k3d/share/shaders/k3d_antialiasedchecks.sl:9: *   Ka, Kd	    	work just like the matte shader
k3d/share/shaders/k3d_antialiasedchecks.sl:40:  /* Determine how wide in s-t space one pixel projects to */
k3d/share/shaders/k3d_brick.sl:7: *   used in conjunction with the "brickbump" displacement shader (and
k3d/share/shaders/k3d_brick.sl:21: *    jagged                    How much do bricks deviate from squares?
k3d/share/shaders/k3d_brick.sl:34:		  float jagged = 0.006, brickvary = 0.3;
k3d/share/shaders/k3d_brick.sl:55:  /* Determine how wide in s-t space one pixel projects to, relative
k3d/share/shaders/k3d_brick.sl:63:  basicbrick(s, t, BMWIDTH, BMHEIGHT, 0.5, 0.2, 1, jagged, sbrick, tbrick, ss,
k3d/share/shaders/k3d_brick3.sl:7: *   used in conjunction with the "brickbump" displacement shader (and
k3d/share/shaders/k3d_brick3.sl:21: *    jagged                    How much do bricks deviate from squares?
k3d/share/shaders/k3d_brick3.sl:42:        float jagged = 0.006, brickvary = 0.3;
k3d/share/shaders/k3d_brick3.sl:62:  /* Determine how wide in s-t space one pixel projects to */
k3d/share/shaders/k3d_brick3.sl:68:  /* Make the shapes of the bricks vary just a bit */
k3d/share/shaders/k3d_brick3.sl:70:  scoord = s + jagged * xcomp (PP2);
k3d/share/shaders/k3d_brick3.sl:71:  tcoord = t + jagged * ycomp (PP2);
k3d/share/shaders/k3d_brickbump.sl:17: *    jagged                    How much do bricks deviate from squares?
k3d/share/shaders/k3d_brickbump.sl:30:float jagged = 0.006;
k3d/share/shaders/k3d_brickbump.sl:46:  basicbrick(s, t, BMWIDTH, BMHEIGHT, 0.5, 0.2, 1, jagged, sbrick, tbrick, ss,
k3d/share/shaders/k3d_brickbump3.sl:17: *    jagged                    How much do bricks deviate from squares?
k3d/share/shaders/k3d_brickbump3.sl:51:float jagged = 0.006;
k3d/share/shaders/k3d_brickbump3.sl:72:  /* Make the shapes of the bricks vary just a bit */
k3d/share/shaders/k3d_brickbump3.sl:74:  scoord = s + jagged * xcomp (PP2);
k3d/share/shaders/k3d_brickbump3.sl:75:  tcoord = t + jagged * ycomp (PP2);
k3d/share/shaders/k3d_brushedmetal2.sl:77:	point Po = transform("object",P);
k3d/share/shaders/k3d_brushedmetal2.sl:83:	float angle, jitter;
k3d/share/shaders/k3d_brushedmetal2.sl:93:	      jitter = (random()-.5)*Jspread;
k3d/share/shaders/k3d_brushedmetal2.sl:95:	      Ntmp = rotate(Nf,angle+jitter,zro,VA);
k3d/share/shaders/k3d_bubbly.sl:37:  point Po = transform("object",P)*mult;
k3d/share/shaders/k3d_celld.sl:22:	float voro_jitter = 0;  /* desc { Amount to perturb the voroni 
k3d/share/shaders/k3d_celld.sl:30:	point objP = transform (PSpace, P);
k3d/share/shaders/k3d_celld.sl:31:	point noiseP = (usePref != 0)? transform (PSpace, __Pref): objP;
k3d/share/shaders/k3d_celld.sl:38:	voronoi_f1f2_3d (noiseP*voro_freq, voro_jitter, 
k3d/share/shaders/k3d_celld.sl:48:	objP += Kvoro * voro_dist * Nn;
k3d/share/shaders/k3d_celld.sl:51:	P = transform (PSpace, "current", objP);
k3d/share/shaders/k3d_ceramictiles.sl:7: *   projection, textureprojspace, mx -  define the projection used to
