/share/shaders/k3d_superplank.sl:270:      /* Random bumps on the varnish */
k3d/share/shaders/k3d_superplank.sl:289:   * The wood itself behaves like plastic, the varnish overtop reflects
k3d/share/shaders/k3d_superplank.sl:290:   * using the fresnel formula (grazing angles reflect like mirrors).
k3d/share/shaders/k3d_superpplastic.sl:4: * The RenderMan (R) Interface Procedures and RIB Protocol are:
k3d/share/shaders/k3d_superpplastic.sl:9: *    Apply a texture map to a plastic surface, indexing the texture
k3d/share/shaders/k3d_superpplastic.sl:10: *    by the s,t parameters of the surface.
k3d/share/shaders/k3d_superpplastic.sl:13: *    Ka, Kd, Ks, roughness, specularcolor - the usual meaning.
k3d/share/shaders/k3d_superpplastic.sl:14: *    texturename - the name of the texture file.
k3d/share/shaders/k3d_supertexmap.sl:6: *    to a plastic surface.  This is essentially a replacement for the
k3d/share/shaders/k3d_supertexmap.sl:7: *    standard "paintedplastic", but with much more flexibility in the
k3d/share/shaders/k3d_supertexmap.sl:8: *    coordinate mapping of the texture.
k3d/share/shaders/k3d_supertexmap.sl:11: *    Ka, Kd, Ks, roughness, specularcolor - the usual meaning.
k3d/share/shaders/k3d_supertexmap.sl:12: *    texturename - the name of the texture file.
k3d/share/shaders/k3d_supertexmap.sl:13: *    projection - specifies the projection type, one of "st", "planar",
k3d/share/shaders/k3d_supertexmap.sl:14: *                 "perspective", "cylindrical", "spherical".
k3d/share/shaders/k3d_supertexmap.sl:15: *    textureprojspace - the space in which the texture projection is
k3d/share/shaders/k3d_supertexmap.sl:16: *                applied; either a standard space like "shader", or a
k3d/share/shaders/k3d_supertexmap.sl:18: *    mx - 16 floats giving an 3-D affine transformation to apply to the
k3d/share/shaders/k3d_supertexmap.sl:68:  /* Start out with the regular plastic parameters, unless overridden
k3d/share/shaders/k3d_supertoon.sl:10: * clamping, the inflection points are lim2, lim3 and lim4. This shader is very cheap, 

k3d/share/shaders/k3d_supertoon.sl:44:    if(Ks != 0){ /* Some optimization. If the multiplier is zero, why call an expensive function? */

