k3d/share/shaders/k3d_antialiasedchecks.sl:50:  /* Get the place in the pattern where we're sampling */
k3d/share/shaders/k3d_background.sl:18:// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
k3d/share/shaders/k3d_brick.sl:7: *   used in conjunction with the "brickbump" displacement shader (and
k3d/share/shaders/k3d_brick3.sl:7: *   used in conjunction with the "brickbump" displacement shader (and
k3d/share/shaders/k3d_brickbump.sl:2: * brickbump.sl -- displacement shader for bricks.
k3d/share/shaders/k3d_brickbump.sl:5: *   Makes displacements for a wall of bricks.  This is the companion
k3d/share/shaders/k3d_brickbump.sl:29:displacement k3d_brickbump(
k3d/share/shaders/k3d_brickbump3.sl:2: * brickbump.sl -- displacement shader for bricks.
k3d/share/shaders/k3d_brickbump3.sl:5: *   Makes displacements for a wall of bricks.  This is the companion
k3d/share/shaders/k3d_brickbump3.sl:37:  displacement shader with the matte surface shader.  With appropriate
k3d/share/shaders/k3d_brickbump3.sl:44:  Displacement "brickbump" "brickwidth" 0.5 "brickheight" 0.25 
k3d/share/shaders/k3d_brickbump3.sl:49:displacement
k3d/share/shaders/k3d_bubbles.sl:4: * A simple semi-sphere carpet displacment
k3d/share/shaders/k3d_bubbles.sl:9:displacement k3d_bubbles(
k3d/share/shaders/k3d_bubbly.sl:12: *  the "bubbles" are paraboloids diplaced along the normal. 
k3d/share/shaders/k3d_bubbly.sl:22: *  Kd      - coefficient of displacement. 
k3d/share/shaders/k3d_bubbly.sl:23: *	      Displacement bounds and this value should be equal.
k3d/share/shaders/k3d_bubbly.sl:27:displacement
k3d/share/shaders/k3d_castucco.sl:20:#include "k3d_displace.h"
k3d/share/shaders/k3d_castucco.sl:22:displacement k3d_castucco(
k3d/share/shaders/k3d_castucco.sl:31:  float disp;			/* Amount to displace */
k3d/share/shaders/k3d_castucco.sl:43:  /* displace in shader space units */
k3d/share/shaders/k3d_castucco.sl:44:  N = Displace(normalize(N), "shader", disp, 1);
k3d/share/shaders/k3d_celld.sl:4: * Simple displacement shader using Voronoi cell noise
k3d/share/shaders/k3d_celld.sl:16:displacement k3d_celld (
k3d/share/shaders/k3d_celld.sl:17:        float Kvoro = 0;        /* desc {amount to displace. } */
k3d/share/shaders/k3d_ceramictiles.sl:6: * Parameters for pattern placement and size:
k3d/share/shaders/k3d_ceramictiles.sl:13: *   groovedepth - displacement amount for the grooves (expressed in
k3d/share/shaders/k3d_ceramictiles.sl:15: *   truedisp - 1 for true displacement, 0 for bump mapping
k3d/share/shaders/k3d_ceramictiles.sl:57:#include "k3d_displace.h"
k3d/share/shaders/k3d_ceramictiles.sl:210:   * Displacement: the edges of the tile displace down a bit, as do
k3d/share/shaders/k3d_ceramictiles.sl:218:    Displace(Nf, "shader", groovedepth * (tiledisp - 1), truedisp);
k3d/share/shaders/k3d_contacshadow.sl:8:** placed onto the surface which catches the contact shadow  
k3d/share/shaders/k3d_corktile.sl:20: *   the displacement of the tile itself out of the gap
k3d/share/shaders/k3d_craters.sl:16:   float Km = 0.03;	/* Depth of crater displacement */
k3d/share/shaders/k3d_craters.sl:20:   float lac=1.91341;    /* diameter spacing between successive octaves */
k3d/share/shaders/k3d_craters.sl:36:    float	rmax1=1000000,rmax2=1000000,rrad1=0,rrad2=0,cellsizescale,ilac;
k3d/share/shaders/k3d_craters.sl:38:    ilac = 1/lac;
k3d/share/shaders/k3d_craters.sl:44:	sc = pow(lac, lev);
k3d/share/shaders/k3d_craters.sl:68:		      rad = rmax*ilac;
k3d/share/shaders/k3d_craters.sl:78:		      rad = rmax*ilac;
k3d/share/shaders/k3d_decalplastic.sl:18:// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
k3d/share/shaders/k3d_dented.sl:2: * dented.sl -- displacement shader for dents
k3d/share/shaders/k3d_dented.sl:30:displacement k3d_dented( float Km = 1; float power = 3; float frequency = 1; float maxoctaves = 6; )
k3d/share/shaders/k3d_displacementmap.sl:1:displacement k3d_displacementmap(float Km = 1;
k3d/share/shaders/k3d_droop.sl:3:/* Listing 16.27  Displacement shader with catenary droop in y*/
k3d/share/shaders/k3d_droop.sl:6: * droop(): a displacement shader for making a surface "sag" along t.
k3d/share/shaders/k3d_droop.sl:10:displacement 
k3d/share/shaders/k3d_dturb.sl:3: * turbulence displacement
k3d/share/shaders/k3d_dturb.sl:8:displacement k3d_dturb(float Km = 0.1, freq = 10, flatness = 1)
k3d/share/shaders/k3d_emboss.sl:3:/* Listing 16.36  Displacement shader embossing a surface using a texture */
k3d/share/shaders/k3d_emboss.sl:9:displacement
k3d/share/shaders/k3d_fractal.sl:14:displacement