k3d/share/shaders/k3d_ceramictiles.sl:37: *   rayjitter, raysamples - ray tracing controls
k3d/share/shaders/k3d_ceramictiles.sl:54:#include "k3d_project.h"
k3d/share/shaders/k3d_ceramictiles.sl:85: * single tile, calculate the color of the tile at that point.  Major
k3d/share/shaders/k3d_ceramictiles.sl:133:/* Compute the color of a ceramic object.  Like plastic, but use a
k3d/share/shaders/k3d_ceramictiles.sl:175:			 string projection = "st";
k3d/share/shaders/k3d_ceramictiles.sl:176:			 string textureprojspace = "shader";
k3d/share/shaders/k3d_ceramictiles.sl:193:    ProjectTo2D (projection, P, textureprojspace, array_to_mx(mx),ss, tt, dss, dtt);
k3d/share/shaders/k3d_ceramictiles.sl:211:   * the grooves between tiles.  Also, add just a little bit of
k3d/share/shaders/k3d_contacshadow.sl:30:    textureinfo(shadowname, "projectionmatrix", matNP);  
k3d/share/shaders/k3d_contacshadow.sl:44:	   object as recorded in the shadow map */
k3d/share/shaders/k3d_corktile.sl:95:	float disp, adjust;
k3d/share/shaders/k3d_corktile.sl:111:	adjust = (1 - min(smoothstep(gap * .3, gap * .7, so), smoothstep(gap * .3, gap * .7, to))) * 
k3d/share/shaders/k3d_corktile.sl:114:		* bumpheight * (1 - adjust);
k3d/share/shaders/k3d_craters.sl:2: * JBUMcraters.sl -- Lunar-like surface - Jim Bumgardner jbum@jbum.com
k3d/share/shaders/k3d_craters.sl:22:   float jitter=1.0;     /* irregularity of crater spacing */
k3d/share/shaders/k3d_craters.sl:25:   /* but this can be avoided by looping i,j from -2 to 2 instead of -1 to 1 */
k3d/share/shaders/k3d_craters.sl:32:    float ss, tt, angle, r, rim, uu, a, i, j, sc, asc, lev;
k3d/share/shaders/k3d_craters.sl:54:	    for (j = -1; j <= 1; j += 1) 
k3d/share/shaders/k3d_craters.sl:56:		tcell = tcellctr + j;
k3d/share/shaders/k3d_craters.sl:61:		    sctr = cellsizescale * (scell + 0.5 + jitter * cellnoise(scell+0.5, tcell+0.5));
k3d/share/shaders/k3d_craters.sl:62:		    tctr = cellsizescale * (tcell + 0.5 + jitter * cellnoise(scell+3.5, tcell+8.5));
k3d/share/shaders/k3d_crayon.sl:22:		graduation of shading from top to bottom of the object
k3d/share/shaders/k3d_crayontoon.sl:7: * del otro pero es mejor dejar al usuario esa eleccion. 

k3d/share/shaders/k3d_defaultsurface.sl:1:/* defaultsurface.sl - just color the surface, don't even look at lights
k3d/share/shaders/k3d_dented.sl:19: *      Dec 1992 -- written by lg for "Timbre Trees Examples" (jingle)
k3d/share/shaders/k3d_ember.sl:21:	point QQ = transform ("world", point "object" (0, 0, 0));
k3d/share/shaders/k3d_eroded.sl:3:/* Listing 16.17  Surface shader eroding the surface of an object */
k3d/share/shaders/k3d_eroded.sl:19:	      W = transform ("object", P);
k3d/share/shaders/k3d_eyeball.sl:12: *   Ka, Kd, Ks, roughness, specularcolor - work just like the plastic shader
k3d/share/shaders/k3d_eyeball.sl:75:  PO = transform ("object", P) + index;
k3d/share/shaders/k3d_eyeball.sl:88:   * then calculate the veining pattern.  Otherwise, just use the color
k3d/share/shaders/k3d_eyeball.sl:91:   * just right.
k3d/share/shaders/k3d_eyeball.sl:109:   * just a stretched turbulence function.