k3d/share/shaders/k3d_terran.sl:2:mottle_limit, mottle_scale, moddle_dim, mottle_mag - control the
k3d/share/shaders/k3d_terran.sl:48:   * First, figure out where we are in relation to the oceans/mountains.
k3d/share/shaders/k3d_terran.sl:50:   *       expect these two shaders to work well together.
k3d/share/shaders/k3d_terran.sl:85:  /* get the "height" of the bump, displacing by offset */
k3d/share/shaders/k3d_terran.sl:99:  /* make climate symmetric about equator -- use the "v" parameter */
k3d/share/shaders/k3d_terran.sl:114:      /* Choose color of land based on the following spline.
k3d/share/shaders/k3d_terran.sl:116:       * so I used a scanned photo of the real Earth to select some
k3d/share/shaders/k3d_terran.sl:141:      /* mottle the color some */
k3d/share/shaders/k3d_terran2.sl:9: *      When put on a sphere, sets the color to look like relatively
k3d/share/shaders/k3d_terran2.sl:10: *   Earth-like.  The shader works by using a variety of fractal 
k3d/share/shaders/k3d_terran2.sl:12: *      Note that there is a companion displacement shader "terranbump"
k3d/share/shaders/k3d_terran2.sl:13: *   which is necessary to get the best effect.  If you do this, it is
k3d/share/shaders/k3d_terran2.sl:14: *   important that the parameters common to "terran" and "terranbump"
k3d/share/shaders/k3d_terran2.sl:15: *   both be set to the same values.  Otherwise you get bumpy mountains
k3d/share/shaders/k3d_terran2.sl:16: *   in the middle of the ocean.
k3d/share/shaders/k3d_terran2.sl:20: *    Ka, Kd - the usual meaning
k3d/share/shaders/k3d_terran2.sl:21: *    spectral_exp, lacunarity, octaves - control the fractal characteristics
k3d/share/shaders/k3d_terran2.sl:22: *                of the bump pattern.
k3d/share/shaders/k3d_terran2.sl:23: *    bump_scale - scaling of the mountains
k3d/share/shaders/k3d_terran2.sl:31: *    ice_caps - latitude at which ice caps tend to form on the oceans
k3d/share/shaders/k3d_terran2.sl:33: *    mottle_limit, mottle_scale, moddle_dim, mottle_mag - control the
k3d/share/shaders/k3d_terran2.sl:38: *       The default values for the shader assume that the planet is
k3d/share/shaders/k3d_terran2.sl:39: *    represented by a unit sphere.  The texture space and/or parameters
k3d/share/shaders/k3d_terran2.sl:40: *    to this shader will need to be altered if the size of your planet
k3d/share/shaders/k3d_terran2.sl:42: *       For best results, use with the "terranbump" displacement shader,
k3d/share/shaders/k3d_terran2.sl:43: *    and add a cloud layer using either "planetclouds" or "venusclouds".
k3d/share/shaders/k3d_terran2.sl:111:   * First, figure out where we are in relation to the oceans/mountains.
k3d/share/shaders/k3d_terran2.sl:113:   *       expect these two shaders to work well together.
k3d/share/shaders/k3d_terran2.sl:141:  /* get the "height" of the bump, displacing by offset */
k3d/share/shaders/k3d_terran2.sl:154:  /* make climate symmetric about equator -- use the "v" parameter */
k3d/share/shaders/k3d_terran2.sl:167:      /* Choose color of land based on the following spline.
k3d/share/shaders/k3d_terran2.sl:169:       * so I used a scanned photo of the real Earth to select some
k3d/share/shaders/k3d_terran2.sl:201:     /* mottle the color some */
k3d/share/shaders/k3d_terranbump.sl:63:  /* get the "height" of the bump, displacing by offset */
k3d/share/shaders/k3d_terranbump.sl:70:  /* Recalculate the surface normal (this is where all the real magic is!) */
k3d/share/shaders/k3d_texblender.sl:170:    float MF=(comp(MC,0)+comp(MC,1)+comp(MC,2))/3; // when we want a float
k3d/share/shaders/k3d_threads.sl:2:/* From the RenderMan Companion p.367 */
k3d/share/shaders/k3d_threads.sl:18:	/* Calculate the undamped displacement */
k3d/share/shaders/k3d_threads.sl:21:	/* Damp the displacement to 0 at each end */
k3d/share/shaders/k3d_threads.sl:27:	/* Do the displacement */
k3d/share/shaders/k3d_tooledsteel.sl:4: *  in any way you see fit, but please leave my name near the top
k3d/share/shaders/k3d_tooledsteel.sl:6: *  a combination of IDbrushedmetal.sl and the Worley-esque
k3d/share/shaders/k3d_tooledsteel.sl:8: *  A vector is computed from the gradient of the distance function,
k3d/share/shaders/k3d_tooledsteel.sl:9: *  and then used as the vector of anisotropy. works best on parametric
k3d/share/shaders/k3d_tooledsteel.sl:10: *  surfaces where you don't care about the seams. 
k3d/share/shaders/k3d_tooledsteel.sl:17: *  Nzscale 		- scale of the noise that randomizes the location of 
k3d/share/shaders/k3d_tooledsteel.sl:18: *          		  the swirls. set this to zero for a perfect grid.
k3d/share/shaders/k3d_tooledsteel.sl:23: *  specwidth		- the width of the specular stripe
k3d/share/shaders/k3d_tooledsteel.sl:25: *  specspread		- the spread of the specular stripe
k3d/share/shaders/k3d_tooledsteel.sl:27: *  mapspread		- the spread of the reflection map streaking
k3d/share/shaders/k3d_tooledsteel.sl:29: *  twist		- allows you to twist the direction of anisotropy
k3d/share/shaders/k3d_tooledsteel.sl:31: *  mapname		- name of the environment map
k3d/share/shaders/k3d_tooledsteel.sl:32: *  specularcolor	- color of the specular hilight
