k3d/share/shaders/k3d_cyclone.sl:30:      /* invert distance from center */
k3d/share/shaders/k3d_cyclone.sl:42:	  /* invert and make nonlinear */
k3d/share/shaders/k3d_fractal.sl:50:          		/* invert and translate*/

k3d/share/shaders/k3d_hexatile_bump.sl:10:*	float Edge1	=.2 			---	Minvalue of Edge.
k3d/share/shaders/k3d_ridged_multifractal.sl:50:          		/* invert and translate*/

k3d/share/shaders/k3d_windowlight.sl:42:  uniform vector inv, right, upv;
k3d/share/shaders/k3d_windowlight.sl:49:  inv = normalize(in);
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:55:  d = inv.(Ps - center);
k3d/share/shaders/k3d_windowlight.sl:56:  PL = Ps - path * (d / (path.inv));