k3d/share/shaders/k3d_fractal.sl:15:k3d_fractal(float H = 0.8, lacunarity = 2.5, octaves = 7, offset = 0.9, sharpness = 4, threshold = 12, Kt = 0.1)

k3d/share/shaders/k3d_fractal.sl:35:          		exponent = pow( lacunarity, (-i*H) );

k3d/share/shaders/k3d_fractal.sl:37:          		PP.x *= lacunarity;

k3d/share/shaders/k3d_fractal.sl:38:          		PP.y *= lacunarity;

k3d/share/shaders/k3d_fractal.sl:39:          		PP.z *= lacunarity;

k3d/share/shaders/k3d_fractal.sl:41:			PP = PP * lacunarity;

k3d/share/shaders/k3d_fresnelplastic.sl:30:			    desc {Optional color map.  Replaces 'Csurf'.} */
k3d/share/shaders/k3d_fur1.sl:10:displacement

k3d/share/shaders/k3d_gloop.sl:5: * an example of nonlinear displacements 
k3d/share/shaders/k3d_gloop.sl:12: *        will cause a larger displacement so you will 
k3d/share/shaders/k3d_gloop.sl:13: *        have to change your displacement bounds to fit
k3d/share/shaders/k3d_gloop.sl:16: * magnitude - how far to displace. probably fine set where it is.
k3d/share/shaders/k3d_gloop.sl:18: * displacement bounds can be computed with the following 
k3d/share/shaders/k3d_gloop.sl:25:displacement
k3d/share/shaders/k3d_gloop.sl:62:  /* wash your hands after displacing P*/
k3d/share/shaders/k3d_gouge.sl:3:/* Listing 16.32  Displacement shader for beating up a surface with a texture  */
k3d/share/shaders/k3d_gouge.sl:6: * gouge(): Use a texture map to displace a surface.
k3d/share/shaders/k3d_gouge.sl:8:displacement
k3d/share/shaders/k3d_gouge.sl:19:    *  displace the surface point inwards by that amount. 
k3d/share/shaders/k3d_grass_displace.sl:8: * pattern.  The displacements are circular.