k3d/share/shaders/k3d_tooledsteel.sl:66:  /*what is the shortest distance to a noised cell center?*/
k3d/share/shaders/k3d_toonmap.sl:120:float cos_here;
k3d/share/shaders/k3d_toonmap.sl:142:/* antialias the transition */
k3d/share/shaders/k3d_toonmap.sl:157:cos_here = normalize(Nf).normI;
k3d/share/shaders/k3d_toonmap.sl:160:layer_opac = 1 - smoothstep(ink_thresh - ink_fuzz/2, ink_thresh + ink_fuzz/2, abs(cos_here));
k3d/share/shaders/k3d_toonmap.sl:162:if (abs(cos_here) < ink_thresh)
k3d/share/shaders/k3d_translucency.sl:6:* Author: Xavier Matia Bernasconi - The Chimney Pot -
k3d/share/shaders/k3d_translucency.sl:13:*		It also implement the Stephen H. Westin velvet
k3d/share/shaders/k3d_translucency.sl:17:* Tips & Tricks: The transTx and TransTx2 values can be used,
k3d/share/shaders/k3d_translucency.sl:18:*		 when a texture is present, as scale value for the texture.
k3d/share/shaders/k3d_translucency.sl:19:*		 Don't use white on the translucency texture.
k3d/share/shaders/k3d_translucency.sl:20:*		 It burns out the surface color.
k3d/share/shaders/k3d_translucency.sl:23:*	 If you use it in some production please email me the result.
k3d/share/shaders/k3d_translucency.sl:38:			color sheen = 0.25;
k3d/share/shaders/k3d_translucency.sl:120:		shiny += pow (cosine, 1.0/roughness) / (ln.Nf) * Cl * sheen;
k3d/share/shaders/k3d_translucency.sl:123:		shiny += pow(sine, 10.0)*ln.Nf * Cl*sheen;
k3d/share/shaders/k3d_uberlight.sl:8: * Rather than explicitly pass "from" and "to" points to indicate the
k3d/share/shaders/k3d_uberlight.sl:9: * position and direction of the light (as spotlight does), this light
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:11: * toward the +z axis (also in shader space).  Thus, to position and
k3d/share/shaders/k3d_uberlight.sl:12: * orient the light source, you must translate and rotate the
k3d/share/shaders/k3d_uberlight.sl:13: * coordinate system in effect when the light source is declared.
k3d/share/shaders/k3d_uberlight.sl:15: * hard, and it vastly simplifies the math in the shader.
k3d/share/shaders/k3d_uberlight.sl:18: *   intensity - overall intensity scaling of the light
k3d/share/shaders/k3d_uberlight.sl:19: *   lightcolor - overall color filtering for the light
k3d/share/shaders/k3d_uberlight.sl:26: *       BMRT area lights for the time being).
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:30: *       light coordinates) over which the light is active.  Outside
k3d/share/shaders/k3d_uberlight.sl:32: *   nearedge, faredge - define the width of the transition regions
k3d/share/shaders/k3d_uberlight.sl:33: *       for the cuton and cutoff.  The transitions will be smooth.
k3d/share/shaders/k3d_uberlight.sl:34: *   falloff - defines the exponent for falloff.  A falloff of 0 (the
k3d/share/shaders/k3d_uberlight.sl:35: *       default) indicates that the light is the same brightness
k3d/share/shaders/k3d_uberlight.sl:36: *       regardless of distance from the source.  Falloff==1 indicates
k3d/share/shaders/k3d_uberlight.sl:40: *   falloffdist - the distance at which the incident energy is actually
k3d/share/shaders/k3d_uberlight.sl:41: *       equal to intensity*lightcolor.  In other words, the intensity
k3d/share/shaders/k3d_uberlight.sl:43: *   maxintensity - to prevent the light from becoming unboundedly
k3d/share/shaders/k3d_uberlight.sl:44: *       large when the distance < falloffdist, the intensity is
k3d/share/shaders/k3d_uberlight.sl:46: *   parallelrays - when 0 (the default), the light appears to emanate
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:49: *       source (like the sun).
k3d/share/shaders/k3d_uberlight.sl:51: * Shaping of the cross-section.  The cross-section of the light cone
k3d/share/shaders/k3d_uberlight.sl:52: * is actually described by a superellipse with the following
k3d/share/shaders/k3d_uberlight.sl:54: *   shearx, sheary - define the amount of shear applied to the light
k3d/share/shaders/k3d_uberlight.sl:55: *       cone direction.  Default is 0, meaning that the center of the
k3d/share/shaders/k3d_uberlight.sl:56: *       light cone is aligned with the z-axis in local light space.
k3d/share/shaders/k3d_uberlight.sl:57: *   width, height - define the dimensions of the "barn door" opening.
k3d/share/shaders/k3d_uberlight.sl:58: *       They are the cross-sectional dimensions at a distance of 1
k3d/share/shaders/k3d_uberlight.sl:59: *       from the light.  In other words, width==height==1 indicates a
k3d/share/shaders/k3d_uberlight.sl:60: *       90 degree cone angle for the light.
k3d/share/shaders/k3d_uberlight.sl:61: *   wedge, hedge - the amount of width and height edge fuzz,
k3d/share/shaders/k3d_uberlight.sl:63: *       values (up to 1) will make the edge softer.
k3d/share/shaders/k3d_uberlight.sl:64: *   roundness - controls how rounded the corners of the superellipse
k3d/share/shaders/k3d_uberlight.sl:65: *       are.  If this value is 0, the cross-section will be a perfect
k3d/share/shaders/k3d_uberlight.sl:66: *       rectangle.  If the value is 1, the cross-section will be a
k3d/share/shaders/k3d_uberlight.sl:67: *       perfect ellipse.  In-between values control the roundness of
