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:141:			   float intile;
k3d/share/shaders/k3d_ceramictiles.sl:148:  color basecolor = mix(Cmortar, Ctile, intile);
k3d/share/shaders/k3d_ceramictiles.sl:149:  float ks = Ks * intile;
k3d/share/shaders/k3d_ceramictiles.sl:150:  float kd = mix(Kdmortar, Kdtile, intile);
k3d/share/shaders/k3d_ceramictiles.sl:156:  float kr = fkr * Kr * intile;
k3d/share/shaders/k3d_ceramictiles.sl:204:  float intile = tilepattern(ss, tt, dss, dtt,
k3d/share/shaders/k3d_ceramictiles.sl:221:  Nf = normalize(mix(Nf, Ntile, intile));
k3d/share/shaders/k3d_ceramictiles.sl:241:  if(intile < 1.0)
k3d/share/shaders/k3d_ceramictiles.sl:248:    MaterialCeramicTiles(Nf, Cmortar, Ctile, intile, Ka, Kdmortar, Kdtile, Ks,
