k3d/share/shaders/k3d_altitude_fog.sl:2:	float max_height = 1; 
k3d/share/shaders/k3d_altitude_fog.sl:3:	float min_height = 0;
k3d/share/shaders/k3d_altitude_fog.sl:4:	color background = 0;
k3d/share/shaders/k3d_altitude_fog.sl:8:	float fog = 1 - smoothstep(min_height, max_height, ycomp(PP));
k3d/share/shaders/k3d_altitude_fog.sl:11:	Oi = mix(Oi, color(1, 1, 1), fog);
k3d/share/shaders/k3d_ambientlight.sl:10:float intensity = 1;
k3d/share/shaders/k3d_ambientlight.sl:11:color lightcolor = 1;
k3d/share/shaders/k3d_ambientlight.sl:14:  Cl = intensity * lightcolor;
k3d/share/shaders/k3d_antialiasedchecks.sl:6: *   look great even at only one sample per pixel.
k3d/share/shaders/k3d_antialiasedchecks.sl:10: *   color1, color2     these are the colors which make the pattern
k3d/share/shaders/k3d_antialiasedchecks.sl:26:float Ka = 1, Kd = 1, frequency = 10;
k3d/share/shaders/k3d_antialiasedchecks.sl:27:	   color color1 = 0, color2 = 1; 
k3d/share/shaders/k3d_antialiasedchecks.sl:31:  float smod, tmod;     /* Texture position within the pattern */
k3d/share/shaders/k3d_antialiasedchecks.sl:32:  color checkcolor;     /* Color of the checks */
k3d/share/shaders/k3d_antialiasedchecks.sl:33:  float x, y;           /* Used to determine pattern */
k3d/share/shaders/k3d_antialiasedchecks.sl:34:  float swidth, twidth, sfuzz, tfuzz;  /* Antialiasing */
k3d/share/shaders/k3d_antialiasedchecks.sl:35:  float Nfactor;        /* Multiplicative factor for AA due to normal */
k3d/share/shaders/k3d_antialiasedchecks.sl:36:  float fuzzmax;        /* max of (sfuzz, tfuzz) */
k3d/share/shaders/k3d_antialiasedchecks.sl:54:  /* If the filter width is small enough, compute the pattern color */
k3d/share/shaders/k3d_antialiasedchecks.sl:58:      checkcolor = mix (color1, color2, x*y + (1-x)*(1-y));
k3d/share/shaders/k3d_antialiasedchecks.sl:59:      /* Gradually fade in the average color when we get close to the limit */
k3d/share/shaders/k3d_antialiasedchecks.sl:60:      Ci = mix (checkcolor, (color1+color2)/2, smoothstep (.125, .5, fuzzmax));
k3d/share/shaders/k3d_antialiasedchecks.sl:62:  else { /* otherwise, only use the average color */
k3d/share/shaders/k3d_antialiasedchecks.sl:63:      Ci = (color1 + color2) / 2;
k3d/share/shaders/k3d_arealight.sl:5: *   Makes light with cosine falloff from the normal of the light source
k3d/share/shaders/k3d_arealight.sl:9: *   intensity, lightcolor - same meanings as pointlight
k3d/share/shaders/k3d_arealight.sl:14:float intensity = 1; 
k3d/share/shaders/k3d_arealight.sl:15:color lightcolor = 1;
k3d/share/shaders/k3d_arealight.sl:21:    Cl = (intensity / (L.L)) * lightcolor;
k3d/share/shaders/k3d_arealight.sl:26:   * toward local +z.
k3d/share/shaders/k3d_arealight.sl:31:    Cl = (intensity * (Nl.normalize(L) / (L.L)) * lightcolor);
k3d/share/shaders/k3d_background.sl:17:// License along with this program; if not, write to the Free Software
k3d/share/shaders/k3d_background.sl:27:color bgcolor = color(1, 1, 1)
k3d/share/shaders/k3d_background.sl:30:  Ci += (1 - alpha) * bgcolor;
k3d/share/shaders/k3d_bluemarble.sl:16:#define PALE_BLUE        color (0.25, 0.25, 0.35)
k3d/share/shaders/k3d_bluemarble.sl:17:#define MEDIUM_BLUE      color (0.10, 0.10, 0.30)
k3d/share/shaders/k3d_bluemarble.sl:18:#define DARK_BLUE        color (0.05, 0.05, 0.26)
k3d/share/shaders/k3d_bluemarble.sl:19:#define DARKER_BLUE      color (0.03, 0.03, 0.20)
k3d/share/shaders/k3d_bluemarble.sl:22:color
k3d/share/shaders/k3d_bluemarble.sl:23:marble_color(float m)
k3d/share/shaders/k3d_bluemarble.sl:25:    return color spline(
k3d/share/shaders/k3d_bluemarble.sl:37:    uniform float Ka = 1;
k3d/share/shaders/k3d_bluemarble.sl:38:    uniform float Kd = 0.8;
k3d/share/shaders/k3d_bluemarble.sl:39:    uniform float Ks = 0.2;
k3d/share/shaders/k3d_bluemarble.sl:40:    uniform float texturescale = 2.5;
k3d/share/shaders/k3d_bluemarble.sl:41:    uniform float roughness = 0.1;
k3d/share/shaders/k3d_bluemarble.sl:44:    color Ct;
k3d/share/shaders/k3d_bluemarble.sl:47:    float i, f, marble;
k3d/share/shaders/k3d_bluemarble.sl:57:    Ct = marble_color(marble);
k3d/share/shaders/k3d_bluescreen.sl:3: *   puts a background color behind an image.
k3d/share/shaders/k3d_bluescreen.sl:6: *   background - the color of the background
k3d/share/shaders/k3d_bluescreen.sl:11:color background = color(0.0, 0.0, 1.0); 
k3d/share/shaders/k3d_bluescreen.sl:15:float resolution[3];
k3d/share/shaders/k3d_bluescreen.sl:16:float lenx, leny;
k3d/share/shaders/k3d_bluescreen.sl:17:color tex;
k3d/share/shaders/k3d_brick.sl:6: *   looking staggered brick masonry.  It is especially convincing when
k3d/share/shaders/k3d_brick.sl:14: *    brickcolor, mortarcolor	Pretty obvious (default is red bricks)
k3d/share/shaders/k3d_brick.sl:15: *    brickvary                 How much does the brick color vary from
k3d/share/shaders/k3d_brick.sl:30:float Ka = 1, Kd = 1;
k3d/share/shaders/k3d_brick.sl:31:		  color brickcolor = color "rgb"(.6, .1, .1);
k3d/share/shaders/k3d_brick.sl:32:		  color mortarcolor = color "rgb"(.6, .6, .6);
k3d/share/shaders/k3d_brick.sl:33:		  float raggedamp = 0.04, raggedfreq = 12;
k3d/share/shaders/k3d_brick.sl:34:		  float jagged = 0.006, brickvary = 0.3;
k3d/share/shaders/k3d_brick.sl:35:		  float brickwidth = .28, brickheight = .07;
k3d/share/shaders/k3d_brick.sl:36:		  float mortarthickness = .014;
k3d/share/shaders/k3d_brick.sl:37:		  float rowvary = .5;
k3d/share/shaders/k3d_brick.sl:38:		  float pitting = 0.01;
k3d/share/shaders/k3d_brick.sl:39:		  float pockfrequency = 10, groovedepth = 0.01;
k3d/share/shaders/k3d_brick.sl:43:  color bcolor, Ct;
k3d/share/shaders/k3d_brick.sl:45:  float sbrick, tbrick, w, h;
k3d/share/shaders/k3d_brick.sl:46:  float ss, tt;
k3d/share/shaders/k3d_brick.sl:47:  float swidth, twidth;
k3d/share/shaders/k3d_brick.sl:48:  uniform float BMWIDTH = (brickwidth + mortarthickness);
k3d/share/shaders/k3d_brick.sl:49:  uniform float BMHEIGHT = (brickheight + mortarthickness);
k3d/share/shaders/k3d_brick.sl:50:  uniform float MWF = (mortarthickness * 0.5 / BMWIDTH);
k3d/share/shaders/k3d_brick.sl:51:  uniform float MHF = (mortarthickness * 0.5 / BMHEIGHT);
k3d/share/shaders/k3d_brick.sl:52:  float whichbrick;
k3d/share/shaders/k3d_brick.sl:53:  float fact, disp;
k3d/share/shaders/k3d_brick.sl:81:  /* Choose a color for the surface */
k3d/share/shaders/k3d_brick.sl:130:  /* Choose a brick color that varies from brick to brick */
k3d/share/shaders/k3d_brick.sl:131:  bcolor = brickcolor * (1 + (brickvary * snoise(whichbrick + 0.5)));
k3d/share/shaders/k3d_brick.sl:133:  Ct = mix(mortarcolor, bcolor, w * h);
k3d/share/shaders/k3d_brick2.sl:27:    uniform float Ka = 1;
k3d/share/shaders/k3d_brick2.sl:28:    uniform float Kd = 1;
k3d/share/shaders/k3d_brick2.sl:29:    uniform color Cbrick = color (0.5, 0.15, 0.14);
k3d/share/shaders/k3d_brick2.sl:30:    uniform color Cmortar = color (0.5, 0.5, 0.5);
k3d/share/shaders/k3d_brick2.sl:33:    color Ct;
k3d/share/shaders/k3d_brick2.sl:35:    float ss, tt, sbrick, tbrick, w, h;
k3d/share/shaders/k3d_brick2.sl:36:    float scoord = s;
k3d/share/shaders/k3d_brick2.sl:37:    float tcoord = t;
k3d/share/shaders/k3d_brick2.sl:46:    sbrick = floor(ss); /* which brick? */
k3d/share/shaders/k3d_brick2.sl:47:    tbrick = floor(tt); /* which brick? */
k3d/share/shaders/k3d_brick3.sl:6: *   looking staggered brick masonry.  It is especially convincing when
k3d/share/shaders/k3d_brick3.sl:14: *    brickcolor, mortarcolor	Pretty obvious (default is red bricks)
k3d/share/shaders/k3d_brick3.sl:15: *    brickvary                 How much does the brick color vary from
k3d/share/shaders/k3d_brick3.sl:39:float Ka = 1, Kd = 1;
k3d/share/shaders/k3d_brick3.sl:40:	color brickcolor = color "rgb" (.6,.1,.1);
k3d/share/shaders/k3d_brick3.sl:41:	color mortarcolor = color "rgb" (.6,.6,.6);
k3d/share/shaders/k3d_brick3.sl:42:        float jagged = 0.006, brickvary = 0.3;
k3d/share/shaders/k3d_brick3.sl:43:        float brickwidth = .25, brickheight = .08;
k3d/share/shaders/k3d_brick3.sl:44:        float mortarthickness = .01;
k3d/share/shaders/k3d_brick3.sl:45:        float rowvary = .25; 
k3d/share/shaders/k3d_brick3.sl:55:  color bcolor, Ct;
k3d/share/shaders/k3d_brick3.sl:57:  float sbrick, tbrick, w, h;
k3d/share/shaders/k3d_brick3.sl:58:  float scoord, tcoord, ss, tt;
k3d/share/shaders/k3d_brick3.sl:59:  float swidth, twidth;
k3d/share/shaders/k3d_brick3.sl:60:  float Nfactor;
k3d/share/shaders/k3d_brick3.sl:82:  tbrick = floor (tt);   /* which brick row? */
k3d/share/shaders/k3d_brick3.sl:86:  sbrick = floor (ss);   /* which brick column? */
k3d/share/shaders/k3d_brick3.sl:90:  /* Choose a color for the surface */
k3d/share/shaders/k3d_brick3.sl:101:  /* Choose a brick color that varies from brick to brick */
k3d/share/shaders/k3d_brick3.sl:102:  bcolor = brickcolor * (1 + (brickvary * snoise (tbrick+(100*sbrick)+0.5)));
k3d/share/shaders/k3d_brick3.sl:104:  Ct = mix (mortarcolor, bcolor, w*h);
k3d/share/shaders/k3d_brickanti.sl:28:    uniform float Ka = 1;
k3d/share/shaders/k3d_brickanti.sl:29:    uniform float Kd = 1;
k3d/share/shaders/k3d_brickanti.sl:30:    uniform color Cbrick = color (0.5, 0.15, 0.14);
k3d/share/shaders/k3d_brickanti.sl:31:    uniform color Cmortar = color (0.5, 0.5, 0.5);
k3d/share/shaders/k3d_brickanti.sl:34:    color Ct;
k3d/share/shaders/k3d_brickanti.sl:36:    float ss, tt, sbrick, tbrick, w, h;
k3d/share/shaders/k3d_brickanti.sl:37:    float scoord = s;
k3d/share/shaders/k3d_brickanti.sl:38:    float tcoord = t;
k3d/share/shaders/k3d_brickanti.sl:39:    float swidth, twidth;
k3d/share/shaders/k3d_brickanti.sl:51:    tbrick = floor(tt); /* which brick? */
k3d/share/shaders/k3d_brickanti.sl:52:    sbrick = floor(ss); /* which brick? */
k3d/share/shaders/k3d_brickanti.sl:67:#define sintegral(ss)  (floor(ss)*(1-2*MWF) + \
k3d/share/shaders/k3d_brickanti.sl:69:#define tintegral(tt)  (floor(tt)*(1-2*MHF) + \
k3d/share/shaders/k3d_brickbump.sl:8: *   in fact matte or plastic gives those nice white cinder block walls.
k3d/share/shaders/k3d_brickbump.sl:10: *   or your bricks will look very strange.
k3d/share/shaders/k3d_brickbump.sl:30:float jagged = 0.006;
k3d/share/shaders/k3d_brickbump.sl:31:			   float brickwidth = .25, brickheight = .08;
k3d/share/shaders/k3d_brickbump.sl:32:			   float mortarthickness = .01;
k3d/share/shaders/k3d_brickbump.sl:33:			   float rowvary = .25, pitting = 0.01;
k3d/share/shaders/k3d_brickbump.sl:34:			   float pockfrequency = 10, groovedepth = 0.01;
k3d/share/shaders/k3d_brickbump.sl:38:  float sbrick, tbrick;
k3d/share/shaders/k3d_brickbump.sl:39:  float ss, tt;
k3d/share/shaders/k3d_brickbump.sl:40:  float fact, disp;
k3d/share/shaders/k3d_brickbump.sl:41:  uniform float BMWIDTH = (brickwidth + mortarthickness);
k3d/share/shaders/k3d_brickbump.sl:42:  uniform float BMHEIGHT = (brickheight + mortarthickness);
k3d/share/shaders/k3d_brickbump.sl:43:  uniform float MWF = (mortarthickness * 0.5 / BMWIDTH);
k3d/share/shaders/k3d_brickbump.sl:44:  uniform float MHF = (mortarthickness * 0.5 / BMHEIGHT);
k3d/share/shaders/k3d_brickbump2.sl:27:    uniform float Ka = 1;
k3d/share/shaders/k3d_brickbump2.sl:28:    uniform float Kd = 1;
k3d/share/shaders/k3d_brickbump2.sl:29:    uniform color Cbrick = color (0.5, 0.15, 0.14);
k3d/share/shaders/k3d_brickbump2.sl:30:    uniform color Cmortar = color (0.5, 0.5, 0.5);
k3d/share/shaders/k3d_brickbump2.sl:33:    color Ct;
k3d/share/shaders/k3d_brickbump2.sl:35:    float ss, tt, sbrick, tbrick, w, h;
k3d/share/shaders/k3d_brickbump2.sl:36:    float scoord = s;
k3d/share/shaders/k3d_brickbump2.sl:37:    float tcoord = t;
k3d/share/shaders/k3d_brickbump2.sl:38:    float sbump, tbump, stbump;
k3d/share/shaders/k3d_brickbump2.sl:47:    sbrick = floor(ss); /* which brick? */
k3d/share/shaders/k3d_brickbump2.sl:48:    tbrick = floor(tt); /* which brick? */
k3d/share/shaders/k3d_brickbump3.sl:8: *   in fact matte or plastic gives those nice white cinder block walls.
k3d/share/shaders/k3d_brickbump3.sl:10: *   or your bricks will look very strange.
k3d/share/shaders/k3d_brickbump3.sl:38:  parameters, it looks *exactly* like those painted cinderblock walls
k3d/share/shaders/k3d_brickbump3.sl:42:  I think good parameters for this look are:
k3d/share/shaders/k3d_brickbump3.sl:51:float jagged = 0.006;
k3d/share/shaders/k3d_brickbump3.sl:52:            float brickwidth = .25, brickheight = .08;
k3d/share/shaders/k3d_brickbump3.sl:53:	    float mortarthickness = .01;
k3d/share/shaders/k3d_brickbump3.sl:54:	    float rowvary = .25, pitting = 0.01;
k3d/share/shaders/k3d_brickbump3.sl:55:	    float pockfrequency = 10, groovedepth = 0.01; 
k3d/share/shaders/k3d_brickbump3.sl:66:  float sbrick, tbrick, w, h;
k3d/share/shaders/k3d_brickbump3.sl:67:  float scoord, tcoord, ss, tt;
k3d/share/shaders/k3d_brickbump3.sl:68:  float fact, disp;
k3d/share/shaders/k3d_brickbump3.sl:84:  tbrick = floor (tt);   /* which brick row? */
k3d/share/shaders/k3d_brickbump3.sl:88:  sbrick = floor (ss);   /* which brick column? */
k3d/share/shaders/k3d_brickperturb.sl:27:    uniform float Ka = 1;
k3d/share/shaders/k3d_brickperturb.sl:28:    uniform float Kd = 1;
k3d/share/shaders/k3d_brickperturb.sl:29:    uniform color Cbrick = color (0.5, 0.15, 0.14);
k3d/share/shaders/k3d_brickperturb.sl:30:    uniform color Cmortar = color (0.5, 0.5, 0.5);
k3d/share/shaders/k3d_brickperturb.sl:33:    color Ct;
k3d/share/shaders/k3d_brickperturb.sl:35:    float ss, tt, sbrick, tbrick, w, h;
k3d/share/shaders/k3d_brickperturb.sl:36:    float scoord = s;
k3d/share/shaders/k3d_brickperturb.sl:37:    float tcoord = t;
k3d/share/shaders/k3d_brickperturb.sl:46:    tbrick = floor(tt); /* which brick? */
k3d/share/shaders/k3d_brickperturb.sl:48:    sbrick = floor(ss); /* which brick? */
k3d/share/shaders/k3d_brushedmetal.sl:21:float Ka = 1, Kd = 0.1, Ks = .9;
k3d/share/shaders/k3d_brushedmetal.sl:22:			 float uroughness = 0.15, vroughness = 0.5;
k3d/share/shaders/k3d_brushedmetal2.sl:8: *  stochasticly spreads the map, so it looks a little grainy.
k3d/share/shaders/k3d_brushedmetal2.sl:26: *  twist		- allows you to twist the direction of anisotropy
k3d/share/shaders/k3d_brushedmetal2.sl:29: *  specularcolor	- color of the specular hilight
k3d/share/shaders/k3d_brushedmetal2.sl:32:color
k3d/share/shaders/k3d_brushedmetal2.sl:33:anisospecular (vector VA; float specspread; float specwidth)
k3d/share/shaders/k3d_brushedmetal2.sl:40:    float nonspec;
k3d/share/shaders/k3d_brushedmetal2.sl:44:    color pixbrdf, C = 0;
k3d/share/shaders/k3d_brushedmetal2.sl:49:	extern color Cl;
k3d/share/shaders/k3d_brushedmetal2.sl:66:	float	Ks		=  1,
k3d/share/shaders/k3d_brushedmetal2.sl:75:	color	specularcolor	=  1)
k3d/share/shaders/k3d_brushedmetal2.sl:78:	color ev = 0;
k3d/share/shaders/k3d_brushedmetal2.sl:82:	float i, numsamples = 20;
k3d/share/shaders/k3d_brushedmetal2.sl:83:	float angle, jitter;
k3d/share/shaders/k3d_brushedmetal2.sl:84:	float Jspread = PI*(1/numsamples)*mapspread;
k3d/share/shaders/k3d_brushedmetal2.sl:105:	specularcolor * Ks * anisospecular(VA, specspread*2, specwidth*.1)) +
k3d/share/shaders/k3d_brushedmetal3.sl:4: * Greg Ward Larson's anisotropic specular local illumination model.
k3d/share/shaders/k3d_brushedmetal3.sl:17:color
k3d/share/shaders/k3d_brushedmetal3.sl:19:                         vector xdir;  float xroughness, yroughness;)
k3d/share/shaders/k3d_brushedmetal3.sl:21:    float sqr (float x) { return x*x; }
k3d/share/shaders/k3d_brushedmetal3.sl:23:    float cos_theta_r = clamp (N.V, 0.0001, 1);
k3d/share/shaders/k3d_brushedmetal3.sl:27:    color C = 0;
k3d/share/shaders/k3d_brushedmetal3.sl:31:        extern vector L;  extern color Cl;
k3d/share/shaders/k3d_brushedmetal3.sl:32:        float nonspec = 0;
k3d/share/shaders/k3d_brushedmetal3.sl:36:            float cos_theta_i = LN . N;
k3d/share/shaders/k3d_brushedmetal3.sl:39:                float rho = exp (-2 * (sqr(X.H) + sqr(Y.H)) / (1 + H.N))
k3d/share/shaders/k3d_brushedmetal3.sl:52:float Ka = 1, Kd = 0.1, Ks = .9;
k3d/share/shaders/k3d_brushedmetal3.sl:53:		float uroughness = 0.35, vroughness = 0.2; 
k3d/share/shaders/k3d_brushedmetal3.sl:54:		color basecolor = color (.5, .5, .5);
k3d/share/shaders/k3d_brushedmetal3.sl:60:    color spec = LocIllumWardAnisotropic (Nf, -normalize(I),
k3d/share/shaders/k3d_brushedmetal3.sl:62:    Ci = basecolor * (Ka*ambient() + Kd*diffuse(Nf) + Ks*spec);
k3d/share/shaders/k3d_bubbles.sl:10:	float radius = 0.5;   /* values between -0.5 and 0.5          */
k3d/share/shaders/k3d_bubbles.sl:11:	float Kmag = 1;       /* scale                                */
k3d/share/shaders/k3d_bubbles.sl:12:	float frequency = 1; /* number of bubbles per linear surface */
k3d/share/shaders/k3d_bubbles.sl:15: float distance2point;
k3d/share/shaders/k3d_bubbles.sl:17: float magnitud = 0;
k3d/share/shaders/k3d_bubbles.sl:19: float smod = mod((s) * frequency, 1) - 0.5;
k3d/share/shaders/k3d_bubbles.sl:20: float tmod = mod((t) * frequency, 1) - 0.5;
k3d/share/shaders/k3d_bubbly.sl:12: *  the "bubbles" are paraboloids diplaced along the normal. 
k3d/share/shaders/k3d_bubbly.sl:13: *  try lowering bubsize for pimples.
k3d/share/shaders/k3d_bubbly.sl:19: *  Nzscale - scale of the noise that randomizes the location of 
k3d/share/shaders/k3d_bubbly.sl:29:  float  mult	 = 5,
k3d/share/shaders/k3d_bubbly.sl:35:  float a,b,c,bub;
k3d/share/shaders/k3d_bubbly.sl:36:  float dist, shortest=10000;
k3d/share/shaders/k3d_bubbly.sl:43:  setxcomp(trucell,floor(xcomp(Po))+.5);
k3d/share/shaders/k3d_bubbly.sl:44:  setycomp(trucell,floor(ycomp(Po))+.5);
k3d/share/shaders/k3d_bubbly.sl:45:  setzcomp(trucell,floor(zcomp(Po))+.5);
k3d/share/shaders/k3d_castucco.sl:23:				float freq = 1;
k3d/share/shaders/k3d_castucco.sl:24:			  float Km = 0.2;
k3d/share/shaders/k3d_castucco.sl:25:			  float octaves = 3;
k3d/share/shaders/k3d_castucco.sl:26:			  float trough = -0.15, peak = 0.35
k3d/share/shaders/k3d_castucco.sl:30:  float fwidth;			/* Estimated change in P between image samples */
k3d/share/shaders/k3d_castucco.sl:31:  float disp;			/* Amount to displace */
k3d/share/shaders/k3d_causticlight.sl:2:k3d_causticlight ( float intensity = 1;
k3d/share/shaders/k3d_causticlight.sl:3:	       color lightcolor = 1;
k3d/share/shaders/k3d_causticlight.sl:6:	       float coneangle = radians(30);
k3d/share/shaders/k3d_causticlight.sl:7:	       float conedeltaangle = radians(5);
k3d/share/shaders/k3d_causticlight.sl:8:	       float beamdistribution = 2;
k3d/share/shaders/k3d_causticlight.sl:10:	       float  samples = 16;
k3d/share/shaders/k3d_causticlight.sl:11:	       float  blur = 0.01;
k3d/share/shaders/k3d_causticlight.sl:12:	       float  bias = 0.01;
k3d/share/shaders/k3d_causticlight.sl:13:               float  threshold = 0.5;
k3d/share/shaders/k3d_causticlight.sl:14:	       float  noiseamp = 0, noisefreq = 1, noisepow = 1;