k3d/share/shaders/k3d_uberlight.sl:68: *       the corners in a fairly obvious way.
k3d/share/shaders/k3d_uberlight.sl:70: *       A value of 0 (the default) means no angle falloff.  A value
k3d/share/shaders/k3d_uberlight.sl:72: *       corresponds to a cosine falloff.  For a BMRT area light, the
k3d/share/shaders/k3d_uberlight.sl:73: *       cosine falloff happens automatically, so 0 is the right physical
k3d/share/shaders/k3d_uberlight.sl:74: *       value to use.  In either case, you may use larger values to
k3d/share/shaders/k3d_uberlight.sl:75: *       make the spot more bright in the center than the outskirts.
k3d/share/shaders/k3d_uberlight.sl:80: *       done and the light emitted from the source will be filtered
k3d/share/shaders/k3d_uberlight.sl:84: *       simplicity, the shader assumes that the texture file will
k3d/share/shaders/k3d_uberlight.sl:87: * Projected noise on the light:
k3d/share/shaders/k3d_uberlight.sl:88: *   noiseamp - amplitude of the noise.  A value of 0 (the default) 
k3d/share/shaders/k3d_uberlight.sl:89: *       means not to use noise.  Larger values increase the blotchiness
k3d/share/shaders/k3d_uberlight.sl:90: *       of the projected noise.
k3d/share/shaders/k3d_uberlight.sl:91: *   noisefreq - frequency of the noise.
k3d/share/shaders/k3d_uberlight.sl:92: *   noiseoffset - spatial offset of the noise.  This can be animated,
k3d/share/shaders/k3d_uberlight.sl:93: *       for example, you can use the noise to simulate the
k3d/share/shaders/k3d_uberlight.sl:97: * Shadow mapped shadows.  For PRMan (and perhaps other renderers),
k3d/share/shaders/k3d_uberlight.sl:98: * shadows are mainly computed by shadow maps.  Please consult the
k3d/share/shaders/k3d_uberlight.sl:99: * PRMan documentation for more information on the meanings of these
k3d/share/shaders/k3d_uberlight.sl:101: *   shadowmap - the name of the texture containing the shadow map.  If
k3d/share/shaders/k3d_uberlight.sl:102: *       this value is "" (the default), no shadow map will be used.
k3d/share/shaders/k3d_uberlight.sl:103: *   shadowblur - how soft to make the shadow edge, expressed as a
k3d/share/shaders/k3d_uberlight.sl:104: *       percentage of the width of the entire shadow map.
k3d/share/shaders/k3d_uberlight.sl:105: *   shadowbias - the amount of shadow bias to add to the lookup.
k3d/share/shaders/k3d_uberlight.sl:106: *   shadownsamps - the number of samples to use.
k3d/share/shaders/k3d_uberlight.sl:108: * Ray-traced shadows.  These options work only for BMRT:
k3d/share/shaders/k3d_uberlight.sl:110: *       The default is zero, i.e., not to try raytracing.
k3d/share/shaders/k3d_uberlight.sl:111: *   nshadowrays - The number of rays to trace to determine shadowing.
k3d/share/shaders/k3d_uberlight.sl:112: *   shadowcheat - add this offset to the light source position.  This
k3d/share/shaders/k3d_uberlight.sl:113: *       allows you to cause the shadows to emanate as if the light
k3d/share/shaders/k3d_uberlight.sl:114: *       were someplace else, but without changing the area
k3d/share/shaders/k3d_uberlight.sl:115: *       illuminated or the appearance of highlights, etc.
k3d/share/shaders/k3d_uberlight.sl:119: * geometry, the shader just does the intersection with the
k3d/share/shaders/k3d_uberlight.sl:120: * superellipse.  The blocker is defined to lie on the x-y plane of
k3d/share/shaders/k3d_uberlight.sl:122: * the RIB file using the CoordinateSystem command).
k3d/share/shaders/k3d_uberlight.sl:123: *   blockercoords - the name of the coordinate system that defines the
k3d/share/shaders/k3d_uberlight.sl:124: *       local coordinates of the blocker.  If this is "", it indicates 
k3d/share/shaders/k3d_uberlight.sl:125: *       that the shader should not use a blocker at all.
k3d/share/shaders/k3d_uberlight.sl:126: *   blockerwidth, blockerheight - define the dimensions of the blocker's
k3d/share/shaders/k3d_uberlight.sl:128: *   blockerwedge, blockerhedge - define the fuzzyness of the edges.
k3d/share/shaders/k3d_uberlight.sl:129: *   blockerround - how round the corners of the blocker are (same
k3d/share/shaders/k3d_uberlight.sl:130: *       control as the "roundness" parameter that affects the light
k3d/share/shaders/k3d_uberlight.sl:135: *       defined by any or all of the shadow map, ray cast, or
k3d/share/shaders/k3d_uberlight.sl:137: *       this shader, shadowed regions actually just change the color
k3d/share/shaders/k3d_uberlight.sl:138: *       of the light to "shadowcolor".  If this color is set to
k3d/share/shaders/k3d_uberlight.sl:140: *       to, say (.25,.25,.25), it will make the shadowed regions lose
k3d/share/shaders/k3d_uberlight.sl:141: *       their full brightness but not go completely dark.  Another
k3d/share/shaders/k3d_uberlight.sl:142: *       use is if you are simulating sunlight: set the lightcolor to
k3d/share/shaders/k3d_uberlight.sl:143: *       something yellowish and make the shadowcolor dark but
k3d/share/shaders/k3d_uberlight.sl:144: *       somewhat bluish.  Another effect of shadows is to set the
k3d/share/shaders/k3d_uberlight.sl:145: *       __nonspecular flag so that the shadowed regions are lit only
k3d/share/shaders/k3d_uberlight.sl:148: * Other controls:
