k3d/share/shaders/k3d_ambientlight.sl:10:float intensity = 1;
k3d/share/shaders/k3d_ambientlight.sl:14:  Cl = intensity * lightcolor;
k3d/share/shaders/k3d_arealight.sl:9: *   intensity, lightcolor - same meanings as pointlight
k3d/share/shaders/k3d_arealight.sl:14:float intensity = 1; 
k3d/share/shaders/k3d_arealight.sl:21:    Cl = (intensity / (L.L)) * lightcolor;
k3d/share/shaders/k3d_arealight.sl:31:    Cl = (intensity * (Nl.normalize(L) / (L.L)) * lightcolor);
k3d/share/shaders/k3d_causticlight.sl:2:k3d_causticlight ( float intensity = 1;
k3d/share/shaders/k3d_causticlight.sl:24:	Cl = atten * intensity * lightcolor;
k3d/share/shaders/k3d_constant.sl:9:surface k3d_constant(float intensity = 1.0)
k3d/share/shaders/k3d_constant.sl:12:  Ci = Os * Cs * intensity;
k3d/share/shaders/k3d_distant_shadow.sl:2:	float  intensity=1 ;
k3d/share/shaders/k3d_distant_shadow.sl:13:			Cl = intensity * lightcolor;
k3d/share/shaders/k3d_distantlight.sl:9:light k3d_distantlight(float intensity = 1;
k3d/share/shaders/k3d_distantlight.sl:14:  solar(to - from, 0) Cl = intensity * lightcolor;
k3d/share/shaders/k3d_hdr_light.sl:41:	float intensity =1.0;

k3d/share/shaders/k3d_hdr_light.sl:99:		Cl = Ct * intensity * exposure;

k3d/share/shaders/k3d_hdr_surface.sl:40:	float intensity =1.0;

k3d/share/shaders/k3d_hdr_surface.sl:73:	Ci = Cs * Oi * Ct * intensity * exposure;