k3d/share/shaders/k3d_causticlight.sl:20:	float cosangle = (L . axis) / length(L);
k3d/share/shaders/k3d_causticlight.sl:21:	float atten = pow (cosangle, beamdistribution) / (L . L);
k3d/share/shaders/k3d_causticlight.sl:24:	Cl = atten * intensity * lightcolor;
k3d/share/shaders/k3d_causticlight.sl:26:            float caustic = shadow (shadowname, Ps, "samples", samples,
k3d/share/shaders/k3d_celld.sl:17:        float Kvoro = 0;        /* desc {amount to displace. } */
k3d/share/shaders/k3d_celld.sl:18:	float voro_freq = 1;    /* desc {Feature size } */
k3d/share/shaders/k3d_celld.sl:19:	float voro_step = 0.05; /* desc {Step value size.  If the difference
k3d/share/shaders/k3d_celld.sl:22:	float voro_jitter = 0;  /* desc { Amount to perturb the voroni 
k3d/share/shaders/k3d_celld.sl:25:	float usePref = 0;   /* type switch */
k3d/share/shaders/k3d_celld.sl:27:   	output varying float VoroVal = 0; /* vis hidden */
k3d/share/shaders/k3d_celld.sl:35:	float voro_f1 = 0, voro_f2 = 0;
k3d/share/shaders/k3d_celld.sl:42:	float voro_dist = 1 - step (voro_step, voro_f2 - voro_f1);
k3d/share/shaders/k3d_ceramic.sl:5:surface k3d_ceramic(float Ka = 1, Kd = 0.5, Ks = .5, roughness = 0.1;
k3d/share/shaders/k3d_ceramic.sl:6:		    float Kr = 1, blur = 0, eta = 1.5;
k3d/share/shaders/k3d_ceramic.sl:7:		    float specsharpness = 0.5;
k3d/share/shaders/k3d_ceramictiles.sl:17: * Parameters for tile color and pattern:
k3d/share/shaders/k3d_ceramictiles.sl:18: *   Cbase, Cmottle - base color and mottle color of the tile
k3d/share/shaders/k3d_ceramictiles.sl:20: *   Cedge - separate edge color for the tiles
k3d/share/shaders/k3d_ceramictiles.sl:21: *   Cspeck - color of the occasional specks in the tiles
k3d/share/shaders/k3d_ceramictiles.sl:26: *      color variation (0 means don't vary in that way, larger values
k3d/share/shaders/k3d_ceramictiles.sl:32: *   mortarcolor - base color of the mortar
k3d/share/shaders/k3d_ceramictiles.sl:34: *   Ks, roughness, specsharpness - glossy specular controls of the tile
k3d/share/shaders/k3d_ceramictiles.sl:49:/* Comment out the following line if you do *not* wish to use BMRT and
k3d/share/shaders/k3d_ceramictiles.sl:66:float tilepattern(float ss, tt, ds, dt;
k3d/share/shaders/k3d_ceramictiles.sl:67:		  float groovewidth, grooveheight;
k3d/share/shaders/k3d_ceramictiles.sl:68:		  output float swhichtile, twhichtile;
k3d/share/shaders/k3d_ceramictiles.sl:69:		  output float stile, ttile;)
k3d/share/shaders/k3d_ceramictiles.sl:71:  swhichtile = floor(ss);
k3d/share/shaders/k3d_ceramictiles.sl:72:  twhichtile = floor(tt);
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:86: * features include: (1) mottling of the color; (2) darkening or shifting
k3d/share/shaders/k3d_ceramictiles.sl:87: * to a different color near the border of the tile (with a ragged edge
k3d/share/shaders/k3d_ceramictiles.sl:88: * to the color transition); (3) occasional dark specks.
k3d/share/shaders/k3d_ceramictiles.sl:90:color tiletexture(float tileindex;
k3d/share/shaders/k3d_ceramictiles.sl:91:		  float stile, ttile, ds, dt;
k3d/share/shaders/k3d_ceramictiles.sl:92:		  float edgevary, mottling, speckly; float mottlefreq;
k3d/share/shaders/k3d_ceramictiles.sl:93:		  color Cbase, Cedge, Cmottle, Cspeck)
k3d/share/shaders/k3d_ceramictiles.sl:95:  color C = Cbase;
k3d/share/shaders/k3d_ceramictiles.sl:96:  float dst = max(ds, dt);
k3d/share/shaders/k3d_ceramictiles.sl:100:      float mottle =
k3d/share/shaders/k3d_ceramictiles.sl:106:      float sedgeoffset =
k3d/share/shaders/k3d_ceramictiles.sl:109:      float tedgeoffset =
k3d/share/shaders/k3d_ceramictiles.sl:112:      float edgy =
k3d/share/shaders/k3d_ceramictiles.sl:120:      float speckfreq = 7;
k3d/share/shaders/k3d_ceramictiles.sl:123:      float specky = filteredsnoise(noisep, speckfreq * dst);
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:134: * "glossy" specular term.  We're actually blending between a purely
k3d/share/shaders/k3d_ceramictiles.sl:139:color MaterialCeramicTiles(normal Nf;
k3d/share/shaders/k3d_ceramictiles.sl:140:			   color Cmortar, Ctile;
k3d/share/shaders/k3d_ceramictiles.sl:141:			   float intile;
k3d/share/shaders/k3d_ceramictiles.sl:142:			   float Ka, Kdmortar, Kdtile, Ks;
k3d/share/shaders/k3d_ceramictiles.sl:143:			   float roughness, specsharpness, Kr, blur, eta;
k3d/share/shaders/k3d_ceramictiles.sl:148:  color basecolor = mix(Cmortar, Ctile, intile);
k3d/share/shaders/k3d_ceramictiles.sl:149:  float ks = Ks * intile;
k3d/share/shaders/k3d_ceramictiles.sl:150:  float kd = mix(Kdmortar, Kdtile, intile);
k3d/share/shaders/k3d_ceramictiles.sl:152:  float fkr, fkt;
k3d/share/shaders/k3d_ceramictiles.sl:156:  float kr = fkr * Kr * intile;
k3d/share/shaders/k3d_ceramictiles.sl:157:  return fkt * basecolor * (Ka * ambient() + kd * diffuse(Nf)) +
k3d/share/shaders/k3d_ceramictiles.sl:158:    ks * LocIllumGlossy(Nf, V, roughness / 10,
k3d/share/shaders/k3d_ceramictiles.sl:165:surface k3d_ceramictiles(float Ka = 1, Ks = .75, roughness =
k3d/share/shaders/k3d_ceramictiles.sl:167:			 float Kr = 1, blur = 0, eta = 1.5;
k3d/share/shaders/k3d_ceramictiles.sl:168:			 float Kdtile = 0.5;
k3d/share/shaders/k3d_ceramictiles.sl:169:			 float Kdmortar = 0.8;
k3d/share/shaders/k3d_ceramictiles.sl:170:			 color mortarcolor = color(.5, .5, .5);
k3d/share/shaders/k3d_ceramictiles.sl:172:			 float stilespacing = 10, ttilespacing = 10;
k3d/share/shaders/k3d_ceramictiles.sl:173:			 float groovewidth = 0.06, grooveheight = 0.06;
k3d/share/shaders/k3d_ceramictiles.sl:174:			 float groovedepth = 0.2, truedisp = 0;
k3d/share/shaders/k3d_ceramictiles.sl:177:			 float mx[16] =
k3d/share/shaders/k3d_ceramictiles.sl:180:			 float edgevary = 1, mottling = 1, speckly = 1;
k3d/share/shaders/k3d_ceramictiles.sl:181:			 float mottlefreq = 7;
k3d/share/shaders/k3d_ceramictiles.sl:182:			 color Cbase = color(.05, .075, .6);
k3d/share/shaders/k3d_ceramictiles.sl:183:			 color Cedge = color(.025, .025, .2);
k3d/share/shaders/k3d_ceramictiles.sl:184:			 color Cmottle = color(.2, .2, .7);
k3d/share/shaders/k3d_ceramictiles.sl:185:			 color Cspeck = color(.015, .015, .015);
k3d/share/shaders/k3d_ceramictiles.sl:186:			 float varyhue = 0.025, varysat = 0.4, varylum = 0.5;)
k3d/share/shaders/k3d_ceramictiles.sl:192:  float ss, tt, dss, dtt;
k3d/share/shaders/k3d_ceramictiles.sl:203:  float swhichtile, twhichtile, stile, ttile;
k3d/share/shaders/k3d_ceramictiles.sl:204:  float intile = tilepattern(ss, tt, dss, dtt,
k3d/share/shaders/k3d_ceramictiles.sl:207:  float tileindex = swhichtile + 13 * twhichtile;
k3d/share/shaders/k3d_ceramictiles.sl:214:  float tiledisp = smoothpulse(0, .075, 0.925, 1, stile);
k3d/share/shaders/k3d_ceramictiles.sl:224:   * Here's the exciting part -- calculate the color of the spot we're
k3d/share/shaders/k3d_ceramictiles.sl:225:   * in within the tile.  Then use the tile index to vary its color
k3d/share/shaders/k3d_ceramictiles.sl:226:   * so every tile looks a little different.
k3d/share/shaders/k3d_ceramictiles.sl:228:  color Ctile = tiletexture(tileindex, stile, ttile, dss, dtt,
k3d/share/shaders/k3d_ceramictiles.sl:235:   * Set the color of the mortar between tiles, make it look good by
k3d/share/shaders/k3d_ceramictiles.sl:238:  color Cmortar = mortarcolor;
k3d/share/shaders/k3d_ceramictiles.sl:240:  float dQ = filterwidthp(Q);
k3d/share/shaders/k3d_checkerboard.sl:3:surface k3d_checkerboard(float Ka = 1.0;
k3d/share/shaders/k3d_checkerboard.sl:4:			 float Kd = 1.0;
k3d/share/shaders/k3d_checkerboard.sl:5:			 float Ks = 0.5;
k3d/share/shaders/k3d_checkerboard.sl:6:			 float roughness = 0.1; color specularcolor = 1.0;
k3d/share/shaders/k3d_checkerboard.sl:7:			 uniform float TileS = 6.0; uniform float TileT = 6.0;
k3d/share/shaders/k3d_checkerboard.sl:8:			 color EvenColor = 0.0;)
k3d/share/shaders/k3d_checkerboard.sl:11:  float tiles, tilet;
k3d/share/shaders/k3d_checkerboard.sl:12:  float filters, filtert, filterst;
k3d/share/shaders/k3d_checkerboard.sl:13:  float filterwidths, filterwidtht;
k3d/share/shaders/k3d_checkerboard.sl:14:  float mixamount;
k3d/share/shaders/k3d_checkerboard.sl:15:  color checkcolor;
k3d/share/shaders/k3d_checkerboard.sl:44:  checkcolor = mix(EvenColor, Cs, mixamount);
k3d/share/shaders/k3d_checkerboard.sl:50:    Os * (checkcolor * (Ka * ambient() + Kd * diffuse(Nf)) +
k3d/share/shaders/k3d_checkerboard.sl:51:	  specularcolor * Ks * specular(Nf, -normalize(I), roughness));
k3d/share/shaders/k3d_checkerboard_solid.sl:3:	float Ka = 1.0;
k3d/share/shaders/k3d_checkerboard_solid.sl:4:	float Kd = 1.0;
k3d/share/shaders/k3d_checkerboard_solid.sl:5:	float Ks = 0.5;
k3d/share/shaders/k3d_checkerboard_solid.sl:6:	float roughness = 0.1;
k3d/share/shaders/k3d_checkerboard_solid.sl:7:	color specularcolor = 1.0;
k3d/share/shaders/k3d_checkerboard_solid.sl:8:	uniform float TileX = 1.0;
k3d/share/shaders/k3d_checkerboard_solid.sl:9:	uniform float TileY = 1.0;
k3d/share/shaders/k3d_checkerboard_solid.sl:10:	uniform float TileZ = 1.0;
k3d/share/shaders/k3d_checkerboard_solid.sl:11:	color EvenColor = 0.0;
k3d/share/shaders/k3d_checkerboard_solid.sl:15:	color Ct;
k3d/share/shaders/k3d_checkerboard_solid.sl:17:	float x, y, z, sum;
k3d/share/shaders/k3d_checkerboard_solid.sl:21:	x = mod(floor(xcomp(Pshad) / TileX), 2.0);
k3d/share/shaders/k3d_checkerboard_solid.sl:22:	y = mod(floor(ycomp(Pshad) / TileY), 2.0);
k3d/share/shaders/k3d_checkerboard_solid.sl:23:	z = mod(floor(zcomp(Pshad) / TileZ), 2.0);
k3d/share/shaders/k3d_checkerboard_solid.sl:28:			Ct = EvenColor;
k3d/share/shaders/k3d_checkerboard_solid.sl:38:	Ci = Os * (Ct * (Ka * ambient() + Kd * diffuse(Nf)) + specularcolor * Ks * specular(Nf, -normalize(I), roughness));
k3d/share/shaders/k3d_clamptoalpha.sl:10:  Ci = clamp(Ci, color(0, 0, 0), color(alpha, alpha, alpha));
k3d/share/shaders/k3d_clay.sl:13:surface k3d_clay(float Ka = 1, Kd = 0.7, roughness = 0.1;)
k3d/share/shaders/k3d_cloudplane.sl:1:/* I took wave's lead and renamed cloudplane to DPCloudplane.sl -- tal@SpamSucks_cs.caltech.edu */
k3d/share/shaders/k3d_cloudplane.sl:4: * cloudplane.sl
k3d/share/shaders/k3d_cloudplane.sl:19:k3d_cloudplane(
k3d/share/shaders/k3d_cloudplane.sl:20:    color cloudcolor = color (1,1,1);
k3d/share/shaders/k3d_cloudplane.sl:23:    color Ct;
k3d/share/shaders/k3d_cloudplane.sl:25:    float i, amplitude, f;
k3d/share/shaders/k3d_cloudplane.sl:26:    float x, fx, xfreq, xphase;
k3d/share/shaders/k3d_cloudplane.sl:27:    float y, fy, yfreq, yphase;
k3d/share/shaders/k3d_cloudplane.sl:28:    uniform float offset = 0.5;
k3d/share/shaders/k3d_cloudplane.sl:29:    uniform float xoffset = 13;
k3d/share/shaders/k3d_cloudplane.sl:30:    uniform float yoffset = 96;
k3d/share/shaders/k3d_cloudplane.sl:57:    Ct = mix(Cs, cloudcolor, f);
k3d/share/shaders/k3d_constant.sl:9:surface k3d_constant(float intensity = 1.0)
k3d/share/shaders/k3d_contacshadow.sl:16:    float samples = 10;         /* how many samples to take per Z lookup */  
k3d/share/shaders/k3d_contacshadow.sl:17:    float influence = 1.0;      /* world space distance in which effect is visible */  
k3d/share/shaders/k3d_contacshadow.sl:18:    float gamma = 0.5;          /* controls ramp on of effect over distance */  
k3d/share/shaders/k3d_contacshadow.sl:19:    float maxdist = 10000;      /* how far is considered infinity */  
k3d/share/shaders/k3d_contacshadow.sl:33:       needed to look up the point in the shadow map */  
k3d/share/shaders/k3d_contacshadow.sl:35:    float ss = (xcomp(screenP) + 1) * 0.5;  
k3d/share/shaders/k3d_contacshadow.sl:36:    float tt = (1 - ycomp(screenP)) * 0.5;  
k3d/share/shaders/k3d_contacshadow.sl:40:	Ci = color(0);  
k3d/share/shaders/k3d_contacshadow.sl:43:	/* get the distance from the shadow camera to the closest
k3d/share/shaders/k3d_contacshadow.sl:45:	float mapdist = float texture(shadowname, ss, tt, "samples", samples);
k3d/share/shaders/k3d_contacshadow.sl:54:	float distance = mapdist - zcomp(cameraP);  
k3d/share/shaders/k3d_contacshadow.sl:59:	/* convert into a color (white=shadow) */  
k3d/share/shaders/k3d_corktile.sl:10: * Ka, Kd, Ks, roughness, specularcolor - take their usual meanings
k3d/share/shaders/k3d_corktile.sl:37:float
k3d/share/shaders/k3d_corktile.sl:38:bias (float b, x)
k3d/share/shaders/k3d_corktile.sl:40:	return pow(x, log(b)/log(0.5));
k3d/share/shaders/k3d_corktile.sl:43:color cork(		point PP;
k3d/share/shaders/k3d_corktile.sl:44:							float txtscale, filtwidth)
k3d/share/shaders/k3d_corktile.sl:47:		and used to select a color from a spline, combined with an overlay of the dark 
k3d/share/shaders/k3d_corktile.sl:50:		color Ct;
k3d/share/shaders/k3d_corktile.sl:53:		float fw = filtwidth * txtscale;
k3d/share/shaders/k3d_corktile.sl:54:		float g;
k3d/share/shaders/k3d_corktile.sl:55:		float f = fnoise(PT, fw) + fnoise((P2 + 0.553) * txtscale, fw); 
k3d/share/shaders/k3d_corktile.sl:60:		Ct = color spline( 	f,
k3d/share/shaders/k3d_corktile.sl:61:						color( 0, 0, 0),
k3d/share/shaders/k3d_corktile.sl:62:						color( .25, 0, 0),
k3d/share/shaders/k3d_corktile.sl:63:						color( .31, .2, 0),
k3d/share/shaders/k3d_corktile.sl:64:						color( .486, .165, .059),
k3d/share/shaders/k3d_corktile.sl:65:						color( .47, .18, .09),
k3d/share/shaders/k3d_corktile.sl:66:						color( .64, .24, .07),
k3d/share/shaders/k3d_corktile.sl:67:						color( .749, .416, .208)
k3d/share/shaders/k3d_corktile.sl:79:k3d_corktile( 	float	Ka = 1;
k3d/share/shaders/k3d_corktile.sl:80:          	float	Kd = .75;
k3d/share/shaders/k3d_corktile.sl:81:         		float	Ks = .3;
k3d/share/shaders/k3d_corktile.sl:82:						float Ksgap = -1;
k3d/share/shaders/k3d_corktile.sl:83:         		float	roughness = .05;
k3d/share/shaders/k3d_corktile.sl:84:	 					float	txtscale = 1;
k3d/share/shaders/k3d_corktile.sl:85:						float tiles = 1;
k3d/share/shaders/k3d_corktile.sl:86:						float gap = .05;
k3d/share/shaders/k3d_corktile.sl:87:						color specularcolor = 1;
k3d/share/shaders/k3d_corktile.sl:88:						float bumpheight = 0.3;
k3d/share/shaders/k3d_corktile.sl:89:						float tileheight = .8;
k3d/share/shaders/k3d_corktile.sl:90:						float bumpfreq = 0.8;)
k3d/share/shaders/k3d_corktile.sl:93:	uniform float Ksg = Ksgap > 0 ? Ksgap : Ks * .3; 
k3d/share/shaders/k3d_corktile.sl:94:	uniform float tilewidth = 1 / (tiles * txtscale); 
k3d/share/shaders/k3d_corktile.sl:95:	float disp, adjust;
k3d/share/shaders/k3d_corktile.sl:97:	float filtwidth = filterwidthp(PP),
k3d/share/shaders/k3d_corktile.sl:102:	color Cg, Ct;
k3d/share/shaders/k3d_corktile.sl:104:	float ingap = tile(s, t, tilewidth, tilewidth, swidth, twidth, gap, gap, sw, tw, so, to);
k3d/share/shaders/k3d_corktile.sl:107:	/* Calculate color of gap between tiles */
k3d/share/shaders/k3d_corktile.sl:108:	Cg = color( .20, 0, 0) + filteredsnoise(PP * txtscale, filtwidth * txtscale) * .2;
k3d/share/shaders/k3d_corktile.sl:120:		specularcolor * Ks*specular(Nf,-normalize(I),roughness)); 
k3d/share/shaders/k3d_craters.sl:15:k3d_craters ( float Ka = 1, Kd = 0.7, roughness = 0.1;
k3d/share/shaders/k3d_craters.sl:16:   float Km = 0.03;	/* Depth of crater displacement */
k3d/share/shaders/k3d_craters.sl:17:   float swidth=.6;      /* Size of largest crater relative to s/t mapping */
k3d/share/shaders/k3d_craters.sl:18:   float pitfactor = .7; /* chance of crater occuring in a cell */
k3d/share/shaders/k3d_craters.sl:19:   float octaves=9;      /* number of scales used - use lower numbers for cartoony effects */
k3d/share/shaders/k3d_craters.sl:20:   float lac=1.91341;    /* diameter spacing between successive octaves */
k3d/share/shaders/k3d_craters.sl:21:   float amp=1.91341;    /* amplitude reduction between successive octaves */
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:26:   float distortamp = 0.0005; /* Crater distortion.  You'll get artifacts if it goes too high. */
k3d/share/shaders/k3d_craters.sl:30:    color		Ct;
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:33:    float sctr, tctr, scell, tcell,scellctr,tcellctr;
k3d/share/shaders/k3d_craters.sl:34:    float pert=0,rad,pert2;
k3d/share/shaders/k3d_craters.sl:35:    float rmax = swidth/2; /* was /2 */
k3d/share/shaders/k3d_craters.sl:36:    float	rmax1=1000000,rmax2=1000000,rrad1=0,rrad2=0,cellsizescale,ilac;
k3d/share/shaders/k3d_craters.sl:46:	scellctr = floor(s*sc/swidth);
k3d/share/shaders/k3d_craters.sl:47:	tcellctr = floor(t*sc/swidth);
k3d/share/shaders/k3d_crayon.sl:7:	This shader makes the surface look as if it had been shaded with a pastel crayon.
k3d/share/shaders/k3d_crayon.sl:12:	Ka, Kd, Ks, roughness, specularcolor - work as in the plastic shader
k3d/share/shaders/k3d_crayon.sl:18:	density0 - controls the amount of topcolor seen - measured as a proportion - 
k3d/share/shaders/k3d_crayon.sl:19:		this should vary between 0 (no topcolor) to 1, .3 would give 30% topcolor;
k3d/share/shaders/k3d_crayon.sl:21:		interpolation of values for density0 when t = 0, thus allowing a 
k3d/share/shaders/k3d_crayon.sl:23:	color topcolor, basecolor - the color of the crayon strokes and the color of the ground
k3d/share/shaders/k3d_crayon.sl:34:float
k3d/share/shaders/k3d_crayon.sl:35:aanoise(float sp, tp, width)
k3d/share/shaders/k3d_crayon.sl:39:	float f, mag, ns;
k3d/share/shaders/k3d_crayon.sl:55:k3d_crayon (	float Ka = 1;
k3d/share/shaders/k3d_crayon.sl:56:        	float Kd = .5;
k3d/share/shaders/k3d_crayon.sl:57:         	float Ks = .5;
k3d/share/shaders/k3d_crayon.sl:58:         	float roughness = .1;
k3d/share/shaders/k3d_crayon.sl:59:	 		color specularcolor = 1;
k3d/share/shaders/k3d_crayon.sl:60:			float txtscale = 1;
k3d/share/shaders/k3d_crayon.sl:61:			float width = .05;
k3d/share/shaders/k3d_crayon.sl:62:			float micro = 15.32;
k3d/share/shaders/k3d_crayon.sl:63:			float stretch = 10;
k3d/share/shaders/k3d_crayon.sl:64:			float density0 = .5;
k3d/share/shaders/k3d_crayon.sl:65:			float density1 = .5;
k3d/share/shaders/k3d_crayon.sl:66:			color topcolor = 1;
k3d/share/shaders/k3d_crayon.sl:67:			color basecolor = 0;
k3d/share/shaders/k3d_crayon.sl:70:  color Csurf;
k3d/share/shaders/k3d_crayon.sl:71:    float density = density0 + t * (density1 - density0);
k3d/share/shaders/k3d_crayon.sl:73:	float trs = spline(1 - density, 0 , -0.195997, -0.128361, -0.0738346,	-0.0316483,
k3d/share/shaders/k3d_crayon.sl:79:	float m;
k3d/share/shaders/k3d_crayon.sl:80:	float fw = max(filterwidth(s), filterwidth(t)); /* the size of the micropolygon */
k3d/share/shaders/k3d_crayon.sl:81:	float smks = aanoise(txtscale * s * micro / width, txtscale * t * micro / width,
k3d/share/shaders/k3d_crayon.sl:83:	float lmks = (aanoise(txtscale * s / width, txtscale * t / (width * stretch), 
k3d/share/shaders/k3d_crayon.sl:89:	Csurf = mix(basecolor, topcolor, m);
k3d/share/shaders/k3d_crayon.sl:92:		specularcolor * Ks*specular(Nf,-normalize(I),roughness));
k3d/share/shaders/k3d_crayontoon.sl:5: * hay que escoger con cuidado ambos colores para obtener