k3d/share/shaders/k3d_uberlight.sl:149: *   nonspecular - when set to 1, this light does not create
k3d/share/shaders/k3d_uberlight.sl:150: *       specular highlights!  The default is 0, which means it makes
k3d/share/shaders/k3d_uberlight.sl:153: *       meant to be fill lights, rather than key lights.
k3d/share/shaders/k3d_uberlight.sl:154: *       NOTE: This depends on the surface shader looking for, and
k3d/share/shaders/k3d_uberlight.sl:155: *       correctly acting upon, this parameter.  The built-in functions
k3d/share/shaders/k3d_uberlight.sl:159: *       to account for it yourself.  The PRMan user manual explains how
k3d/share/shaders/k3d_uberlight.sl:161: *   __nondiffuse - the analog to nonspecular; if this flag is set to
k3d/share/shaders/k3d_uberlight.sl:164: *       makes specular highlights, without affecting the rest of the
k3d/share/shaders/k3d_uberlight.sl:165: *       illumination in the scene.  All the same caveats apply with
k3d/share/shaders/k3d_uberlight.sl:166: *       respect to the surface shader, as described above for
k3d/share/shaders/k3d_uberlight.sl:168: *   __foglight - the "noisysmoke" shader distributed with BMRT will add
k3d/share/shaders/k3d_uberlight.sl:169: *       atmospheric scattering only for those lights that have this
k3d/share/shaders/k3d_uberlight.sl:170: *       parameter set to 1 (the default).  In other words, if you use
k3d/share/shaders/k3d_uberlight.sl:172: *       make a particular light *not* cause illumination in the fog.
k3d/share/shaders/k3d_uberlight.sl:173: *       Note that the noisysmoke shader is distributed with BMRT but
k3d/share/shaders/k3d_uberlight.sl:178: * all of these.  It is left as an exercise for the reader to make such
k3d/share/shaders/k3d_uberlight.sl:179: * extensions to the shader.
k3d/share/shaders/k3d_uberlight.sl:183: * This shader was written as part of the course notes for ACM
k3d/share/shaders/k3d_uberlight.sl:184: * SIGGRAPH '98, course 11, "Advanced RenderMan: Beyond the Companion"
k3d/share/shaders/k3d_uberlight.sl:186: * distribute the source code of this shader, but please leave the
k3d/share/shaders/k3d_uberlight.sl:190: * and the Blue Moon Rendering Tools (BMRT) release 2.3.6.  I have
k3d/share/shaders/k3d_uberlight.sl:192: * older versions of these renderers, but I do make liberal use of the
k3d/share/shaders/k3d_uberlight.sl:193: * "vector" type and I often declare variables where they are used,
k3d/share/shaders/k3d_uberlight.sl:194: * rather than only at the beginning of blocks.  If you are using a
k3d/share/shaders/k3d_uberlight.sl:195: * renderer which does not support these new language features, just
k3d/share/shaders/k3d_uberlight.sl:196: * substitute "point" for all occurrances of "vector", and move the
k3d/share/shaders/k3d_uberlight.sl:197: * variable declarations to the top of the shader.
k3d/share/shaders/k3d_uberlight.sl:209:/* Comment out the following line if you do *not* wish to use BMRT and
k3d/share/shaders/k3d_uberlight.sl:210: * PRMan together.
k3d/share/shaders/k3d_uberlight.sl:218: *   - point Q on the x-y plane
k3d/share/shaders/k3d_uberlight.sl:219: *   - the equations of two superellipses (with major/minor axes given by
k3d/share/shaders/k3d_uberlight.sl:220: *        a,b and A,B for the inner and outer ellipses, respectively)
k3d/share/shaders/k3d_uberlight.sl:222: *   - 0 if Q was inside the inner ellipse
k3d/share/shaders/k3d_uberlight.sl:223: *   - 1 if Q was outside the outer ellipse
k3d/share/shaders/k3d_uberlight.sl:226:float clipSuperellipse(point Q;	/* Test point on the x-y plane */
k3d/share/shaders/k3d_uberlight.sl:270: *   - the point being shaded, in the local light space
k3d/share/shaders/k3d_uberlight.sl:271: *   - all information about the light shaping, including z smooth depth
k3d/share/shaders/k3d_uberlight.sl:274: *   - attenuation factor based on the falloff and shaping
k3d/share/shaders/k3d_uberlight.sl:283:		       float shearx, sheary;	/* shear the direction */
k3d/share/shaders/k3d_uberlight.sl:284:		       float width, height;	/* xy superellipse */
k3d/share/shaders/k3d_uberlight.sl:285:		       float hedge, wedge, roundness;
k3d/share/shaders/k3d_uberlight.sl:289:  /* Examine the z depth of PL to apply the (possibly smooth) cuton and
k3d/share/shaders/k3d_uberlight.sl:301:      /* For omni or area lights, use distance from the light */
k3d/share/shaders/k3d_uberlight.sl:328:	1 - clipSuperellipse(PL / Pz - point(shearx, sheary, 0), width,
k3d/share/shaders/k3d_uberlight.sl:329:			     height, width + wedge, height + hedge,
k3d/share/shaders/k3d_uberlight.sl:338:/* Evaluate the occlusion between two points, P1 and P2, due to a fake
k3d/share/shaders/k3d_uberlight.sl:339: * blocker.  Return 0 if the light is totally blocked, 1 if it totally
k3d/share/shaders/k3d_uberlight.sl:344:			  float blockerwidth, blockerheight;
k3d/share/shaders/k3d_uberlight.sl:345:			  float blockerwedge, blockerhedge;
k3d/share/shaders/k3d_uberlight.sl:350:  /* Get the surface and light positions in blocker coords */
k3d/share/shaders/k3d_uberlight.sl:359:	clipSuperellipse(Pplane, blockerwidth, blockerheight,