k3d/share/shaders/k3d_hdri2.sl:2:k3d_hdri2 (float intensity = 1;
k3d/share/shaders/k3d_lensflare.sl:13: *   intensity - overall scale of intensity of all lens flare effects
k3d/share/shaders/k3d_lensflare.sl:14: *   bloomintensity - overall intensity of the "bloom" effect.  Setting
k3d/share/shaders/k3d_lensflare.sl:19: *   starburstintensity - overall intensity of starburst effect (0=none)
k3d/share/shaders/k3d_lensflare.sl:22: *   rainbowintensity - intensity of rainbow effect (0=none)
k3d/share/shaders/k3d_lensflare.sl:28: *   spotintensity - overall intensity scale for the spots
k3d/share/shaders/k3d_lensflare.sl:84:surface k3d_lensflare(float intensity = 1.0;
k3d/share/shaders/k3d_lensflare.sl:85:		      float bloomintensity = 1;
k3d/share/shaders/k3d_lensflare.sl:90:		      float starburstintensity = 0.075;
k3d/share/shaders/k3d_lensflare.sl:94:		      float rainbowintensity = 0.03;
k3d/share/shaders/k3d_lensflare.sl:98:		      float bloony = 1; float spotintensity = 0.08;
k3d/share/shaders/k3d_lensflare.sl:127:      atten * intensity * (comp(Cl, 0) + comp(Cl, 1) + comp(Cl, 2)) / 3;
k3d/share/shaders/k3d_lensflare.sl:144:    if(bloomintensity > 0)
k3d/share/shaders/k3d_lensflare.sl:151:	Cflare += bloom * (bloomintensity / intensity) / brightness;
k3d/share/shaders/k3d_lensflare.sl:155:    if(starburstintensity > 0)
k3d/share/shaders/k3d_lensflare.sl:163:	Cflare += star * (starburstintensity / intensity) / brightness;
k3d/share/shaders/k3d_lensflare.sl:167:    if(rainbowintensity > 0)
k3d/share/shaders/k3d_lensflare.sl:170:	  brightness * (rainbowintensity / intensity) *
k3d/share/shaders/k3d_lensflare.sl:220:	Cflare += spotintensity * bright * clr * Cs * int;
k3d/share/shaders/k3d_lensflare.sl:226:  Ci *= intensity;
k3d/share/shaders/k3d_pointlight.sl:9:light k3d_pointlight(float intensity = 3000;
k3d/share/shaders/k3d_pointlight.sl:13:  illuminate(from) Cl = intensity * lightcolor / (L.L);
k3d/share/shaders/k3d_shadowdistant_rim.sl:5:    float  intensity=1 ;
k3d/share/shaders/k3d_shadowdistant_rim.sl:18:        Cl = intensity * lightcolor;
k3d/share/shaders/k3d_shadowspot.sl:9:	float intensity	= 1;
k3d/share/shaders/k3d_shadowspot.sl:33:		Cl = attenuation * intensity * lightcolor;
k3d/share/shaders/k3d_slideprojector.sl:1:light k3d_slideprojector(float intensity = 2000;
k3d/share/shaders/k3d_slideprojector.sl:50:    Cl = attenuation * intensity * lightcolor * Ct;
k3d/share/shaders/k3d_softboxes.sl:209:    float	intensity	= 1;
k3d/share/shaders/k3d_softboxes.sl:218:    color	boxColor1	= color (1,1,1),	/* multiplied by lightcolor&intensity */
k3d/share/shaders/k3d_softboxes.sl:230:    color	boxColor2	= color (1,1,1),	/* multiplied by lightcolor&intensity */
k3d/share/shaders/k3d_softboxes.sl:242:    color	boxColor3	= color (1,1,1),	/* multiplied by lightcolor&intensity */
k3d/share/shaders/k3d_softboxes.sl:254:    color	boxColor4	= color (1,1,1),	/* multiplied by lightcolor&intensity */
k3d/share/shaders/k3d_softboxes.sl:274:    float shadowintensity = 1;
k3d/share/shaders/k3d_softboxes.sl:323:    uniform float adjIntensity = pow(adjMeterDistance,decayRate)*intensity;
k3d/share/shaders/k3d_softboxes.sl:491:	Cl = mix(Cl, (shadowcolor*shadowintensity*adjIntensity), fullShad);
k3d/share/shaders/k3d_spotlight.sl:9:light k3d_spotlight(float intensity = 1;
k3d/share/shaders/k3d_spotlight.sl:26:    Cl = atten * intensity * lightcolor;
k3d/share/shaders/k3d_starfield.sl:11:surface k3d_starfield(float intensity = 2.0; float frequency = 0.1; float size = 0.3; float irregularity = 2.0)
k3d/share/shaders/k3d_starfield.sl:27:	float star_intensity = float cellnoise(star_center);
k3d/share/shaders/k3d_starfield.sl:29:	Ci = intensity * star_intensity * inside_star * inside_star;
k3d/share/shaders/k3d_uberlight.sl:18: *   intensity - overall intensity scaling of the light
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:69: *   beamdistribution - controls intensity falloff due to angle.
k3d/share/shaders/k3d_uberlight.sl:282:		       float maxintensity;
k3d/share/shaders/k3d_uberlight.sl:316:	  float s = log(1 / maxintensity);
k3d/share/shaders/k3d_uberlight.sl:318:	  atten *= (maxintensity * exp(s * pow(PLlen / falloffdist, beta)));
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:376:		     float falloff = 0, falloffdist = 1, maxintensity = 1;
k3d/share/shaders/k3d_uberlight.sl:459:		       falloff, falloffdist, maxintensity / intensity, shearx,
k3d/share/shaders/k3d_uberlight.sl:521:    Cl = (atten * intensity) * lcol;
k3d/share/shaders/k3d_waterlight.sl:11:	float minimum_intensity = 0.3;
k3d/share/shaders/k3d_waterlight.sl:12:	float maximum_intensity = 1.0;
k3d/share/shaders/k3d_waterlight.sl:24:			Cl = mix(minimum_intensity, maximum_intensity, float noise(frequency * Ps)) * lightcolor;
k3d/share/shaders/k3d_windowlight.sl:9: *   intensity - overall intensity scaling of the light
k3d/share/shaders/k3d_windowlight.sl:28:light k3d_windowlight(float intensity = 1;
k3d/share/shaders/k3d_windowlight.sl:81:    Cl = intensity * mix(darkcolor, lightcolor, yfract * xfract);