k3d/share/shaders/k3d_fractal.sl:29:                             sharpness of the ridges. Or you can just use the

k3d/share/shaders/k3d_fresnelplastic.sl:67:    /* Parametric space adjustments */
k3d/share/shaders/k3d_fur2.sl:85:    float Kajiya = 0;
k3d/share/shaders/k3d_fur2.sl:111:       James T. Kajiya and Timothy L.  Kay (1989) "Rendering Fur with Three 
k3d/share/shaders/k3d_fur2.sl:123:	Kajiya = T_Dot_nL * T_Dot_e + sin(Alpha) * sin(Beta);
k3d/share/shaders/k3d_fur2.sl:140:	    ((SPEC1*Cl*pow(Kajiya, 1/roughness1)) + 
k3d/share/shaders/k3d_fur2.sl:141:	     (SPEC2*Cl*pow(Kajiya, 1/roughness2)));
k3d/share/shaders/k3d_glass.sl:13: *    rayjitter, raysamples - ray tracing controls for reflection
k3d/share/shaders/k3d_glass.sl:18: *    reflrayjitter, refrraysamples - ray tracing controls for refraction
k3d/share/shaders/k3d_glass.sl:41:		  float refrrayjitter = 0, refrraysamples = 1;)
k3d/share/shaders/k3d_glass.sl:46:		  eta, transmitcolor, refrrayjitter, refrraysamples,
k3d/share/shaders/k3d_gloop.sl:31:  point  Psh = transform("object",P)*freq;
k3d/share/shaders/k3d_gloop.sl:34:  vector dPduN = normalize(vtransform("object",dPdu));
k3d/share/shaders/k3d_gloop.sl:35:  vector dPdvN = normalize(vtransform("object",dPdv));
k3d/share/shaders/k3d_gloop.sl:56:    P -= vtransform("object","current",step)*nz*stepsize;
k3d/share/shaders/k3d_gmarbtile_polish.sl:9: *   Ka, Kd, Ks, roughness, specularcolor - work just like the plastic
k3d/share/shaders/k3d_gmarbtile_polish.sl:41:			     uniform float envrad = 100, rayjitter =
k3d/share/shaders/k3d_gouge.sl:14:	float	y = ycomp(transform("object",P));	/* convert to object space	 */
k3d/share/shaders/k3d_greenmarble.sl:8: *   Ka, Kd, Ks, roughness, specularcolor - work just like the plastic
k3d/share/shaders/k3d_hdr_light.sl:1:/*Environment Light to project an environment map onto 3D geometry - designed

k3d/share/shaders/k3d_hdr_surface.sl:1:/*Environment Light to project an environment map onto 3D geometry - designed

k3d/share/shaders/k3d_hexatile_bump.sl:17:*	string Projection = "planar" 		---	Projection "preoject.h"
k3d/share/shaders/k3d_hexatile_bump.sl:18:*	string Space	  = "shader" 		---	Space for projection.