k3d/share/shaders/k3d_crayontoon.sl:6: * el estilo deseado. Mi intencion fue hacer un color dependiente

k3d/share/shaders/k3d_crayontoon.sl:10: * choose wisely both colors to obtain the crayon look. My

k3d/share/shaders/k3d_crayontoon.sl:11: * idea was to make one color dependable of the other but is

k3d/share/shaders/k3d_crayontoon.sl:14:surface k3d_crayontoon(color colorBase = color(1, .92, .44),

k3d/share/shaders/k3d_crayontoon.sl:15:                         colorSombra = color(1, .81, .37);

k3d/share/shaders/k3d_crayontoon.sl:16:                   float eta = 1.3,

k3d/share/shaders/k3d_crayontoon.sl:19:  float Kr1, Kt1;

k3d/share/shaders/k3d_crayontoon.sl:25:  Ci = Os * (mix(colorBase, colorSombra, Kt1) + Kd * Kt1 * diffuse(Nf) * colorBase);

k3d/share/shaders/k3d_cyclone.sl:10:surface k3d_cyclone(float Ka = 0.5, Kd = 0.75; float max_radius = 1;
k3d/share/shaders/k3d_cyclone.sl:11:		    float twist = 0.5; float scale = .7, offset = .5;
k3d/share/shaders/k3d_cyclone.sl:12:		    float omega = 0.675; float octaves = 4;
k3d/share/shaders/k3d_cyclone.sl:15:  float radius, dist, angle, sine, cosine, eye_weight, value;
k3d/share/shaders/k3d_cyclone.sl:19:  float l, o, a, i;		/* Loop control for fractal sum */
k3d/share/shaders/k3d_cyclone.sl:24:  /* Rotate hit point to "cyclone space" */
k3d/share/shaders/k3d_cyclone.sl:29:    {				/* inside of cyclone */
k3d/share/shaders/k3d_cyclone.sl:68:  /* Thin the density of the clouds */
k3d/share/shaders/k3d_cyclone.sl:71:  /* Shade like matte, but with color scaled by cloud opacity */
k3d/share/shaders/k3d_decalplastic.sl:17:// License along with this program; if not, write to the Free Software
k3d/share/shaders/k3d_decalplastic.sl:25:	float Ka = 1.0;
k3d/share/shaders/k3d_decalplastic.sl:26:	float Kd = 0.5;
k3d/share/shaders/k3d_decalplastic.sl:27:	float Ks = 0.5;
k3d/share/shaders/k3d_decalplastic.sl:28:	float roughness = 0.1;
k3d/share/shaders/k3d_decalplastic.sl:29:	color specularcolor = 1.0;
k3d/share/shaders/k3d_decalplastic.sl:31:	float s0 = 0.0;
k3d/share/shaders/k3d_decalplastic.sl:32:	float s1 = 1.0;
k3d/share/shaders/k3d_decalplastic.sl:33:	float t0 = 0.0;
k3d/share/shaders/k3d_decalplastic.sl:34:	float t1 = 1.0;
k3d/share/shaders/k3d_decalplastic.sl:37:	color Ct = Cs;
k3d/share/shaders/k3d_decalplastic.sl:40:			float ss = mix(s0, s1, s);
k3d/share/shaders/k3d_decalplastic.sl:41:			float tt = mix(t0, t1, t);
k3d/share/shaders/k3d_decalplastic.sl:42:			float alpha = float texture(texturename[3], ss, tt);
k3d/share/shaders/k3d_decalplastic.sl:43:			Ct = (1.0 - alpha) * Cs + (alpha * color texture(texturename, ss, tt));
k3d/share/shaders/k3d_decalplastic.sl:49:	Ci = Oi * Ct * (Ka * ambient() + Kd * diffuse(Nf)) + specularcolor * Ks * specular(Nf, V, roughness);
k3d/share/shaders/k3d_defaultsurface.sl:1:/* defaultsurface.sl - just color the surface, don't even look at lights
k3d/share/shaders/k3d_defaultsurface.sl:9:k3d_defaultsurface(float Kd = .8, Ka = .2)
k3d/share/shaders/k3d_defaultsurface.sl:11:  float d = normalize(I).normalize(N);
k3d/share/shaders/k3d_dented.sl:9: *   power	   	controls the fractal dimension of the dents (1 looks
k3d/share/shaders/k3d_dented.sl:10: *                         like previously crumpled paper or cloth, 3 looks
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_dented.sl:32:	float size;
k3d/share/shaders/k3d_dented.sl:33:	float magnitude = 0;
k3d/share/shaders/k3d_dented.sl:34:	float i;
k3d/share/shaders/k3d_depthcue.sl:9:volume k3d_depthcue(float mindistance = 0, maxdistance = 1;
k3d/share/shaders/k3d_depthcue.sl:10:		    color background = 0;)
k3d/share/shaders/k3d_depthcue.sl:12:  float d;
k3d/share/shaders/k3d_depthcue_surf.sl:8:float mindistance = 0, maxdistance = 1, CScale=1000;
k3d/share/shaders/k3d_depthcue_surf.sl:12:  float d;
k3d/share/shaders/k3d_displacementmap.sl:1:displacement k3d_displacementmap(float Km = 1;
k3d/share/shaders/k3d_displacementmap.sl:2:				 float ZeroPoint = 0.0;
k3d/share/shaders/k3d_displacementmap.sl:7:  float Ct;
k3d/share/shaders/k3d_displacementmap.sl:9:  Ct = (texturename != "") ? float texture(texturename) : 0;
k3d/share/shaders/k3d_distant_shadow.sl:2:	float  intensity=1 ;
k3d/share/shaders/k3d_distant_shadow.sl:3:	color  lightcolor=1 ;
k3d/share/shaders/k3d_distant_shadow.sl:7:	float  samples=16;
k3d/share/shaders/k3d_distant_shadow.sl:8:	float  blur=.01;
k3d/share/shaders/k3d_distant_shadow.sl:9:	float  bias=.01;
k3d/share/shaders/k3d_distant_shadow.sl:13:			Cl = intensity * lightcolor;
k3d/share/shaders/k3d_distantlight.sl:9:light k3d_distantlight(float intensity = 1;
k3d/share/shaders/k3d_distantlight.sl:10:		       color lightcolor = 1;
k3d/share/shaders/k3d_distantlight.sl:14:  solar(to - from, 0) Cl = intensity * lightcolor;
k3d/share/shaders/k3d_droop.sl:6: * droop(): a displacement shader for making a surface "sag" along t.
k3d/share/shaders/k3d_droop.sl:12:	float	Km = 0.05 )
k3d/share/shaders/k3d_droop.sl:14:	float droop, yDel;
k3d/share/shaders/k3d_dturb.sl:8:displacement k3d_dturb(float Km = 0.1, freq = 10, flatness = 1)
k3d/share/shaders/k3d_dturb.sl:10:  float magnitude, layer_mag;
k3d/share/shaders/k3d_dturb.sl:12:  float width, cutoff, fade, f, turb, maxfreq = 16;
k3d/share/shaders/k3d_easysurface.sl:10:	float	Kd	= .8, 
k3d/share/shaders/k3d_easysurface.sl:12:		falloff	= 2.0 )
k3d/share/shaders/k3d_easysurface.sl:14:	float diffuse ;
k3d/share/shaders/k3d_easysurface.sl:19:	diffuse = pow(diffuse, falloff);
k3d/share/shaders/k3d_ember.sl:1:/* Glowing ember shader 2002 Graeme Nattress & NOITAMINANIMATION Inc.
k3d/share/shaders/k3d_ember.sl:6: * to represent it's life. The desired effect is that of glowing particles that
k3d/share/shaders/k3d_ember.sl:15:k3d_ember (	float baseSize = 2;
k3d/share/shaders/k3d_ember.sl:16:		float attenuation = 4;
k3d/share/shaders/k3d_ember.sl:17:		float roughness = 0.99;
k3d/share/shaders/k3d_ember.sl:23:	float size = distance (PP, QQ) / baseSize;
k3d/share/shaders/k3d_ember.sl:36:	float angle = NN . NI;
k3d/share/shaders/k3d_ember.sl:37:	// angle for edge opacity falloff
k3d/share/shaders/k3d_ember.sl:39:	float spcol = pow (max (0, Nf.NI * -1), 1/roughness);
k3d/share/shaders/k3d_ember.sl:43:	Ci = color spline (spcol * size, 
k3d/share/shaders/k3d_ember.sl:44:		color (0, 0, 0), color (0, 0, 0),
k3d/share/shaders/k3d_ember.sl:45:		color (27, 0, 0),
k3d/share/shaders/k3d_ember.sl:46:		color (54, 0, 0),
k3d/share/shaders/k3d_ember.sl:47:		color (81, 0, 0),
k3d/share/shaders/k3d_ember.sl:48:		color (109, 0, 0),
k3d/share/shaders/k3d_ember.sl:49:		color (136, 0, 0),
k3d/share/shaders/k3d_ember.sl:50:		color (166, 5, 0),
k3d/share/shaders/k3d_ember.sl:51:		color (189, 30, 0),
k3d/share/shaders/k3d_ember.sl:52:		color (211, 60, 0),
k3d/share/shaders/k3d_ember.sl:53:		color (231, 91, 0),
k3d/share/shaders/k3d_ember.sl:54:		color (238, 128, 0),
k3d/share/shaders/k3d_ember.sl:55:		color (244, 162, 12),
k3d/share/shaders/k3d_ember.sl:56:		color (248, 187, 58),
k3d/share/shaders/k3d_ember.sl:57:		color (251, 209, 115),
k3d/share/shaders/k3d_ember.sl:58:		color (254, 236, 210),
k3d/share/shaders/k3d_ember.sl:59:		color (255, 241, 230),
k3d/share/shaders/k3d_ember.sl:60:		color (255, 241, 230)) / 255;
k3d/share/shaders/k3d_ember.sl:61:	// the colours for the fire effect from F. Kenton Musgrave's KMFlame.sl
k3d/share/shaders/k3d_emboss.sl:11:	float	Km		= .05;
k3d/share/shaders/k3d_eroded.sl:10:	float Ks = 0.4,
k3d/share/shaders/k3d_eroded.sl:15:	float size = 4.0,
k3d/share/shaders/k3d_eyeball.sl:5: *   Makes a plastic-like surface which looks like an eyeball.  It's meant
k3d/share/shaders/k3d_eyeball.sl:7: *   i.e. where the t parameter is 1.  The colors of the pupil, iris, white
k3d/share/shaders/k3d_eyeball.sl:8: *   part (eyeball), and blood vessels can be set individually.  Fractal
k3d/share/shaders/k3d_eyeball.sl:12: *   Ka, Kd, Ks, roughness, specularcolor - work just like the plastic shader
k3d/share/shaders/k3d_eyeball.sl:13: *   iriscolor - color of the iris
k3d/share/shaders/k3d_eyeball.sl:14: *   eyeballcolor - color of the white part of the eyeball
k3d/share/shaders/k3d_eyeball.sl:15: *   bloodcolor - color of the blood vessels
k3d/share/shaders/k3d_eyeball.sl:16: *   pupilcolor - color of the pupil (opening)
k3d/share/shaders/k3d_eyeball.sl:19: *   bloodshot - controls how bloodshot the eye is (0=no blood, 1=very ugly)
k3d/share/shaders/k3d_eyeball.sl:20: *   veinfreq, veinlevel - control the formation of the blood vessels
k3d/share/shaders/k3d_eyeball.sl:46:k3d_eyeball (float Ka = .75, Kd = 0.75, Ks = 0.4, roughness = 0.1;
k3d/share/shaders/k3d_eyeball.sl:47:	 color specularcolor = 1;
k3d/share/shaders/k3d_eyeball.sl:48:	 color iriscolor = color (.135289, .084323, .372417);
k3d/share/shaders/k3d_eyeball.sl:49:	 color irisoutercolor = color (.403882, .343944, .68276);
k3d/share/shaders/k3d_eyeball.sl:50:	 color irisinnercolor = color (.065142, .040605, .179311);
k3d/share/shaders/k3d_eyeball.sl:51:	 color eyeballcolor = color(1,1,1);
k3d/share/shaders/k3d_eyeball.sl:52:	 color bloodcolor = color(.8,.05,.05);
k3d/share/shaders/k3d_eyeball.sl:53:	 color pupilcolor = 0;
k3d/share/shaders/k3d_eyeball.sl:54:	 float pupilsize = 0.05, irissize = 0.12;
k3d/share/shaders/k3d_eyeball.sl:55:	 float bloodshot = 1.0;
k3d/share/shaders/k3d_eyeball.sl:56:	 float veinfreq = 8, veinlevel = 4;
k3d/share/shaders/k3d_eyeball.sl:57:	 float index = 0;
k3d/share/shaders/k3d_eyeball.sl:62:  color Ct;
k3d/share/shaders/k3d_eyeball.sl:65:  float i, turb, newturb, freq, f2;
k3d/share/shaders/k3d_eyeball.sl:66:  float displayed, newdisp;
k3d/share/shaders/k3d_eyeball.sl:67:  color Cball, Ciris;
k3d/share/shaders/k3d_eyeball.sl:68:  float irisstat, pupilstat;
k3d/share/shaders/k3d_eyeball.sl:69:  float bloody, tt;
k3d/share/shaders/k3d_eyeball.sl:70:  float ks, rough;
k3d/share/shaders/k3d_eyeball.sl:71:  float twidth, cutoff;
k3d/share/shaders/k3d_eyeball.sl:77:  /* Figure out where we are in the eyeball.  Use the following variables:
k3d/share/shaders/k3d_eyeball.sl:80:   * bloody: how potentially bloody it is (fade as we get away from iris)
k3d/share/shaders/k3d_eyeball.sl:85:  bloody = bloodshot * (smoothstep (-irissize, 2.5*irissize, tt));
k3d/share/shaders/k3d_eyeball.sl:87:  /* If we're somewhere in the white part and it's potentially bloody,
k3d/share/shaders/k3d_eyeball.sl:88:   * then calculate the veining pattern.  Otherwise, just use the color
k3d/share/shaders/k3d_eyeball.sl:90:   * of turbulence functions.  Some stretching is done to get it to look
k3d/share/shaders/k3d_eyeball.sl:93:  if (irisstat * bloody > 0.001) {
k3d/share/shaders/k3d_eyeball.sl:94:      turb = bloody;  freq = veinfreq;
k3d/share/shaders/k3d_eyeball.sl:103:      Cball = mix (eyeballcolor, bloodcolor, smoothstep(0,.75,displayed));
k3d/share/shaders/k3d_eyeball.sl:105:  else Cball = eyeballcolor;
k3d/share/shaders/k3d_eyeball.sl:107:  Ciris = mix (iriscolor, irisoutercolor, smoothstep (irissize*.8, irissize, tt));
k3d/share/shaders/k3d_eyeball.sl:120:  /* OK, now calculate a surface texture color (Ct) based on where we are
k3d/share/shaders/k3d_eyeball.sl:124:  Ct = mix (pupilcolor, Ct, pupilstat);
k3d/share/shaders/k3d_eyeball.sl:126:  /* Make the eye a little glossier on the iris and pupil */
k3d/share/shaders/k3d_eyeball.sl:130:  /* Now shade like plastic, but using our calculated surface color and
k3d/share/shaders/k3d_eyeball.sl:136:	      specularcolor * ks*specular(Nf,-normalize(I),rough));
k3d/share/shaders/k3d_fakesky.sl:4: * Shader a la const that slaps a fixed blue color up on the top half of a

k3d/share/shaders/k3d_fakesky.sl:5: * sphere, with color varying a bit by altitude, in an attempt to mimic the

k3d/share/shaders/k3d_fakesky.sl:9:surface k3d_fakesky(vector up = (0,0,1); color skycolor = (.5, .6, 1.)) {

k3d/share/shaders/k3d_fakesky.sl:11:    Ci = Os * (.5 + .5 * max(0., (up . normalize(N)))) * 1.8 * skycolor;

k3d/share/shaders/k3d_filament.sl:3:/* Listing 16.25  Surface shader to make a cylinder look like a filament */
k3d/share/shaders/k3d_filament.sl:10:	float	frequency	= 5.0,
k3d/share/shaders/k3d_filament.sl:15:	float offset = mod((t*frequency + s + phase), 1.0);
k3d/share/shaders/k3d_fill.sl:7:	float	Kd			=   1, 
k3d/share/shaders/k3d_fire.sl:9:surface k3d_fire(float frame = 1)
k3d/share/shaders/k3d_fire.sl:11:  color layer_color, surface_color;
k3d/share/shaders/k3d_fire.sl:12:  color surface_opac, layer_opac;
k3d/share/shaders/k3d_fire.sl:13:  float width, cutoff, fade, f, turb, maxfreq = 16;
k3d/share/shaders/k3d_fire.sl:14:  float flame;
k3d/share/shaders/k3d_fire.sl:15:  float ss, tt;
k3d/share/shaders/k3d_fire.sl:16:  color red = color (1, .3, .1);
k3d/share/shaders/k3d_fire.sl:17:  color orange = color (.95, .7, .05);
k3d/share/shaders/k3d_fire.sl:18:  color yellow = color (.95, .95, .1);
k3d/share/shaders/k3d_fire.sl:19:  color hot = color (1, 1, .8);
k3d/share/shaders/k3d_fire.sl:21:  surface_color = 0;
k3d/share/shaders/k3d_fire.sl:41:  /* index into color spline using turbulence */
k3d/share/shaders/k3d_fire.sl:45:  layer_color = spline(flame, red, red, red, red, orange, yellow, hot, hot);
k3d/share/shaders/k3d_fire.sl:46:  surface_color = blend(surface_color, layer_color, layer_opac);
k3d/share/shaders/k3d_fire.sl:52:  Ci = surface_color;
k3d/share/shaders/k3d_flame.sl:5: *    Makes something that looks like fire.
k3d/share/shaders/k3d_flame.sl:32:#define snoise(p) (2 * float noise(p) - 1)
k3d/share/shaders/k3d_flame.sl:36:surface k3d_flame(float distortion = 0;
k3d/share/shaders/k3d_flame.sl:37:		  float chaosscale = 1; float chaosoffset = 0;
k3d/share/shaders/k3d_flame.sl:38:		  float octaves = 7; float flameoffset = 0.0;
k3d/share/shaders/k3d_flame.sl:39:		  float flameamplitude = 2.0; float phase = 0.0)
k3d/share/shaders/k3d_flame.sl:42:  float freq;
k3d/share/shaders/k3d_flame.sl:43:  float chaos, i, cmap;
k3d/share/shaders/k3d_flame.sl:59:    Cs * color spline(cmap, color(0, 0, 0), color(0, 0, 0), color(27, 0, 0),
k3d/share/shaders/k3d_flame.sl:60:		      color(54, 0, 0), color(81, 0, 0), color(109, 0, 0),
k3d/share/shaders/k3d_flame.sl:61:		      color(136, 0, 0), color(166, 5, 0), color(189, 30, 0),
k3d/share/shaders/k3d_flame.sl:62:		      color(211, 60, 0), color(231, 91, 0), color(238, 128,
k3d/share/shaders/k3d_flame.sl:64:		      color(244, 162, 12), color(248, 187, 58), color(251,
k3d/share/shaders/k3d_flame.sl:67:		      color(254, 236, 210), color(255, 241, 230), color(255,
k3d/share/shaders/k3d_fog.sl:9:volume k3d_fog(float distance = 1; color background = 0;)
k3d/share/shaders/k3d_fog.sl:11:  float d = 1 - exp(-length(I) / distance);
k3d/share/shaders/k3d_fog.sl:13:  Oi = mix(Oi, color(1, 1, 1), d);
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:17:	float result, signal, weight, i, exponent;

k3d/share/shaders/k3d_fresnelplastic.sl:26:   color Csurf = 0.5; /* cat Color 
k3d/share/shaders/k3d_fresnelplastic.sl:27:			 desc {Base color for surface if 
k3d/share/shaders/k3d_fresnelplastic.sl:28:			 not over-written by "colorMap } */
k3d/share/shaders/k3d_fresnelplastic.sl:29:   string colorMap = ""; /* cat Color
k3d/share/shaders/k3d_fresnelplastic.sl:30:			    desc {Optional color map.  Replaces 'Csurf'.} */
k3d/share/shaders/k3d_fresnelplastic.sl:32:   float ior = 0;
k3d/share/shaders/k3d_fresnelplastic.sl:33:   /* desc { Index of Refraction.  Used to get Fresnel falloff.
k3d/share/shaders/k3d_fresnelplastic.sl:34:      0: turns off fresnel and gives plastic look. Typical values
k3d/share/shaders/k3d_fresnelplastic.sl:36:   float Ka= 1;       /* desc { Usual } */
k3d/share/shaders/k3d_fresnelplastic.sl:37:   float Kd= 0.5;     /* desc { Usual } */
k3d/share/shaders/k3d_fresnelplastic.sl:38:   float Ks= 0.5;     /* desc { Usual } */
k3d/share/shaders/k3d_fresnelplastic.sl:39:   float roughness= 0.1;  /* desc {Specular roughness} */
k3d/share/shaders/k3d_fresnelplastic.sl:40:   color Cspec = 1;       /* desc {Specular color} */
k3d/share/shaders/k3d_fresnelplastic.sl:41:   float Kr = 0;  /* cat Reflection desc {Strength of reflection } */
k3d/share/shaders/k3d_fresnelplastic.sl:44:   float reflectBlur = 0; 
k3d/share/shaders/k3d_fresnelplastic.sl:48:   float reflectDist = 1e10;
k3d/share/shaders/k3d_fresnelplastic.sl:50:      lookup off of.} */
k3d/share/shaders/k3d_fresnelplastic.sl:52:   float flipS = 0; /* cat ST type switch desc {Flip S on texture lookups.} */
k3d/share/shaders/k3d_fresnelplastic.sl:53:   float flipT = 0; /* cat ST type switch desc {Flip S on texture lookups.} */
k3d/share/shaders/k3d_fresnelplastic.sl:54:   float MtorFlip = 0; /* cat ST type switch def 1
k3d/share/shaders/k3d_fresnelplastic.sl:59:    float ss, tt;
k3d/share/shaders/k3d_fresnelplastic.sl:60:    float fKt, fKr;
k3d/share/shaders/k3d_fresnelplastic.sl:61:    color Ct;
k3d/share/shaders/k3d_fresnelplastic.sl:93:    /* base color */
k3d/share/shaders/k3d_fresnelplastic.sl:94:    /*Ct = (CHKTX (colorMap))? texture (colorMap, ss, tt): Csurf; */
k3d/share/shaders/k3d_fresnelplastic.sl:95:    if (CHKTX (colorMap) == 1)
k3d/share/shaders/k3d_fresnelplastic.sl:96:      Ct = texture (colorMap, ss, tt);
k3d/share/shaders/k3d_fresnelplastic.sl:101:    color Cr = 0;
k3d/share/shaders/k3d_fresnelplastic.sl:102:    float reflOpacity = 1;
k3d/share/shaders/k3d_funkyglass.sl:1:/* funkyglass.sl - randomly colored "glass" (transparent, but no refl/refr).
k3d/share/shaders/k3d_funkyglass.sl:9:surface k3d_funkyglass(float Ka = .2;
k3d/share/shaders/k3d_funkyglass.sl:10:		       float Kd = .2; float Ks = 1; float roughness = .08;
k3d/share/shaders/k3d_funkyglass.sl:11:		       color specularcolor = 1;)
k3d/share/shaders/k3d_funkyglass.sl:16:  color Ct, Ot;
k3d/share/shaders/k3d_funkyglass.sl:21:  Ct = 2 * (color noise(PP) - .5) + .5;
k3d/share/shaders/k3d_funkyglass.sl:27:     specularcolor * Ks * specular(Nf, -V, roughness));
k3d/share/shaders/k3d_fur1.sl:11:k3d_fur1 ( float height = 1.0,