k3d/share/shaders/k3d_grass_displace.sl:15:displacement

k3d/share/shaders/k3d_grass_displace.sl:16:k3d_grass_displace ( float height = 1.0,

k3d/share/shaders/k3d_grids_disp.sl:4: Displace (normal dir; float amp; float truedisp;)
k3d/share/shaders/k3d_grids_disp.sl:13: displacement k3d_grids_disp (
k3d/share/shaders/k3d_grids_disp.sl:55: N = Displace(normalize(N),0.05*temp_f_2,0);
k3d/share/shaders/k3d_hexatile_bump.sl:2:* FGHexaTile_bump.sl -- "Simple shader to do "Hexagon" displacement"
k3d/share/shaders/k3d_hexatile_bump.sl:22:*	float Km	= -.015 		---	Diplacement amplitude.
k3d/share/shaders/k3d_hexatile_bump.sl:23:*	float Truedisp	= 1 			---	True Displacement 0 = off, 1 = on.
k3d/share/shaders/k3d_hexatile_bump.sl:78:displacement k3d_hexatile_bump (
k3d/share/shaders/k3d_hexatile_bump.sl:120:/*** ----- True Displacement and bump ----- ***/
k3d/share/shaders/k3d_hexatile_bump.sl:122:Displace (normal dir; vector space; float amp; float truedisp;)
k3d/share/shaders/k3d_hexatile_bump.sl:135:N = Displace(normalize(N),VShd,Km*disp,Truedisp); 
k3d/share/shaders/k3d_hextile.sl:7: *    places and such.
k3d/share/shaders/k3d_leather.sl:28:	color black = color(0.5,0.3,0.10);

k3d/share/shaders/k3d_leather.sl:48:	float small_noise, blotch, speck, disp = 0, blackness;

k3d/share/shaders/k3d_leather.sl:141:	 * Determine where the apple goes black at the poles.

k3d/share/shaders/k3d_leather.sl:148:	blackness = 1-(smoothstep(BEDGE, BEDGE+BWIDTH, t)*

k3d/share/shaders/k3d_leather.sl:158:	cs = mix(cs, black, blackness);

k3d/share/shaders/k3d_lensflare.sl:4: * Description: This shader, when placed on a piece of geometry 
k3d/share/shaders/k3d_luna.sl:34:		 float lacunarity = 2;
k3d/share/shaders/k3d_luna.sl:65:  omega = pow(lacunarity, (-.5) - H);
k3d/share/shaders/k3d_luna.sl:67:  /* bumpy = fBm (PP, omega, lacunarity, octaves); */
k3d/share/shaders/k3d_luna.sl:74:      l *= lacunarity;
k3d/share/shaders/k3d_lunette.sl:8: *   surfaces placed beneath your scene which act as the ground.  The default
k3d/share/shaders/k3d_mondometal.sl:41:    float abDoDisplacement = 0.0;

k3d/share/shaders/k3d_mondometal.sl:190:        if( abDoDisplacement == 1.0 )

k3d/share/shaders/k3d_mondometal.sl:191:            P = PP; /* usually it's better to do displacments in displacement shader */