k3d/share/shaders/k3d_hexatile_bump.sl:31:* Larry Gritz "noises.h", "project.h", "patterns.h"
k3d/share/shaders/k3d_hexatile_bump.sl:38:#include "k3d_project.h"
k3d/share/shaders/k3d_hexatile_bump.sl:42:Worley2D_f1f2 (float ss, tt; float jitter, seed, c1, c2, hexagon, scale_ss, scale_tt; 
k3d/share/shaders/k3d_hexatile_bump.sl:50:uniform float i, j;
k3d/share/shaders/k3d_hexatile_bump.sl:53:			for (j = -1; j <= 1; j += 1) {
k3d/share/shaders/k3d_hexatile_bump.sl:54:				float ttestcell = tthiscell + j;
k3d/share/shaders/k3d_hexatile_bump.sl:60:	float spos = stestcell + jitter * (float cellnoise(stestcell,seed+ttestcell) - 0.5);
k3d/share/shaders/k3d_hexatile_bump.sl:61:	float tpos = ttestcell + jitter * (float cellnoise(stestcell+23,seed+ttestcell-87) - 0.5);
k3d/share/shaders/k3d_hexatile_bump.sl:87:	string Projection = "planar"; 
k3d/share/shaders/k3d_hexatile_bump.sl:97:ProjectTo2D (Projection,rotate(P,radians(Rotate),P1,P2),Space,array_to_mx(mx),SS,TT,Ds,Dt);
k3d/share/shaders/k3d_hextile.sl:16: *    Ka, Kd, Ks, roughness, specularcolor - work just like plastic
k3d/share/shaders/k3d_hextile.sl:28: *    If all of the default parameters are used, the tiles look just like
k3d/share/shaders/k3d_hextile.sl:74:  /* Determine how wide in s-t space one pixel projects to */
k3d/share/shaders/k3d_leather.sl:13: * 	old-autor jmerritt@warpax.com   :-)

k3d/share/shaders/k3d_leather.sl:135:	#define SPECK_NF        0     /* un dented dessus que je met a zero*/    

k3d/share/shaders/k3d_lensflare.sl:24: *   nspots - number of "spots" splayed out on the axis joining the
k3d/share/shaders/k3d_lunette.sl:10: *   hero objects that you might wish to show off.  The shader is a copy of a
k3d/share/shaders/k3d_lunette.sl:31: * Author: written by Jonathan Merritt (jmerritt@warpax.com), 5th October 2002
k3d/share/shaders/k3d_mondometal.sl:1:/* MondoMetal.sl   Felipe Esquivel, july 2001

k3d/share/shaders/k3d_mysky.sl:21: *    threshold - fBm sum below this level is just blue sky

k3d/share/shaders/k3d_noisysmoke.sl:94:	  /* Now we adjust Cv/Ov to account for dC and dO */
k3d/share/shaders/k3d_oak.sl:45:#include "k3d_project.h"
k3d/share/shaders/k3d_oak.sl:79:  /* Illumination model - just use plastic */
k3d/share/shaders/k3d_oakplank.sl:5: *    are projected onto the x-y plane, with the length aligned with
k3d/share/shaders/k3d_oakplank.sl:6: *    the y axis.  The subpattern within each individual plank is just
k3d/share/shaders/k3d_oakplank.sl:43: *   rayjitter, raysamples - ray tracing controls
k3d/share/shaders/k3d_oakplank.sl:61:#include "k3d_project.h"
k3d/share/shaders/k3d_oakplank.sl:167:  float specadjusted = 1 + .3 * wood - 0.8 * (1 - inplank);
k3d/share/shaders/k3d_oakplank.sl:169:    MaterialShinyPlastic(Nf, Cwood, Ka, Kd, specadjusted * Ks, roughness,
k3d/share/shaders/k3d_oakplank.sl:170:			 specadjusted * Kr, blur, eta, 1, ENVPARAMS);
k3d/share/shaders/k3d_orennayar.sl:16: *   Ka, Kd - just like matte.sl
k3d/share/shaders/k3d_orennayar.sl:27: *   1. Note that this is really just an illuminance loop that gathers
k3d/share/shaders/k3d_outlet.sl:13: *   Ka, Kd 	   	work just like the matte shader
k3d/share/shaders/k3d_parquet_plank.sl:11: *   Ka, Kd, Ks, specular, roughness - work just like the plastic shader
k3d/share/shaders/k3d_parquet_plank.sl:24: * ANTIALIASING: this shader does a pretty good job of antialiasing itself,
k3d/share/shaders/k3d_parquet_plank.sl:62:  /* Determine how wide in s-t space one pixel projects to */
k3d/share/shaders/k3d_parquet_plank2.sl:12: *   Ka, Kd, Ks, specular, roughness - work just like the plastic shader