k3d/share/shaders/k3d_uberlight.sl:361:			 blockerheight + blockerhedge, blockerround);
k3d/share/shaders/k3d_uberlight.sl:370:		     /* Basic intensity and color of the light */
k3d/share/shaders/k3d_uberlight.sl:378:		     /* xy shaping of the cross-section and angle falloff */
k3d/share/shaders/k3d_uberlight.sl:379:		     float shearx = 0, sheary = 0;
k3d/share/shaders/k3d_uberlight.sl:380:		     float width = 1, height = 1, wedge = .1, hedge = .1;
k3d/share/shaders/k3d_uberlight.sl:395:		     vector shadowcheat = vector "shader"(0, 0, 0);
k3d/share/shaders/k3d_uberlight.sl:398:		     float blockerwidth = 1, blockerheight = 1;
k3d/share/shaders/k3d_uberlight.sl:399:		     float blockerwedge = .1, blockerhedge =
k3d/share/shaders/k3d_uberlight.sl:407:  /* For simplicity, assume that the light is at the origin of shader
k3d/share/shaders/k3d_uberlight.sl:408:   * space and aimed in the +z direction.  So to move or orient the
k3d/share/shaders/k3d_uberlight.sl:409:   * light, you transform the coordinate system in the RIB stream, prior
k3d/share/shaders/k3d_uberlight.sl:410:   * to instancing the light shader.  But that sure simplifies the
k3d/share/shaders/k3d_uberlight.sl:411:   * internals of the light shader!  Anyway, let PL be the position of
k3d/share/shaders/k3d_uberlight.sl:412:   * the surface point we're shading, expressed in the local light
k3d/share/shaders/k3d_uberlight.sl:417:  /* If it's an area light, we want the point and normal of the light
k3d/share/shaders/k3d_uberlight.sl:418:   * geometry.  If not an area light, BMRT guarantees P,N will be the
k3d/share/shaders/k3d_uberlight.sl:424:  /* For PRMan, we've gotta do it the hard way */
k3d/share/shaders/k3d_uberlight.sl:431:      uniform float maxradius = 1.4142136 * max(height + hedge + abs(sheary),
k3d/share/shaders/k3d_uberlight.sl:432:						width + wedge + abs(shearx));
k3d/share/shaders/k3d_uberlight.sl:447:    /* Accumulate attenuation of the light as it is affected by various
k3d/share/shaders/k3d_uberlight.sl:454:    /* Basic light shaping - the volumetric shaping is all encapsulated
k3d/share/shaders/k3d_uberlight.sl:455:     * in the ShapeLightVolume function.
k3d/share/shaders/k3d_uberlight.sl:459:		       falloff, falloffdist, maxintensity / intensity, shearx,
k3d/share/shaders/k3d_uberlight.sl:460:		       sheary, width, height, hedge, wedge, roundness,
k3d/share/shaders/k3d_uberlight.sl:466:	point Pslide = PL / point(width + wedge, height + hedge, 1);
k3d/share/shaders/k3d_uberlight.sl:473:    /* If the volume says we aren't being lit, skip the remaining tests */
k3d/share/shaders/k3d_uberlight.sl:498:	 * we're in BMRT and the user wanted a shadow map.
k3d/share/shaders/k3d_uberlight.sl:505:	      vis += visibility(Ps, shadoworigin + shadowcheat);
k3d/share/shaders/k3d_uberlight.sl:515:				  blockerwidth, blockerheight, blockerwedge,
k3d/share/shaders/k3d_uberlight.sl:516:				  blockerhedge, blockerround);
k3d/share/shaders/k3d_veinedmarble.sl:5: *   Makes solid marble texture with strong veins.  The "veincolor" parameter
k3d/share/shaders/k3d_veinedmarble.sl:6: *   controls the color of the veins.  The background color is given by the
k3d/share/shaders/k3d_veinedmarble.sl:11: *   veinfreq - controls fhe lowest frequency of the color veins
k3d/share/shaders/k3d_veinedmarble.sl:13: *   warpfreq - lowest frequency of the turbulent warping in the marble
k3d/share/shaders/k3d_veinedmarble.sl:14: *   warping - controls how much turbulent warping there will be
k3d/share/shaders/k3d_veinedmarble.sl:15: *   veincolor - the color of the veins
k3d/share/shaders/k3d_veinedmarble.sl:16: *   sharpness - controls how sharp or fuzzy the veins are (higher = sharper)
k3d/share/shaders/k3d_veinedmarble.sl:19: * AUTHOR: Larry Gritz, the George Washington University
k3d/share/shaders/k3d_veinedmarble.sl:55:  /* Now calculate the veining function for the lookup area */
k3d/share/shaders/k3d_velvet.sl:8: *   This phenomenological model contains three compnents:
k3d/share/shaders/k3d_velvet.sl:9: *   - A retroreflective lobe (back toward the light source)
k3d/share/shaders/k3d_velvet.sl:10: *   - Scattering near the horizon, regardless of incident direction
k3d/share/shaders/k3d_velvet.sl:17: *   sheen:	color of retroreflective lobe and horizon scattering
k3d/share/shaders/k3d_velvet.sl:22: * AUTHOR: written by Stephen H. Westin, Ford Motor Company
k3d/share/shaders/k3d_velvet.sl:42:        color sheen = .25;
k3d/share/shaders/k3d_velvet.sl:57:  illuminance ( P, Nf, 1.57079632679489661923 /* Hemisphere */ ) {
k3d/share/shaders/k3d_velvet.sl:62:      * Cl * sheen;
k3d/share/shaders/k3d_velvet.sl:66:    shiny += pow ( sine, edginess ) * Ln.Nf * Cl * sheen;
k3d/share/shaders/k3d_venus.sl:6: *      When put on a sphere, sets the color to look like a densely
k3d/share/shaders/k3d_venus.sl:7: *   clouded planet, very much like the real Venus appears in UV.
k3d/share/shaders/k3d_venus.sl:8: *      The shader works by creating a fractal turbulence function over
k3d/share/shaders/k3d_venus.sl:9: *   the surface to simulate the clouds.  Strong Coriolis forces are
k3d/share/shaders/k3d_venus.sl:10: *   simulated to give the twisting of clouds that is typically seen
