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:1:/* ambientlight.sl - Standard ambient light source for RenderMan Interface.
k3d/share/shaders/k3d_ambientlight.sl:2: * (c) Copyright 1988, Pixar.
k3d/share/shaders/k3d_ambientlight.sl:5: *     Copyright 1988, 1989, Pixar.  All rights reserved.
k3d/share/shaders/k3d_ambientlight.sl:9:light k3d_ambientlight(
k3d/share/shaders/k3d_ambientlight.sl:11:color lightcolor = 1;
k3d/share/shaders/k3d_ambientlight.sl:14:  Cl = intensity * lightcolor;
k3d/share/shaders/k3d_arealight.sl:2: * arealight.sl - light source shader appropriate for an area light source.
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:6: *   surface.  This is perfect for using with area light sources.
k3d/share/shaders/k3d_arealight.sl:9: *   intensity, lightcolor - same meanings as pointlight
k3d/share/shaders/k3d_arealight.sl:13:light k3d_arealight(
k3d/share/shaders/k3d_arealight.sl:15:color lightcolor = 1;
k3d/share/shaders/k3d_arealight.sl:21:    Cl = (intensity / (L.L)) * lightcolor;
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_arealight.sl:25:   * approximately work for a flat light source whose normal points
k3d/share/shaders/k3d_arealight.sl:31:    Cl = (intensity * (Nl.normalize(L) / (L.L)) * lightcolor);
k3d/share/shaders/k3d_background.sl:2:// Copyright (c) 1995-2004, Timothy M. Shead
k3d/share/shaders/k3d_brick.sl:18: *    brickheight               Height of a brick (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_brick3.sl:18: *    brickheight               Height of a brick (in st space)
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_brickbump.sl:14: *    brickheight               Height of a brick (in st space)
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_brickbump3.sl:14: *    brickheight               Height of a brick (in st space)
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_brushedmetal2.sl:7: *  highlight, and also can use a reflection map.
k3d/share/shaders/k3d_brushedmetal2.sl:29: *  specularcolor	- color of the specular hilight
k3d/share/shaders/k3d_brushedmetal2.sl:52:        lightsource ("__nonspecular", nonspec);
k3d/share/shaders/k3d_brushedmetal3.sl:33:        lightsource ("__nonspecular", nonspec);
k3d/share/shaders/k3d_causticlight.sl:1:light
k3d/share/shaders/k3d_causticlight.sl:2:k3d_causticlight ( float intensity = 1;
k3d/share/shaders/k3d_causticlight.sl:3:	       color lightcolor = 1;
k3d/share/shaders/k3d_causticlight.sl:24:	Cl = atten * intensity * lightcolor;
k3d/share/shaders/k3d_ceramic.sl:1:/* Author & copyright unknown */
k3d/share/shaders/k3d_ceramictiles.sl:11: *   groovewidth, grooveheight - width of the spacing between tiles,
k3d/share/shaders/k3d_ceramictiles.sl:33: *   Kdtile - diffuse component weighting of the tile
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:68:		  output float swhichtile, twhichtile;
k3d/share/shaders/k3d_ceramictiles.sl:71:  swhichtile = floor(ss);
k3d/share/shaders/k3d_ceramictiles.sl:72:  twhichtile = floor(tt);
k3d/share/shaders/k3d_ceramictiles.sl:73:  stile = ss - swhichtile;
k3d/share/shaders/k3d_ceramictiles.sl:74:  ttile = tt - twhichtile;
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:137: * off highlights and reflections.
k3d/share/shaders/k3d_ceramictiles.sl:173:			 float groovewidth = 0.06, grooveheight = 0.06;
k3d/share/shaders/k3d_ceramictiles.sl:203:  float swhichtile, twhichtile, stile, ttile;
k3d/share/shaders/k3d_ceramictiles.sl:205:			     groovewidth, grooveheight,
k3d/share/shaders/k3d_ceramictiles.sl:206:			     swhichtile, twhichtile, stile, ttile);
k3d/share/shaders/k3d_ceramictiles.sl:207:  float tileindex = swhichtile + 13 * twhichtile;
k3d/share/shaders/k3d_checkerboard.sl:13:  float filterwidths, filterwidtht;
k3d/share/shaders/k3d_checkerboard.sl:23:	filterwidtht = TFILTERWIDTH * TileT;
k3d/share/shaders/k3d_checkerboard.sl:26:	filtert = filteredpulse(1.0 - filterwidtht, 1.0 + filterwidtht, filtert, filterwidtht);
k3d/share/shaders/k3d_constant.sl:2: * (c) Copyright 1988, Pixar.
k3d/share/shaders/k3d_constant.sl:5: *     Copyright 1988, 1989, Pixar.  All rights reserved.
k3d/share/shaders/k3d_contacshadow.sl:7:** Render a contact shadow based on depth data derived from a light  
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: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:46:		/* 	the pattern is built up of the sum of two offset noise functions, perturbed slightly
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_cyclone.sl:15:  float radius, dist, angle, sine, cosine, eye_weight, value;
k3d/share/shaders/k3d_cyclone.sl:41:	  eye_weight = (.1 * max_radius - radius) * 10;	/* normalize */
k3d/share/shaders/k3d_cyclone.sl:43:	  eye_weight = pow(1 - eye_weight, 4);
k3d/share/shaders/k3d_cyclone.sl:46:	eye_weight = 1;
k3d/share/shaders/k3d_cyclone.sl:51:  if(eye_weight > 0)
k3d/share/shaders/k3d_cyclone.sl:63:      value = abs(eye_weight * (offset + scale * a));
k3d/share/shaders/k3d_decalplastic.sl:2:// Copyright (c) 1995-2004, Timothy M. Shead
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:4: *     Copyright 1988, 1989, Pixar.  All rights reserved.
k3d/share/shaders/k3d_dented.sl:24: *     Copyright 1988, 1989, Pixar.  All rights reserved.
k3d/share/shaders/k3d_depthcue.sl:2: * (c) Copyright 1988, Pixar.
k3d/share/shaders/k3d_depthcue.sl:5: *     Copyright 1988, 1989, Pixar.  All rights reserved.
k3d/share/shaders/k3d_distant_shadow.sl:1:light k3d_distant_shadow(
k3d/share/shaders/k3d_distant_shadow.sl:3:	color  lightcolor=1 ;
k3d/share/shaders/k3d_distant_shadow.sl:13:			Cl = intensity * lightcolor;
k3d/share/shaders/k3d_distantlight.sl:1:/* distantlight.sl - Standard distant light source for RenderMan Interface.
k3d/share/shaders/k3d_distantlight.sl:2: * (c) Copyright 1988, Pixar.
k3d/share/shaders/k3d_distantlight.sl:5: *     Copyright 1988, 1989, Pixar.  All rights reserved.
k3d/share/shaders/k3d_distantlight.sl:9:light k3d_distantlight(float intensity = 1;
k3d/share/shaders/k3d_distantlight.sl:10:		       color lightcolor = 1;
k3d/share/shaders/k3d_distantlight.sl:14:  solar(to - from, 0) Cl = intensity * lightcolor;
k3d/share/shaders/k3d_droop.sl:1:/* Copyrighted Pixar 1989 */
k3d/share/shaders/k3d_easysurface.sl:1:/* Copyrighted Pixar 1989 */
k3d/share/shaders/k3d_easysurface.sl:3:/* Listing 16.22  Surface shader for use without a light source*/
k3d/share/shaders/k3d_easysurface.sl:6: * easysurface(): orientation-sensitive surface shading without a light source
k3d/share/shaders/k3d_ember.sl:40:	// basically, the standard specular function, but so that the highlight is
k3d/share/shaders/k3d_emboss.sl:1:/* Copyrighted Pixar 1989 */
k3d/share/shaders/k3d_eroded.sl:1:/* Copyrighted Pixar 1989 */
k3d/share/shaders/k3d_eyeball.sl:91:   * just right.
k3d/share/shaders/k3d_filament.sl:1:/* Copyrighted Pixar 1989 */
k3d/share/shaders/k3d_flame.sl:10: *    flameheight, flameamplitude - scaling factors
k3d/share/shaders/k3d_fog.sl:2: * (c) Copyright 1988, Pixar.
k3d/share/shaders/k3d_fog.sl:5: *     Copyright 1988, 1989, Pixar.  All rights reserved.
k3d/share/shaders/k3d_fractal.sl:17:	float result, signal, weight, i, exponent;

k3d/share/shaders/k3d_fractal.sl:32:          		weight = 1.0;

k3d/share/shaders/k3d_fractal.sl:43:          		weight = signal * threshold;

k3d/share/shaders/k3d_fractal.sl:44:          		weight = clamp(weight,0,1)    ;    		

