k3d/share/shaders/k3d_ceramictiles.sl:62: * tile spacing is 1.0), figure out which (integer indexed) tile we are
k3d/share/shaders/k3d_ceramictiles.sl:90:color tiletexture(float tileindex;
k3d/share/shaders/k3d_ceramictiles.sl:99:      point noisep = mottlefreq * point(stile, ttile, tileindex);
k3d/share/shaders/k3d_ceramictiles.sl:107:	.05 * fBm(point(stile * 10, ttile * 10, tileindex + 10),
k3d/share/shaders/k3d_ceramictiles.sl:110:	.05 * fBm(point(stile * 10, ttile * 10, tileindex - 3),
k3d/share/shaders/k3d_ceramictiles.sl:122:	point(stile * speckfreq, ttile * speckfreq, tileindex + 8);
k3d/share/shaders/k3d_ceramictiles.sl:207:  float tileindex = swhichtile + 13 * twhichtile;
k3d/share/shaders/k3d_ceramictiles.sl:220:  Ntile += 0.05 * (vector cellnoise(tileindex + 5) - 0.5);
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:228:  color Ctile = tiletexture(tileindex, stile, ttile, dss, dtt,
k3d/share/shaders/k3d_ceramictiles.sl:232:  Ctile = varyEach(Ctile, tileindex, varyhue, varysat, varylum);
k3d/share/shaders/k3d_eyeball.sl:21: *   index - set between 0 and 1, lets you use this shader to generate
k3d/share/shaders/k3d_eyeball.sl:38: *       27 Feb 95 (wave) - changed PO line to fix bug Larry figured out to actually *use* index
k3d/share/shaders/k3d_eyeball.sl:57:	 float index = 0;
k3d/share/shaders/k3d_eyeball.sl:75:  PO = transform ("object", P) + index;
k3d/share/shaders/k3d_fire.sl:41:  /* index into color spline using turbulence */
k3d/share/shaders/k3d_fresnelplastic.sl:81:    /* Calculate fresnel index of refraction */
k3d/share/shaders/k3d_hextile.sl:70:  float tileindex;
k3d/share/shaders/k3d_hextile.sl:109:  tileindex = stile+41*ttile;
k3d/share/shaders/k3d_hextile.sl:110:  Ctile = tilecolor * (1 + tilevary * snoise(tileindex+0.5));
k3d/share/shaders/k3d_oak.sl:24: *   angularwobble, angularwobblefreq - warping indexed by angle about
k3d/share/shaders/k3d_oakplank.sl:31: *   angularwobble, angularwobblefreq - warping indexed by angle about
k3d/share/shaders/k3d_oakplank.sl:73: * (integer indexed) plank we are on and what coordinates within our
k3d/share/shaders/k3d_oakplank.sl:135:  float plankindex = swhichplank + 13 * twhichplank;
k3d/share/shaders/k3d_oakplank.sl:147:  Cwood = varyEach(Cwood, plankindex, varyhue, varysat, varylum);
k3d/share/shaders/k3d_paintedplastic.sl:9: *    Apply a texture map to a plastic surface, indexing the texture
k3d/share/shaders/k3d_shinyplastic.sl:8: *    ior - index of refraction (1.5 is a good estimate for most plastics)
k3d/share/shaders/k3d_skin2.sl:57:   refraction of the incoming ray (typically ~1 for air) to the index
k3d/share/shaders/k3d_stones.sl:57:/* varyEach takes a computed color, then tweaks each indexed item
k3d/share/shaders/k3d_stones.sl:63:color varyEach (color Cin; float index, varyhue, varysat, varyval;)
k3d/share/shaders/k3d_stones.sl:69:    h += varyhue * (cellnoise(index+3)-0.5);
k3d/share/shaders/k3d_stones.sl:70:    s *= 1 - varysat * (cellnoise(index-14)-0.5);
k3d/share/shaders/k3d_stones.sl:71:    v *= 1 - varyval * (cellnoise(index+37)-0.5);
k3d/share/shaders/k3d_stones.sl:115:   angle = PI * snoise(freq * 16.31456);  /*randomize angle index*/
k3d/share/shaders/k3d_stones.sl:125:   /*tile index to be use in vary each*/
k3d/share/shaders/k3d_stones.sl:126:   float stoneindex = stile + 13 * ttile;
k3d/share/shaders/k3d_stones.sl:145:   layer_color = varyEach(stonecolor, stoneindex,varyhue,varysat,varylum);
k3d/share/shaders/k3d_superplank.sl:13: *   Kr, eta - reflection amount and index of refraction (for fresnel)
k3d/share/shaders/k3d_superplank.sl:57:			float Kr = 1, eta = 1.5;	/* Mirror refl & index of refr */
k3d/share/shaders/k3d_superplank.sl:180:  /* Now whichplank is a unique integer index for each plank */
k3d/share/shaders/k3d_superpplastic.sl:9: *    Apply a texture map to a plastic surface, indexing the texture
k3d/share/shaders/k3d_watercolor.sl:5: *	vector, and index of refraction. The shader for the air-to-water 

