k3d/share/shaders/k3d_supertoon.sl:6: * hace en tres puntos definidos por lim2, lim3 y lim4. A falta de antialiasing

k3d/share/shaders/k3d_supertoon.sl:10: * clamping, the inflection points are lim2, lim3 and lim4. This shader is very cheap, 

k3d/share/shaders/k3d_supertoon.sl:14:color splitColor(color valor; float delta; float lim2; float lim3; float lim4;){

k3d/share/shaders/k3d_supertoon.sl:20:  else if(comp(valor, 0) >= lim3 - delta && comp(valor, 0) < lim4 - delta){

k3d/share/shaders/k3d_supertoon.sl:23:  else if(comp(valor, 0) >= lim4 - delta){

k3d/share/shaders/k3d_supertoon.sl:24:    C = lim3 + (smoothstep(lim4 - delta, lim4, comp(valor, 0))* lim4);

k3d/share/shaders/k3d_supertoon.sl:36:                        lim4 = 1;

k3d/share/shaders/k3d_supertoon.sl:46:      especular = splitColor(especular, delta * 3, lim3, lim4, lim4);

k3d/share/shaders/k3d_supertoon.sl:50:      difusion = splitColor(difusion, delta, lim2, lim3, lim4);