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

k3d/share/shaders/k3d_fractal.sl:57:          		signal *= weight;

k3d/share/shaders/k3d_fresnelplastic.sl:107:    /* lighting */
k3d/share/shaders/k3d_funkyglass.sl:2: * (c) Copyright 1994, Larry Gritz
k3d/share/shaders/k3d_funkyglass.sl:5: *     Copyright 1988, 1989, Pixar.  All rights reserved.
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:13:fnc_diffuselgt (color Cin;       /* Light Colour */
k3d/share/shaders/k3d_fur2.sl:14:                point Lin;       /* Light Position */
k3d/share/shaders/k3d_fur2.sl:72:    color Cspec = 0, Cdiff = 0;  /* collect specular & diffuse light */
k3d/share/shaders/k3d_fur2.sl:89:    /* values from light */
k3d/share/shaders/k3d_fur2.sl:108:    /* Loop over lights, catch highlights as if this was a thin cylinder,
k3d/share/shaders/k3d_fur2.sl:133:	/* get light source parameters */
k3d/share/shaders/k3d_fur2.sl:134:	if ( lightsource("__nonspecular",nonspecular) == 0)
k3d/share/shaders/k3d_fur2.sl:136:	if ( lightsource("__SpecularColor",SpecularColor) == 0)
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:33:			     color lightcolor = color(0.06, 0.18, 0.02);
k3d/share/shaders/k3d_gmarbtile_polish.sl:51:  float whichs, whicht;
k3d/share/shaders/k3d_gmarbtile_polish.sl:62:			     whichs, whicht, ss, tt);
k3d/share/shaders/k3d_gmarbtile_polish.sl:64:  offset = vector(7 * whichs, 15 * whicht, 0 /*-23*floor(zcomp(PQ))*/ );
k3d/share/shaders/k3d_gmarbtile_polish.sl:71:  Ct = mix(darkcolor, lightcolor, smoothstep(0.1, .35, turb));
k3d/share/shaders/k3d_gooch.sl:4: *              non-photorealistic lighting model
k3d/share/shaders/k3d_gooch.sl:7: *                 Lighting Model For Automatic Technical 
k3d/share/shaders/k3d_gooch.sl:9: *                 http://www.cs.utah.edu/~gooch/SIG98/abstract.html
k3d/share/shaders/k3d_gooch.sl:20: *  specularcolor: specular hilight color
k3d/share/shaders/k3d_gouge.sl:1:/* Copyrighted Pixar 1989 */
k3d/share/shaders/k3d_granite.sl:1:/* Copyrighted Pixar 1989 */
k3d/share/shaders/k3d_graphic_lines.sl:14:        string up_highlight="z";
k3d/share/shaders/k3d_graphic_lines.sl:15:        float line_scale_highlight=16.0;
k3d/share/shaders/k3d_graphic_lines.sl:16:        float contrast_highlight=1.0;
k3d/share/shaders/k3d_graphic_lines.sl:17:        float brightness_highlight=0.5;
k3d/share/shaders/k3d_graphic_lines.sl:18:        float randomness_highlight=0.0;
k3d/share/shaders/k3d_graphic_lines.sl:19:        float noise_size_highlight=1.0;
k3d/share/shaders/k3d_graphic_lines.sl:20:        color color_curve_highlight_color1=(0.0,0.0,0.0);
k3d/share/shaders/k3d_graphic_lines.sl:21:        color color_curve_highlight_color2=(0.1,0.05,0.0);
k3d/share/shaders/k3d_graphic_lines.sl:22:        color color_curve_highlight_color3=(0.8,0.6,0.4);
k3d/share/shaders/k3d_graphic_lines.sl:23:        color color_curve_highlight_color4=(1.0,1.0,0.8);
k3d/share/shaders/k3d_graphic_lines.sl:24:        color color_curve_highlight_color5=(1.0,1.0,1.0);
k3d/share/shaders/k3d_graphic_lines.sl:25:        color color_curve_highlight_color6=(1.0,1.0,1.0);
k3d/share/shaders/k3d_graphic_lines.sl:26:        float surface_opac_highlight=1.0;
k3d/share/shaders/k3d_graphic_lines.sl:27:        float surface_trans_highlight=1.0;
k3d/share/shaders/k3d_graphic_lines.sl:28:        float fuzz_highlight=0.3;
k3d/share/shaders/k3d_graphic_lines.sl:29:				float tfreq_highlight=50;
k3d/share/shaders/k3d_graphic_lines.sl:30:				color illumcolor_highlight=(0.0,0.0,0.0);
k3d/share/shaders/k3d_graphic_lines.sl:31:				float illumination_highlight=0.0;
k3d/share/shaders/k3d_graphic_lines.sl:32:				float Ka_highlight=0.10;
k3d/share/shaders/k3d_graphic_lines.sl:33:				float Kd_highlight=0.70;
k3d/share/shaders/k3d_graphic_lines.sl:34:				float Ks_highlight=0.20;
k3d/share/shaders/k3d_graphic_lines.sl:35:				float roughness_highlight=0.2;
k3d/share/shaders/k3d_graphic_lines.sl:40:        float brightness_paint=0.3;
k3d/share/shaders/k3d_graphic_lines.sl:63:        float brightness_ink=0.5;
k3d/share/shaders/k3d_graphic_lines.sl:86:	/** hightlights **/
k3d/share/shaders/k3d_graphic_lines.sl:88:	point P_highlight = P;
k3d/share/shaders/k3d_graphic_lines.sl:89:	normal N_highlight = N;
k3d/share/shaders/k3d_graphic_lines.sl:90:	color Ci_highlight = Ci;
k3d/share/shaders/k3d_graphic_lines.sl:91:	color Oi_highlight = Oi;
k3d/share/shaders/k3d_graphic_lines.sl:93:	color surface_color_highlight;
k3d/share/shaders/k3d_graphic_lines.sl:94:	color layer_color_highlight;
k3d/share/shaders/k3d_graphic_lines.sl:95:	color color_curve_highlight;
k3d/share/shaders/k3d_graphic_lines.sl:96:	color layer_opac_highlight;
k3d/share/shaders/k3d_graphic_lines.sl:97:	float stripemin_highlight;
k3d/share/shaders/k3d_graphic_lines.sl:98:	float stripemax_highlight;
k3d/share/shaders/k3d_graphic_lines.sl:99:	float tt_highlight;
k3d/share/shaders/k3d_graphic_lines.sl:100:	float x_highlight;
k3d/share/shaders/k3d_graphic_lines.sl:101:	float y_highlight;
k3d/share/shaders/k3d_graphic_lines.sl:102:	float z_highlight;
k3d/share/shaders/k3d_graphic_lines.sl:103:	float i_highlight;
k3d/share/shaders/k3d_graphic_lines.sl:104:	float n_highlight;
k3d/share/shaders/k3d_graphic_lines.sl:105:	float ns_highlight;
k3d/share/shaders/k3d_graphic_lines.sl:106:	vector Nf_highlight;
k3d/share/shaders/k3d_graphic_lines.sl:107:	vector V_highlight;
k3d/share/shaders/k3d_graphic_lines.sl:108:	point Psh_highlight;
k3d/share/shaders/k3d_graphic_lines.sl:109:	Psh_highlight=transform("shader",P_highlight);
k3d/share/shaders/k3d_graphic_lines.sl:110:	Nf_highlight=faceforward(normalize(N_highlight),I);
k3d/share/shaders/k3d_graphic_lines.sl:111:	V_highlight=-normalize(I);
k3d/share/shaders/k3d_graphic_lines.sl:113:/** setup tt_highlight with chosen axis **/
k3d/share/shaders/k3d_graphic_lines.sl:114:	if (up_highlight == "z")
k3d/share/shaders/k3d_graphic_lines.sl:115:	{z_highlight=zcomp(Psh_highlight);
k3d/share/shaders/k3d_graphic_lines.sl:116:		z_highlight*=line_scale_highlight*line_scale_master;
k3d/share/shaders/k3d_graphic_lines.sl:117:		tt_highlight=mod(z_highlight,1);
k3d/share/shaders/k3d_graphic_lines.sl:119:	else if (up_highlight == "y")
k3d/share/shaders/k3d_graphic_lines.sl:120:	{y_highlight=ycomp(Psh_highlight);
k3d/share/shaders/k3d_graphic_lines.sl:121:		y_highlight*=line_scale_highlight*line_scale_master;
k3d/share/shaders/k3d_graphic_lines.sl:122:		tt_highlight=mod(y_highlight,1);
k3d/share/shaders/k3d_graphic_lines.sl:124:	else {x_highlight=xcomp(Psh_highlight);
k3d/share/shaders/k3d_graphic_lines.sl:125:		x_highlight*=line_scale_highlight*line_scale_master;
k3d/share/shaders/k3d_graphic_lines.sl:126:		tt_highlight=mod(x_highlight,1);
k3d/share/shaders/k3d_graphic_lines.sl:128:	illumcolor_highlight=(Ka_highlight*ambient()+Kd_highlight*diffuse(Nf_highlight)+Ks_highlight*specular(Nf_highlight,V_highlight,roughness_highlight));
k3d/share/shaders/k3d_graphic_lines.sl:129:	illumination_highlight=max(max(comp(illumcolor_highlight,0),comp(illumcolor_highlight,1)),comp(illumcolor_highlight,2));
k3d/share/shaders/k3d_graphic_lines.sl:130:	n_highlight=0;
k3d/share/shaders/k3d_graphic_lines.sl:131:	ns_highlight=noise_size_highlight;
k3d/share/shaders/k3d_graphic_lines.sl:133:	for (i_highlight=0; i_highlight<6.0 ;i_highlight+=1.0){
k3d/share/shaders/k3d_graphic_lines.sl:134:		n_highlight+=(2*noise(Psh_highlight*ns_highlight)-1)/ns_highlight;
k3d/share/shaders/k3d_graphic_lines.sl:135:		ns_highlight*=2.17;
k3d/share/shaders/k3d_graphic_lines.sl:137:	illumination_highlight=(illumination_highlight*contrast_highlight)+(1.0-contrast_highlight)/2.0+(brightness_highlight-1.0)+n_highlight*randomness_highlight;
k3d/share/shaders/k3d_graphic_lines.sl:138:	if (illumination_highlight<0.01)
k3d/share/shaders/k3d_graphic_lines.sl:139:	{surface_color_highlight=color(0.0,0.0,0.0);
k3d/share/shaders/k3d_graphic_lines.sl:140:		layer_color_highlight=0.0;
k3d/share/shaders/k3d_graphic_lines.sl:142:	else if (illumination_highlight>0.99)
k3d/share/shaders/k3d_graphic_lines.sl:143:	{surface_color_highlight=color(1.0,1.0,1.0);
k3d/share/shaders/k3d_graphic_lines.sl:144:		layer_color_highlight=1.0;
k3d/share/shaders/k3d_graphic_lines.sl:146:	else {surface_color_highlight=color(0.0,0.0,0.0);
k3d/share/shaders/k3d_graphic_lines.sl:147:		layer_color_highlight=1.0;
k3d/share/shaders/k3d_graphic_lines.sl:149:	stripemin_highlight=0.5-smoothstep(0.0,1.0,illumination_highlight)/2.0;
k3d/share/shaders/k3d_graphic_lines.sl:150:	stripemax_highlight=0.5+smoothstep(0.0,1.0,illumination_highlight)/2.0;
k3d/share/shaders/k3d_graphic_lines.sl:151:	float val_highlight=(smoothstep((stripemin_highlight)-(fuzz_highlight),(stripemin_highlight),(tt_highlight))-smoothstep((stripemax_highlight)-(fuzz_highlight),(stripemax_highlight),(tt_highlight)));
k3d/share/shaders/k3d_graphic_lines.sl:152:	layer_opac_highlight=color(val_highlight);
k3d/share/shaders/k3d_graphic_lines.sl:153:	surface_color_highlight=((surface_color_highlight)*(1-(layer_opac_highlight))+(layer_color_highlight)*(layer_opac_highlight));
k3d/share/shaders/k3d_graphic_lines.sl:154:	float color_val_highlight=mix(0.0,1.0,val_highlight);
k3d/share/shaders/k3d_graphic_lines.sl:155:	color_curve_highlight=spline(color_val_highlight,color_curve_highlight_color1,color_curve_highlight_color2,color_curve_highlight_color3,color_curve_highlight_color4,color_curve_highlight_color5,color_curve_highlight_color6);
k3d/share/shaders/k3d_graphic_lines.sl:156:	float spacescale_highlight=length(vtransform("shader",normalize(N_highlight)));
k3d/share/shaders/k3d_graphic_lines.sl:157:	vector Ndisp_highlight=normalize(N_highlight)*(0/max(spacescale_highlight,1e-6));
k3d/share/shaders/k3d_graphic_lines.sl:159:	P_highlight+=0*Ndisp_highlight;
k3d/share/shaders/k3d_graphic_lines.sl:160:	N_highlight=normalize(calculatenormal(P_highlight+(1-0)*Ndisp_highlight));
k3d/share/shaders/k3d_graphic_lines.sl:161:	Ci_highlight=surface_opac_highlight*color_curve_highlight;
k3d/share/shaders/k3d_graphic_lines.sl:162:	Oi_highlight=surface_trans_highlight;
k3d/share/shaders/k3d_graphic_lines.sl:211:	illumination_paint=(illumination_paint*contrast_paint)+(1.0-contrast_paint)/2.0+(brightness_paint-1.0)+n_paint*randomness_paint;
k3d/share/shaders/k3d_graphic_lines.sl:283:	illumination_ink=(illumination_ink*contrast_ink)+(1.0-contrast_ink)/2.0+(brightness_ink-1.0)+n_ink*randomness_ink;
k3d/share/shaders/k3d_graphic_lines.sl:355:	layer_color = Cs*(Kd*diff*Ci_paint + Ka*ambient()) + Ci_highlight*Ks*spec;
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: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:28:			color lightcolor = color(0.06, 0.18, 0.02);
k3d/share/shaders/k3d_greenmarble.sl:46:  Ct = mix(darkcolor, lightcolor, smoothstep(0.1, .35, turb));
k3d/share/shaders/k3d_grids.sl:1:/** Grid shader copyright 2005 Daniel Scott Matthews dan@3-e.net **/
k3d/share/shaders/k3d_hair.sl:15:	color Cspec = 0, Cdiff = 0;  /* collect specular & diffuse light */
k3d/share/shaders/k3d_hair.sl:18:	/* Loop over lights, catch highlights as if this was a thin cylinder */
k3d/share/shaders/k3d_hdr_light.sl:1:/*Environment Light to project an environment map onto 3D geometry - designed