k3d/share/shaders/k3d_fur1.sl:16:  float smod = mod(u*fac,1),

k3d/share/shaders/k3d_fur2.sl:12:color 
k3d/share/shaders/k3d_fur2.sl:13:fnc_diffuselgt (color Cin;       /* Light Colour */
k3d/share/shaders/k3d_fur2.sl:18:    color Cout = Cin;
k3d/share/shaders/k3d_fur2.sl:20:    float Atten;
k3d/share/shaders/k3d_fur2.sl:40:         float Ka   = 0.0287;
k3d/share/shaders/k3d_fur2.sl:41:	 float Kd   = 0.77;
k3d/share/shaders/k3d_fur2.sl:42:	 float Ks   = 1.285;
k3d/share/shaders/k3d_fur2.sl:43:	 float roughness1  = 0.008;
k3d/share/shaders/k3d_fur2.sl:44:	 float SPEC1  = 0.01;
k3d/share/shaders/k3d_fur2.sl:45:	 float roughness2  = 0.016;
k3d/share/shaders/k3d_fur2.sl:46:	 float SPEC2  = 0.003;
k3d/share/shaders/k3d_fur2.sl:47:	 float   start_spec = 0.3;
k3d/share/shaders/k3d_fur2.sl:48:	 float   end_spec = 0.95;
k3d/share/shaders/k3d_fur2.sl:49:	 float spec_size_fade  = 0.1;
k3d/share/shaders/k3d_fur2.sl:50:	 float illum_width  = 180;
k3d/share/shaders/k3d_fur2.sl:51:	 float var_fade_start = 0.005;
k3d/share/shaders/k3d_fur2.sl:52:	 float var_fade_end = 0.001;
k3d/share/shaders/k3d_fur2.sl:53:	 float clump_dark_strength = 0.0;
k3d/share/shaders/k3d_fur2.sl:55:	 /* Hair Color */
k3d/share/shaders/k3d_fur2.sl:56:	 color rootcolor  = color (.9714, .9714, .9714);
k3d/share/shaders/k3d_fur2.sl:57:	 color tipcolor = color (.519, .325, .125);
k3d/share/shaders/k3d_fur2.sl:58:	 color specularcolor  = (color(1) + tipcolor) / 2;
k3d/share/shaders/k3d_fur2.sl:59:	 color static_ambient  = color (0.057,0.057,0.057);
k3d/share/shaders/k3d_fur2.sl:62:	 uniform float hair_col_var  = 0.0;
k3d/share/shaders/k3d_fur2.sl:63:	 uniform float hair_length = 0.0;
k3d/share/shaders/k3d_fur2.sl:66:	 uniform float hair_id   = 0.0; /* Watch Out... Across Patches */
k3d/share/shaders/k3d_fur2.sl:70:    vector T = normalize (dPdv); /* tangent along length of hair */
k3d/share/shaders/k3d_fur2.sl:72:    color Cspec = 0, Cdiff = 0;  /* collect specular & diffuse light */
k3d/share/shaders/k3d_fur2.sl:73:    float Kspec = Ks;
k3d/share/shaders/k3d_fur2.sl:76:    vector S = nSN^T;     /* Cross product of the tangent along the hair and surface normal */
k3d/share/shaders/k3d_fur2.sl:79:    float  l = clamp(nSN.T,0,1);  /* Dot of surface_normal and T, used for blending */
k3d/share/shaders/k3d_fur2.sl:80:    float clump_darkening = 1.0;
k3d/share/shaders/k3d_fur2.sl:81:    float T_Dot_nL = 0;
k3d/share/shaders/k3d_fur2.sl:82:    float T_Dot_e = 0;
k3d/share/shaders/k3d_fur2.sl:83:    float Alpha = 0;
k3d/share/shaders/k3d_fur2.sl:84:    float Beta = 0;
k3d/share/shaders/k3d_fur2.sl:85:    float Kajiya = 0;
k3d/share/shaders/k3d_fur2.sl:86:    float darkening = 1.0;
k3d/share/shaders/k3d_fur2.sl:87:    varying color final_c;
k3d/share/shaders/k3d_fur2.sl:90:    uniform float nonspecular = 0;
k3d/share/shaders/k3d_fur2.sl:91:    uniform color SpecularColor = 1;
k3d/share/shaders/k3d_fur2.sl:102:       along the length of the hair 
k3d/share/shaders/k3d_fur2.sl:136:	if ( lightsource("__SpecularColor",SpecularColor) == 0)
k3d/share/shaders/k3d_fur2.sl:137:	    SpecularColor = color 1;
k3d/share/shaders/k3d_fur2.sl:139:	Cspec += (1-nonspecular) * SpecularColor * clump_darkening * 
k3d/share/shaders/k3d_fur2.sl:151:    final_c = mix( rootcolor, tipcolor, v ) * darkening;
k3d/share/shaders/k3d_fur2.sl:154:	   + ((v) * Kspec * Cspec * specularcolor));
k3d/share/shaders/k3d_fur2.sl:156:    Ci = clamp(Ci, color 0, color 1 );
k3d/share/shaders/k3d_glass.sl:9: *    Ka, Kd, Ks, roughness, specularcolor - The usual meaning
k3d/share/shaders/k3d_glass.sl:15: *    transmitcolor - color of the glass
k3d/share/shaders/k3d_glass.sl:35:surface k3d_glass(float Ka = 0.2, Kd = 0, Ks = 0.5, roughness = 0.05;
k3d/share/shaders/k3d_glass.sl:36:		  color specularcolor = 1;
k3d/share/shaders/k3d_glass.sl:37:		  float Kr = 1, reflblur = 0;
k3d/share/shaders/k3d_glass.sl:39:		  float Kt = 1, refrblur = 0, eta = 1.5;
k3d/share/shaders/k3d_glass.sl:40:		  color transmitcolor = 1;
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:1:/*  IDGloop.sl written 8/99 by Ivan DeWolf
k3d/share/shaders/k3d_gloop.sl:18: * displacement bounds can be computed with the following 
k3d/share/shaders/k3d_gloop.sl:26:k3d_gloop(float freq = 5, magnitude = .2){
k3d/share/shaders/k3d_gloop.sl:30:  float numsteps = 20;
k3d/share/shaders/k3d_gloop.sl:32:  float  i;
k3d/share/shaders/k3d_gloop.sl:41:  float  nz = noise(Psh)-.5;
k3d/share/shaders/k3d_gloop.sl:42:  float  nzou = noise(Pou)-.5;
k3d/share/shaders/k3d_gloop.sl:43:  float  nzov = noise(Pov)-.5;
k3d/share/shaders/k3d_gloop.sl:45:  float  chu = (nz - nzou);/*change in noise value in u*/
k3d/share/shaders/k3d_gloop.sl:46:  float  chv = (nz - nzov); 
k3d/share/shaders/k3d_glow.sl:1:surface k3d_glow(float attenuation = 2.0;
k3d/share/shaders/k3d_glow.sl:2:		 color centercolor = 1.0;
k3d/share/shaders/k3d_glow.sl:3:		 color edgecolor = color(1.0, 1.0, 0.0))
k3d/share/shaders/k3d_glow.sl:5:  float incidence, strength;
k3d/share/shaders/k3d_glow.sl:6:  color C;
k3d/share/shaders/k3d_glow.sl:17:      C = mix(edgecolor, centercolor, strength);
k3d/share/shaders/k3d_glow.sl:19:      // Calculate final color and opacity - we set Oi near zero
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:12: *   darkcolor, lightcolor - colors of the underlying substrate
k3d/share/shaders/k3d_gmarbtile_polish.sl:13: *   veincolor - color of the bright veins
k3d/share/shaders/k3d_gmarbtile_polish.sl:16: *   groovecolor - the color of the grooves between the tiles.
k3d/share/shaders/k3d_gmarbtile_polish.sl:28:surface k3d_gmarbtile_polish(float Ka = 0.5, Kd = 0.4, Ks = 0.2;
k3d/share/shaders/k3d_gmarbtile_polish.sl:29:			     float Kr = 0.2, roughness = 0.05;
k3d/share/shaders/k3d_gmarbtile_polish.sl:30:			     color specularcolor = 1;
k3d/share/shaders/k3d_gmarbtile_polish.sl:31:			     float txtscale = 1;
k3d/share/shaders/k3d_gmarbtile_polish.sl:32:			     color darkcolor = color(0.01, 0.12, 0.004);
k3d/share/shaders/k3d_gmarbtile_polish.sl:33:			     color lightcolor = color(0.06, 0.18, 0.02);
k3d/share/shaders/k3d_gmarbtile_polish.sl:34:			     color veincolor = color(0.47, 0.57, 0.03);
k3d/share/shaders/k3d_gmarbtile_polish.sl:35:			     color groovecolor = color(.02, .02, .02);
k3d/share/shaders/k3d_gmarbtile_polish.sl:36:			     float veinfreq = 1;
k3d/share/shaders/k3d_gmarbtile_polish.sl:37:			     float sharpness = 25;
k3d/share/shaders/k3d_gmarbtile_polish.sl:38:			     float tilesize = 1;
k3d/share/shaders/k3d_gmarbtile_polish.sl:39:			     float groovewidth = 0.015;
k3d/share/shaders/k3d_gmarbtile_polish.sl:41:			     uniform float envrad = 100, rayjitter =
k3d/share/shaders/k3d_gmarbtile_polish.sl:43:			     float blur = 0;
k3d/share/shaders/k3d_gmarbtile_polish.sl:48:  color Ct, env;
k3d/share/shaders/k3d_gmarbtile_polish.sl:49:  float turbsum, turb;
k3d/share/shaders/k3d_gmarbtile_polish.sl:50:  uniform float i, freq;
k3d/share/shaders/k3d_gmarbtile_polish.sl:51:  float whichs, whicht;
k3d/share/shaders/k3d_gmarbtile_polish.sl:54:  float dPP = filterwidthp(PP);
k3d/share/shaders/k3d_gmarbtile_polish.sl:56:  float ss = xcomp(PP) / tilesize;
k3d/share/shaders/k3d_gmarbtile_polish.sl:57:  float dss = filterwidth(ss);
k3d/share/shaders/k3d_gmarbtile_polish.sl:58:  float tt = ycomp(PP) / tilesize;
k3d/share/shaders/k3d_gmarbtile_polish.sl:59:  float dtt = filterwidth(tt);
k3d/share/shaders/k3d_gmarbtile_polish.sl:61:  float groovy = tilepattern(ss, tt, dss, dtt, groovewidth, groovewidth,
k3d/share/shaders/k3d_gmarbtile_polish.sl:64:  offset = vector(7 * whichs, 15 * whicht, 0 /*-23*floor(zcomp(PQ))*/ );
k3d/share/shaders/k3d_gmarbtile_polish.sl:68:   * First calculate the underlying color of the substrate
k3d/share/shaders/k3d_gmarbtile_polish.sl:71:  Ct = mix(darkcolor, lightcolor, smoothstep(0.1, .35, turb));
k3d/share/shaders/k3d_gmarbtile_polish.sl:77:  /* perturb the lookup */
k3d/share/shaders/k3d_gmarbtile_polish.sl:80:  /* Now calculate the veining function for the lookup area */
k3d/share/shaders/k3d_gmarbtile_polish.sl:96:  Ct = mix(Ct, veincolor, turbsum);
k3d/share/shaders/k3d_gmarbtile_polish.sl:98:  Ct = mix(groovecolor, Ct, groovy);
k3d/share/shaders/k3d_gmarbtile_polish.sl:105:  env *= groovy * specularcolor;
k3d/share/shaders/k3d_gooch.sl:15: *  alpha        : Gooch cool color factor
k3d/share/shaders/k3d_gooch.sl:16: *  beta         : Gooch warm color factor
k3d/share/shaders/k3d_gooch.sl:17: *  b            : used to construct the cool color
k3d/share/shaders/k3d_gooch.sl:18: *  y            : used to construct the warm color
k3d/share/shaders/k3d_gooch.sl:20: *  specularcolor: specular hilight color
k3d/share/shaders/k3d_gooch.sl:27:k3d_gooch (float Ka = 0;
k3d/share/shaders/k3d_gooch.sl:28:         float Kd = 1;
k3d/share/shaders/k3d_gooch.sl:29:         float Ks = 0;
k3d/share/shaders/k3d_gooch.sl:30:         float alpha = .25;
k3d/share/shaders/k3d_gooch.sl:31:         float beta = .5;
k3d/share/shaders/k3d_gooch.sl:32:         float b = .55;
k3d/share/shaders/k3d_gooch.sl:33:         float y = .3;
k3d/share/shaders/k3d_gooch.sl:34:         float roughness = .1;
k3d/share/shaders/k3d_gooch.sl:35:         color specularcolor = 1;)
k3d/share/shaders/k3d_gooch.sl:38:    color blue = color(0,0,b);
k3d/share/shaders/k3d_gooch.sl:39:    color yellow = color(y,y,0);
k3d/share/shaders/k3d_gooch.sl:41:    color Cgooch = color(0,0,0); 
k3d/share/shaders/k3d_gooch.sl:42:    float ldotn, blendval;
k3d/share/shaders/k3d_gooch.sl:43:    color kcool,kwarm;
k3d/share/shaders/k3d_gooch.sl:46:    kwarm = yellow + (Cs * beta);
k3d/share/shaders/k3d_gooch.sl:56:                specularcolor*Ks*specular(Nf,-normalize(I),roughness)));
k3d/share/shaders/k3d_gouge.sl:10:	float	Km	= 0.03,
k3d/share/shaders/k3d_gouge.sl:14:	float	y = ycomp(transform("object",P));	/* convert to object space	 */
k3d/share/shaders/k3d_gradient_t.sl:2:	color start_color = color(1, 0, 0);
k3d/share/shaders/k3d_gradient_t.sl:3:	color end_color = color(1, 1, 0);
k3d/share/shaders/k3d_gradient_t.sl:4:	float additive = 0.0;
k3d/share/shaders/k3d_gradient_t.sl:7:	color C = mix(start_color, end_color, t);
k3d/share/shaders/k3d_granite.sl:10:	float	Kd	= .8,
k3d/share/shaders/k3d_granite.sl:13:	float sum = 0;
k3d/share/shaders/k3d_granite.sl:14:	float i, freq = 1.0; /* Try other values for example, 7.0 */
k3d/share/shaders/k3d_graphic_lines.sl:3:        float Ka=1.0;
k3d/share/shaders/k3d_graphic_lines.sl:4:        float Kd=1.0;
k3d/share/shaders/k3d_graphic_lines.sl:5:        float Ks=0.6;
k3d/share/shaders/k3d_graphic_lines.sl:6:        float roughness=1.0;
k3d/share/shaders/k3d_graphic_lines.sl:7:        float paint_spec=0.6;
k3d/share/shaders/k3d_graphic_lines.sl:8:        float paint_trans=0.0;
k3d/share/shaders/k3d_graphic_lines.sl:9:        float paint_fuzz=0.0;
k3d/share/shaders/k3d_graphic_lines.sl:10:        float ink_thresh=0.10;
k3d/share/shaders/k3d_graphic_lines.sl:11:        float ink_fuzz=0.0;
k3d/share/shaders/k3d_graphic_lines.sl:12:				float line_scale_master=1.0;
k3d/share/shaders/k3d_graphic_lines.sl:15:        float line_scale_highlight=16.0;
k3d/share/shaders/k3d_graphic_lines.sl:16:        float contrast_highlight=1.0;
k3d/share/shaders/k3d_graphic_lines.sl:17:        float brightness_highlight=0.5;
k3d/share/shaders/k3d_graphic_lines.sl:18:        float randomness_highlight=0.0;
k3d/share/shaders/k3d_graphic_lines.sl:19:        float noise_size_highlight=1.0;
k3d/share/shaders/k3d_graphic_lines.sl:20:        color color_curve_highlight_color1=(0.0,0.0,0.0);
k3d/share/shaders/k3d_graphic_lines.sl:21:        color color_curve_highlight_color2=(0.1,0.05,0.0);
k3d/share/shaders/k3d_graphic_lines.sl:22:        color color_curve_highlight_color3=(0.8,0.6,0.4);
k3d/share/shaders/k3d_graphic_lines.sl:23:        color color_curve_highlight_color4=(1.0,1.0,0.8);
k3d/share/shaders/k3d_graphic_lines.sl:24:        color color_curve_highlight_color5=(1.0,1.0,1.0);
k3d/share/shaders/k3d_graphic_lines.sl:25:        color color_curve_highlight_color6=(1.0,1.0,1.0);
k3d/share/shaders/k3d_graphic_lines.sl:26:        float surface_opac_highlight=1.0;
k3d/share/shaders/k3d_graphic_lines.sl:27:        float surface_trans_highlight=1.0;
k3d/share/shaders/k3d_graphic_lines.sl:28:        float fuzz_highlight=0.3;
k3d/share/shaders/k3d_graphic_lines.sl:29:				float tfreq_highlight=50;
k3d/share/shaders/k3d_graphic_lines.sl:30:				color illumcolor_highlight=(0.0,0.0,0.0);
k3d/share/shaders/k3d_graphic_lines.sl:31:				float illumination_highlight=0.0;
k3d/share/shaders/k3d_graphic_lines.sl:32:				float Ka_highlight=0.10;
k3d/share/shaders/k3d_graphic_lines.sl:33:				float Kd_highlight=0.70;
k3d/share/shaders/k3d_graphic_lines.sl:34:				float Ks_highlight=0.20;
k3d/share/shaders/k3d_graphic_lines.sl:35:				float roughness_highlight=0.2;
k3d/share/shaders/k3d_graphic_lines.sl:38:        float line_scale_paint=16.0;
k3d/share/shaders/k3d_graphic_lines.sl:39:        float contrast_paint=1.0;
k3d/share/shaders/k3d_graphic_lines.sl:40:        float brightness_paint=0.3;
k3d/share/shaders/k3d_graphic_lines.sl:41:        float randomness_paint=0.0;
k3d/share/shaders/k3d_graphic_lines.sl:42:        float noise_size_paint=1.0;
k3d/share/shaders/k3d_graphic_lines.sl:43:        color color_curve_paint_color1=(0.0,0.0,0.0);
k3d/share/shaders/k3d_graphic_lines.sl:44:        color color_curve_paint_color2=(0.1,0.05,0.0);
k3d/share/shaders/k3d_graphic_lines.sl:45:        color color_curve_paint_color3=(0.8,0.6,0.4);
k3d/share/shaders/k3d_graphic_lines.sl:46:        color color_curve_paint_color4=(1.0,1.0,0.8);
k3d/share/shaders/k3d_graphic_lines.sl:47:        color color_curve_paint_color5=(1.0,1.0,1.0);
k3d/share/shaders/k3d_graphic_lines.sl:48:        color color_curve_paint_color6=(1.0,1.0,1.0);
k3d/share/shaders/k3d_graphic_lines.sl:49:        float surface_opac_paint=1.0;
k3d/share/shaders/k3d_graphic_lines.sl:50:        float surface_trans_paint=1.0;
k3d/share/shaders/k3d_graphic_lines.sl:51:				float fuzz_paint=0.3;
k3d/share/shaders/k3d_graphic_lines.sl:52:				float tfreq_paint=50;
k3d/share/shaders/k3d_graphic_lines.sl:53:				color illumcolor_paint=(0.0,0.0,0.0);
k3d/share/shaders/k3d_graphic_lines.sl:54:				float illumination_paint=0.0;
k3d/share/shaders/k3d_graphic_lines.sl:55:				float Ka_paint=0.10;
k3d/share/shaders/k3d_graphic_lines.sl:56:				float Kd_paint=0.70;
k3d/share/shaders/k3d_graphic_lines.sl:57:				float Ks_paint=0.20;
k3d/share/shaders/k3d_graphic_lines.sl:58:				float roughness_paint=0.2;
k3d/share/shaders/k3d_graphic_lines.sl:61:        float line_scale_ink=16.0;
k3d/share/shaders/k3d_graphic_lines.sl:62:        float contrast_ink=1.0;
k3d/share/shaders/k3d_graphic_lines.sl:63:        float brightness_ink=0.5;
k3d/share/shaders/k3d_graphic_lines.sl:64:        float randomness_ink=0.0;
k3d/share/shaders/k3d_graphic_lines.sl:65:        float noise_size_ink=1.0;
k3d/share/shaders/k3d_graphic_lines.sl:66:        color color_curve_ink_color1=(0.0,0.0,0.0);
k3d/share/shaders/k3d_graphic_lines.sl:67:        color color_curve_ink_color2=(0.1,0.05,0.0);
k3d/share/shaders/k3d_graphic_lines.sl:68:        color color_curve_ink_color3=(0.8,0.6,0.4);
k3d/share/shaders/k3d_graphic_lines.sl:69:        color color_curve_ink_color4=(1.0,1.0,0.8);
k3d/share/shaders/k3d_graphic_lines.sl:70:        color color_curve_ink_color5=(1.0,1.0,1.0);
k3d/share/shaders/k3d_graphic_lines.sl:71:        color color_curve_ink_color6=(1.0,1.0,1.0);
k3d/share/shaders/k3d_graphic_lines.sl:72:        float surface_opac_ink=1.0;
k3d/share/shaders/k3d_graphic_lines.sl:73:        float surface_trans_ink=1.0; 
k3d/share/shaders/k3d_graphic_lines.sl:74:				float fuzz_ink=0.3;
k3d/share/shaders/k3d_graphic_lines.sl:75:				float tfreq_ink=50;
k3d/share/shaders/k3d_graphic_lines.sl:76:				color illumcolor_ink=(0.0,0.0,0.0);
k3d/share/shaders/k3d_graphic_lines.sl:77:				float illumination_ink=0.0;
k3d/share/shaders/k3d_graphic_lines.sl:78:				float Ka_ink=0.10;
k3d/share/shaders/k3d_graphic_lines.sl:79:				float Kd_ink=0.70;
k3d/share/shaders/k3d_graphic_lines.sl:80:				float Ks_ink=0.20;
k3d/share/shaders/k3d_graphic_lines.sl:81:				float roughness_ink=0.2;
k3d/share/shaders/k3d_graphic_lines.sl:90:	color Ci_highlight = Ci;
k3d/share/shaders/k3d_graphic_lines.sl:91:	color Oi_highlight = Oi;
k3d/share/shaders/k3d_graphic_lines.sl:93:	color surface_color_highlight;
k3d/share/shaders/k3d_graphic_lines.sl:94:	color layer_color_highlight;
k3d/share/shaders/k3d_graphic_lines.sl:95:	color color_curve_highlight;
k3d/share/shaders/k3d_graphic_lines.sl:96:	color layer_opac_highlight;
k3d/share/shaders/k3d_graphic_lines.sl:97:	float stripemin_highlight;
k3d/share/shaders/k3d_graphic_lines.sl:98:	float stripemax_highlight;
k3d/share/shaders/k3d_graphic_lines.sl:99:	float tt_highlight;
k3d/share/shaders/k3d_graphic_lines.sl:100:	float x_highlight;
k3d/share/shaders/k3d_graphic_lines.sl:101:	float y_highlight;
k3d/share/shaders/k3d_graphic_lines.sl:102:	float z_highlight;
k3d/share/shaders/k3d_graphic_lines.sl:103:	float i_highlight;
k3d/share/shaders/k3d_graphic_lines.sl:104:	float n_highlight;
k3d/share/shaders/k3d_graphic_lines.sl:105:	float ns_highlight;
k3d/share/shaders/k3d_graphic_lines.sl:128:	illumcolor_highlight=(Ka_highlight*ambient()+Kd_highlight*diffuse(Nf_highlight)+Ks_highlight*specular(Nf_highlight,V_highlight,roughness_highlight));
k3d/share/shaders/k3d_graphic_lines.sl:129:	illumination_highlight=max(max(comp(illumcolor_highlight,0),comp(illumcolor_highlight,1)),comp(illumcolor_highlight,2));
k3d/share/shaders/k3d_graphic_lines.sl:139:	{surface_color_highlight=color(0.0,0.0,0.0);
k3d/share/shaders/k3d_graphic_lines.sl:140:		layer_color_highlight=0.0;
k3d/share/shaders/k3d_graphic_lines.sl:143:	{surface_color_highlight=color(1.0,1.0,1.0);
k3d/share/shaders/k3d_graphic_lines.sl:144:		layer_color_highlight=1.0;
k3d/share/shaders/k3d_graphic_lines.sl:146:	else {surface_color_highlight=color(0.0,0.0,0.0);
k3d/share/shaders/k3d_graphic_lines.sl:147:		layer_color_highlight=1.0;
k3d/share/shaders/k3d_graphic_lines.sl:151:	float val_highlight=(smoothstep((stripemin_highlight)-(fuzz_highlight),(stripemin_highlight),(tt_highlight))-smoothstep((stripemax_highlight)-(fuzz_highlight),(stripemax_highlight),(tt_highlight)));
k3d/share/shaders/k3d_graphic_lines.sl:152:	layer_opac_highlight=color(val_highlight);
k3d/share/shaders/k3d_graphic_lines.sl:153:	surface_color_highlight=((surface_color_highlight)*(1-(layer_opac_highlight))+(layer_color_highlight)*(layer_opac_highlight));
k3d/share/shaders/k3d_graphic_lines.sl:154:	float color_val_highlight=mix(0.0,1.0,val_highlight);
k3d/share/shaders/k3d_graphic_lines.sl:155:	color_curve_highlight=spline(color_val_highlight,color_curve_highlight_color1,color_curve_highlight_color2,color_curve_highlight_color3,color_curve_highlight_color4,color_curve_highlight_color5,color_curve_highlight_color6);
k3d/share/shaders/k3d_graphic_lines.sl:156:	float spacescale_highlight=length(vtransform("shader",normalize(N_highlight)));
k3d/share/shaders/k3d_graphic_lines.sl:161:	Ci_highlight=surface_opac_highlight*color_curve_highlight;
k3d/share/shaders/k3d_graphic_lines.sl:168:	color Ci_paint = Ci;
k3d/share/shaders/k3d_graphic_lines.sl:169:	color Oi_paint = Oi;
k3d/share/shaders/k3d_graphic_lines.sl:171:	color surface_color_paint;
k3d/share/shaders/k3d_graphic_lines.sl:172:	color layer_color_paint;
k3d/share/shaders/k3d_graphic_lines.sl:173:	color color_curve_paint;
k3d/share/shaders/k3d_graphic_lines.sl:174:	color layer_opac_paint;
k3d/share/shaders/k3d_graphic_lines.sl:175:	float stripemin_paint;
k3d/share/shaders/k3d_graphic_lines.sl:176:	float stripemax_paint;
k3d/share/shaders/k3d_graphic_lines.sl:177:	float tt_paint;
k3d/share/shaders/k3d_graphic_lines.sl:178:	float x_paint;
k3d/share/shaders/k3d_graphic_lines.sl:179:	float y_paint;
k3d/share/shaders/k3d_graphic_lines.sl:180:	float z_paint;
k3d/share/shaders/k3d_graphic_lines.sl:181:	float i_paint;
k3d/share/shaders/k3d_graphic_lines.sl:182:	float n_paint;
k3d/share/shaders/k3d_graphic_lines.sl:183:	float ns_paint;
k3d/share/shaders/k3d_graphic_lines.sl:203:	}illumcolor_paint=(Ka_paint*ambient()+Kd_paint*diffuse(Nf_paint)+Ks_paint*specular(Nf_paint,V_paint,roughness_paint));
k3d/share/shaders/k3d_graphic_lines.sl:204:	illumination_paint=max(max(comp(illumcolor_paint,0),comp(illumcolor_paint,1)),comp(illumcolor_paint,2));
k3d/share/shaders/k3d_graphic_lines.sl:213:	{surface_color_paint=color(0.0,0.0,0.0);
k3d/share/shaders/k3d_graphic_lines.sl:214:		layer_color_paint=0.0;
k3d/share/shaders/k3d_graphic_lines.sl:217:	{surface_color_paint=color(1.0,1.0,1.0);
k3d/share/shaders/k3d_graphic_lines.sl:218:		layer_color_paint=1.0;
k3d/share/shaders/k3d_graphic_lines.sl:220:	else {surface_color_paint=color(0.0,0.0,0.0);
k3d/share/shaders/k3d_graphic_lines.sl:221:		layer_color_paint=1.0;
k3d/share/shaders/k3d_graphic_lines.sl:224:	float val1=(smoothstep((stripemin_paint)-(fuzz_paint),(stripemin_paint),(tt_paint))-smoothstep((stripemax_paint)-(fuzz_paint),(stripemax_paint),(tt_paint)));
k3d/share/shaders/k3d_graphic_lines.sl:225:	layer_opac_paint=color(val1);
k3d/share/shaders/k3d_graphic_lines.sl:226:	surface_color_paint=((surface_color_paint)*(1-(layer_opac_paint))+(layer_color_paint)*(layer_opac_paint));
k3d/share/shaders/k3d_graphic_lines.sl:227:	float color_val1=mix(0.0,1.0,val1);
k3d/share/shaders/k3d_graphic_lines.sl:228:	color_curve_paint=spline(color_val1,color_curve_paint_color1,color_curve_paint_color2,color_curve_paint_color3,color_curve_paint_color4,color_curve_paint_color5,color_curve_paint_color6);
k3d/share/shaders/k3d_graphic_lines.sl:229:	float spacescale1=length(vtransform("shader",normalize(N_paint)));
k3d/share/shaders/k3d_graphic_lines.sl:233:	Ci_paint=surface_opac_paint*color_curve_paint;
k3d/share/shaders/k3d_graphic_lines.sl:240:	color Ci_ink = Ci;
k3d/share/shaders/k3d_graphic_lines.sl:241:	color Oi_ink = Oi;
k3d/share/shaders/k3d_graphic_lines.sl:243:	color surface_color_ink;
k3d/share/shaders/k3d_graphic_lines.sl:244:	color layer_color_ink;
k3d/share/shaders/k3d_graphic_lines.sl:245:	color color_curve_ink;
k3d/share/shaders/k3d_graphic_lines.sl:246:	color layer_opac_ink;
k3d/share/shaders/k3d_graphic_lines.sl:247:	float stripemin_ink;
k3d/share/shaders/k3d_graphic_lines.sl:248:	float stripemax_ink;
k3d/share/shaders/k3d_graphic_lines.sl:249:	float tt_ink;
k3d/share/shaders/k3d_graphic_lines.sl:250:	float x_ink;
k3d/share/shaders/k3d_graphic_lines.sl:251:	float y_ink;
k3d/share/shaders/k3d_graphic_lines.sl:252:	float z_ink;
k3d/share/shaders/k3d_graphic_lines.sl:253:	float i_ink;
k3d/share/shaders/k3d_graphic_lines.sl:254:	float n_ink;
k3d/share/shaders/k3d_graphic_lines.sl:255:	float ns_ink;
k3d/share/shaders/k3d_graphic_lines.sl:275:	}illumcolor_ink=(Ka_ink*ambient()+Kd_ink*diffuse(Nf_ink)+Ks_ink*specular(Nf_ink,V_ink,roughness_ink));
k3d/share/shaders/k3d_graphic_lines.sl:276:	illumination_ink=max(max(comp(illumcolor_ink,0),comp(illumcolor_ink,1)),comp(illumcolor_ink,2));
k3d/share/shaders/k3d_graphic_lines.sl:285:	{surface_color_ink=color(0.0,0.0,0.0);
k3d/share/shaders/k3d_graphic_lines.sl:286:		layer_color_ink=0.0;
k3d/share/shaders/k3d_graphic_lines.sl:289:	{surface_color_ink=color(1.0,1.0,1.0);
k3d/share/shaders/k3d_graphic_lines.sl:290:		layer_color_ink=1.0;
k3d/share/shaders/k3d_graphic_lines.sl:292:	else {surface_color_ink=color(0.0,0.0,0.0);
k3d/share/shaders/k3d_graphic_lines.sl:293:		layer_color_ink=1.0;
k3d/share/shaders/k3d_graphic_lines.sl:296:	float val2=(smoothstep((stripemin_ink)-(fuzz_ink),(stripemin_ink),(tt_ink))-smoothstep((stripemax_ink)-(fuzz_ink),(stripemax_ink),(tt_ink)));
k3d/share/shaders/k3d_graphic_lines.sl:297:	layer_opac_ink=color(val2);
k3d/share/shaders/k3d_graphic_lines.sl:298:	surface_color_ink=((surface_color_ink)*(1-(layer_opac_ink))+(layer_color_ink)*(layer_opac_ink));
k3d/share/shaders/k3d_graphic_lines.sl:299:	float color_val2=mix(0.0,1.0,val2);
k3d/share/shaders/k3d_graphic_lines.sl:300:	color_curve_ink=spline(color_val2,color_curve_ink_color1,color_curve_ink_color2,color_curve_ink_color3,color_curve_ink_color4,color_curve_ink_color5,color_curve_ink_color6);
k3d/share/shaders/k3d_graphic_lines.sl:301:	float spacescale2=length(vtransform("shader",normalize(N_ink)));
k3d/share/shaders/k3d_graphic_lines.sl:305:	Ci_ink=surface_opac_ink*color_curve_ink;
k3d/share/shaders/k3d_graphic_lines.sl:313:	float
k3d/share/shaders/k3d_graphic_lines.sl:314:	glinespec(vector N, V; float roughness)
k3d/share/shaders/k3d_graphic_lines.sl:316:		float C = 0;
k3d/share/shaders/k3d_graphic_lines.sl:326:	float cos_here;
k3d/share/shaders/k3d_graphic_lines.sl:327:	float diff, spec;
k3d/share/shaders/k3d_graphic_lines.sl:331:	color gline_color, layer_color;
k3d/share/shaders/k3d_graphic_lines.sl:332:	color gline_opac, layer_opac;
k3d/share/shaders/k3d_graphic_lines.sl:338:	gline_color = color (0, 0, 0);
k3d/share/shaders/k3d_graphic_lines.sl:355:	layer_color = Cs*(Kd*diff*Ci_paint + Ka*ambient()) + Ci_highlight*Ks*spec;
k3d/share/shaders/k3d_graphic_lines.sl:358:	gline_color = blend(gline_color, layer_color, layer_opac);
k3d/share/shaders/k3d_graphic_lines.sl:369:		layer_color = Ci_ink;
k3d/share/shaders/k3d_graphic_lines.sl:371:		layer_color = 0;
k3d/share/shaders/k3d_graphic_lines.sl:373:	gline_color = blend(gline_color, layer_color, layer_opac);
k3d/share/shaders/k3d_graphic_lines.sl:376:	color glineOi = gline_opac;
k3d/share/shaders/k3d_graphic_lines.sl:377:	color glineCi = gline_opac * gline_color;
k3d/share/shaders/k3d_grass_displace.sl:5: * creating a random look on the grass texture.