k3d/share/shaders/k3d_oak.sl:28: *   divotdepth - depth (in shader units) of the displacement due to
k3d/share/shaders/k3d_oak.sl:30: *   truedisp - 1 for true displacement, 0 for bump mapping
k3d/share/shaders/k3d_oak.sl:48:#include "k3d_displace.h"
k3d/share/shaders/k3d_oak.sl:77:  Nf = faceforward(Displace(Nf, "shader", -wood * divotdepth, truedisp), I);
k3d/share/shaders/k3d_oakplank.sl:18: *   groovedepth - how far down do the grooves displace?
k3d/share/shaders/k3d_oakplank.sl:35: *   divotdepth - depth (in shader units) of the displacement due to
k3d/share/shaders/k3d_oakplank.sl:37: *   truedisp - 1 for true displacement, 0 for bump mapping
k3d/share/shaders/k3d_oakplank.sl:65:#include "k3d_displace.h"
k3d/share/shaders/k3d_oakplank.sl:150:  /* Displacement: the edges of the planks displace down a bit, as do
k3d/share/shaders/k3d_oakplank.sl:162:  Nf = faceforward(Displace(Nf, "shader", disp, truedisp), I);
k3d/share/shaders/k3d_orennayar.sl:30: *      or a function and used in any other shader, in place of diffuse().
k3d/share/shaders/k3d_planetclouds.sl:81:  /* Second cirrus: replace DNoise with vector fBm */
k3d/share/shaders/k3d_projectionmap_plastic.sl:18:// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
k3d/share/shaders/k3d_redapple.sl:65:	float small_noise, blotch, speck, disp = 0, blackness;
k3d/share/shaders/k3d_redapple.sl:76:	color black = color(0.00,0.00,0.00);
k3d/share/shaders/k3d_redapple.sl:165:	 * Determine where the apple goes black at the poles.
k3d/share/shaders/k3d_redapple.sl:172:	blackness = 1-(smoothstep(BEDGE, BEDGE+BWIDTH, t)*
k3d/share/shaders/k3d_redapple.sl:182:	cs = mix(cs, black, blackness);
k3d/share/shaders/k3d_ridged_multifractal.sl:14:displacement

k3d/share/shaders/k3d_ridged_multifractal.sl:15:k3d_ridged_multifractal(float H = 0.8, lacunarity = 2.5, octaves = 7, offset = 0.9, sharpness = 4, threshold = 12, Kt = 0.1)

k3d/share/shaders/k3d_ridged_multifractal.sl:35:          		exponent = pow( lacunarity, (-i*H) );

k3d/share/shaders/k3d_ridged_multifractal.sl:37:          		PP.x *= lacunarity;

k3d/share/shaders/k3d_ridged_multifractal.sl:38:          		PP.y *= lacunarity;

k3d/share/shaders/k3d_ridged_multifractal.sl:39:          		PP.z *= lacunarity;

k3d/share/shaders/k3d_ridged_multifractal.sl:41:			PP = PP * lacunarity;

k3d/share/shaders/k3d_ripple.sl:5: *  This produced concave displacements on any surfaces.