k3d/share/shaders/k3d_hdr_light.sl:6:*simon@rendermania.com http://www.rendermania.com/HDRI/

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:40:light k3d_hdr_light (

k3d/share/shaders/k3d_hdr_light.sl:56:/* Code based off of Larry Gritz's Uberlight Shader */

k3d/share/shaders/k3d_hdr_light.sl:66:		/*Use light ray direction as map lookup NB L points from surface to lightsource*/

k3d/share/shaders/k3d_hdr_light.sl:69:		/*Else bright red colour warns if light is not picking up texture*/

k3d/share/shaders/k3d_hdr_surface.sl:1:/*Environment Light to project an environment map onto 3D geometry - designed

k3d/share/shaders/k3d_hdr_surface.sl:6:*simon@rendermania.com http://www.rendermania.com/HDRI/

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

k3d/share/shaders/k3d_hdri1.sl:1:light k3d_hdri1 (string envname = "")
k3d/share/shaders/k3d_hdri2.sl:1:light 
k3d/share/shaders/k3d_hdri2.sl:3:       color lightcolor = 1;
k3d/share/shaders/k3d_imagelayerclouds.sl:37:  Ci = Ct;			/* This makes the color disregard the lighting */
k3d/share/shaders/k3d_indirect.sl:3: * This shader is never called from BMRT -- the "indirect" light source
k3d/share/shaders/k3d_indirect.sl:7: *     Copyright 1988, 1989, Pixar.  All rights reserved.
k3d/share/shaders/k3d_indirect.sl:14:light k3d_indirect(output float __nonspecular = 1;)
k3d/share/shaders/k3d_indirect.sl:20:#else /* PRMan - make a light that looks up from the ray server */
k3d/share/shaders/k3d_leather.sl:11: *	re-autor istarion@3dvf.net    web site http://istarion.3dvf.net

k3d/share/shaders/k3d_leather.sl:21:	float Ka = 1;             /* Ambient light coeff.          */

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

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

k3d/share/shaders/k3d_lensflare.sl:7: *   a bright light source, resulting in interreflections within the
k3d/share/shaders/k3d_lensflare.sl:25: *          image center with the light position
k3d/share/shaders/k3d_lensflare.sl:126:    float brightness =
k3d/share/shaders/k3d_lensflare.sl:132:    point Plight = (transform("NDC", P + L) - vector(.5, .5, 0)) * 2;
k3d/share/shaders/k3d_lensflare.sl:133:    Plight *= vector(aspect, 1, 0);
k3d/share/shaders/k3d_lensflare.sl:135:    vector Lvec = Plight - Pndc;
k3d/share/shaders/k3d_lensflare.sl:146:	float radius = sqrt(brightness) * 5 * mix(.2, bloomradius, urand());
k3d/share/shaders/k3d_lensflare.sl:151:	Cflare += bloom * (bloomintensity / intensity) / brightness;
k3d/share/shaders/k3d_lensflare.sl:158:	  sqrt(brightness) * 5 * mix(.2, starburstradius, urand());
k3d/share/shaders/k3d_lensflare.sl:163:	Cflare += star * (starburstintensity / intensity) / brightness;
k3d/share/shaders/k3d_lensflare.sl:170:	  brightness * (rainbowintensity / intensity) *
k3d/share/shaders/k3d_lensflare.sl:178:    vector axis = normalize(vector Plight);
k3d/share/shaders/k3d_lensflare.sl:187:			   pow(urand(), 2)) * distance(cntr, Plight);
k3d/share/shaders/k3d_lensflare.sl:190:	float bright = 1 - (2 * radius);
k3d/share/shaders/k3d_lensflare.sl:191:	bright *= bright;
k3d/share/shaders/k3d_lensflare.sl:220:	Cflare += spotintensity * bright * clr * Cs * int;
k3d/share/shaders/k3d_luna.sl:43:		 .02, outer_rad = .05; float peak_ht = 0.005, rim_ht = 0.003;
k3d/share/shaders/k3d_luna.sl:55:  float uu, ht, freq, scale;
k3d/share/shaders/k3d_luna.sl:56:  float lighten;
k3d/share/shaders/k3d_luna.sl:103:  lighten = 0;
k3d/share/shaders/k3d_luna.sl:107:/*      lighten = uu*uu; */
k3d/share/shaders/k3d_luna.sl:108:      ht = peak_ht * smoothstep(0, 1, uu);
k3d/share/shaders/k3d_luna.sl:112:      ht = 0;
k3d/share/shaders/k3d_luna.sl:117:      lighten = .75 * uu;
k3d/share/shaders/k3d_luna.sl:118:      ht = rim_ht * smoothstep(0, 1, uu);
k3d/share/shaders/k3d_luna.sl:123:      lighten = .75 * uu * uu;
k3d/share/shaders/k3d_luna.sl:124:      ht = rim_ht * smoothstep(0, 1, uu * uu);
k3d/share/shaders/k3d_luna.sl:127:    ht = 0;
k3d/share/shaders/k3d_luna.sl:128:  PQ += ht * NN;
k3d/share/shaders/k3d_luna.sl:129:  lighten *= 0.2;
k3d/share/shaders/k3d_luna.sl:130:  Ct += color(lighten, lighten, lighten);
k3d/share/shaders/k3d_luna.sl:140:	  ht = 0;
k3d/share/shaders/k3d_luna.sl:143:	      ht += scale * snoise(freq * vv);
k3d/share/shaders/k3d_luna.sl:147:/*	  ht = wrinkled (vv, 2, .833, 4); */
k3d/share/shaders/k3d_luna.sl:148:	  PQ += 0.0025 * uu * ht * NN;
k3d/share/shaders/k3d_luna.sl:155:	  ht = 0;
k3d/share/shaders/k3d_luna.sl:158:	      ht += scale * snoise(freq * vv);
k3d/share/shaders/k3d_luna.sl:162:/*	  ht = wrinkled (vv, 2, .833, 4); */
k3d/share/shaders/k3d_luna.sl:165:	  PQ += 0.0025 * (0.5 * uu + 0.5 * ht) * NN;
k3d/share/shaders/k3d_luna.sl:171:  lighten = 0;
k3d/share/shaders/k3d_luna.sl:174:      lighten = smoothstep(.15, .5, snoise(62 * u));
k3d/share/shaders/k3d_luna.sl:176:      lighten *= (1 - smoothstep(raydist - .2, raydist, pd));
k3d/share/shaders/k3d_luna.sl:178:  lighten = 0.2 * clamp(lighten, 0, 1);
k3d/share/shaders/k3d_luna.sl:179:  Ct += color(lighten, lighten, lighten);
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_map_pattern_1.sl:10:color lightwood=color(0.69,0.44,0.25); 
k3d/share/shaders/k3d_map_pattern_1.sl:65:Ct = mix (lightwood, darkwood, r*r2*r2);
k3d/share/shaders/k3d_matte.sl:2: * (c) Copyright 1988, Pixar.
k3d/share/shaders/k3d_matte.sl:5: *     Copyright 1988, 1989, Pixar.  All rights reserved.
k3d/share/shaders/k3d_metal.sl:2: * (c) Copyright 1988, Pixar.
k3d/share/shaders/k3d_metal.sl:5: *     Copyright 1988, 1989, Pixar.  All rights reserved.
k3d/share/shaders/k3d_mysky.sl:11: *    on a bright sunny day.  Works as a basic thresholded fBm.  Since

k3d/share/shaders/k3d_mysky.sl:13: *    lighting into account.  If you wanted a lit surface that looked like