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

k3d/share/shaders/k3d_grass_displace.sl:22:  float noifreq = 5;

k3d/share/shaders/k3d_grass_displace.sl:23:  float noiscale = 0.4;

k3d/share/shaders/k3d_grass_displace.sl:24:  float ss, tt;

k3d/share/shaders/k3d_grass_displace.sl:26:  float noi = noise(s * noifreq, t * noifreq);

k3d/share/shaders/k3d_grass_displace.sl:30:  float smod = mod(ss*fac,1),

k3d/share/shaders/k3d_grass_surface.sl:10:k3d_grass_surface ( float height = 1.0, Ka=0.5, Kd=0.1, Ks= 1, roughness = 0.25,

k3d/share/shaders/k3d_grass_surface.sl:16:  color color1 = color(0,1,0), color2 = color(0.5,0.5,0);

k3d/share/shaders/k3d_grass_surface.sl:19:  float noifreq = 5;

k3d/share/shaders/k3d_grass_surface.sl:20:  float noiscale = 0.4;

k3d/share/shaders/k3d_grass_surface.sl:21:  float ss, tt;

k3d/share/shaders/k3d_grass_surface.sl:23:  float noi = noise(s * noifreq, t * noifreq);

k3d/share/shaders/k3d_grass_surface.sl:27:  float smod = mod(ss*fac,1),

k3d/share/shaders/k3d_grass_surface.sl:32:      float d, fuzz = 0.025;

k3d/share/shaders/k3d_grass_surface.sl:33:      point center = (0.5, 0.5, 0);  /* location of center of disk */

k3d/share/shaders/k3d_grass_surface.sl:34:      float radius = 0.35;           /* radius of disk */

k3d/share/shaders/k3d_grass_surface.sl:36:      color layer_opac = 1 - smoothstep(radius - fuzz, radius, d);

k3d/share/shaders/k3d_grass_surface.sl:37:      Ci = blend(color1, color2, layer_opac);

k3d/share/shaders/k3d_grass_surface.sl:39:      Ci = color1;

k3d/share/shaders/k3d_grass_surface.sl:42:    Ci = color1;

k3d/share/shaders/k3d_greenmarble.sl:8: *   Ka, Kd, Ks, roughness, specularcolor - work just like the plastic
k3d/share/shaders/k3d_greenmarble.sl:10: *   darkcolor, lightcolor - colors of the underlying substrate
k3d/share/shaders/k3d_greenmarble.sl:11: *   veincolor - color of the bright veins
k3d/share/shaders/k3d_greenmarble.sl:25:surface k3d_greenmarble(float Ka = 0.1, Kd = 0.6, Ks = 0.4, roughness = 0.1;
k3d/share/shaders/k3d_greenmarble.sl:26:			color specularcolor = 1;
k3d/share/shaders/k3d_greenmarble.sl:27:			color darkcolor = color(0.01, 0.12, 0.004);
k3d/share/shaders/k3d_greenmarble.sl:28:			color lightcolor = color(0.06, 0.18, 0.02);
k3d/share/shaders/k3d_greenmarble.sl:29:			color veincolor = color(0.47, 0.57, 0.03);
k3d/share/shaders/k3d_greenmarble.sl:30:			float veinfreq = 1;
k3d/share/shaders/k3d_greenmarble.sl:31:			float sharpness = 25; float txtscale = 1;
k3d/share/shaders/k3d_greenmarble.sl:34:  color Ct;
k3d/share/shaders/k3d_greenmarble.sl:35:  float freq;
k3d/share/shaders/k3d_greenmarble.sl:36:  float turbsum, turb, i;
k3d/share/shaders/k3d_greenmarble.sl:39:  float dPP = filterwidthp(PP);
k3d/share/shaders/k3d_greenmarble.sl:42:   * First calculate the underlying color of the substrate
k3d/share/shaders/k3d_greenmarble.sl:46:  Ct = mix(darkcolor, lightcolor, smoothstep(0.1, .35, turb));
k3d/share/shaders/k3d_greenmarble.sl:52:  /* perturb the lookup */
k3d/share/shaders/k3d_greenmarble.sl:55:  /* Now calculate the veining function for the lookup area */
k3d/share/shaders/k3d_greenmarble.sl:69:  Ct = mix(Ct, veincolor, turbsum);
k3d/share/shaders/k3d_grids.sl:5:float K_ambient=0.993; 
k3d/share/shaders/k3d_grids.sl:6:float K_diffuse=0.381; 
k3d/share/shaders/k3d_grids.sl:7:float K_specular=0.269; 
k3d/share/shaders/k3d_grids.sl:8:float roughness=0.0373; 
k3d/share/shaders/k3d_grids.sl:9:color specularcolor=color(1, 1, 1); 
k3d/share/shaders/k3d_grids.sl:10:color ambientcolor=color(0.5,0.5,0.5); 
k3d/share/shaders/k3d_grids.sl:12:float G1L1_freq=33.2; 
k3d/share/shaders/k3d_grids.sl:13:float G1L1_rotation=46.3; 
k3d/share/shaders/k3d_grids.sl:14:float G1L1_fuzz=0.453; 
k3d/share/shaders/k3d_grids.sl:15:float G1L1_linewidth=0.579; 
k3d/share/shaders/k3d_grids.sl:16:float G1L1_Randomness=0;
k3d/share/shaders/k3d_grids.sl:17:color G1L1_SurfaceColor=color(1,1,1); 
k3d/share/shaders/k3d_grids.sl:18:color G1L1_GridColor=color(0,0,0); 
k3d/share/shaders/k3d_grids.sl:20:float G1L2_freq=6.87; 
k3d/share/shaders/k3d_grids.sl:21:float G1L2_rotation=42.4; 
k3d/share/shaders/k3d_grids.sl:22:float G1L2_fuzz=0.363; 
k3d/share/shaders/k3d_grids.sl:23:float G1L2_linewidth=0.209; 
k3d/share/shaders/k3d_grids.sl:24:float G1L2_Randomness=0;
k3d/share/shaders/k3d_grids.sl:25:color G1L2_SurfaceColor=color(1,1,1); 
k3d/share/shaders/k3d_grids.sl:26:color G1L2_GridColor=color(0,0,0); 
k3d/share/shaders/k3d_grids.sl:28:float G2L1_freq=10.4; 
k3d/share/shaders/k3d_grids.sl:29:float G2L1_rotation=0.162; 
k3d/share/shaders/k3d_grids.sl:30:float G2L1_fuzz=0.0655; 
k3d/share/shaders/k3d_grids.sl:31:float G2L1_linewidth=0.281; 
k3d/share/shaders/k3d_grids.sl:32:float G2L1_Randomness=0;
k3d/share/shaders/k3d_grids.sl:33:color G2L1_SurfaceColor=color(1,1,1); 
k3d/share/shaders/k3d_grids.sl:34:color G2L1_GridColor=color(0,0,0); 
k3d/share/shaders/k3d_grids.sl:36:float G2L2_freq=16.7; 
k3d/share/shaders/k3d_grids.sl:37:float G2L2_rotation=44.2; 
k3d/share/shaders/k3d_grids.sl:38:float G2L2_fuzz=0.306; 
k3d/share/shaders/k3d_grids.sl:39:float G2L2_linewidth=0.149; 
k3d/share/shaders/k3d_grids.sl:40:float G2L2_Randomness=0;
k3d/share/shaders/k3d_grids.sl:41:color G2L2_SurfaceColor=color(1,1,1); 
k3d/share/shaders/k3d_grids.sl:42:color G2L2_GridColor=color(0,0,0); 
k3d/share/shaders/k3d_grids.sl:53:float G1L1_ss, G1L1_tt;
k3d/share/shaders/k3d_grids.sl:54:float G1L2_ss, G1L2_tt;
k3d/share/shaders/k3d_grids.sl:55:float G2L1_ss, G2L1_tt;
k3d/share/shaders/k3d_grids.sl:56:float G2L2_ss, G2L2_tt;
k3d/share/shaders/k3d_grids.sl:57:float blend_val=0.5; 
k3d/share/shaders/k3d_grids.sl:59:/** Grid 1 Color **/
k3d/share/shaders/k3d_grids.sl:65:color G1L1_layer_opac = pulse(G1L1_linewidth, 1-G1L1_linewidth, G1L1_fuzz, G1L1_tt);
k3d/share/shaders/k3d_grids.sl:66:color G1L1_Ct = blend(G1L1_SurfaceColor, G1L1_GridColor, G1L1_layer_opac);
k3d/share/shaders/k3d_grids.sl:73:color G1L2_layer_opac = pulse(G1L2_linewidth, 1-G1L2_linewidth, G1L2_fuzz, G1L2_tt);
k3d/share/shaders/k3d_grids.sl:74:color G1L2_Ct = blend(G1L2_SurfaceColor, G1L2_GridColor, G1L2_layer_opac);
k3d/share/shaders/k3d_grids.sl:84:color G2L1_layer_opac = pulse(G2L1_linewidth, 1-G2L1_linewidth, G2L1_fuzz, G2L1_tt);
k3d/share/shaders/k3d_grids.sl:85:color G2L1_Ct = blend(G2L1_SurfaceColor, G2L1_GridColor, G2L1_layer_opac);
k3d/share/shaders/k3d_grids.sl:92:color G2L2_layer_opac = pulse(G2L2_linewidth, 1-G2L2_linewidth, G2L2_fuzz, G2L2_tt);
k3d/share/shaders/k3d_grids.sl:93:color G2L2_Ct = blend(G2L2_SurfaceColor, G2L2_GridColor, G2L2_layer_opac);
k3d/share/shaders/k3d_grids.sl:97:Ci = (blend_val*G1L1_Ct+(1-blend_val)*G1L2_Ct) * (ambientcolor * K_ambient * ambient() + K_diffuse * diffuse(G1_Nf)) + 
k3d/share/shaders/k3d_grids.sl:98:specularcolor * K_specular * phong(G1_Nf, G1_V, 1/roughness);
k3d/share/shaders/k3d_grids_disp.sl:4: Displace (normal dir; float amp; float truedisp;)
k3d/share/shaders/k3d_grids_disp.sl:7: float spacescale = length(vtransform("shader", dir));
k3d/share/shaders/k3d_grids_disp.sl:14:float freq0=22.2; 
k3d/share/shaders/k3d_grids_disp.sl:15:float rotation0=26.5; 
k3d/share/shaders/k3d_grids_disp.sl:16:float fuzz0=0.136; 
k3d/share/shaders/k3d_grids_disp.sl:17:float linewidth0=0.368; 
k3d/share/shaders/k3d_grids_disp.sl:18:color SurfaceColor=color(1,1,1); 
k3d/share/shaders/k3d_grids_disp.sl:19:color GridColor=color(0,0,0); 
k3d/share/shaders/k3d_grids_disp.sl:20:float freq1=44.9; 
k3d/share/shaders/k3d_grids_disp.sl:21:float rotation1=61.8; 
k3d/share/shaders/k3d_grids_disp.sl:22:float fuzz1=0.269; 
k3d/share/shaders/k3d_grids_disp.sl:23:float linewidth1=0.122; )
k3d/share/shaders/k3d_grids_disp.sl:31:float ss0, tt0;
k3d/share/shaders/k3d_grids_disp.sl:37:color layer_opac0 = pulse(linewidth0, 1-linewidth0, fuzz0, tt0);
k3d/share/shaders/k3d_grids_disp.sl:38:color Ct0 = blend(SurfaceColor, GridColor, layer_opac0);
k3d/share/shaders/k3d_grids_disp.sl:44:float ss1, tt1;
k3d/share/shaders/k3d_grids_disp.sl:50:color layer_opac1 = pulse(linewidth1, 1-linewidth1, fuzz1, tt1);
k3d/share/shaders/k3d_grids_disp.sl:51:color Ct1 = blend(SurfaceColor, GridColor, layer_opac1);
k3d/share/shaders/k3d_grids_disp.sl:52:float x=0.5; 
k3d/share/shaders/k3d_grids_disp.sl:53:/** ColorToFloat_Brick_2 **/
k3d/share/shaders/k3d_grids_disp.sl:54:float temp_f_2=(comp((x*Ct0+(1-x)*Ct1),0)+comp((x*Ct0+(1-x)*Ct1),1)+comp((x*Ct0+(1-x)*Ct1),2))/3;
k3d/share/shaders/k3d_hair.sl:4:	float Ka = 1;
k3d/share/shaders/k3d_hair.sl:5:	float Kd = .6;
k3d/share/shaders/k3d_hair.sl:6:	float Ks = .35;
k3d/share/shaders/k3d_hair.sl:7:	float roughness = .15;
k3d/share/shaders/k3d_hair.sl:8:	color rootcolor = color (.109, .037, .007);
k3d/share/shaders/k3d_hair.sl:9:	color tipcolor = color (.519, .325, .125);
k3d/share/shaders/k3d_hair.sl:10:	color specularcolor = (color(1) + tipcolor) / 2;
k3d/share/shaders/k3d_hair.sl:13:	vector T = normalize (dPdv); /* tangent along length of hair */
k3d/share/shaders/k3d_hair.sl:15:	color Cspec = 0, Cdiff = 0;  /* collect specular & diffuse light */
k3d/share/shaders/k3d_hair.sl:16:	float cosang;
k3d/share/shaders/k3d_hair.sl:29:	Ci = Oi * (mix(rootcolor, tipcolor, v) * (Ka*ambient() + Kd * Cdiff) + (Ks * Cspec * specularcolor));
k3d/share/shaders/k3d_hdr_light.sl:2:* to work with 32 bit floating point TIFF environment maps to give a higher

k3d/share/shaders/k3d_hdr_light.sl:3:* dynamic range and more realistic colours.