k3d/share/shaders/k3d_venus.sl:15: *    Ka, Kd - the usual meaning
k3d/share/shaders/k3d_venus.sl:16: *    offset, scale - control the linear scaling of the cloud value.
k3d/share/shaders/k3d_venus.sl:17: *    twist - controls the twisting of the clouds due to Coriolis forces.
k3d/share/shaders/k3d_venus.sl:18: *    omega - controls the fractal characteristics of the clouds
k3d/share/shaders/k3d_venus.sl:19: *    octaves - the number of octaves of noise to sum for the clouds.
k3d/share/shaders/k3d_venus.sl:23: *    The default values for the shader assume that the planet is
k3d/share/shaders/k3d_venus.sl:24: *    represented by a unit sphere.  The texture space and/or parameters
k3d/share/shaders/k3d_venus.sl:25: *    to this shader will need to be altered if the size of your planet
k3d/share/shaders/k3d_venus.sl:35: *    F. Kenton Musgrave, Darwyn Peachey, Ken Perlin, and Steven Worley.
k3d/share/shaders/k3d_venus.sl:59:  point Ptexture;		/* the shade point in texture space */
k3d/share/shaders/k3d_venus.sl:66:  float value;			/* Fractal sum is stored here */
k3d/share/shaders/k3d_venus2.sl:1:/* I renamed the shader to MBVenus.sl -- tal@SpamSucks_cs.caltech.edu */
k3d/share/shaders/k3d_venus2.sl:8: *      When put on a sphere, sets the color to look like a densely
k3d/share/shaders/k3d_venus2.sl:9: *   clouded planet, very much like the real Venus appears in UV.
k3d/share/shaders/k3d_venus2.sl:10: *      The shader works by creating a fractal turbulence function over
k3d/share/shaders/k3d_venus2.sl:11: *   the surface to simulate the clouds.  Strong Coriolis forces are
k3d/share/shaders/k3d_venus2.sl:12: *   simulated to give the twisting of clouds that is typically seen
k3d/share/shaders/k3d_venus2.sl:17: *    Ka, Kd - the usual meaning
k3d/share/shaders/k3d_venus2.sl:18: *    offset, scale - control the linear scaling of the cloud value.
k3d/share/shaders/k3d_venus2.sl:19: *    twist - controls the twisting of the clouds due to Coriolis forces.
k3d/share/shaders/k3d_venus2.sl:20: *    omega - controls the fractal characteristics of the clouds
k3d/share/shaders/k3d_venus2.sl:21: *    octaves - the number of octaves of noise to sum for the clouds.
k3d/share/shaders/k3d_venus2.sl:31: *    F. Kenton Musgrave, Darwyn Peachey, Ken Perlin, and Steven Worley.
k3d/share/shaders/k3d_venus2.sl:61:  point Ptexture;           /* the shade point in texture space */
k3d/share/shaders/k3d_venus2.sl:68:  float value;              /* Fractal sum is stored here */
k3d/share/shaders/k3d_venus2.sl:70:  /* Transform to texture coordinates and map to nit sphere */
k3d/share/shaders/k3d_volcube.sl:4:   and then ray marches through the volume
k3d/share/shaders/k3d_volcube.sl:6:   StepJitter          - 0-1 jitter the sample position.
k3d/share/shaders/k3d_volcube.sl:11:   SurfNormalDepth     - the mixing depth from surface
k3d/share/shaders/k3d_volcube.sl:14:   ShowActiveVol       - if 1 show the active volume instead of density.
k3d/share/shaders/k3d_volcube.sl:102:/* active_volume - controls animation in the volume */
k3d/share/shaders/k3d_volcube.sl:112:/* density function will return the final volume density */
k3d/share/shaders/k3d_volcube.sl:128:/* normal calculation inside the volume */
k3d/share/shaders/k3d_volcube.sl:239:	/*--- If Density > 0 Run The Rest Of The Loop ---*/
k3d/share/shaders/k3d_volcube.sl:294:	/* jump to the next sample point */
k3d/share/shaders/k3d_wallpaper.sl:10: *    F. Kenton Musgrave, Darwyn Peachey, Ken Perlin, and Steven Worley.
k3d/share/shaders/k3d_wallpaper_2stripe.sl:6: *   are shaded in s-t space, and the stripes are parallel to lines of
k3d/share/shaders/k3d_wallpaper_2stripe.sl:7: *   equal s.  The background color is given by the surface color.
k3d/share/shaders/k3d_wallpaper_2stripe.sl:11: *   Ka, Kd, Ks, roughness	the usual
k3d/share/shaders/k3d_warningstripes.sl:2:// Copyright (c) 1995-2004, Timothy M. Shead
k3d/share/shaders/k3d_warningstripes.sl:4:// Contact: tshead@k-3d.com
k3d/share/shaders/k3d_warningstripes.sl:7:// modify it under the terms of the GNU General Public
k3d/share/shaders/k3d_warningstripes.sl:8:// License as published by the Free Software Foundation; either
k3d/share/shaders/k3d_warningstripes.sl:9:// version 2 of the License, or (at your option) any later version.
k3d/share/shaders/k3d_warningstripes.sl:11:// This program is distributed in the hope that it will be useful,
k3d/share/shaders/k3d_warningstripes.sl:12:// but WITHOUT ANY WARRANTY; without even the implied warranty of
k3d/share/shaders/k3d_warningstripes.sl:13:// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
k3d/share/shaders/k3d_warningstripes.sl:16:// You should have received a copy of the GNU General Public
k3d/share/shaders/k3d_warningstripes.sl:17:// License along with this program; if not, write to the Free Software
k3d/share/shaders/k3d_warningstripes.sl:21:		\author Tim Shead (tshead@k-3d.com)
k3d/share/shaders/k3d_warningstripes.sl:24:/// Filtering code courtesy of the Advanced RenderMan book ... where else?
k3d/share/shaders/k3d_water.sl:3: * This was originally shiny.sl, but I change it to make it transparant.  The interesting part colors that