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

k3d/share/shaders/k3d_noisysmoke.sl:6:         if (use_lighting > 0) {                                            \
k3d/share/shaders/k3d_noisysmoke.sl:33:		      float use_lighting = 1; float use_noise = 1;
k3d/share/shaders/k3d_noisysmoke.sl:36:		      float lightscale = 15;
k3d/share/shaders/k3d_noisysmoke.sl:55:  color li, last_li, lighttau;
k3d/share/shaders/k3d_noisysmoke.sl:86:	  lighttau = .5 * ss * (li * dtau + last_li * last_dtau);
k3d/share/shaders/k3d_noisysmoke.sl:92:	  dC = lighttau * dO;
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:110:  Ci = lightscale * Cv + (1 - Ov) * Ci;
k3d/share/shaders/k3d_oak.sl:16: *   Clightwood - the light, "background" wood color
k3d/share/shaders/k3d_oak.sl:27: *       grain are weighted.  0 turns one off, 1 makes full effect.
k3d/share/shaders/k3d_oak.sl:62:		color Clightwood = color(.5, .2, .067);	/* light wood color */
k3d/share/shaders/k3d_oak.sl:76:  color Cwood = mix(Clightwood, Cdarkwood, wood);
k3d/share/shaders/k3d_oakplank.sl:16: *   groovewidth, grooveheight - width of the grooves between planks
k3d/share/shaders/k3d_oakplank.sl:23: *   Clightwood - the light, "background" wood color
k3d/share/shaders/k3d_oakplank.sl:34: *       grain are weighted.  0 turns one off, 1 makes full effect.
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:112:		     color Clightwood = color(.5, .2, .067);	/* light wood color */
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: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:145:  color Cwood = mix(Clightwood, Cdarkwood, wood);
k3d/share/shaders/k3d_orennayar.sl:28: *      light from the sources and applies Oren & Nayar's local reflectance
k3d/share/shaders/k3d_orennayar.sl:46:    color lightC = 0;
k3d/share/shaders/k3d_orennayar.sl:75:	lightC += (L1 + L2) * Cl;
k3d/share/shaders/k3d_orennayar.sl:79:    Ci = Os * (Cs * (Ka*ambient()) + Kd*lightC);
k3d/share/shaders/k3d_paintedplastic.sl:2: * (c) Copyright 1988, Pixar.
k3d/share/shaders/k3d_paintedplastic.sl:5: *     Copyright 1988, 1989, Pixar.  All rights reserved.
k3d/share/shaders/k3d_parquet_plank.sl:18: *   lightwood, darkwood - surface colors for the wood itself
k3d/share/shaders/k3d_parquet_plank.sl:36:			  color lightwood = color(0.57, 0.292, 0.125);
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:148:  woodcolor = mix(lightwood, darkwood, r);
k3d/share/shaders/k3d_parquet_plank2.sl:19: *   lightwood, darkwood - surface colors for the wood itself
k3d/share/shaders/k3d_parquet_plank2.sl:50:	       color lightwood = color (0.57, 0.292, 0.125);
k3d/share/shaders/k3d_parquet_plank2.sl:68:  float tilewidth, whichtile, tmp, planklength;
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:144:  woodcolor = mix (lightwood, darkwood, r);
k3d/share/shaders/k3d_parquet_tile.sl:20: *   lightwood, darkwood - surface colors for the wood itself
k3d/share/shaders/k3d_parquet_tile.sl:65:	       color lightwood = color (0.57, 0.292, 0.125);
k3d/share/shaders/k3d_parquet_tile.sl:83:  float tilewidth, whichtile, tmp, planklength;
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:159:  woodcolor = mix (lightwood, darkwood, r);
k3d/share/shaders/k3d_planetclouds.sl:28: *      with the Blue Moon Renderer is to let the light cast shadows,
k3d/share/shaders/k3d_plank.sl:16: *   lightwood, darkwood - surface colors for the wood itself
k3d/share/shaders/k3d_plank.sl:33:		  color lightwood = color(0.57, 0.292, 0.125);
k3d/share/shaders/k3d_plank.sl:133:  /* Mix the light and dark wood according to the grain pattern */
k3d/share/shaders/k3d_plank.sl:134:  woodcolor = mix(lightwood, darkwood, r);
k3d/share/shaders/k3d_plastic.sl:2: * (c) Copyright 1988, Pixar.
k3d/share/shaders/k3d_plastic.sl:5: *     Copyright 1988, 1989, Pixar.  All rights reserved.
k3d/share/shaders/k3d_pointlight.sl:1:/* pointlight.sl - Standard point light source for RenderMan Interface.
k3d/share/shaders/k3d_pointlight.sl:2: * (c) Copyright 1988, Pixar.
k3d/share/shaders/k3d_pointlight.sl:5: *     Copyright 1988, 1989, Pixar.  All rights reserved.
k3d/share/shaders/k3d_pointlight.sl:9:light k3d_pointlight(float intensity = 3000;
k3d/share/shaders/k3d_pointlight.sl:10:		     color lightcolor = 1;
k3d/share/shaders/k3d_pointlight.sl:13:  illuminate(from) Cl = intensity * lightcolor / (L.L);
k3d/share/shaders/k3d_projectionmap_plastic.sl:2:// Copyright (c) 1995-2004, Timothy M. Shead
k3d/share/shaders/k3d_puffyclouds.sl:9: *    on a bright sunny day.  Works as a basic thresholded fBm.  Since
k3d/share/shaders/k3d_puffyclouds.sl:11: *    lighting into account.  If you wanted a lit surface that looked like
k3d/share/shaders/k3d_puffyclouds.sl:13: *    easy to add the lighting.
k3d/share/shaders/k3d_puffyclouds.sl:77:  Ci = Ct;   /* This makes the color disregard the lighting */
k3d/share/shaders/k3d_redapple.sl:6: * Copyright (C) Jonathan Merritt, 1999.
k3d/share/shaders/k3d_redapple.sl:48:	float Ka = 1;             /* Ambient light coeff.          */
k3d/share/shaders/k3d_redapple.sl:189:	 * highlights. We'd like them perturbed by the small
k3d/share/shaders/k3d_redapple.sl:210:	 * Here, we raytrace for the slight mirrored reflections
k3d/share/shaders/k3d_ridged_multifractal.sl:17:	float result, signal, weight, i, exponent;

k3d/share/shaders/k3d_ridged_multifractal.sl:32:          		weight = 1.0;

k3d/share/shaders/k3d_ridged_multifractal.sl:43:          		weight = signal * threshold;

k3d/share/shaders/k3d_ridged_multifractal.sl:44:          		weight = clamp(weight,0,1)    ;    		

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

k3d/share/shaders/k3d_ridged_multifractal.sl:57:          		signal *= weight;