k3d/share/shaders/k3d_hdr_light.sl:16:color hdrenv(string envname;vector R;float blur)

k3d/share/shaders/k3d_hdr_light.sl:18:	color hdrtex;

k3d/share/shaders/k3d_hdr_light.sl:22:	float Dx = xcomp(D);

k3d/share/shaders/k3d_hdr_light.sl:23:	float Dy = ycomp(D);

k3d/share/shaders/k3d_hdr_light.sl:24:	float Dz = zcomp(D);

k3d/share/shaders/k3d_hdr_light.sl:26:	float r = 0.159154943 * acos(Dz) / sqrt((Dx * Dx) + (Dy * Dy));

k3d/share/shaders/k3d_hdr_light.sl:28:	float ss = 0.5 + (Dx * r);

k3d/share/shaders/k3d_hdr_light.sl:29:	float tt = 0.5 + (Dy * r);

k3d/share/shaders/k3d_hdr_light.sl:41:	float intensity =1.0;

k3d/share/shaders/k3d_hdr_light.sl:42:	float exposure_compensation_stops = 0.0;

k3d/share/shaders/k3d_hdr_light.sl:47:	float blur = 0.0;

k3d/share/shaders/k3d_hdr_light.sl:48:	float shadowmapping = 0.0;

k3d/share/shaders/k3d_hdr_light.sl:50:	float shadowsamples = 16.0;

k3d/share/shaders/k3d_hdr_light.sl:51:	float shadowblur = 0.0;

k3d/share/shaders/k3d_hdr_light.sl:52:	float shadowbias = 0.0;

k3d/share/shaders/k3d_hdr_light.sl:64:		color Ct;

k3d/share/shaders/k3d_hdr_light.sl:66:		/*Use light ray direction as map lookup NB L points from surface to lightsource*/

k3d/share/shaders/k3d_hdr_light.sl:69:		/*Else bright red colour warns if light is not picking up texture*/

k3d/share/shaders/k3d_hdr_light.sl:71:			Ct = color (1,0,0);

k3d/share/shaders/k3d_hdr_light.sl:91:		float exposure = pow(2,exposure_compensation_stops);

k3d/share/shaders/k3d_hdr_surface.sl:2:* to work with 32 bit floating point TIFF environment maps to give a higher 

k3d/share/shaders/k3d_hdr_surface.sl:15:color hdrenv(string envname;vector R;float blur)

k3d/share/shaders/k3d_hdr_surface.sl:17:	color hdrtex;

k3d/share/shaders/k3d_hdr_surface.sl:21:	float Dx = xcomp(D);

k3d/share/shaders/k3d_hdr_surface.sl:22:	float Dy = ycomp(D);

k3d/share/shaders/k3d_hdr_surface.sl:23:	float Dz = zcomp(D);

k3d/share/shaders/k3d_hdr_surface.sl:25:	float r = 0.159154943 * acos(Dz) / sqrt((Dx * Dx) + (Dy * Dy));

k3d/share/shaders/k3d_hdr_surface.sl:27:	float ss = 0.5 + (Dx * r);

k3d/share/shaders/k3d_hdr_surface.sl:28:	float tt = 0.5 + (Dy * r);

k3d/share/shaders/k3d_hdr_surface.sl:40:	float intensity =1.0;

k3d/share/shaders/k3d_hdr_surface.sl:41:	float exposure_compensation_stops = 0.0;

k3d/share/shaders/k3d_hdr_surface.sl:46:	float blur = 0.0;

k3d/share/shaders/k3d_hdr_surface.sl:50:	color Ct;

k3d/share/shaders/k3d_hdr_surface.sl:70:	float exposure = pow(2,exposure_compensation_stops);

k3d/share/shaders/k3d_hdri2.sl:2:k3d_hdri2 (float intensity = 1;
k3d/share/shaders/k3d_hdri2.sl:3:       color lightcolor = 1;
k3d/share/shaders/k3d_hdri2.sl:6:       float envblur = 0.5;
k3d/share/shaders/k3d_hdri2.sl:8:       float shadowblur = 0.001;
k3d/share/shaders/k3d_hdri2.sl:9:       float shadowbias = 0.01;
k3d/share/shaders/k3d_hdri2.sl:10:       float shadowsamples = 1;)
k3d/share/shaders/k3d_hdri2.sl:18:            Cl *= 1 - color shadow (shadowname, Ps, "samples", shadowsamples,
k3d/share/shaders/k3d_hexatile_bump.sl:10:*	float Edge1	=.2 			---	Minvalue of Edge.
k3d/share/shaders/k3d_hexatile_bump.sl:11:*	float Edge2	=.5 			---	Maxvalue of Edge.
k3d/share/shaders/k3d_hexatile_bump.sl:12:*	float ScaleSS	= 3 			---	Scale the "s" direction.
k3d/share/shaders/k3d_hexatile_bump.sl:13:*	float ScaleTT	= 3 			---	Scale the "t" direction.
k3d/share/shaders/k3d_hexatile_bump.sl:14:*	float Rotate	= 180 			---	Rotate the tile default "Z-direction"
k3d/share/shaders/k3d_hexatile_bump.sl:19:*	float mx[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1}  --- 16 float for scale,rotate,translate.
k3d/share/shaders/k3d_hexatile_bump.sl:20:*	float C1	= 1 			---	Multiply of f1 the closes future point.
k3d/share/shaders/k3d_hexatile_bump.sl:21:*	float C2	= 2 			---	Multiply of f2 the second closes future point.
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:42:Worley2D_f1f2 (float ss, tt; float jitter, seed, c1, c2, hexagon, scale_ss, scale_tt; 
k3d/share/shaders/k3d_hexatile_bump.sl:43:		output float f1; output float spos1, tpos1; output float f2; output float spos2, tpos2;)
k3d/share/shaders/k3d_hexatile_bump.sl:46:float sthiscell = floor(ss)+0.5, tthiscell = floor(tt)+0.5;
k3d/share/shaders/k3d_hexatile_bump.sl:50:uniform float i, j;
k3d/share/shaders/k3d_hexatile_bump.sl:52:		float stestcell = sthiscell + i;
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:62:	float soffset = (spos - ss) * scale_ss;
k3d/share/shaders/k3d_hexatile_bump.sl:63:	float toffset = (tpos - tt) * scale_tt;
k3d/share/shaders/k3d_hexatile_bump.sl:64:	float dist = soffset*soffset + toffset*toffset;
k3d/share/shaders/k3d_hexatile_bump.sl:80:	float Edge1	=.2; 
k3d/share/shaders/k3d_hexatile_bump.sl:81:	float Edge2	=.5; 
k3d/share/shaders/k3d_hexatile_bump.sl:82:	float ScaleSS	= 3; 
k3d/share/shaders/k3d_hexatile_bump.sl:83:	float ScaleTT	= 3; 
k3d/share/shaders/k3d_hexatile_bump.sl:84:	float Rotate	= 180; 
k3d/share/shaders/k3d_hexatile_bump.sl:89:	float mx[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1}; 
k3d/share/shaders/k3d_hexatile_bump.sl:90:	float C1	= 1; 
k3d/share/shaders/k3d_hexatile_bump.sl:91:	float C2	= 2; 
k3d/share/shaders/k3d_hexatile_bump.sl:92:	float Km	= -.015; 
k3d/share/shaders/k3d_hexatile_bump.sl:93:	float Truedisp	= 1; ) 
k3d/share/shaders/k3d_hexatile_bump.sl:96:float SS,TT,Ds,Dt;
k3d/share/shaders/k3d_hexatile_bump.sl:99:float f1_out_15 = 0,f2_out_15 = 0,spos1_out_15 = 0,tpos1_out_15 = 0,spos2_out_15 = 0,tpos2_out_15 = 0;
k3d/share/shaders/k3d_hexatile_bump.sl:101:float scale1 = ScaleSS * SS;
k3d/share/shaders/k3d_hexatile_bump.sl:102:float scale2 = ScaleTT * TT;
k3d/share/shaders/k3d_hexatile_bump.sl:108:/*** ----- Exponential "sqrt(float X)" ----- ***/
k3d/share/shaders/k3d_hexatile_bump.sl:109:float SQRT_f2 = sqrt(f2_out_15);
k3d/share/shaders/k3d_hexatile_bump.sl:112:float smoothp_20 = smoothpulse (0,Edge1,Edge2,1,SQRT_f2);
k3d/share/shaders/k3d_hexatile_bump.sl:114:/*** ----- Exponential "sqrt(float X)" ----- ***/
k3d/share/shaders/k3d_hexatile_bump.sl:115:float SQRT_f1 = sqrt(f1_out_15);
k3d/share/shaders/k3d_hexatile_bump.sl:118:float smoothp_22 = smoothpulse (0,Edge1,Edge2,1,SQRT_f1);
k3d/share/shaders/k3d_hexatile_bump.sl:122:Displace (normal dir; vector space; float amp; float truedisp;)
k3d/share/shaders/k3d_hexatile_bump.sl:125:	float spacescale = length(space);
k3d/share/shaders/k3d_hexatile_bump.sl:133:float disp = clamp(smoothp_20*smoothp_22,0,0.95);
k3d/share/shaders/k3d_hextile.sl:6: *    hexagonal tiles, similar to that found as floor patterns in public
k3d/share/shaders/k3d_hextile.sl:9: *    color variation from tile to tile.  On top of that is some staining
k3d/share/shaders/k3d_hextile.sl:16: *    Ka, Kd, Ks, roughness, specularcolor - work just like plastic
k3d/share/shaders/k3d_hextile.sl:17: *    tilecolor - the color of the tiles
k3d/share/shaders/k3d_hextile.sl:18: *    mortarcolor - the color of the mortar (space between the tiles)
k3d/share/shaders/k3d_hextile.sl:21: *    tilevary - the color variance from tile to tile
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:29: *    the floors in the public areas of the Washington DC subway system.
k3d/share/shaders/k3d_hextile.sl:45:k3d_hextile (float Ka = .5;
k3d/share/shaders/k3d_hextile.sl:46:         float Kd = .5;
k3d/share/shaders/k3d_hextile.sl:47:         float Ks = .2;
k3d/share/shaders/k3d_hextile.sl:48:         float roughness = .1;
k3d/share/shaders/k3d_hextile.sl:49:	 color specularcolor = 1;
k3d/share/shaders/k3d_hextile.sl:50:	 color tilecolor = color(.55,0,0);
k3d/share/shaders/k3d_hextile.sl:51:	 color mortarcolor = color(.5,.5,.5);
k3d/share/shaders/k3d_hextile.sl:52:	 float tileradius = 0.2;
k3d/share/shaders/k3d_hextile.sl:53:	 float mortarwidth = 0.02;
k3d/share/shaders/k3d_hextile.sl:54:	 float tilevary = 0.15;
k3d/share/shaders/k3d_hextile.sl:55:	 float scuffing = 0.5;
k3d/share/shaders/k3d_hextile.sl:56:	 float stains = 0.4;
k3d/share/shaders/k3d_hextile.sl:57:         float stainfrequency = 2;
k3d/share/shaders/k3d_hextile.sl:58:         float scufffrequency = 4;
k3d/share/shaders/k3d_hextile.sl:59:	 color scuffcolor = color (.05,.05,.05))
k3d/share/shaders/k3d_hextile.sl:62:  color Ct, Ctile;
k3d/share/shaders/k3d_hextile.sl:63:  float tilewidth;
k3d/share/shaders/k3d_hextile.sl:64:  float ss, tt;
k3d/share/shaders/k3d_hextile.sl:65:  float ttile, stile;
k3d/share/shaders/k3d_hextile.sl:66:  float x, y;
k3d/share/shaders/k3d_hextile.sl:67:  float mortar;
k3d/share/shaders/k3d_hextile.sl:68:  float swidth, twidth, sfuzz, tfuzz, fuzzmax;
k3d/share/shaders/k3d_hextile.sl:69:  float mw2;
k3d/share/shaders/k3d_hextile.sl:70:  float tileindex;
k3d/share/shaders/k3d_hextile.sl:71:  float stain, scuff;
k3d/share/shaders/k3d_hextile.sl:72:  float ks;
k3d/share/shaders/k3d_hextile.sl:83:  ttile = floor (t/(1.5*tileradius));
k3d/share/shaders/k3d_hextile.sl:87:  stile = floor (ss / tilewidth);
k3d/share/shaders/k3d_hextile.sl:110:  Ctile = tilecolor * (1 + tilevary * snoise(tileindex+0.5));
k3d/share/shaders/k3d_hextile.sl:118:  Ct = (1-stain) * mix (mix (Ctile, scuffcolor, scuff), mortarcolor, mortar);
k3d/share/shaders/k3d_hextile.sl:122:	      specularcolor * ks*specular(Nf,-normalize(I),roughness));
k3d/share/shaders/k3d_imagelayerclouds.sl:5:surface k3d_imagelayerclouds(float txtscale = 1;
k3d/share/shaders/k3d_imagelayerclouds.sl:6:			     color skycolor = color(.15, .15, .6);
k3d/share/shaders/k3d_imagelayerclouds.sl:7:			     color cloudcolor = color(1, 1, 1);
k3d/share/shaders/k3d_imagelayerclouds.sl:8:			     float octaves = 8, omega = 0.5, lambda = 2;
k3d/share/shaders/k3d_imagelayerclouds.sl:9:			     float threshold = 0.5;)
k3d/share/shaders/k3d_imagelayerclouds.sl:11:  float value;
k3d/share/shaders/k3d_imagelayerclouds.sl:12:  color Ct;			/* Color of the surface */
k3d/share/shaders/k3d_imagelayerclouds.sl:14:  float i, a, l, o;
k3d/share/shaders/k3d_imagelayerclouds.sl:33:  Ct = mix(skycolor, cloudcolor, smoothstep(threshold, 1, value));
k3d/share/shaders/k3d_imagelayerclouds.sl:35:  /* Shade like matte, but use color Ct */
k3d/share/shaders/k3d_imagelayerclouds.sl:37:  Ci = Ct;			/* This makes the color disregard the lighting */
k3d/share/shaders/k3d_imagelayergradient.sl:1:surface k3d_imagelayergradient(color zenith = color(0, 0, 1);
k3d/share/shaders/k3d_imagelayergradient.sl:2:			       color sky = color(.5, .5, 1);
k3d/share/shaders/k3d_imagelayergradient.sl:3:			       color ground = color(.6, .6, .1);
k3d/share/shaders/k3d_imagelayergradient.sl:4:			       color nadir = color(0, 0, 0);)
k3d/share/shaders/k3d_incandplastic.sl:11:k3d_incandplastic(color SurfaceColor = color(0, 0.25, 1);

k3d/share/shaders/k3d_incandplastic.sl:12:	      color SurfaceOpacity = 1;

k3d/share/shaders/k3d_incandplastic.sl:13:	      float Ka = 0;

k3d/share/shaders/k3d_incandplastic.sl:14:	      float Kd = 0.9;

k3d/share/shaders/k3d_incandplastic.sl:15:	      float Ks = 0.5;

k3d/share/shaders/k3d_incandplastic.sl:16:	      float Roughness = 0.05;

k3d/share/shaders/k3d_incandplastic.sl:17:	      color SpecularColor = 1;

k3d/share/shaders/k3d_incandplastic.sl:18:	      color Incandescence = color(0, 0, 0.3);)

k3d/share/shaders/k3d_incandplastic.sl:25:  Ci = SurfaceOpacity * (SurfaceColor * (Ka * ambient() + Kd * diffuse(Nf)) +

k3d/share/shaders/k3d_incandplastic.sl:26:			 SpecularColor * Ks * specular(Nf, NI, Roughness) +

k3d/share/shaders/k3d_indirect.sl:14:light k3d_indirect(output float __nonspecular = 1;)
k3d/share/shaders/k3d_indirect.sl:20:#else /* PRMan - make a light that looks up from the ray server */
k3d/share/shaders/k3d_indirect.sl:22:  /* Exploit the fact that PRMan (incorrectly) leaves the surface normal
k3d/share/shaders/k3d_leather.sl:9: *without hes shader i wouldnt be able to do mine so send him flowers :)

k3d/share/shaders/k3d_leather.sl:19:	float Ks = .2;           /* Specular reflection coeff.    */

k3d/share/shaders/k3d_leather.sl:20:	float Kd = 1;            /* Diffuse reflection coeff.     */

k3d/share/shaders/k3d_leather.sl:21:	float Ka = 1;             /* Ambient light coeff.          */

k3d/share/shaders/k3d_leather.sl:22:	float Kr = .2;             /* Mirror-like reflection coeff. */

k3d/share/shaders/k3d_leather.sl:23:	float roughness = .1;     /* Specular roughness param.     */          

k3d/share/shaders/k3d_leather.sl:24:	color red   = color(0.8,0.6,0.4);

k3d/share/shaders/k3d_leather.sl:25:	color dred  = color(0.5,0.3,0.10);

k3d/share/shaders/k3d_leather.sl:26:	color green = color(0.8,0.6,0.4);

k3d/share/shaders/k3d_leather.sl:27:	color brown = color(0.5,0.3,0.10);

k3d/share/shaders/k3d_leather.sl:28:	color black = color(0.5,0.3,0.10);

k3d/share/shaders/k3d_leather.sl:32:	float BLOTCH_TCF = 5;		/*zebrure sur la peau*/

k3d/share/shaders/k3d_leather.sl:33:	float BLOTCH_SF = 5;		/*definis le s */

k3d/share/shaders/k3d_leather.sl:34:	float BLOTCH_TF = 5;		/*definis le s */

k3d/share/shaders/k3d_leather.sl:35:    float paramdisp = 1;

k3d/share/shaders/k3d_leather.sl:36:	float txtscale = .05;     	/* Ugly kludge (see above...)    */

k3d/share/shaders/k3d_leather.sl:37:	color specularcolor = 1;  	/* Specular reflection color     */

k3d/share/shaders/k3d_leather.sl:47:	float base_turb, blotch_turb, disp_turb;

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

k3d/share/shaders/k3d_leather.sl:49:	color cs, small_speckle, base_color, reflect;

k3d/share/shaders/k3d_leather.sl:63:	 * Pick the base color for the apple.

k3d/share/shaders/k3d_leather.sl:65:	 * The base color consists of patches of pure green,

k3d/share/shaders/k3d_leather.sl:68:	 * goes to 1 or 0) are colored more and more green.

k3d/share/shaders/k3d_leather.sl:71:	 * "t" are lines of longditude (from pole to pole).

k3d/share/shaders/k3d_leather.sl:72:	 * The constants T1 - T4 specify locations of the

k3d/share/shaders/k3d_leather.sl:78:	#define BASE_NOISE_AMP   0.2    /* small noise color mix amplitude */

k3d/share/shaders/k3d_leather.sl:99:	base_color = spline(base_turb, green, green,

k3d/share/shaders/k3d_leather.sl:105:	 * Pick the blotch color.

k3d/share/shaders/k3d_leather.sl:107:	 * The blotch color is finally determined by mixing,

k3d/share/shaders/k3d_leather.sl:108:	 * using the blotching coefficient "blotch". This

k3d/share/shaders/k3d_leather.sl:112:	/*#define BLOTCH_SF          20   s-factor for blotches  */

k3d/share/shaders/k3d_leather.sl:113:	/*#define BLOTCH_TF          15   t-factor for blotches  */

k3d/share/shaders/k3d_leather.sl:116:	#define BLOTCH_SPECK_COEFF 0.3  /* blotch specking coeff  */

k3d/share/shaders/k3d_leather.sl:117:	blotch_turb = noise(BLOTCH_SF*sin(2*PI*(s+.1234)) + PI + label,

k3d/share/shaders/k3d_leather.sl:119:	blotch = pow(blotch_turb, 1.3) * BLOTCH_TCF * 

k3d/share/shaders/k3d_leather.sl:121:	blotch = blotch * (1+small_noise) +

k3d/share/shaders/k3d_leather.sl:123:	if (blotch > 1) blotch = 1;

k3d/share/shaders/k3d_leather.sl:154:	 * color.

k3d/share/shaders/k3d_leather.sl:156:	cs = mix(base_color, dred, blotch);