k3d/share/shaders/k3d_water.sl:4: * are not blue will pass thru the water.

k3d/share/shaders/k3d_water.sl:13: *   Makes a smoothly polished metal, using ray tracing to calculate

k3d/share/shaders/k3d_water.sl:14: *   reflections of the environment.

k3d/share/shaders/k3d_water.sl:17: *    Ka, Kd, Ks, roughness, specularcolor - The usual meaning

k3d/share/shaders/k3d_water.sl:19: *    blur - how blurry are the reflections? (0 = perfectly sharp)

k3d/share/shaders/k3d_water.sl:20: *    samples - set to higher than 1 for oversampling of blur

k3d/share/shaders/k3d_water.sl:50:          ev;                /* Color of the reflections */

k3d/share/shaders/k3d_water.sl:51:    vector R, Rdir;          /* Direction to cast the ray */

k3d/share/shaders/k3d_water.sl:59:    /* Calculate the reflection color */

k3d/share/shaders/k3d_water.sl:61:	/* Rdir gets the perfect reflection direction */

k3d/share/shaders/k3d_water.sl:71:		    /* Add a random offset to the smooth reflection vector */

k3d/share/shaders/k3d_water.sl:104:    /* This gives the water a somewhat transparant look. 

k3d/share/shaders/k3d_watercolor.sl:2: *	The shader exploits that fact that the Renderman interface already

k3d/share/shaders/k3d_watercolor.sl:4: *	R, T, ^nr, and ^nt using the surface normal, incident direction

k3d/share/shaders/k3d_watercolor.sl:5: *	vector, and index of refraction. The shader for the air-to-water 

k3d/share/shaders/k3d_watercolor.sl:22:	float costhetai = abs(nI . nN);

k3d/share/shaders/k3d_watercolor.sl:23:	float thetai = acos(costhetai);

k3d/share/shaders/k3d_watercolor.sl:24:	float sinthetat = sin(thetai)/nSnell;

k3d/share/shaders/k3d_watercolor.sl:25:	float thetat = asin(sinthetat);

k3d/share/shaders/k3d_watercolor.sl:26:	if(thetai == 0.0)

k3d/share/shaders/k3d_watercolor.sl:33:		float fs = sin(thetat - thetai) / sin(thetat + thetai);

k3d/share/shaders/k3d_watercolor.sl:34:		float ts = tan(thetat - thetai) / tan(thetat + thetai);

k3d/share/shaders/k3d_waterdisplacement.sl:7: *	du, dv		change in u, v across the surface

k3d/share/shaders/k3d_waterdisplacement.sl:9: *	I			direction of ray stricking a surface point (from the camera)

k3d/share/shaders/k3d_waterdisplacement.sl:10: *	E			position of the camera

k3d/share/shaders/k3d_waterdisplacement.sl:18:	/* STEP 1 - Make a copy of the surface normal */

k3d/share/shaders/k3d_waterdisplacement.sl:21:	/* STEP 2 - Calculate an appropriate value for the displacement */

k3d/share/shaders/k3d_waterdisplacement.sl:25:	/* STEP 3 - Calculate a new position of the surface point, "P" */

k3d/share/shaders/k3d_waterdisplacement.sl:28:	/* STEP 4 - Recalculate the surface normal */

k3d/share/shaders/k3d_waterlight.sl:3:Copyright (c) 1995-2004, Timothy M. Shead
k3d/share/shaders/k3d_waterlight.sl:5:A cheap trick to simulate underwater caustics - best used for deep-sea effects
k3d/share/shaders/k3d_windowlight.sl:5: *   Simulates light coming through a window.  The light doesn't
k3d/share/shaders/k3d_windowlight.sl:9: *   intensity - overall intensity scaling of the light
k3d/share/shaders/k3d_windowlight.sl:10: *   lightcolor - overall color filtering for the light
k3d/share/shaders/k3d_windowlight.sl:11: *   center - the spatial position of the center of the window
k3d/share/shaders/k3d_windowlight.sl:12: *   up, in - vectors which define the orientation of the window
k3d/share/shaders/k3d_windowlight.sl:13: *   from, to - the direction that the light falls
k3d/share/shaders/k3d_windowlight.sl:15: *   panewidth, paneheight - width/height of the individual panes
k3d/share/shaders/k3d_windowlight.sl:16: *   fuzz - controls the fading out near the edges
k3d/share/shaders/k3d_windowlight.sl:17: *   framewidth, frameheight - how thick are the window frame "bars",
k3d/share/shaders/k3d_windowlight.sl:18: *               as percentage of panewidth/paneheight
k3d/share/shaders/k3d_windowlight.sl:37:		      float panewidth = 6, paneheight = 6;
k3d/share/shaders/k3d_windowlight.sl:38:		      float framewidth = .1, frameheight = .1;
k3d/share/shaders/k3d_windowlight.sl:46:  point PL;			/* point on the light */
k3d/share/shaders/k3d_windowlight.sl:54:  /* d is the depth "into" the room perpendicular to the pane plane */
k3d/share/shaders/k3d_windowlight.sl:60:    offset = (PL - center).upv + paneheight * (vpanes / 2);
k3d/share/shaders/k3d_windowlight.sl:61:    if(offset > 0 && (offset / paneheight) < vpanes)
k3d/share/shaders/k3d_windowlight.sl:63:	modulus = mod(offset, paneheight);
k3d/share/shaders/k3d_windowlight.sl:65:	  filteredpulse(frameheight / 2, paneheight - frameheight / 2,
k3d/share/shaders/k3d_wood2.sl:2: * wood2.sl -- another surface shader for wood.
k3d/share/shaders/k3d_wood2.sl:8: *   Ka, Kd, Ks, specular, roughness - work just like the plastic shader
k3d/share/shaders/k3d_wood2.sl:9: *   txtscale - overall scaling factor for the texture
k3d/share/shaders/k3d_wood2.sl:10: *   ringscale - scaling for the ring spacing
k3d/share/shaders/k3d_wood2.sl:11: *   lightwood, darkwood - surface colors for the wood itself
k3d/share/shaders/k3d_wood2.sl:31:  color Ct;			/* surface color of the wood */
k3d/share/shaders/k3d_wood2.sl:55:   * Use the plastic illumination model