k3d/share/shaders/k3d_roughmetal.sl:8: *   Ka, Kd, Ks - ambient, diffuse, specular weights
k3d/share/shaders/k3d_roughmetal.sl:9: *   roughness - highlight width
k3d/share/shaders/k3d_roughmetal.sl:12: *     Copyright 1988, 1989, Pixar.  All rights reserved.
k3d/share/shaders/k3d_round.sl:1:/* Copyrighted Pixar 1989 */
k3d/share/shaders/k3d_round.sl:7: * next to another patch at a right angle, the edge will be rounded.
k3d/share/shaders/k3d_rubber.sl:1:/* Copyrighted Pixar 1989 */
k3d/share/shaders/k3d_ruledpaper.sl:51:	// Paper height 
k3d/share/shaders/k3d_saturnring.sl:43:	point Nf;       /* Forward facing Normalized vector of incident light */
k3d/share/shaders/k3d_scartissue.sl:17:	color light = color (1,.3,.2);
k3d/share/shaders/k3d_scartissue.sl:29:	base = mix(dark,light,nz);
k3d/share/shaders/k3d_screen.sl:19: *     Copyright 1988, 1989, Pixar.  All rights reserved.
k3d/share/shaders/k3d_screen_aa.sl:21: *     Copyright 1988, 1989, Pixar.  All rights reserved.
k3d/share/shaders/k3d_sdixon.sl:1:/* Copyrighted Pixar 1989 */
k3d/share/shaders/k3d_shadowdistant_rim.sl:3:light
k3d/share/shaders/k3d_shadowdistant_rim.sl:6:    color  lightcolor=1 ; 
k3d/share/shaders/k3d_shadowdistant_rim.sl:12:    float __rimlight = 0;
k3d/share/shaders/k3d_shadowdistant_rim.sl:18:        Cl = intensity * lightcolor;
k3d/share/shaders/k3d_shadowspot.sl:1:/* Copyrighted Pixar 1989 */
k3d/share/shaders/k3d_shadowspot.sl:3:/* Listing 16.33  Spotlight using shadow map*/
k3d/share/shaders/k3d_shadowspot.sl:6: *  shadowspot(): spotlight with an optional shadow map
k3d/share/shaders/k3d_shadowspot.sl:8:light k3d_shadowspot( 
k3d/share/shaders/k3d_shadowspot.sl:10:	color lightcolor = 1;
k3d/share/shaders/k3d_shadowspot.sl:33:		Cl = attenuation * intensity * lightcolor;
k3d/share/shaders/k3d_shifteddrtile.sl:17: *	specularcolor - color of specular highlight
k3d/share/shaders/k3d_shifteddrtile.sl:21: *      (remember to set the right space)
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:40:#define whichtile(pos, freq) \
k3d/share/shaders/k3d_shifteddrtile.sl:75: 	row = whichtile (t, tfreq);
k3d/share/shaders/k3d_shiftedmoontile.sl:16: *	specularcolor - color of specular highlight
k3d/share/shaders/k3d_shiftedmoontile.sl:35:#define whichtile(pos, freq) \
k3d/share/shaders/k3d_shiftedmoontile.sl:71: 	row = whichtile (t, tfreq);
k3d/share/shaders/k3d_shinymetal.sl:3: * (c) Copyright 1988, Pixar.
k3d/share/shaders/k3d_shinymetal.sl:6: *     Copyright 1988, 1989, Pixar.  All rights reserved.
k3d/share/shaders/k3d_show_st.sl:1:/* Copyrighted Pixar 1989 */
k3d/share/shaders/k3d_skin1.sl:4: * Copyright (C) 2002, Rudy Cortes   rcortes@hntb.com
k3d/share/shaders/k3d_skin1.sl:22: * blemishfreq, blemishthresh,blemhishopac = control the freqency, threshold and opacity
k3d/share/shaders/k3d_skin1.sl:25: * xdir, angle = control the direction of the specular highlights.
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:76:  lightsource ("__nonspecular", nonspec);
k3d/share/shaders/k3d_skin1.sl:177:        belmishthresh = 4,
k3d/share/shaders/k3d_skin1.sl:243:  turb = pow(turb, belmishthresh );
k3d/share/shaders/k3d_skin2.sl:4: * Copyright (C) 2000-2001, Matt Pharr <mmp@SpamSucks_Exluna.com> 
k3d/share/shaders/k3d_skin2.sl:60:   over light sources with illuminance() and computes the reflected
k3d/share/shaders/k3d_skymetal.sl:9: * TLSkymetal shader.  Actually, I never could get this oneto work right,
k3d/share/shaders/k3d_slateroof.sl:9:	introduces a random color variation so that one tile will be lighter or
k3d/share/shaders/k3d_slateroof.sl:12:   Ka: Coefficient of ambient light;
k3d/share/shaders/k3d_slateroof.sl:13: 	Kd: Coefficient of diffuse light;
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:78:	float 	colorvary = 0,				    	/* the random amount by which a tile is lightened or darkened */
k3d/share/shaders/k3d_slateroof.sl:137:			/* the point might be in another tile */
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:129:			/* the point might be in another tile */
k3d/share/shaders/k3d_slideprojector.sl:1:light k3d_slideprojector(float intensity = 2000;
k3d/share/shaders/k3d_slideprojector.sl:2:			 color lightcolor = 1;
k3d/share/shaders/k3d_slideprojector.sl:50:    Cl = attenuation * intensity * lightcolor * Ct;
k3d/share/shaders/k3d_smoke.sl:10: *          to block light from behind it.
k3d/share/shaders/k3d_smoke.sl:11: *   lightdensity - smoke density control as it affects light scattering
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:44:    float foglight = 1;
k3d/share/shaders/k3d_smoke.sl:45:    lightsource("__foglight", foglight);
k3d/share/shaders/k3d_smoke.sl:46:    if(foglight > 0)
k3d/share/shaders/k3d_smoke.sl:77:volume k3d_smoke(float opacdensity = 1, lightdensity = 1;
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: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:115:      color lighttau =
k3d/share/shaders/k3d_smoke.sl:116:	lightdensity * ss / 2 * (li * dtau + last_li * last_dtau);
k3d/share/shaders/k3d_smoke.sl:118:      /* Composite with exponential extinction of background light */
k3d/share/shaders/k3d_smoke.sl:119:      Cv += (1 - Ov) * lighttau;
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_smoke2.sl:14: *   use_lighting - if nonzero, light visibility along the ray will be taken
k3d/share/shaders/k3d_smoke2.sl:18: *   lightscale - multiplier for light scattered toward viewer in volume
k3d/share/shaders/k3d_smoke2.sl:52:         if (use_lighting > 0) {                                            \
k3d/share/shaders/k3d_smoke2.sl:81:	    float use_lighting = 1;
k3d/share/shaders/k3d_smoke2.sl:85:	    float lightscale = 15;
k3d/share/shaders/k3d_smoke2.sl:102:  color li, last_li, lighttau;
k3d/share/shaders/k3d_smoke2.sl:131:	  lighttau = .5 * ss * (li*dtau + last_li*last_dtau);
k3d/share/shaders/k3d_smoke2.sl:135:	  dC = lighttau * dO;
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:153:  Ci = lightscale*Cv + (1-Ov)*Ci; 
k3d/share/shaders/k3d_softboxes.sl:47:/* Superellipse soft clipping - straight out of "uberlight"		***/
k3d/share/shaders/k3d_softboxes.sl:58:/* this is the identical function used by sqLight etc */
k3d/share/shaders/k3d_softboxes.sl:94:			boxHeight,
k3d/share/shaders/k3d_softboxes.sl:112:    varying vector Vlight = vtransform (boxCoords, reflVect);
k3d/share/shaders/k3d_softboxes.sl:113:    varying float zv = zcomp(Vlight);
k3d/share/shaders/k3d_softboxes.sl:114:    varying point Pplane = Pb1 - Vlight*(zcomp(Pb1)/zcomp(Vlight));
k3d/share/shaders/k3d_softboxes.sl:117:    uniform float bh2 = boxHeight/2;
k3d/share/shaders/k3d_softboxes.sl:120:#define bh2 boxHeight
k3d/share/shaders/k3d_softboxes.sl:130:    if (sign(zcomp(Pb1)) == sign(zcomp(Vlight))) {
k3d/share/shaders/k3d_softboxes.sl:200:light k3d_softboxes(
k3d/share/shaders/k3d_softboxes.sl:210:    color	lightcolor	= color (1,1,1);
k3d/share/shaders/k3d_softboxes.sl:218:    color	boxColor1	= color (1,1,1),	/* multiplied by lightcolor&intensity */
k3d/share/shaders/k3d_softboxes.sl:222:		boxHeight1	= 1,
k3d/share/shaders/k3d_softboxes.sl:230:    color	boxColor2	= color (1,1,1),	/* multiplied by lightcolor&intensity */
k3d/share/shaders/k3d_softboxes.sl:234:		boxHeight2	= 1,
k3d/share/shaders/k3d_softboxes.sl:242:    color	boxColor3	= color (1,1,1),	/* multiplied by lightcolor&intensity */