k3d/share/shaders/k3d_parquet_plank2.sl:25: * ANTIALIASING: this shader does a pretty good job of antialiasing itself,
k3d/share/shaders/k3d_parquet_plank2.sl:76:  /* Determine how wide in s-t space one pixel projects to */
k3d/share/shaders/k3d_parquet_tile.sl:13: *   Ka, Kd, Ks, specular, roughness - work just like the plastic shader
k3d/share/shaders/k3d_parquet_tile.sl:26: * ANTIALIASING: this shader does a pretty good job of antialiasing itself,
k3d/share/shaders/k3d_parquet_tile.sl:91:  /* Determine how wide in s-t space one pixel projects to */
k3d/share/shaders/k3d_planetclouds.sl:96:  /* Adjust zero crossing (where the clouds disappear) */
k3d/share/shaders/k3d_plank.sl:9: *   Ka, Kd, Ks, specular, roughness - work just like the plastic shader
k3d/share/shaders/k3d_plank.sl:22: * ANTIALIASING: this shader does a pretty good job of antialiasing itself,
k3d/share/shaders/k3d_plank.sl:57:  /* Determine how wide in s-t space one pixel projects to */
k3d/share/shaders/k3d_projectionmap_plastic.sl:24:surface k3d_projectionmap_plastic(
k3d/share/shaders/k3d_puffyclouds.sl:19: *    threshold - fBm sum below this level is just blue sky
k3d/share/shaders/k3d_redapple.sl:11: * for specific geometry, but can very easily be adjusted to fit any
k3d/share/shaders/k3d_redapple.sl:25: * pictures, job offers at Pixar, etc... to:  jmerritt@SpamSucks_warpax.com   :-)
k3d/share/shaders/k3d_ridged_multifractal.sl:29:                             sharpness of the ridges. Or you can just use the

k3d/share/shaders/k3d_ruledpaper.sl:10: *   Ka, Kd, Ks, specular, roughness - work just like the plastic shader
k3d/share/shaders/k3d_rustymetal.sl:61:   * number of octaves by the estimated change in PP between adjacent
k3d/share/shaders/k3d_saturn.sl:36: *        Did major hacking to make it a Saturn-like shader by Tal Lancaster 
k3d/share/shaders/k3d_scartissue.sl:14:	point Psh = transform("object",P);
k3d/share/shaders/k3d_screen.sl:7: *   parallel to lines of s and t.  You can adjust the Ka, Kd, Ks, etc.
k3d/share/shaders/k3d_screen.sl:11: *   Ka, Kd, Ks, roughness, specularcolor - work just like the plastic shader
k3d/share/shaders/k3d_screen_aa.sl:6: *   parallel to lines of s and t.  You can adjust the Ka, Kd, Ks, etc.
k3d/share/shaders/k3d_screen_aa.sl:11: *   Ka, Kd, Ks, roughness, specularcolor - work just like the plastic shader
k3d/share/shaders/k3d_screen_aa.sl:44:  /* Determine how wide in s-t space one pixel projects to */
k3d/share/shaders/k3d_shiny.sl:9: *    rayjitter, raysamples - ray tracing controls for reflection
k3d/share/shaders/k3d_shinyplastic.sl:10: *    rayjitter, raysamples - ray tracing controls for reflection
k3d/share/shaders/k3d_skin1.sl:38: * Enjoy!!
k3d/share/shaders/k3d_slateroof.sl:26: 	factor: a seed used for adjusting the randomness - if you have two roofs with
k3d/share/shaders/k3d_slateroof.sl:139:			/* We are in an offset tile row adjust the scoord appropriately for
k3d/share/shaders/k3d_slateroofd.sl:18: 		factor: a seed used for adjusting the randomness - if you have two roofs with
k3d/share/shaders/k3d_slateroofd.sl:36:		careful to ensure there are no sudden jumps in displacement.
k3d/share/shaders/k3d_slateroofd.sl:107:	/* the above adjusts t_offset so that it runs from 0 to 1 within the expanded tile */
k3d/share/shaders/k3d_slateroofd.sl:131:				/* We are in an offset tile row adjust the scoord appropriately for
k3d/share/shaders/k3d_slideprojector.sl:1:light k3d_slideprojector(float intensity = 2000;
k3d/share/shaders/k3d_smoke.sl:128:   * which makes it through the volume.  So just composite!
