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:42:    for (lev = 0; lev < octaves; lev += 1)
k3d/share/shaders/k3d_craters.sl:44:	sc = pow(lac, lev);
k3d/share/shaders/k3d_craters.sl:45:	asc = 1 / pow(amp, lev);
k3d/share/shaders/k3d_eyeball.sl:20: *   veinfreq, veinlevel - control the formation of the blood vessels
k3d/share/shaders/k3d_eyeball.sl:56:	 float veinfreq = 8, veinlevel = 4;
k3d/share/shaders/k3d_eyeball.sl:96:      for (i = 1;  (i <= veinlevel) && (turb > 0.1);  i += 1) {
k3d/share/shaders/k3d_hextile.sl:21: *    tilevary - the color variance from tile to tile
k3d/share/shaders/k3d_hextile.sl:54:	 float tilevary = 0.15;
k3d/share/shaders/k3d_hextile.sl:110:  Ctile = tilecolor * (1 + tilevary * snoise(tileindex+0.5));
k3d/share/shaders/k3d_mysky.sl:21: *    threshold - fBm sum below this level is just blue sky

k3d/share/shaders/k3d_puffyclouds.sl:19: *    threshold - fBm sum below this level is just blue sky
k3d/share/shaders/k3d_supertoon.sl:33:                        delta = 0.015,   /* antialiasing level */

k3d/share/shaders/k3d_terran.sl:25:		   float sea_level = 0;
k3d/share/shaders/k3d_terran.sl:87:  /* set bump for land masses (i.e., areas above "sea level") */
k3d/share/shaders/k3d_terran.sl:88:  if(chaos > sea_level)
k3d/share/shaders/k3d_terran.sl:91:/*      sea_level *= mtn_scale; */
k3d/share/shaders/k3d_terran.sl:112:  if(chaos > sea_level)
k3d/share/shaders/k3d_terran.sl:165:	  chaos -= sea_level;
k3d/share/shaders/k3d_terran2.sl:26: *    offset - elevation offset
k3d/share/shaders/k3d_terran2.sl:27: *    sea_level - obvious
k3d/share/shaders/k3d_terran2.sl:84:	  float sea_level = 0;
k3d/share/shaders/k3d_terran2.sl:143:  /* set bump for land masses (i.e., areas above "sea level") */
k3d/share/shaders/k3d_terran2.sl:144:  if (chaos > sea_level) {
k3d/share/shaders/k3d_terran2.sl:146:/*      sea_level *= mtn_scale; */
k3d/share/shaders/k3d_terran2.sl:166:  if (chaos > sea_level) {
k3d/share/shaders/k3d_terran2.sl:220:          chaos -= sea_level;
k3d/share/shaders/k3d_terranbump.sl:21:			    float sea_level = 0;)
k3d/share/shaders/k3d_terranbump.sl:66:  /* set bump for land masses (i.e., areas above "sea level") */
k3d/share/shaders/k3d_terranbump.sl:67:  if(chaos > sea_level)
k3d/share/shaders/k3d_texblender.sl:197:	if((kr!=0) && (((Nf.V)>=0) || (raylevel()==0)) ) 
k3d/share/shaders/k3d_veinedmarble.sl:12: *   veinlevels - how many "levels" of vein tendrills it has
k3d/share/shaders/k3d_veinedmarble.sl:38:			 float veinlevels = 2;
k3d/share/shaders/k3d_veinedmarble.sl:59:  for(i = 0; i < veinlevels; i += 1)