k3d/share/shaders/k3d_softboxes.sl:246:		boxHeight3	= 1,
k3d/share/shaders/k3d_softboxes.sl:254:    color	boxColor4	= color (1,1,1),	/* multiplied by lightcolor&intensity */
k3d/share/shaders/k3d_softboxes.sl:258:		boxHeight4	= 1,
k3d/share/shaders/k3d_softboxes.sl:364:		    boxWidth1,boxHeight1,boxWEdge1,boxHEdge1,
k3d/share/shaders/k3d_softboxes.sl:376:		    boxWidth2,boxHeight2,boxWEdge2,boxHEdge2,
k3d/share/shaders/k3d_softboxes.sl:388:		    boxWidth3,boxHeight3,boxWEdge3,boxHEdge3,
k3d/share/shaders/k3d_softboxes.sl:400:		    boxWidth4,boxHeight4,boxWEdge4,boxHEdge4,
k3d/share/shaders/k3d_softboxes.sl:490:	Cl *= (lightcolor * adjIntensity * materiaRefl);
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:1:/* spotlight.sl - Standard spot light source for RenderMan Interface.
k3d/share/shaders/k3d_spotlight.sl:2: * (c) Copyright 1988, Pixar.
k3d/share/shaders/k3d_spotlight.sl:5: *     Copyright 1988, 1989, Pixar.  All rights reserved.
k3d/share/shaders/k3d_spotlight.sl:9:light k3d_spotlight(float intensity = 1;
k3d/share/shaders/k3d_spotlight.sl:10:		    color lightcolor = 1;
k3d/share/shaders/k3d_spotlight.sl:26:    Cl = atten * intensity * lightcolor;
k3d/share/shaders/k3d_square_ridges.sl:2:// Copyright (c) 1995-2004, Timothy M. Shead
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:50:				   1 = texture deformed with no lighting
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:54:    float Kd=1;                 /* Surface Kd for lighting calculations */
k3d/share/shaders/k3d_srfdeformation.sl:82:    /* These lighting loops can be enhanced to calculate
k3d/share/shaders/k3d_srfdeformation.sl:93:    /* Difference in lighting acts as brightness control*/
k3d/share/shaders/k3d_srfdeformation.sl:98:    if (debug == 1) {  /* output the texture - no lighting */
k3d/share/shaders/k3d_srfdeformation.sl:100:    } else if (debug == 2) { /* output texture with P's lighting */
k3d/share/shaders/k3d_srfdeformation.sl:102:    } else if (debug == 3) { /* output texture with Pref's lighting */
k3d/share/shaders/k3d_stones.sl:5: * Copyright (C) 2002, Rudy Cortes   rcortes@hntb.com
k3d/share/shaders/k3d_stones.sl:51:#define whichtile(x,freq) (floor((x) * (freq)))
k3d/share/shaders/k3d_stones.sl:58: * separately to add some variation.  Hue, saturation, and lightness
k3d/share/shaders/k3d_stones.sl:60: * lightness multiply.
k3d/share/shaders/k3d_stones.sl:122:   stile = whichtile(cx,freq * tilefreq);
k3d/share/shaders/k3d_stones.sl:123:   ttile = whichtile(cy,freq * tilefreq);
k3d/share/shaders/k3d_superplank.sl:8: *   It can make the plank pattern as either straight staggered planks
k3d/share/shaders/k3d_superplank.sl:17: *   lightwood - wood-like color from which the various shades are derived.
k3d/share/shaders/k3d_superplank.sl:23: *   plankpattern - plank orientation pattern  1=straight, 2=parquet
k3d/share/shaders/k3d_superplank.sl:34: *   varnishbumpamp - height of bumps in the varnish coating
k3d/share/shaders/k3d_superplank.sl:55:			float Ks = .75, roughness = .02;	/* Spec highlight control */
k3d/share/shaders/k3d_superplank.sl:63:			color lightwood = color(.5, .2, .067);	/* light wood color */
k3d/share/shaders/k3d_superplank.sl:65:			float plankpattern = 1;	/* 1=straight, 2=parquet */
k3d/share/shaders/k3d_superplank.sl:148:      /* Straight, staggered planks */
k3d/share/shaders/k3d_superplank.sl:247:  /* Start with the light wood color */
k3d/share/shaders/k3d_superplank.sl:248:  woodcolor = lightwood;
k3d/share/shaders/k3d_superplank.sl:303:    lightsource("__nonspecular", nonspec);
k3d/share/shaders/k3d_superpplastic.sl:2: * (c) Copyright 1988, Pixar.
k3d/share/shaders/k3d_superpplastic.sl:5: *     Copyright 1988, 1989, Pixar.  All rights reserved.
k3d/share/shaders/k3d_terran.sl:40:  float l, o, a, i, weight;	/* Loop variables for fBm calc */
k3d/share/shaders/k3d_terran.sl:72:      weight = abs(VLNoise(tp, 1.5));
k3d/share/shaders/k3d_terran.sl:73:      bumpy = weight * snoise(tp);
k3d/share/shaders/k3d_terran.sl:74:      for(i = 1; i < octaves && weight >= VERY_SMALL; i += 1)
k3d/share/shaders/k3d_terran.sl:77:	  /* get subsequent values, weighted by previous value */
k3d/share/shaders/k3d_terran.sl:78:	  weight *= o * (N_OFFSET + snoise(tp));
k3d/share/shaders/k3d_terran.sl:79:	  weight = clamp(abs(weight), 0, 1);
k3d/share/shaders/k3d_terran.sl:80:	  bumpy += snoise(tp) * min(weight, spectral_exp);
k3d/share/shaders/k3d_terran.sl:85:  /* get the "height" of the bump, displacing by offset */
k3d/share/shaders/k3d_terran2.sl:103:  float l, o, a, i, weight;      /* Loop variables for fBm calc */
k3d/share/shaders/k3d_terran2.sl:129:      weight = abs (VLNoise (tp, 1.5));
k3d/share/shaders/k3d_terran2.sl:130:      bumpy = weight * snoise (tp);
k3d/share/shaders/k3d_terran2.sl:131:      for (i = 1;  i < octaves  &&  weight >= VERY_SMALL;  i += 1) {
k3d/share/shaders/k3d_terran2.sl:133:	  /* get subsequent values, weighted by previous value */
k3d/share/shaders/k3d_terran2.sl:134:	  weight *= o * (N_OFFSET + snoise(tp));
k3d/share/shaders/k3d_terran2.sl:135:	  weight = clamp (abs(weight), 0, 1);
k3d/share/shaders/k3d_terran2.sl:136:	  bumpy += snoise(tp) * min (weight, spectral_exp);
k3d/share/shaders/k3d_terran2.sl:141:  /* get the "height" of the bump, displacing by offset */
k3d/share/shaders/k3d_terranbump.sl:25:  float l, o, a, i, weight;	/* Loop variables for fBm calc */
k3d/share/shaders/k3d_terranbump.sl:50:      weight = abs(VLNoise(tp, 1.5));
k3d/share/shaders/k3d_terranbump.sl:51:      bumpy = weight * snoise(tp);
k3d/share/shaders/k3d_terranbump.sl:52:      for(i = 1; i < octaves && weight >= VERY_SMALL; i += 1)
k3d/share/shaders/k3d_terranbump.sl:55:	  /* get subsequent values, weighted by previous value */
k3d/share/shaders/k3d_terranbump.sl:56:	  weight *= o * (N_OFFSET + snoise(tp));
k3d/share/shaders/k3d_terranbump.sl:57:	  weight = clamp(abs(weight), 0, 1);
k3d/share/shaders/k3d_terranbump.sl:58:	  bumpy += snoise(tp) * min(weight, spectral_exp);
k3d/share/shaders/k3d_terranbump.sl:63:  /* get the "height" of the bump, displacing by offset */
k3d/share/shaders/k3d_threads.sl:1:/* Copyrighted Pixar 1989 */
k3d/share/shaders/k3d_threads.sl:3:/* Listing 16.24  Displacement shader providing light-bulb threads to cylinder */
k3d/share/shaders/k3d_tooledsteel.sl:32: *  specularcolor	- color of the specular hilight
k3d/share/shaders/k3d_tooledsteel.sl:108:        lightsource ("__nonspecular", nonspec);
k3d/share/shaders/k3d_toonmap.sl:9:string Highlight_Map="";
k3d/share/shaders/k3d_toonmap.sl:10:color Highlight_Color=(1, 1, 1); 
k3d/share/shaders/k3d_toonmap.sl:41:/** Texture_Highlight_Map **/
k3d/share/shaders/k3d_toonmap.sl:47:if ( Highlight_Map=="" ) 
k3d/share/shaders/k3d_toonmap.sl:49:temt_c4=Highlight_Color;
k3d/share/shaders/k3d_toonmap.sl:55:temt_c4=texture(Highlight_Map,temp_ss4,temp_tt4,"swidth",swidth4,"twidth",twidth4,"samples",samples4);
k3d/share/shaders/k3d_toonmap.sl:59:temt_c4=texture(Highlight_Map[channel4],temp_ss4,temp_tt4,"swidth",swidth4,"twidth",twidth4,"samples",samples4);
k3d/share/shaders/k3d_uberlight.sl:2: * uberlight.sl - a light with many fun controls.
k3d/share/shaders/k3d_uberlight.sl:5: *   Based on Ronen Barzel's paper "Lighting Controls for Computer
