k3d/share/shaders/k3d_eyeball.sl:68:  float irisstat, pupilstat;
k3d/share/shaders/k3d_eyeball.sl:78:   * irisstat: 0 inside the iris/white boundary, 1 outside
k3d/share/shaders/k3d_eyeball.sl:83:  irisstat = smoothstep (irissize, irissize+twidth, tt);
k3d/share/shaders/k3d_eyeball.sl:93:  if (irisstat * bloody > 0.001) {
k3d/share/shaders/k3d_eyeball.sl:111:  if (irisstat < 0.9999 && pupilstat > 0.0001) {
k3d/share/shaders/k3d_eyeball.sl:123:  Ct = mix (Ciris, Cball, irisstat);
k3d/share/shaders/k3d_eyeball.sl:127:  ks = Ks * (1+2*(1-irisstat));
k3d/share/shaders/k3d_eyeball.sl:128:  rough = roughness * (1-.75*(1-irisstat));