k3d/share/shaders/k3d_ripple.sl:12:displacement

k3d/share/shaders/k3d_round.sl:3:/* Listing 16.23  Displacement shader for bevelling perpendicular bilinear patches*/
k3d/share/shaders/k3d_round.sl:6: * round(): displace the edge of a bilinear patch so that, if it is placed 
k3d/share/shaders/k3d_round.sl:9:displacement
k3d/share/shaders/k3d_round.sl:16:	point	 center,/* point toward which the surface is displaced 	*/
k3d/share/shaders/k3d_ruledpaper.sl:79:// becomes black and the opacity becomes 0.
k3d/share/shaders/k3d_saturnring.sl:64:		/* Creating an inner disk that is transparent to place the planet */
k3d/share/shaders/k3d_shifteddrtile.sl:20: *	The center varible should really be placed in the parameter list 
k3d/share/shaders/k3d_skin1.sl:7: * This software is placed in the public domain and is provided as is 
k3d/share/shaders/k3d_skin1.sl:33: * You can replace the header functions by using
k3d/share/shaders/k3d_skin1.sl:219:  /* displace normals*/
k3d/share/shaders/k3d_skin2.sl:6: * This software is placed in the public domain and is provided as is 
k3d/share/shaders/k3d_slateroof.sl:6:	transparent (and black) so that the edge of the roof looks irregular.
k3d/share/shaders/k3d_slateroof.sl:38:	produce an appropriate displacement and message passing from the
k3d/share/shaders/k3d_slateroof.sl:39:	displacement shader would eliminate the need for a lot of the
k3d/share/shaders/k3d_slateroof.sl:72:			disps, dispt, disp, dispo,      	/* Displacements - s direction, t direction, final displacement, and 
k3d/share/shaders/k3d_slateroof.sl:73:										  					displacement for the non-overlapping tile */
k3d/share/shaders/k3d_slateroof.sl:88:      scoord = scoord + offset; /* Displace alternate rows */
k3d/share/shaders/k3d_slateroof.sl:95:	/* Work out the displacement assuming the point is in the 
k3d/share/shaders/k3d_slateroof.sl:114:	/* now calculate the displacement */
k3d/share/shaders/k3d_slateroof.sl:167:	/* calculate the displacement again */
k3d/share/shaders/k3d_slateroofd.sl:4:  slateroofd.sl - a displacement shader to produce tiles on a roof
k3d/share/shaders/k3d_slateroofd.sl:9:    	Km: Maximum displacement of tiles;
k3d/share/shaders/k3d_slateroofd.sl:30:		the surface displacement according to a simple formula: a sharp ridge at
k3d/share/shaders/k3d_slateroofd.sl:34:		tile 'above' the current one. If it is we replace the displacement we are
k3d/share/shaders/k3d_slateroofd.sl:36:		careful to ensure there are no sudden jumps in displacement.
k3d/share/shaders/k3d_slateroofd.sl:43: displacement
k3d/share/shaders/k3d_slateroofd.sl:64:			disps, dispt, disp, dispo,      	/* Displacements - s direction, t direction, final displacement, and 
k3d/share/shaders/k3d_slateroofd.sl:65:										 				 	displacement for the non-overlapping tile */
k3d/share/shaders/k3d_slateroofd.sl:79:      scoord = scoord + offset; /* Displace alternate rows */
k3d/share/shaders/k3d_slateroofd.sl:86:	/* Work out the displacement assuming the point is in the 
k3d/share/shaders/k3d_slateroofd.sl:105:	/* now calculate the displacement */
k3d/share/shaders/k3d_slateroofd.sl:156:			/* calculate the displacement again */
k3d/share/shaders/k3d_smoke2.sl:32: * Revision 1.1  2003/02/11 14:32:43  blackburst
k3d/share/shaders/k3d_square_ridges.sl:18:// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
k3d/share/shaders/k3d_square_ridges.sl:57:displacement k3d_square_ridges(
k3d/share/shaders/k3d_stones.sl:8: * This software is placed in the public domain and is provided as is 
k3d/share/shaders/k3d_stones.sl:22: * Km = amount of displacement
k3d/share/shaders/k3d_stones.sl:23: * displace = should the surface be bumped(0) or displaced (1)?
k3d/share/shaders/k3d_stones.sl:34: * displacements.
k3d/share/shaders/k3d_stones.sl:86:          displace = 0;
k3d/share/shaders/k3d_stones.sl:149:   /*calculate displacement if Km > .01*/
k3d/share/shaders/k3d_stones.sl:175:  if (displace == 1)
k3d/share/shaders/k3d_stucco.sl:2: * stucco.sl -- displacement shader for stucco