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: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:17: * Basic color/brightness controls:
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:21: * Light type:
k3d/share/shaders/k3d_uberlight.sl:22: *   lighttype - one of "spot", "omni", or "arealight".  Spot lights are
k3d/share/shaders/k3d_uberlight.sl:23: *       those that point in a particular direction (+z in local light
k3d/share/shaders/k3d_uberlight.sl:24: *       space, for this light).  Omni lights throw light in all directions.
k3d/share/shaders/k3d_uberlight.sl:25: *       Area lights are emitted from actual geometry (this only works on
k3d/share/shaders/k3d_uberlight.sl:26: *       BMRT area lights for the time being).
k3d/share/shaders/k3d_uberlight.sl:30: *       light coordinates) over which the light is active.  Outside
k3d/share/shaders/k3d_uberlight.sl:35: *       default) indicates that the light is the same brightness
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:46: *   parallelrays - when 0 (the default), the light appears to emanate
k3d/share/shaders/k3d_uberlight.sl:48: *       the light rays are parallel, as if from an infinitely distant
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:54: *   shearx, sheary - define the amount of shear applied to the light
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: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:71: *       of 1 is roughly physically correct for a spotlight and 
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:75: *       make the spot more bright in the center than the outskirts.
k3d/share/shaders/k3d_uberlight.sl:76: *       This parameter has no effect for omni lights.
k3d/share/shaders/k3d_uberlight.sl:80: *       done and the light emitted from the source will be filtered
k3d/share/shaders/k3d_uberlight.sl:82: *       make a texture map that simply blocks light, just make it
k3d/share/shaders/k3d_uberlight.sl:87: * Projected noise on the light:
k3d/share/shaders/k3d_uberlight.sl:94: *       attenuation of light as it passes through a window with 
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:115: *       illuminated or the appearance of highlights, etc.
k3d/share/shaders/k3d_uberlight.sl:118: * in 3-space which effectively blocks light.  But it's not really
k3d/share/shaders/k3d_uberlight.sl:126: *   blockerwidth, blockerheight - define the dimensions of the blocker's
k3d/share/shaders/k3d_uberlight.sl:130: *       control as the "roundness" parameter that affects the light
k3d/share/shaders/k3d_uberlight.sl:136: *       blocker) don't actually have to block light.  In fact, in
k3d/share/shaders/k3d_uberlight.sl:138: *       of the light to "shadowcolor".  If this color is set to
k3d/share/shaders/k3d_uberlight.sl:139: *       (0,0,0), it effectively blocks all light.  But if you set it
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:146: *       diffusely, without highlights.
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:151: *       highlights just fine (except for regions in shadows, as
k3d/share/shaders/k3d_uberlight.sl:152: *       explained above).  This is very handy for lights that are
k3d/share/shaders/k3d_uberlight.sl:153: *       meant to be fill lights, rather than key lights.
k3d/share/shaders/k3d_uberlight.sl:162: *       1, this light will only cast specular highlights but not
k3d/share/shaders/k3d_uberlight.sl:163: *       diffuse light.  This is useful for making a light that only
k3d/share/shaders/k3d_uberlight.sl:164: *       makes specular highlights, without affecting the rest of the
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:171: *       this light with noisysmoke, you can set this flag to 0 to
k3d/share/shaders/k3d_uberlight.sl:172: *       make a particular light *not* cause illumination in the fog.
k3d/share/shaders/k3d_uberlight.sl:268:/* Volumetric light shaping
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:276:float ShapeLightVolume(point PL;	/* Point in light space */
k3d/share/shaders/k3d_uberlight.sl:277:		       string lighttype;	/* what kind of light */
k3d/share/shaders/k3d_uberlight.sl:278:		       vector axis;	/* light axis */
k3d/share/shaders/k3d_uberlight.sl:284:		       float width, height;	/* xy superellipse */
k3d/share/shaders/k3d_uberlight.sl:295:  if(lighttype == "spot")
k3d/share/shaders/k3d_uberlight.sl:301:      /* For omni or area lights, use distance from the light */
k3d/share/shaders/k3d_uberlight.sl:323:  if(lighttype != "omni" && beamdistribution > 0)
k3d/share/shaders/k3d_uberlight.sl:325:  if(lighttype == "spot")
k3d/share/shaders/k3d_uberlight.sl:329:			     height, width + wedge, height + hedge,
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:350:  /* Get the surface and light positions in blocker coords */
k3d/share/shaders/k3d_uberlight.sl:356:      vector Vlight = (Pb1 - Pb2);
k3d/share/shaders/k3d_uberlight.sl:357:      point Pplane = Pb1 - Vlight * (zcomp(Pb1) / zcomp(Vlight));
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:369:light k3d_uberlight(
k3d/share/shaders/k3d_uberlight.sl:370:		     /* Basic intensity and color of the light */
k3d/share/shaders/k3d_uberlight.sl:371:		     string lighttype = "spot"; float intensity = 1;
k3d/share/shaders/k3d_uberlight.sl:372:		     color lightcolor = color(1, 1, 1);
k3d/share/shaders/k3d_uberlight.sl:380:		     float width = 1, height = 1, wedge = .1, hedge = .1;
k3d/share/shaders/k3d_uberlight.sl:383:		     /* Cookie or slide to control light cross-sectional color */
k3d/share/shaders/k3d_uberlight.sl:385:		     /* Noisy light */
k3d/share/shaders/k3d_uberlight.sl:398:		     float blockerwidth = 1, blockerheight = 1;
k3d/share/shaders/k3d_uberlight.sl:405:		     output float __foglight = 1;)
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: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:429:  if(lighttype == "spot")
k3d/share/shaders/k3d_uberlight.sl:430:    {				/* Spot light */
k3d/share/shaders/k3d_uberlight.sl:431:      uniform float maxradius = 1.4142136 * max(height + hedge + abs(sheary),
k3d/share/shaders/k3d_uberlight.sl:435:  else if(lighttype == "arealight")
k3d/share/shaders/k3d_uberlight.sl:436:    {				/* BMRT area light */
k3d/share/shaders/k3d_uberlight.sl:440:    {				/* Omnidirectional light */
k3d/share/shaders/k3d_uberlight.sl:447:    /* Accumulate attenuation of the light as it is affected by various
k3d/share/shaders/k3d_uberlight.sl:452:    color lcol = lightcolor;
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:458:      ShapeLightVolume(PL, lighttype, axis, cuton, cutoff, nearedge, faredge,
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:515:				  blockerwidth, blockerheight, blockerwedge,
k3d/share/shaders/k3d_urbermap.sl:15:string abSpecularColorMap="I:/ArtWorks/Textures/Native_1.2.highlight.tif"; 
k3d/share/shaders/k3d_velvet.sl:9: *   - A retroreflective lobe (back toward the light source)
k3d/share/shaders/k3d_velvet.sl:49:  vector Ln;                     /* Normalized vector to light */
k3d/share/shaders/k3d_warningstripes.sl:2:// Copyright (c) 1995-2004, Timothy M. Shead
k3d/share/shaders/k3d_water.sl:6: * note : This is very similar to shiny.sl with a slight modification to give it a

