k3d/share/shaders/k3d_noisysmoke.sl:42:  vector incident = vtransform("shader", -I);
k3d/share/shaders/k3d_noisysmoke.sl:46:  vector incident = vtransform("shader", I);
k3d/share/shaders/k3d_noisysmoke.sl:61:  end = min(length(incident), integend) - 0.0001;
k3d/share/shaders/k3d_noisysmoke.sl:67:      IN = normalize(incident);
k3d/share/shaders/k3d_saturnring.sl:43:	point Nf;       /* Forward facing Normalized vector of incident light */
k3d/share/shaders/k3d_screen_aa.sl:35:  vector IN;			/* normalized incident vector */
k3d/share/shaders/k3d_skin1.sl:111:   a one-dimensional volumetric surface.  Given incident and outgoing
k3d/share/shaders/k3d_skin2.sl:30:   a one-dimensional volumetric surface.  Given incident and outgoing
k3d/share/shaders/k3d_smoke2.sl:90:  point incident = vtransform ("shader", -I);
k3d/share/shaders/k3d_smoke2.sl:93:  point incident = vtransform ("shader", I);
k3d/share/shaders/k3d_smoke2.sl:107:  end = min (length (incident), integend) - 0.0001;
k3d/share/shaders/k3d_smoke2.sl:112:      IN = normalize (incident);
k3d/share/shaders/k3d_uberlight.sl:40: *   falloffdist - the distance at which the incident energy is actually
k3d/share/shaders/k3d_velvet.sl:10: *   - Scattering near the horizon, regardless of incident direction
k3d/share/shaders/k3d_water.sl:47:    vector IN;               /* normalized incident vector */

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