k3d/share/shaders/k3d_smoke2.sl:137:	  /* Now we adjust Cv/Ov to account for dC and dO */
k3d/share/shaders/k3d_softboxes.sl:16:** Derived from softbox3 v1.2 - Author Bjorke for all
k3d/share/shaders/k3d_softboxes.sl:50:/*   - the equations of two superellipses (with major/minor axes given	***/
k3d/share/shaders/k3d_softboxes.sl:316:    uniform float adjMeterDistance;
k3d/share/shaders/k3d_softboxes.sl:318:	adjMeterDistance = meterDistance;
k3d/share/shaders/k3d_softboxes.sl:321:	adjMeterDistance = length(metP) + meterDistance;
k3d/share/shaders/k3d_softboxes.sl:323:    uniform float adjIntensity = pow(adjMeterDistance,decayRate)*intensity;
k3d/share/shaders/k3d_softboxes.sl:430:		uniform float i, j, k;
k3d/share/shaders/k3d_softboxes.sl:432:		    j = 0;
k3d/share/shaders/k3d_softboxes.sl:434:			if (sortedDist[i]>sortedDist[j]) { /* farthest first */
k3d/share/shaders/k3d_softboxes.sl:435:			    thisDist = sortedDist[j];
k3d/share/shaders/k3d_softboxes.sl:436:			    thisOpac = sortedOpac[j];
k3d/share/shaders/k3d_softboxes.sl:437:			    thisColor = sortedColor[j];
k3d/share/shaders/k3d_softboxes.sl:438:			    sortedDist[j] = sortedDist[i];
k3d/share/shaders/k3d_softboxes.sl:439:			    sortedOpac[j] = sortedOpac[i];
k3d/share/shaders/k3d_softboxes.sl:440:			    sortedColor[j] = sortedColor[i];
k3d/share/shaders/k3d_softboxes.sl:445:			j = j+1;
k3d/share/shaders/k3d_softboxes.sl:490:	Cl *= (lightcolor * adjIntensity * materiaRefl);
k3d/share/shaders/k3d_softboxes.sl:491:	Cl = mix(Cl, (shadowcolor*shadowintensity*adjIntensity), fullShad);
k3d/share/shaders/k3d_spacecloud.sl:14: *   minAdjust -- amount that can be subtracted from value
k3d/share/shaders/k3d_spacecloud.sl:15: *   maxAdjust -- amount that can be added to the value
k3d/share/shaders/k3d_spacecloud.sl:29: *      I was never happy with the results.  So now am just using noise over
k3d/share/shaders/k3d_spacecloud.sl:39:#define adjustNoise2(x, y, minVal, maxVal) \
k3d/share/shaders/k3d_spacecloud.sl:53:  float minAdjust = -.4;
k3d/share/shaders/k3d_spacecloud.sl:54:  float maxAdjust = .4;
k3d/share/shaders/k3d_spacecloud.sl:63:  float adjust;
k3d/share/shaders/k3d_spacecloud.sl:72:	PP = transform ("object", P);
k3d/share/shaders/k3d_spacecloud.sl:82:	fBm (P, noiseScale, octaves, PP, freq, i, size, adjust);
k3d/share/shaders/k3d_spacecloud.sl:83:	/*printf ("%.3f %.3f: adjust %.3f\n", s, t, adjust);*/
k3d/share/shaders/k3d_spacecloud.sl:86:	adjust = adjustNoise2 (u, v, minAdjust, maxAdjust);
k3d/share/shaders/k3d_spacecloud.sl:87:	ss = s + adjust;
k3d/share/shaders/k3d_spacecloud.sl:88:	tt = t + adjust;
k3d/share/shaders/k3d_srfdeformation.sl:9:   projects a texture through the camera onto the Pref
k3d/share/shaders/k3d_srfdeformation.sl:10:   object and deforms it to the P position
k3d/share/shaders/k3d_srfdeformation.sl:36:fnc_projectCurrentCamera(point P;
k3d/share/shaders/k3d_srfdeformation.sl:48:    string texname = "";        /* Texture to project */
k3d/share/shaders/k3d_srfdeformation.sl:51:				   2 = output lighting of the P object
k3d/share/shaders/k3d_srfdeformation.sl:52:				   3 = output lighting of the Pref object
k3d/share/shaders/k3d_srfdeformation.sl:66:    fnc_projectCurrentCamera(Pref, x, y);
k3d/share/shaders/k3d_starfield.sl:13:	// Work in object coordinates ...