k3d/share/shaders/k3d_leather.sl:211:	           specularcolor * (Kr * reflect +

k3d/share/shaders/k3d_lensflare.sl:9: *   pretty plain looking and uninteresting; this shader takes some
k3d/share/shaders/k3d_lensflare.sl:10: *   liberties but looks pretty good.
k3d/share/shaders/k3d_lensflare.sl:14: *   bloomintensity - overall intensity of the "bloom" effect.  Setting
k3d/share/shaders/k3d_lensflare.sl:15: *          this to 0 removes the bloom effect altogether.
k3d/share/shaders/k3d_lensflare.sl:16: *   bloomradius, bloomfalloff - control the size & shape of the bloom
k3d/share/shaders/k3d_lensflare.sl:17: *   bloomstarry, bloomnpoints - control the "starry" appearance of the 
k3d/share/shaders/k3d_lensflare.sl:18: *          bloom effect (bloomstarry=0 means perfectly round bloom)
k3d/share/shaders/k3d_lensflare.sl:20: *   starburstradius, starburstnpoints, starburstfalloff - control the
k3d/share/shaders/k3d_lensflare.sl:26: *   disky, ringy, blotty, bloony - give the relative proportions of
k3d/share/shaders/k3d_lensflare.sl:29: *   spotvarycolor - scale the color variation of the spots
k3d/share/shaders/k3d_lensflare.sl:49:float
k3d/share/shaders/k3d_lensflare.sl:60:float
k3d/share/shaders/k3d_lensflare.sl:64:  uniform float halfangle = acos(normalize(corner).vector(0, 0, 1));
k3d/share/shaders/k3d_lensflare.sl:69:color
k3d/share/shaders/k3d_lensflare.sl:70:rainbow(float x, dx)
k3d/share/shaders/k3d_lensflare.sl:72:#define R	color(1,0,0)
k3d/share/shaders/k3d_lensflare.sl:73:#define O	color(1,.5,0)
k3d/share/shaders/k3d_lensflare.sl:74:#define Y	color(1,1,0)
k3d/share/shaders/k3d_lensflare.sl:75:#define G	color(0,1,0)
k3d/share/shaders/k3d_lensflare.sl:76:#define B	color(0,0,1)
k3d/share/shaders/k3d_lensflare.sl:77:#define Ii	color(.375,0,0.75)
k3d/share/shaders/k3d_lensflare.sl:78:#define V	color(0.5,0,0.5)
k3d/share/shaders/k3d_lensflare.sl:84:surface k3d_lensflare(float intensity = 1.0;
k3d/share/shaders/k3d_lensflare.sl:85:		      float bloomintensity = 1;
k3d/share/shaders/k3d_lensflare.sl:86:		      float bloomradius = 0.5;
k3d/share/shaders/k3d_lensflare.sl:87:		      float bloomstarry = 0.75;
k3d/share/shaders/k3d_lensflare.sl:88:		      float bloomnpoints = 25;
k3d/share/shaders/k3d_lensflare.sl:89:		      float bloomfalloff = 8;
k3d/share/shaders/k3d_lensflare.sl:90:		      float starburstintensity = 0.075;
k3d/share/shaders/k3d_lensflare.sl:91:		      float starburstradius = 0.5;
k3d/share/shaders/k3d_lensflare.sl:92:		      float starburstnpoints = 100;
k3d/share/shaders/k3d_lensflare.sl:93:		      float starburstfalloff = 3;
k3d/share/shaders/k3d_lensflare.sl:94:		      float rainbowintensity = 0.03;
k3d/share/shaders/k3d_lensflare.sl:95:		      float rainbowradius = 0.5; float rainbowwidth = 0.2;
k3d/share/shaders/k3d_lensflare.sl:96:		      float nspots = 50; float disky = 3; float ringy = 1;
k3d/share/shaders/k3d_lensflare.sl:97:		      float blotty = 1;
k3d/share/shaders/k3d_lensflare.sl:98:		      float bloony = 1; float spotintensity = 0.08;
k3d/share/shaders/k3d_lensflare.sl:99:		      float spotvarycolor = 0.5; float seed = 143;
k3d/share/shaders/k3d_lensflare.sl:102:  uniform float nrand = 0;
k3d/share/shaders/k3d_lensflare.sl:103:  uniform float urand()
k3d/share/shaders/k3d_lensflare.sl:105:    extern uniform float nrand, seed;
k3d/share/shaders/k3d_lensflare.sl:114:  uniform float aspect = abs(aspectratio());
k3d/share/shaders/k3d_lensflare.sl:115:  uniform float lensfov = cameradiagfov();
k3d/share/shaders/k3d_lensflare.sl:119:  float dPndc = filterwidthp(Pndc);
k3d/share/shaders/k3d_lensflare.sl:123:    float atten = acos(zcomp(normalize(vector transform("camera", P + L))));
k3d/share/shaders/k3d_lensflare.sl:126:    float brightness =
k3d/share/shaders/k3d_lensflare.sl:129:    color Cflare = 0;
k3d/share/shaders/k3d_lensflare.sl:136:    float angle = atan(ycomp(Lvec), xcomp(Lvec)) + PI;
k3d/share/shaders/k3d_lensflare.sl:140:     * the bloom, a small red ring flare, and the triple starburst.
k3d/share/shaders/k3d_lensflare.sl:142:    float dist = length(Lvec);
k3d/share/shaders/k3d_lensflare.sl:144:    if(bloomintensity > 0)
k3d/share/shaders/k3d_lensflare.sl:146:	float radius = sqrt(brightness) * 5 * mix(.2, bloomradius, urand());
k3d/share/shaders/k3d_lensflare.sl:147:	float bloom = pnoise(bloomnpoints * angle / (2 * PI), bloomnpoints);
k3d/share/shaders/k3d_lensflare.sl:148:	bloom = mix(0.5, bloom, bloomstarry);
k3d/share/shaders/k3d_lensflare.sl:149:	bloom = mix(1, bloom, smoothstep(0, 0.5, dist / radius));
k3d/share/shaders/k3d_lensflare.sl:150:	bloom = pow(1 - smoothstep(0.0, radius * bloom, dist), bloomfalloff);
k3d/share/shaders/k3d_lensflare.sl:151:	Cflare += bloom * (bloomintensity / intensity) / brightness;
k3d/share/shaders/k3d_lensflare.sl:157:	float radius =
k3d/share/shaders/k3d_lensflare.sl:159:	float star = float pnoise(starburstnpoints * angle / (2 * PI),
k3d/share/shaders/k3d_lensflare.sl:162:	  pow(1 - smoothstep(0.0, radius * star, dist), starburstfalloff);
k3d/share/shaders/k3d_lensflare.sl:179:    uniform float i;
k3d/share/shaders/k3d_lensflare.sl:183:	uniform float alongaxis = urand();
k3d/share/shaders/k3d_lensflare.sl:184:	point cntr = point(mix(-1.7, 1.7, alongaxis) * axis);
k3d/share/shaders/k3d_lensflare.sl:185:	float axisdist = distance(cntr, Pndc);
k3d/share/shaders/k3d_lensflare.sl:186:	float radius = mix(0.04, .1,
k3d/share/shaders/k3d_lensflare.sl:188:	color clr = Cl;
k3d/share/shaders/k3d_lensflare.sl:189:	clr *= 1 + spotvarycolor * (color cellnoise(i) - 0.5);
k3d/share/shaders/k3d_lensflare.sl:190:	float bright = 1 - (2 * radius);
k3d/share/shaders/k3d_lensflare.sl:193:	uniform float alltypes = (disky + ringy + blotty + bloony);
k3d/share/shaders/k3d_lensflare.sl:194:	uniform float type = urand() * alltypes;
k3d/share/shaders/k3d_lensflare.sl:197:	float int = 0;
k3d/share/shaders/k3d_lensflare.sl:208:	else if(type < (disky + ringy + blotty))
k3d/share/shaders/k3d_luna.sl:5: *    Makes a surface that looks sort of like Earth's moon.  It doesn't really
k3d/share/shaders/k3d_luna.sl:6: *    have craters, so it isn't good for closeups.  But it's pretty good at about
k3d/share/shaders/k3d_luna.sl:33:surface k3d_luna(float Ka = .5, Kd = 1;
k3d/share/shaders/k3d_luna.sl:34:		 float lacunarity = 2;
k3d/share/shaders/k3d_luna.sl:35:		 float octaves = 8;
k3d/share/shaders/k3d_luna.sl:36:		 float H = .3;
k3d/share/shaders/k3d_luna.sl:37:		 color highland_color = .7;
k3d/share/shaders/k3d_luna.sl:38:		 float maria_basecolor = .7, maria_color = .1;
k3d/share/shaders/k3d_luna.sl:39:		 float arg22 = 1, arg23 = .3;
k3d/share/shaders/k3d_luna.sl:40:		 float highland_threshold = -0.2;
k3d/share/shaders/k3d_luna.sl:41:		 float highland_altitude = 0.001, maria_altitude = 0.0004;
k3d/share/shaders/k3d_luna.sl:42:		 float peak_rad = .0075, inner_rad = .01, rim_rad =
k3d/share/shaders/k3d_luna.sl:43:		 .02, outer_rad = .05; float peak_ht = 0.005, rim_ht = 0.003;
k3d/share/shaders/k3d_luna.sl:44:		 float numrays = 8;	/* arg10 */
k3d/share/shaders/k3d_luna.sl:45:		 float rayfade = 1;	/* arg11 */
k3d/share/shaders/k3d_luna.sl:48:  float radial_dist;
k3d/share/shaders/k3d_luna.sl:50:  float l, a, o, i, omega;
k3d/share/shaders/k3d_luna.sl:51:  float chaos;
k3d/share/shaders/k3d_luna.sl:52:  color Ct;
k3d/share/shaders/k3d_luna.sl:53:  float temp1;
k3d/share/shaders/k3d_luna.sl:55:  float uu, ht, freq, scale;
k3d/share/shaders/k3d_luna.sl:56:  float lighten;
k3d/share/shaders/k3d_luna.sl:58:  float pd;			/* pole distance */
k3d/share/shaders/k3d_luna.sl:59:  float raydist;
k3d/share/shaders/k3d_luna.sl:89:      Ct += highland_color * chaos;
k3d/share/shaders/k3d_luna.sl:94:      Ct *= maria_basecolor + maria_color * chaos;
k3d/share/shaders/k3d_luna.sl:111:    {				/* crater floor */
k3d/share/shaders/k3d_luna.sl:130:  Ct += color(lighten, lighten, lighten);
k3d/share/shaders/k3d_luna.sl:179:  Ct += color(lighten, lighten, lighten);
k3d/share/shaders/k3d_lunette.sl:9: *   colors are a bland pastel blue and yellow, which should complement many
k3d/share/shaders/k3d_lunette.sl:16: *   Ka, Kd, Ks, roughness, specularcolor - work like the plastic shader
k3d/share/shaders/k3d_lunette.sl:19: *   colorA, colorB - colors used in the background fBm noise
k3d/share/shaders/k3d_lunette.sl:20: *   baselinecolor - base color of the grid lines
k3d/share/shaders/k3d_lunette.sl:21: *   colorBenhance - amount to enhance colorB's presence over colorA
k3d/share/shaders/k3d_lunette.sl:42: * Base color for the "lunette" pattern.  The pattern is calculated in a two-
k3d/share/shaders/k3d_lunette.sl:54: *   colorA, colorB - Two colors for the background pattern.
k3d/share/shaders/k3d_lunette.sl:62: *   colorBenhance - After the noise has been calculated, there exists the
k3d/share/shaders/k3d_lunette.sl:63: *                   possibility to increase the amount of colorB present in
k3d/share/shaders/k3d_lunette.sl:64: *                   the output.  A value of colorBenhance = 1 means that
k3d/share/shaders/k3d_lunette.sl:65: *                   colorA and colorB are present in equal amounts.
k3d/share/shaders/k3d_lunette.sl:66: *                   Increasing this value puts more colorB in the output.
k3d/share/shaders/k3d_lunette.sl:69: *   baselinecolor - Base color of the grid lines.
k3d/share/shaders/k3d_lunette.sl:71:color lunetteColor (
k3d/share/shaders/k3d_lunette.sl:72:	float ss;		/* ss coordinate for the lunette pattern */
k3d/share/shaders/k3d_lunette.sl:73:	float tt;		/* tt coordinate for the lunette pattern */
k3d/share/shaders/k3d_lunette.sl:74:	float ssrepeats;	/* number of repeats in the ss direction */
k3d/share/shaders/k3d_lunette.sl:75:	float ttrepeats;	/* number of repeats in the tt direction */
k3d/share/shaders/k3d_lunette.sl:76:	float sslinewidth;	/* proportional width of lines in ss */
k3d/share/shaders/k3d_lunette.sl:77:	float ttlinewidth;	/* proportional width of lines in tt */
k3d/share/shaders/k3d_lunette.sl:78:	color colorA;		/* first color in the pattern */
k3d/share/shaders/k3d_lunette.sl:79:	color colorB;		/* second color in the pattern */
k3d/share/shaders/k3d_lunette.sl:80:	float noiseScale;	/* scale of the noise relative to the grid */
k3d/share/shaders/k3d_lunette.sl:81:	float noiseRandom;	/* randomization for the noise */
k3d/share/shaders/k3d_lunette.sl:82:	uniform float maxOctaves;	/* maximum number of octives for the noise */
k3d/share/shaders/k3d_lunette.sl:83:	uniform float lunacrity;	/* lunacrity of the noise */
k3d/share/shaders/k3d_lunette.sl:84:	uniform float gain;		/* gain for the noise */
k3d/share/shaders/k3d_lunette.sl:85:	float colorBenhance;	/* amount to enhance color B */
k3d/share/shaders/k3d_lunette.sl:86:	float gridDensity;	/* density of the grid pattern */
k3d/share/shaders/k3d_lunette.sl:87:	color baselinecolor;	/* base color for the lines */
k3d/share/shaders/k3d_lunette.sl:97:	float pulsess = filteredpulsetrain(
k3d/share/shaders/k3d_lunette.sl:100:	float pulsett = filteredpulsetrain(
k3d/share/shaders/k3d_lunette.sl:103:	float pulsegrid = 1 - min(pulsess, pulsett); 
k3d/share/shaders/k3d_lunette.sl:106:	 * Find the base color for the pattern.  The base color is a mix
k3d/share/shaders/k3d_lunette.sl:107:	 * between colorA and colorB, created using noise and other mixing
k3d/share/shaders/k3d_lunette.sl:112:	float noisefilterwidth = filterwidthp(noisePt);
k3d/share/shaders/k3d_lunette.sl:113:	float noiseamt = (fBm(
k3d/share/shaders/k3d_lunette.sl:116:	noiseamt = pow(noiseamt, colorBenhance);
k3d/share/shaders/k3d_lunette.sl:117:	color basecolor = mix(colorB, colorA, noiseamt);
k3d/share/shaders/k3d_lunette.sl:120:	 * find the base line color for the grid pattern
k3d/share/shaders/k3d_lunette.sl:122:	color linecolor = mix(basecolor, baselinecolor, gridDensity);
k3d/share/shaders/k3d_lunette.sl:125:	 * return the mix between the base grid and the colorful noise
k3d/share/shaders/k3d_lunette.sl:127:	return mix(basecolor, linecolor, pulsegrid);
k3d/share/shaders/k3d_lunette.sl:133:	float Ka = 1;
k3d/share/shaders/k3d_lunette.sl:134:	float Kd = .5;
k3d/share/shaders/k3d_lunette.sl:135:	float Ks = .5;
k3d/share/shaders/k3d_lunette.sl:136:	float roughness = .1;
k3d/share/shaders/k3d_lunette.sl:137:	color specularcolor = 1;
k3d/share/shaders/k3d_lunette.sl:139:	float urepeats = 30;		/* Number of repeats in u */
k3d/share/shaders/k3d_lunette.sl:140:	float ulinewidth = 0.125;	/* Relative width of grid lines in u */
k3d/share/shaders/k3d_lunette.sl:141:	float vrepeats = 30;		/* Number of repeats in v */
k3d/share/shaders/k3d_lunette.sl:142:	float vlinewidth = 0.12;	/* Relative width of grid lines in v */
k3d/share/shaders/k3d_lunette.sl:143:	/* Colors used. */
k3d/share/shaders/k3d_lunette.sl:144:	color colorA = color(.36, .58, .67);
k3d/share/shaders/k3d_lunette.sl:145:	color colorB = color(.88, .88, .71);
k3d/share/shaders/k3d_lunette.sl:146:	color baselinecolor = color(.51, .48, .52);
k3d/share/shaders/k3d_lunette.sl:147:	float colorBenhance = 1.6;	/* Enhancement of colorB in output */
k3d/share/shaders/k3d_lunette.sl:148:	float gridDensity = .5;		/* Effective opacity of the grid */
k3d/share/shaders/k3d_lunette.sl:150:	float noiseScale = .3;
k3d/share/shaders/k3d_lunette.sl:151:	float noiseRandom = 0;
k3d/share/shaders/k3d_lunette.sl:152:	float maxOctaves = 5;
k3d/share/shaders/k3d_lunette.sl:153:	float lunacrity = 1.3;
k3d/share/shaders/k3d_lunette.sl:154:	float gain = .7;
k3d/share/shaders/k3d_lunette.sl:157:	 * fetch the lunette color
k3d/share/shaders/k3d_lunette.sl:159:	color cc = lunetteColor(
k3d/share/shaders/k3d_lunette.sl:161:		colorA, colorB, noiseScale, noiseRandom, maxOctaves,
k3d/share/shaders/k3d_lunette.sl:162:		lunacrity, gain, colorBenhance, gridDensity, baselinecolor
k3d/share/shaders/k3d_lunette.sl:172:		specularcolor * Ks*specular(Nf,-normalize(I),roughness));
k3d/share/shaders/k3d_map_pattern_1.sl:3:float channel1=4; 
k3d/share/shaders/k3d_map_pattern_1.sl:4:float swidth1=1; 
k3d/share/shaders/k3d_map_pattern_1.sl:5:float twidth1=1; 
k3d/share/shaders/k3d_map_pattern_1.sl:6:float samples1=1; 
k3d/share/shaders/k3d_map_pattern_1.sl:7:float ss1=1; 
k3d/share/shaders/k3d_map_pattern_1.sl:8:float tt1=1; 
k3d/share/shaders/k3d_map_pattern_1.sl:9:float txtscale=1; 
k3d/share/shaders/k3d_map_pattern_1.sl:10:color lightwood=color(0.69,0.44,0.25); 
k3d/share/shaders/k3d_map_pattern_1.sl:11:color darkwood=color(0.35,0.22,0.08); 
k3d/share/shaders/k3d_map_pattern_1.sl:12:float grainy=1; 
k3d/share/shaders/k3d_map_pattern_1.sl:13:float Ka = 1;
k3d/share/shaders/k3d_map_pattern_1.sl:14:float Kd = .5; 
k3d/share/shaders/k3d_map_pattern_1.sl:15:float Ks = .5; 
k3d/share/shaders/k3d_map_pattern_1.sl:16:float roughness = .1;
k3d/share/shaders/k3d_map_pattern_1.sl:17:color specularcolor = 1;
k3d/share/shaders/k3d_map_pattern_1.sl:23:color temt_c1;
k3d/share/shaders/k3d_map_pattern_1.sl:24:float temp_ss1;
k3d/share/shaders/k3d_map_pattern_1.sl:25:float temp_tt1;
k3d/share/shaders/k3d_map_pattern_1.sl:43:/** ColorToFloat_Brick_3 **/
k3d/share/shaders/k3d_map_pattern_1.sl:44:float temp_f_3=(comp(temt_c1,0)+comp(temt_c1,1)+comp(temt_c1,2))/3;
k3d/share/shaders/k3d_map_pattern_1.sl:46:color Ct; 
k3d/share/shaders/k3d_map_pattern_1.sl:47:float r, r2;
k3d/share/shaders/k3d_map_pattern_1.sl:48:float my_t;
k3d/share/shaders/k3d_map_pattern_1.sl:49:color C_temp1;
k3d/share/shaders/k3d_map_pattern_1.sl:59:r -= floor (r);
k3d/share/shaders/k3d_map_pattern_1.sl:69:C_temp1 = Os * (Cs * (Ka * ambient() + Kd * diffuse(Nf)) + specularcolor * Ks * specular(Nf, -normalize(I), roughness));
k3d/share/shaders/k3d_matte.sl:9:surface k3d_matte(float Ka = 1;
k3d/share/shaders/k3d_matte.sl:10:		  float Kd = 1;)
k3d/share/shaders/k3d_metal.sl:9:surface k3d_metal(float Ka = 1;
k3d/share/shaders/k3d_metal.sl:10:		  float Ks = 1;
k3d/share/shaders/k3d_metal.sl:11:		  float roughness = .1;)
k3d/share/shaders/k3d_mondometal.sl:7: * las partes blancas producen un efecto metalico y donde lo oscuro 

k3d/share/shaders/k3d_mondometal.sl:13:    string abColorMap = "";

k3d/share/shaders/k3d_mondometal.sl:14:    float abColorMapBlur = 1;

k3d/share/shaders/k3d_mondometal.sl:15:    float abUseColorMapAlpha = 0;

k3d/share/shaders/k3d_mondometal.sl:16:    float abDiffuse = .8;

k3d/share/shaders/k3d_mondometal.sl:18:    float abDiffuseMapBlur = 1;

k3d/share/shaders/k3d_mondometal.sl:19:    float abSpecular = .3;

k3d/share/shaders/k3d_mondometal.sl:21:    float abSpecularMapBlur = 1;

k3d/share/shaders/k3d_mondometal.sl:22:    color abSpecularColor = color(1,1,1);

k3d/share/shaders/k3d_mondometal.sl:23:    string abSpecularColorMap = "";

k3d/share/shaders/k3d_mondometal.sl:24:    float abSpecularColorMapBlur = 1;

k3d/share/shaders/k3d_mondometal.sl:25:    float abRoughness = .3;

k3d/share/shaders/k3d_mondometal.sl:27:    float abRoughnessMapBlur = 1;

k3d/share/shaders/k3d_mondometal.sl:29:    float abInvertTransparencyMap = 0;

k3d/share/shaders/k3d_mondometal.sl:30:    float abTransparencyMapBlur = 1;

k3d/share/shaders/k3d_mondometal.sl:31:    color abIncandescence = color(0,0,0);

k3d/share/shaders/k3d_mondometal.sl:33:    float abIncandescenseMapBlur = 1;

k3d/share/shaders/k3d_mondometal.sl:35:    float abReflectionUp = 0;

k3d/share/shaders/k3d_mondometal.sl:36:    float abReflectivity = .1;

k3d/share/shaders/k3d_mondometal.sl:37:    float abReflectionMapBlur = 1;

k3d/share/shaders/k3d_mondometal.sl:39:    float abBumpMapBlur = 1;

k3d/share/shaders/k3d_mondometal.sl:40:    float abBumpScale = 1.0;

k3d/share/shaders/k3d_mondometal.sl:41:    float abDoDisplacement = 0.0;

k3d/share/shaders/k3d_mondometal.sl:42:    float abUseNormals = 0;

k3d/share/shaders/k3d_mondometal.sl:43:    float Ka = 0.05;

k3d/share/shaders/k3d_mondometal.sl:44:    float Kd = 0.80;

k3d/share/shaders/k3d_mondometal.sl:45:    float Ks = 0.80;

k3d/share/shaders/k3d_mondometal.sl:46:    float roughness = 0.25;

k3d/share/shaders/k3d_mondometal.sl:47:    color Cmetal = color(0.0,0.76,0.79);

k3d/share/shaders/k3d_mondometal.sl:62:    color Csurf, Cspec, Copac, Cincand, Crefl;

k3d/share/shaders/k3d_mondometal.sl:63:    color Cmatte = 0;

k3d/share/shaders/k3d_mondometal.sl:64:    float ss, tt, roughness, diff, spec, bmp;

k3d/share/shaders/k3d_mondometal.sl:70:    /* determine color **/

k3d/share/shaders/k3d_mondometal.sl:71:    if(abColorMap != "")

k3d/share/shaders/k3d_mondometal.sl:73:        Csurf = Cs * color texture(abColorMap, ss, tt,

k3d/share/shaders/k3d_mondometal.sl:74:                            "swidth", abColorMapBlur,

k3d/share/shaders/k3d_mondometal.sl:75:                            "twidth", abColorMapBlur );

k3d/share/shaders/k3d_mondometal.sl:76:        if(abUseColorMapAlpha != 0)

k3d/share/shaders/k3d_mondometal.sl:78:            Copac = float texture(abColorMap[3], ss, tt, 

k3d/share/shaders/k3d_mondometal.sl:79:                            "swidth", abColorMapBlur,

k3d/share/shaders/k3d_mondometal.sl:80:                            "twidth", abColorMapBlur );

k3d/share/shaders/k3d_mondometal.sl:81:            /* need to un-premultiply the color in this case */

k3d/share/shaders/k3d_mondometal.sl:86:            Copac = color(1, 1, 1);

k3d/share/shaders/k3d_mondometal.sl:92:        Copac = color(1);

k3d/share/shaders/k3d_mondometal.sl:98:        diff = abDiffuse * float texture(abDiffuseMap, ss, tt, 

k3d/share/shaders/k3d_mondometal.sl:110:        spec = abSpecular * float texture(abSpecularMap, ss, tt, 

k3d/share/shaders/k3d_mondometal.sl:120:    /* determine specular color */

k3d/share/shaders/k3d_mondometal.sl:121:    if(abSpecularColorMap != "")

k3d/share/shaders/k3d_mondometal.sl:123:        Cspec = abSpecularColor * color texture(abSpecularColorMap, ss, tt,

k3d/share/shaders/k3d_mondometal.sl:124:                      "swidth", abSpecularColorMapBlur, 

k3d/share/shaders/k3d_mondometal.sl:125:                      "twidth", abSpecularColorMapBlur );

k3d/share/shaders/k3d_mondometal.sl:129:        Cspec = abSpecularColor;

k3d/share/shaders/k3d_mondometal.sl:134:        roughness = abRoughness * float texture(abRoughnessMap, ss, tt,

k3d/share/shaders/k3d_mondometal.sl:148:            Copac = Copac * color texture(abTransparencyMap, ss, tt,

k3d/share/shaders/k3d_mondometal.sl:154:            Copac = Copac * (color(1) - color texture(abTransparencyMap, ss, tt,

k3d/share/shaders/k3d_mondometal.sl:163:        Cincand = abIncandescence * color texture(abIncandescenseMap, ss, tt,

k3d/share/shaders/k3d_mondometal.sl:176:        bmp = abBumpScale * float texture( abBumpMap, ss, tt,

k3d/share/shaders/k3d_mondometal.sl:212:                color environment(abReflectionMap, D,

k3d/share/shaders/k3d_mondometal.sl:217:        Crefl = color(0);

k3d/share/shaders/k3d_mondometal.sl:222:        Cmatte = color texture(metalMatte, ss, tt,

k3d/share/shaders/k3d_mondometal.sl:223:                            "swidth", abColorMapBlur,

k3d/share/shaders/k3d_mondometal.sl:224:                            "twidth", abColorMapBlur);

k3d/share/shaders/k3d_mysky.sl:1:/* I took wave's lead and renamed starfield to KMPuffyclouds.sl -- tal@cs.caltech.edu */

k3d/share/shaders/k3d_mysky.sl:5: * Original name below 

k3d/share/shaders/k3d_mysky.sl:6: * puffyclouds.sl -- RenderMan compatible surface shader for puffy

k3d/share/shaders/k3d_mysky.sl:7: *                   clouds.

k3d/share/shaders/k3d_mysky.sl:10: *    Makes nice looking cumulous clouds like you would see in the sky

k3d/share/shaders/k3d_mysky.sl:13: *    lighting into account.  If you wanted a lit surface that looked like

k3d/share/shaders/k3d_mysky.sl:14: *    puffy clouds (like painted clouds on a wall), then it would be pretty

k3d/share/shaders/k3d_mysky.sl:19: *    skycolor, cloudcolor - the obvious meanings

k3d/share/shaders/k3d_mysky.sl:20: *    octaves, omega, lambda - control the fractal appearance of the clouds