k3d/share/shaders/k3d_stucco.sl:5: *   Displacees a surface to make it look like stucco.
k3d/share/shaders/k3d_stucco.sl:17:displacement k3d_stucco(float Km = 0.05, power = 5, frequency = 10;)
k3d/share/shaders/k3d_superplank.sl:105:  normal NN;			/* normalized N for displacing */
k3d/share/shaders/k3d_superplank.sl:110:  float disp;			/* accumulate displacement here */
k3d/share/shaders/k3d_superplank.sl:133:   * We will use this later to help scale the displacement, this making
k3d/share/shaders/k3d_supertexmap.sl:6: *    to a plastic surface.  This is essentially a replacement for the
k3d/share/shaders/k3d_supertexmap.sl:20: *    truedisp - 1 for true displacement, 0 for bump mapping
k3d/share/shaders/k3d_supertexmap.sl:32:#include "k3d_displace.h"
k3d/share/shaders/k3d_supertexmap.sl:58:			/* displacement */
k3d/share/shaders/k3d_supertexmap.sl:93:  /* displacement mapping */
k3d/share/shaders/k3d_supertexmap.sl:99:      N = Displace(normalize(N), dispspace, disp, truedisp);
k3d/share/shaders/k3d_terran.sl:22:		   float lacunarity = 2, octaves = 7;
k3d/share/shaders/k3d_terran.sl:61:	  l *= lacunarity;
k3d/share/shaders/k3d_terran.sl:69:      /* compute bump vector using MfBm with displaced point */
k3d/share/shaders/k3d_terran.sl:76:	  tp *= lacunarity;
k3d/share/shaders/k3d_terran.sl:85:  /* get the "height" of the bump, displacing by offset */
k3d/share/shaders/k3d_terran2.sl:12: *      Note that there is a companion displacement shader "terranbump"
k3d/share/shaders/k3d_terran2.sl:21: *    spectral_exp, lacunarity, octaves - control the fractal characteristics
k3d/share/shaders/k3d_terran2.sl:42: *       For best results, use with the "terranbump" displacement shader,
k3d/share/shaders/k3d_terran2.sl:79:	  float lacunarity = 2, octaves = 7;
k3d/share/shaders/k3d_terran2.sl:120:	  l *= lacunarity;
k3d/share/shaders/k3d_terran2.sl:127:      /* compute bump vector using MfBm with displaced point */
k3d/share/shaders/k3d_terran2.sl:132:	  tp *= lacunarity;
k3d/share/shaders/k3d_terran2.sl:141:  /* get the "height" of the bump, displacing by offset */
k3d/share/shaders/k3d_terranbump.sl:17:displacement k3d_terranbump(float spectral_exp = 0.5;
k3d/share/shaders/k3d_terranbump.sl:18:			    float lacunarity = 2, octaves = 7;
k3d/share/shaders/k3d_terranbump.sl:39:	  l *= lacunarity;
k3d/share/shaders/k3d_terranbump.sl:47:      /* compute bump vector using MfBm with displaced point */
k3d/share/shaders/k3d_terranbump.sl:54:	  tp *= lacunarity;
k3d/share/shaders/k3d_terranbump.sl:63:  /* get the "height" of the bump, displacing by offset */
k3d/share/shaders/k3d_texblender.sl:5:#include "k3d_displace.h"
k3d/share/shaders/k3d_texblender.sl:185:			ndir=normalize(corr+Displace(dispDir,"shader",disp,0));
k3d/share/shaders/k3d_threads.sl:3:/* Listing 16.24  Displacement shader providing light-bulb threads to cylinder */
k3d/share/shaders/k3d_threads.sl:8:displacement 
k3d/share/shaders/k3d_threads.sl:18:	/* Calculate the undamped displacement */
k3d/share/shaders/k3d_threads.sl:21:	/* Damp the displacement to 0 at each end */
k3d/share/shaders/k3d_threads.sl:27:	/* Do the displacement */
k3d/share/shaders/k3d_uberlight.sl:83: *       black-and-white, but store it as an RGB texture.  For
k3d/share/shaders/k3d_uberlight.sl:114: *       were someplace else, but without changing the area
k3d/share/shaders/k3d_urbermap.sl:33:float abDoDisplacement=0; 
k3d/share/shaders/k3d_urbermap.sl:170:if( abDoDisplacement == 1.0 )
k3d/share/shaders/k3d_volcube.sl:291:            /* Displace Point To Current Sample */
k3d/share/shaders/k3d_warningstripes.sl:18:// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
k3d/share/shaders/k3d_waterdisplacement.sl:13:displacement k3d_waterdisplacement (float Km = 1.0; string bumpmap = "")

k3d/share/shaders/k3d_waterdisplacement.sl:21:	/* STEP 2 - Calculate an appropriate value for the displacement */

k3d/share/shaders/k3d_windywave.sl:3:displacement k3d_windywave(float Km = 0.1; float txtscale = 1;