k3d/share/shaders/k3d_starfield.sl:14:	point PP = transform("object", frequency * P);
k3d/share/shaders/k3d_superplank.sl:12: *   Ka, Kd, Ks, specularcolor, roughness - work just like the plastic shader
k3d/share/shaders/k3d_superplank.sl:36: * Antialiasing: this shader does a pretty good job of antialiasing itself,
k3d/share/shaders/k3d_superplank.sl:103:  float adjustedKs;
k3d/share/shaders/k3d_superplank.sl:135:   * strictly tied to the scale of the object.
k3d/share/shaders/k3d_superplank.sl:203:   * 3. Ring and grain patterns, color and specularity adjustment.
k3d/share/shaders/k3d_superplank.sl:257:  adjustedKs = Ks * (1 + .2 * ring) * (1 + .3 * grain) * groovy;
k3d/share/shaders/k3d_superplank.sl:314:    adjustedKs * (specularcolor * Cspec);
k3d/share/shaders/k3d_superpplastic.sl:19:along S and T, fidelty and number of samples by Giueppe Zompatori joesunny@tiscalinet.it*/
k3d/share/shaders/k3d_supertexmap.sl:13: *    projection - specifies the projection type, one of "st", "planar",
k3d/share/shaders/k3d_supertexmap.sl:15: *    textureprojspace - the space in which the texture projection is
k3d/share/shaders/k3d_supertexmap.sl:19: *                projected point before texture coordinates are extracted.
k3d/share/shaders/k3d_supertexmap.sl:31:#include "k3d_project.h"
k3d/share/shaders/k3d_supertexmap.sl:38:			string Csmapname = "", Csproj = "st", Csspace =
k3d/share/shaders/k3d_supertexmap.sl:45:			string Osmapname = "", Osproj = "st", Osspace =
k3d/share/shaders/k3d_supertexmap.sl:52:			string Ksmapname = "", Ksproj = "st", Ksspace =
k3d/share/shaders/k3d_supertexmap.sl:59:			string dispmapname = "", dispproj = "st", dispspace =
k3d/share/shaders/k3d_supertexmap.sl:78:      ApplyColorTextureOver(Ct, Csmapname, Csproj, P, Csspace,
k3d/share/shaders/k3d_supertexmap.sl:84:      ApplyColorTextureOver(Ct, Osmapname, Osproj, P, Osspace,
k3d/share/shaders/k3d_supertexmap.sl:90:      ApplyFloatTextureOver(Ks, Ksmapname, Ksproj, P, Ksspace,
k3d/share/shaders/k3d_supertexmap.sl:97:	ApplyFloatTextureOver(disp, dispmapname, dispproj, P, dispspace,
k3d/share/shaders/k3d_supertexmap.sl:102:  /* Illumination model - just use plastic */
k3d/share/shaders/k3d_terran.sl:164:	  /* Adjust color of water to darken deeper seas */
k3d/share/shaders/k3d_terran2.sl:219:	  /* Adjust color of water to darken deeper seas */
k3d/share/shaders/k3d_texblender.sl:4:#include "k3d_project.h"
k3d/share/shaders/k3d_texblender.sl:34:    color Cray = RayTrace (P, R, Kr, sqrt(blur), rayjitter, raysamples, alpha);
k3d/share/shaders/k3d_texblender.sl:150:		string Gspace[5]={"object","object","object","object","object"};
k3d/share/shaders/k3d_tooledsteel.sl:137:	point Po = transform("object",P);
k3d/share/shaders/k3d_tooledsteel.sl:143:	float angle, jitter;
k3d/share/shaders/k3d_tooledsteel.sl:154:	      jitter = (random()-.5)*Jspread;
k3d/share/shaders/k3d_tooledsteel.sl:156:	      Ntmp = rotate(Nf,angle+jitter,zro,VA);
k3d/share/shaders/k3d_translucency.sl:12:*		translucency texture for each side of a flat object
k3d/share/shaders/k3d_uberlight.sl:81: *       by that color, much like a slide projector.  If you want to
k3d/share/shaders/k3d_uberlight.sl:82: *       make a texture map that simply blocks light, just make it
k3d/share/shaders/k3d_uberlight.sl:87: * Projected noise on the light:
k3d/share/shaders/k3d_uberlight.sl:90: *       of the projected noise.