k3d/share/shaders/k3d_waterlight.sl:1:/** k3d_waterlight
k3d/share/shaders/k3d_waterlight.sl:3:Copyright (c) 1995-2004, Timothy M. Shead
k3d/share/shaders/k3d_waterlight.sl:10:light k3d_waterlight(
k3d/share/shaders/k3d_waterlight.sl:15:	color lightcolor = 1;
k3d/share/shaders/k3d_waterlight.sl:24:			Cl = mix(minimum_intensity, maximum_intensity, float noise(frequency * Ps)) * lightcolor;
k3d/share/shaders/k3d_windowlight.sl:2: * windowlight.sl - make a window light (with crossbars)
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: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: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:28:light k3d_windowlight(float intensity = 1;
k3d/share/shaders/k3d_windowlight.sl:29:		      color lightcolor = color(1, 0.9, 0.6);
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:42:  uniform vector inv, right, upv;
k3d/share/shaders/k3d_windowlight.sl:46:  point PL;			/* point on the light */
k3d/share/shaders/k3d_windowlight.sl:50:  right = (up) ^ inv;
k3d/share/shaders/k3d_windowlight.sl:51:  upv = normalize(inv ^ right);
k3d/share/shaders/k3d_windowlight.sl:52:  right = upv ^ inv;
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_windowlight.sl:71:    offset = (PL - center).right + panewidth * (hpanes / 2);
k3d/share/shaders/k3d_windowlight.sl:81:    Cl = intensity * mix(darkcolor, lightcolor, yfract * xfract);
k3d/share/shaders/k3d_wood2.sl:11: *   lightwood, darkwood - surface colors for the wood itself
k3d/share/shaders/k3d_wood2.sl:26:		  color lightwood = color(0.69, 0.44, 0.25);
k3d/share/shaders/k3d_wood2.sl:51:  Ct = mix(lightwood, darkwood, r * r2 * r2);
k3d/share/shaders/k3d_woodcut.sl:6:float brightness=0.75; 
k3d/share/shaders/k3d_woodcut.sl:57:(brightness - 1.0) + n*random;