k3d/share/shaders/k3d_uberlight.sl:117: * "Fake" shadows from a blocker object.  A blocker is a superellipse
k3d/share/shaders/k3d_uberlight.sl:119: * geometry, the shader just does the intersection with the
k3d/share/shaders/k3d_uberlight.sl:137: *       this shader, shadowed regions actually just change the color
k3d/share/shaders/k3d_uberlight.sl:151: *       highlights just fine (except for regions in shadows, as
k3d/share/shaders/k3d_uberlight.sl:174: *       will also work just fine with PRMan (3.7 or later).
k3d/share/shaders/k3d_uberlight.sl:195: * renderer which does not support these new language features, just
k3d/share/shaders/k3d_uberlight.sl:219: *   - the equations of two superellipses (with major/minor axes given by
k3d/share/shaders/k3d_uberlight.sl:463:    /* Project a slide or use a cookie */
k3d/share/shaders/k3d_volcube.sl:6:   StepJitter          - 0-1 jitter the sample position.
k3d/share/shaders/k3d_volcube.sl:138:    Nd = ntransform("object","current",Nd);
k3d/share/shaders/k3d_volcube.sl:200:    point  inPoint_obj  = transform("object",P);
k3d/share/shaders/k3d_volcube.sl:201:    point  outPoint_obj = fnc_traceBox(-.501,.501,-.501,.501,-.501,.501,1,"object");
k3d/share/shaders/k3d_volcube.sl:207:    float  vol_length   = length(outPoint_obj-inPoint_obj);
k3d/share/shaders/k3d_volcube.sl:209:    vector step_obj     = (outPoint_obj-inPoint_obj)/numOfSteps;
k3d/share/shaders/k3d_volcube.sl:210:    vector step_cur     = vtransform("object","current",step_obj);
k3d/share/shaders/k3d_volcube.sl:219:    float  jitter       = (random() - .5) * StepJitter;
k3d/share/shaders/k3d_volcube.sl:221:    point  Pcur_obj     = inPoint_obj + jitter * step_obj;
k3d/share/shaders/k3d_volcube.sl:222:    point  Pcur        = P  + jitter * step_cur;
k3d/share/shaders/k3d_volcube.sl:235:	    cur_density = active_volume(Pcur_obj,Vol_Mult,Vol_Offset);
k3d/share/shaders/k3d_volcube.sl:237:	    cur_density = get_density(Pcur_obj,Vol_Mult,Vol_Offset);
k3d/share/shaders/k3d_volcube.sl:245:		    normal Vol_Nf = calcGradeNorm(Pcur_obj,Vol_Mult,Vol_Offset,
k3d/share/shaders/k3d_volcube.sl:294:	/* jump to the next sample point */
k3d/share/shaders/k3d_volcube.sl:296:	Pcur_obj += step_obj;
k3d/share/shaders/k3d_wallpaper.sl:31:    float i, j;
k3d/share/shaders/k3d_wallpaper.sl:45:        for (j = -1; j <= 1; j += 1) {
k3d/share/shaders/k3d_wallpaper.sl:47:	    tcell = tcellctr + j;
k3d/share/shaders/k3d_water.sl:52:    uniform float i, j;

k3d/share/shaders/k3d_water.sl:70:		for (j = 0;  j < samples;  j += 1) {

k3d/share/shaders/k3d_water.sl:74:			((j + float random())/samples - 0.5) * voffset;

k3d/share/shaders/k3d_water.sl:80:	    /* No blur, just do a simple trace */

k3d/share/shaders/k3d_wood2.sl:8: *   Ka, Kd, Ks, specular, roughness - work just like the plastic shader