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

k3d/share/shaders/k3d_mysky.sl:51:k3d_mysky (float Ka = 0, Kd = 0;

k3d/share/shaders/k3d_mysky.sl:52:	     float txtscale = 1;

k3d/share/shaders/k3d_mysky.sl:53:	     color skycolor = color(.15, .15, .6);

k3d/share/shaders/k3d_mysky.sl:54:	     color cloudcolor = color(1,1,1);

k3d/share/shaders/k3d_mysky.sl:55:	     float octaves = 8, omega = 0.5, lambda = 2;

k3d/share/shaders/k3d_mysky.sl:56:	     float threshold = 0;

k3d/share/shaders/k3d_mysky.sl:59:  float value;

k3d/share/shaders/k3d_mysky.sl:60:  color Ct;      /* Color of the surface */

k3d/share/shaders/k3d_mysky.sl:62:  float i, a, l, o;

k3d/share/shaders/k3d_mysky.sl:76:  Ct = mix (skycolor, cloudcolor, smoothstep (threshold, 1, value));

k3d/share/shaders/k3d_mysky.sl:78:  /* Shade like matte, but use color Ct */

k3d/share/shaders/k3d_noisysmoke.sl:30:volume k3d_noisysmoke(float density = 60;
k3d/share/shaders/k3d_noisysmoke.sl:31:		      float integstart = 0, integend = 100;
k3d/share/shaders/k3d_noisysmoke.sl:32:		      float stepsize = 0.1; float debug = 0;
k3d/share/shaders/k3d_noisysmoke.sl:33:		      float use_lighting = 1; float use_noise = 1;
k3d/share/shaders/k3d_noisysmoke.sl:34:		      color scatter = 1;	/* for sky, try (1, 2.25, 21) */
k3d/share/shaders/k3d_noisysmoke.sl:35:		      float octaves = 3, freq = 1, smokevary = 1;
k3d/share/shaders/k3d_noisysmoke.sl:36:		      float lightscale = 15;
k3d/share/shaders/k3d_noisysmoke.sl:50:  float d, tau;
k3d/share/shaders/k3d_noisysmoke.sl:51:  color Cv = 0, Ov = 0;		/* net color & opacity of volume */
k3d/share/shaders/k3d_noisysmoke.sl:52:  color dC, dO;			/* differential color & opacity */
k3d/share/shaders/k3d_noisysmoke.sl:53:  float ss, dtau, last_dtau, end;
k3d/share/shaders/k3d_noisysmoke.sl:54:  float nsteps = 0;		/* record number of integration steps */
k3d/share/shaders/k3d_noisysmoke.sl:55:  color li, last_li, lighttau;
k3d/share/shaders/k3d_noisysmoke.sl:57:  color scat;
k3d/share/shaders/k3d_noisysmoke.sl:58:  float f, smoke;
k3d/share/shaders/k3d_noisysmoke.sl:59:  uniform float i;
k3d/share/shaders/k3d_noisysmoke.sl:82:	    /* Our goal now is to find dC and dO, the color and opacity
k3d/share/shaders/k3d_noisysmoke.sl:90:	    1 - color(exp(comp(scat, 0)), exp(comp(scat, 1)),
k3d/share/shaders/k3d_noisysmoke.sl:104:  /* Ci & Oi are the color (premultiplied by opacity) and opacity of 
k3d/share/shaders/k3d_oak.sl:4: * Description: makes procedural solid texture that looks very much like
k3d/share/shaders/k3d_oak.sl:7: *    "shader").  This makes a fairly plain, unfinished wood, that looks
k3d/share/shaders/k3d_oak.sl:15: * Parameters for the color and pattern: 
k3d/share/shaders/k3d_oak.sl:16: *   Clightwood - the light, "background" wood color
k3d/share/shaders/k3d_oak.sl:17: *   Cdarkwood - the darker color in the ring/grain
k3d/share/shaders/k3d_oak.sl:54:surface k3d_oak(float Ka = 1, Kd = 1, Ks = .25, roughness = 0.2;
k3d/share/shaders/k3d_oak.sl:56:		float ringfreq = 8, ringunevenness = 0.5;
k3d/share/shaders/k3d_oak.sl:57:		float ringnoise = 0.02, ringnoisefreq = 1;
k3d/share/shaders/k3d_oak.sl:58:		float grainfreq = 25;
k3d/share/shaders/k3d_oak.sl:59:		float trunkwobble = 0.15, trunkwobblefreq = 0.025;
k3d/share/shaders/k3d_oak.sl:60:		float angularwobble = 1, angularwobblefreq = 1.5;
k3d/share/shaders/k3d_oak.sl:61:		float divotdepth = 0.05;
k3d/share/shaders/k3d_oak.sl:62:		color Clightwood = color(.5, .2, .067);	/* light wood color */
k3d/share/shaders/k3d_oak.sl:63:		color Cdarkwood = color(0.15, 0.077, 0.028);
k3d/share/shaders/k3d_oak.sl:64:		float ringy = 1, grainy = 1;
k3d/share/shaders/k3d_oak.sl:65:		float truedisp = 0;
k3d/share/shaders/k3d_oak.sl:71:  float wood;
k3d/share/shaders/k3d_oak.sl:76:  color Cwood = mix(Clightwood, Cdarkwood, wood);
k3d/share/shaders/k3d_oakplank.sl:17: *   Cgroove - color of the grooves between the planks
k3d/share/shaders/k3d_oakplank.sl:19: *   edgewidth - how close to the plank border does the wood start to curl?
k3d/share/shaders/k3d_oakplank.sl:20: *   varyhue, varysat, varylum - control plank-to-plank color variation
k3d/share/shaders/k3d_oakplank.sl:22: * Parameters for the color and pattern of the wood grain: 
k3d/share/shaders/k3d_oakplank.sl:23: *   Clightwood - the light, "background" wood color
k3d/share/shaders/k3d_oakplank.sl:24: *   Cdarkwood - the darker color in the ring/grain
k3d/share/shaders/k3d_oakplank.sl:56:/* Comment out the following line if you do *not* wish to use BMRT and
k3d/share/shaders/k3d_oakplank.sl:76:float plankpattern(float ss, tt, ds, dt;
k3d/share/shaders/k3d_oakplank.sl:77:		   float plankwidth, planklength;
k3d/share/shaders/k3d_oakplank.sl:78:		   float groovewidth, grooveheight;
k3d/share/shaders/k3d_oakplank.sl:79:		   output float swhichplank, twhichplank;
k3d/share/shaders/k3d_oakplank.sl:80:		   output float splank, tplank;)
k3d/share/shaders/k3d_oakplank.sl:83:  swhichplank = floor(ss / plankwidth);
k3d/share/shaders/k3d_oakplank.sl:86:  float newt = tt + planklength * cellnoise(swhichplank);
k3d/share/shaders/k3d_oakplank.sl:88:  twhichplank = floor(newt / planklength);
k3d/share/shaders/k3d_oakplank.sl:102:surface k3d_oakplank(float Ka = 1, Kd = 1, Ks = .75, roughness = 0.1;
k3d/share/shaders/k3d_oakplank.sl:103:		     float Kr = 1, blur = 0, eta = 1.5;
k3d/share/shaders/k3d_oakplank.sl:106:		     float ringfreq = 8, ringunevenness = 0.5;
k3d/share/shaders/k3d_oakplank.sl:107:		     float ringnoise = 0.02, ringnoisefreq = 1;
k3d/share/shaders/k3d_oakplank.sl:108:		     float grainfreq = 25;
k3d/share/shaders/k3d_oakplank.sl:109:		     float trunkwobble = 0.15, trunkwobblefreq = 0.025;
k3d/share/shaders/k3d_oakplank.sl:110:		     float angularwobble = 1, angularwobblefreq = 1.5;
k3d/share/shaders/k3d_oakplank.sl:111:		     float divotdepth = 0.012, truedisp = 0;
k3d/share/shaders/k3d_oakplank.sl:112:		     color Clightwood = color(.5, .2, .067);	/* light wood color */
k3d/share/shaders/k3d_oakplank.sl:113:		     color Cdarkwood = color(0.15, 0.077, 0.028);
k3d/share/shaders/k3d_oakplank.sl:114:		     color Cgroove = color(0.02, 0.02, 0.02);
k3d/share/shaders/k3d_oakplank.sl:115:		     float ringy = 1, grainy = 1;
k3d/share/shaders/k3d_oakplank.sl:116:		     float plankwidth = 2, planklength = 30;
k3d/share/shaders/k3d_oakplank.sl:117:		     float groovewidth = 0.05, grooveheight = 0.05;
k3d/share/shaders/k3d_oakplank.sl:118:		     float varyhue = 0.015, varysat = 0.1, varylum = 0.5;
k3d/share/shaders/k3d_oakplank.sl:119:		     float groovedepth = 0.03, edgewidth = 0.1;
k3d/share/shaders/k3d_oakplank.sl:120:		     float varnishlump = 0.01, varnishlumpfreq = 0.5;
k3d/share/shaders/k3d_oakplank.sl:124:  float ss = xcomp(Pshad), tt = ycomp(Pshad), height = zcomp(Pshad);
k3d/share/shaders/k3d_oakplank.sl:125:  float dss = filterwidth(ss), dtt = filterwidth(tt);
k3d/share/shaders/k3d_oakplank.sl:131:  float swhichplank, twhichplank, splank, tplank;
k3d/share/shaders/k3d_oakplank.sl:132:  float inplank = plankpattern(ss, tt, dss, dtt, plankwidth, planklength,
k3d/share/shaders/k3d_oakplank.sl:135:  float plankindex = swhichplank + 13 * twhichplank;
k3d/share/shaders/k3d_oakplank.sl:141:  float wood = oaktexture(Ppat, dPshad, ringfreq, ringunevenness, grainfreq,
k3d/share/shaders/k3d_oakplank.sl:145:  color Cwood = mix(Clightwood, Cdarkwood, wood);
k3d/share/shaders/k3d_oakplank.sl:153:  float edgedisp = smoothpulse(0, edgewidth, plankwidth - edgewidth,
k3d/share/shaders/k3d_oakplank.sl:158:  float disp = -wood * divotdepth + groovedepth * (edgedisp - 1);
k3d/share/shaders/k3d_oakplank.sl:167:  float specadjusted = 1 + .3 * wood - 0.8 * (1 - inplank);
k3d/share/shaders/k3d_orange.sl:27:	float Ka = 1;
k3d/share/shaders/k3d_orange.sl:28:	float Kd = .8;
k3d/share/shaders/k3d_orange.sl:29:	float Ks = .8;
k3d/share/shaders/k3d_orange.sl:30:	float roughness = .2;
k3d/share/shaders/k3d_orennayar.sl:27: *   1. Note that this is really just an illuminance loop that gathers
k3d/share/shaders/k3d_orennayar.sl:28: *      light from the sources and applies Oren & Nayar's local reflectance
k3d/share/shaders/k3d_orennayar.sl:41:k3d_orennayar (float Ka = 1;
k3d/share/shaders/k3d_orennayar.sl:42:	   float Kd = .5;
k3d/share/shaders/k3d_orennayar.sl:43:	   float sigma = 0.0; )
k3d/share/shaders/k3d_orennayar.sl:46:    color lightC = 0;
k3d/share/shaders/k3d_orennayar.sl:47:    color L1, L2;
k3d/share/shaders/k3d_orennayar.sl:48:    float C1, C2, C3;
k3d/share/shaders/k3d_orennayar.sl:49:    float theta_r, theta_i, cos_theta_i;
k3d/share/shaders/k3d_orennayar.sl:50:    float alpha, beta, sigma2, cos_phi_diff;
k3d/share/shaders/k3d_outlet.sl:8: *   up close, but from across the room, it's a nice touch of detail.
k3d/share/shaders/k3d_outlet.sl:29:k3d_outlet ( float Ka = 1, Kd = 1, Km = 0.1;
k3d/share/shaders/k3d_outlet.sl:30:	 float screwKs = 0.5; )
k3d/share/shaders/k3d_outlet.sl:32:  color Ct;
k3d/share/shaders/k3d_outlet.sl:33:  float x, y;
k3d/share/shaders/k3d_outlet.sl:34:  float ks, kd, roughness;
k3d/share/shaders/k3d_outline.sl:6:k3d_outline(float width = .05)
k3d/share/shaders/k3d_outline.sl:10:  float dot = Nn . normalize(I);
k3d/share/shaders/k3d_painted_constant.sl:3:	float s0 = 0.0;
k3d/share/shaders/k3d_painted_constant.sl:4:	float s1 = 1.0;
k3d/share/shaders/k3d_painted_constant.sl:5:	float t0 = 0.0;
k3d/share/shaders/k3d_painted_constant.sl:6:	float t1 = 1.0;
k3d/share/shaders/k3d_painted_constant.sl:9:	color Ct = color(1, 1, 1);
k3d/share/shaders/k3d_painted_constant.sl:10:	float Ot = 1;
k3d/share/shaders/k3d_painted_constant.sl:14:			float ss = mix(s0, s1, s);
k3d/share/shaders/k3d_painted_constant.sl:15:			float tt = mix(t0, t1, t);
k3d/share/shaders/k3d_painted_constant.sl:17:			Ct = color texture(texturename, ss, tt);
k3d/share/shaders/k3d_painted_constant.sl:18:			Ot = float texture(texturename[3], ss, tt);
k3d/share/shaders/k3d_paintedplastic.sl:13: *    Ka, Kd, Ks, roughness, specularcolor - the usual meaning.
k3d/share/shaders/k3d_paintedplastic.sl:19:	float Ka = 1.0;
k3d/share/shaders/k3d_paintedplastic.sl:20:	float Kd = 0.5;
k3d/share/shaders/k3d_paintedplastic.sl:21:	float Ks = 0.5;
k3d/share/shaders/k3d_paintedplastic.sl:22:	float roughness = 0.1;
k3d/share/shaders/k3d_paintedplastic.sl:23:	color specularcolor = 1.0;
k3d/share/shaders/k3d_paintedplastic.sl:25:	float s0 = 0.0;
k3d/share/shaders/k3d_paintedplastic.sl:26:	float s1 = 1.0;
k3d/share/shaders/k3d_paintedplastic.sl:27:	float t0 = 0.0;
k3d/share/shaders/k3d_paintedplastic.sl:28:	float t1 = 1.0;
k3d/share/shaders/k3d_paintedplastic.sl:31:	color Ct = color(1, 1, 1);
k3d/share/shaders/k3d_paintedplastic.sl:32:	float Ot = 1;
k3d/share/shaders/k3d_paintedplastic.sl:36:			float ss = mix(s0, s1, s);
k3d/share/shaders/k3d_paintedplastic.sl:37:			float tt = mix(t0, t1, t);
k3d/share/shaders/k3d_paintedplastic.sl:39:			Ct = color texture(texturename, ss, tt);
k3d/share/shaders/k3d_paintedplastic.sl:40:			Ot = float texture(texturename[3], ss, tt);
k3d/share/shaders/k3d_paintedplastic.sl:46:	Ci = Oi * Cs * Ct * (Ka * ambient() + Kd * diffuse(Nf)) + specularcolor * Ks * specular(Nf, V, roughness);
k3d/share/shaders/k3d_parquet_plank.sl:5: *   Makes texture of wooden planks in s-t space.  This wood looks rather
k3d/share/shaders/k3d_parquet_plank.sl:6: *   like oak plank parquet floor tiles.  The actual wood and plank pattern
k3d/share/shaders/k3d_parquet_plank.sl:18: *   lightwood, darkwood - surface colors for the wood itself
k3d/share/shaders/k3d_parquet_plank.sl:19: *   groovecolor - the color of the "grooves" between the planks
k3d/share/shaders/k3d_parquet_plank.sl:20: *   plankvary - controls how much wood color varies from plank to plank
k3d/share/shaders/k3d_parquet_plank.sl:25: *   even with low sampling densities.
k3d/share/shaders/k3d_parquet_plank.sl:31:surface k3d_parquet_plank(float Ka = 1, Kd = 0.75, Ks = .15, roughness = .025;
k3d/share/shaders/k3d_parquet_plank.sl:32:			  color specularcolor = 1;
k3d/share/shaders/k3d_parquet_plank.sl:33:			  float ringscale = 15, grainscale = 60;
k3d/share/shaders/k3d_parquet_plank.sl:34:			  float txtscale = 1;
k3d/share/shaders/k3d_parquet_plank.sl:35:			  float plankspertile = 4;
k3d/share/shaders/k3d_parquet_plank.sl:36:			  color lightwood = color(0.57, 0.292, 0.125);
k3d/share/shaders/k3d_parquet_plank.sl:37:			  color darkwood = color(0.275, 0.15, 0.06);
k3d/share/shaders/k3d_parquet_plank.sl:38:			  color groovecolor = color(.05, .04, .015);
k3d/share/shaders/k3d_parquet_plank.sl:39:			  float plankwidth = .05, groovewidth = 0.001;
k3d/share/shaders/k3d_parquet_plank.sl:40:			  float plankvary = 0.8;
k3d/share/shaders/k3d_parquet_plank.sl:41:			  float grainy = 1, wavy = 0.08;)
k3d/share/shaders/k3d_parquet_plank.sl:47:  float r, r2;
k3d/share/shaders/k3d_parquet_plank.sl:49:  float whichrow, whichplank;
k3d/share/shaders/k3d_parquet_plank.sl:50:  float swidth, twidth, fwidth, ss, tt, w, h, fade, ttt;
k3d/share/shaders/k3d_parquet_plank.sl:51:  color Ct, woodcolor;
k3d/share/shaders/k3d_parquet_plank.sl:52:  float groovy;
k3d/share/shaders/k3d_parquet_plank.sl:53:  float PGWIDTH, PGHEIGHT, GWF, GHF;
k3d/share/shaders/k3d_parquet_plank.sl:54:  float tmp, planklength;
k3d/share/shaders/k3d_parquet_plank.sl:74:  whichrow = floor(ss);
k3d/share/shaders/k3d_parquet_plank.sl:76:  whichplank = floor(tt);
k3d/share/shaders/k3d_parquet_plank.sl:80:      whichrow = floor(ss);
k3d/share/shaders/k3d_parquet_plank.sl:82:      whichplank = floor(tt);
k3d/share/shaders/k3d_parquet_plank.sl:125:      r -= floor(r);
k3d/share/shaders/k3d_parquet_plank.sl:148:  woodcolor = mix(lightwood, darkwood, r);
k3d/share/shaders/k3d_parquet_plank.sl:150:  /* Add plank-to-plank variation in overall color */
k3d/share/shaders/k3d_parquet_plank.sl:151:  woodcolor *=
k3d/share/shaders/k3d_parquet_plank.sl:152:    (1 - plankvary / 2 + plankvary * (float noise(whichplank + 0.5)));
k3d/share/shaders/k3d_parquet_plank.sl:154:  Ct = mix(groovecolor, woodcolor, groovy);
k3d/share/shaders/k3d_parquet_plank.sl:160:	  specularcolor * Ks * specular(Nf, -normalize(I), roughness));
k3d/share/shaders/k3d_parquet_plank2.sl:6: *   Makes texture of wooden planks in s-t space.  This wood looks rather
k3d/share/shaders/k3d_parquet_plank2.sl:7: *   like oak plank parquet floor tiles.  The actual wood and plank pattern
k3d/share/shaders/k3d_parquet_plank2.sl:19: *   lightwood, darkwood - surface colors for the wood itself
k3d/share/shaders/k3d_parquet_plank2.sl:20: *   groovecolor - the color of the "grooves" between the planks
k3d/share/shaders/k3d_parquet_plank2.sl:21: *   plankvary - controls how much wood color varies from plank to plank
k3d/share/shaders/k3d_parquet_plank2.sl:26: *   even with low sampling densities.
k3d/share/shaders/k3d_parquet_plank2.sl:45:k3d_parquet_plank2 (float Ka = 1, Kd = 0.75, Ks = .15, roughness = .025;
k3d/share/shaders/k3d_parquet_plank2.sl:46:	       color specularcolor = 1;
k3d/share/shaders/k3d_parquet_plank2.sl:47:	       float ringscale = 15, grainscale = 60;
k3d/share/shaders/k3d_parquet_plank2.sl:48:	       float txtscale = 1;
k3d/share/shaders/k3d_parquet_plank2.sl:49:	       float plankspertile = 4;
k3d/share/shaders/k3d_parquet_plank2.sl:50:	       color lightwood = color (0.57, 0.292, 0.125);
k3d/share/shaders/k3d_parquet_plank2.sl:51:	       color darkwood  = color (0.275, 0.15, 0.06);
k3d/share/shaders/k3d_parquet_plank2.sl:52:	       color groovecolor  = color (.05, .04, .015);
k3d/share/shaders/k3d_parquet_plank2.sl:53:	       float plankwidth = .05, groovewidth = 0.001;
k3d/share/shaders/k3d_parquet_plank2.sl:54:	       float plankvary = 0.8;
k3d/share/shaders/k3d_parquet_plank2.sl:55:	       float grainy = 1, wavy = 0.08; )
k3d/share/shaders/k3d_parquet_plank2.sl:61:  float r, r2;
k3d/share/shaders/k3d_parquet_plank2.sl:63:  float whichrow, whichplank;
k3d/share/shaders/k3d_parquet_plank2.sl:64:  float swidth, twidth, fwidth, ss, tt, w, h, fade, ttt;
k3d/share/shaders/k3d_parquet_plank2.sl:65:  color Ct, woodcolor;
k3d/share/shaders/k3d_parquet_plank2.sl:66:  float groovy;
k3d/share/shaders/k3d_parquet_plank2.sl:67:  float PGWIDTH, PGHEIGHT, GWF, GHF;
k3d/share/shaders/k3d_parquet_plank2.sl:68:  float tilewidth, whichtile, tmp, planklength;
k3d/share/shaders/k3d_parquet_plank2.sl:84:  whichrow = floor (ss);
k3d/share/shaders/k3d_parquet_plank2.sl:86:  whichplank = floor(tt);
k3d/share/shaders/k3d_parquet_plank2.sl:89:      whichrow = floor (ss);
k3d/share/shaders/k3d_parquet_plank2.sl:91:      whichplank = floor(tt);
k3d/share/shaders/k3d_parquet_plank2.sl:125:      r -= floor (r);
k3d/share/shaders/k3d_parquet_plank2.sl:144:  woodcolor = mix (lightwood, darkwood, r);
k3d/share/shaders/k3d_parquet_plank2.sl:146:  /* Add plank-to-plank variation in overall color */
k3d/share/shaders/k3d_parquet_plank2.sl:147:  woodcolor *= (1-plankvary/2 + plankvary * noise (whichplank+0.5));
k3d/share/shaders/k3d_parquet_plank2.sl:149:  Ct = mix (groovecolor, woodcolor, groovy);
k3d/share/shaders/k3d_parquet_plank2.sl:154:	      specularcolor * Ks*specular(Nf,-normalize(I),roughness));
k3d/share/shaders/k3d_parquet_tile.sl:7: *   Makes texture of wooden planks in s-t space.  This wood looks rather
k3d/share/shaders/k3d_parquet_tile.sl:8: *   like oak plank parquet floor tiles.  The actual wood and plank pattern
k3d/share/shaders/k3d_parquet_tile.sl:20: *   lightwood, darkwood - surface colors for the wood itself
k3d/share/shaders/k3d_parquet_tile.sl:21: *   groovecolor - the color of the "grooves" between the planks
k3d/share/shaders/k3d_parquet_tile.sl:22: *   plankvary - controls how much wood color varies from plank to plank
k3d/share/shaders/k3d_parquet_tile.sl:27: *   even with low sampling densities.
k3d/share/shaders/k3d_parquet_tile.sl:43: *   - made one plank per tile like the flooring in our lab
k3d/share/shaders/k3d_parquet_tile.sl:60:k3d_parquet_tile (float Ka = 1, Kd = 0.75, Ks = .15, roughness = .025;
k3d/share/shaders/k3d_parquet_tile.sl:61:	       color specularcolor = 1;
k3d/share/shaders/k3d_parquet_tile.sl:62:	       float ringscale = 25, grainscale = 55;
k3d/share/shaders/k3d_parquet_tile.sl:63:	       float txtscale = 1;
k3d/share/shaders/k3d_parquet_tile.sl:64:	       float plankspertile = 1;
k3d/share/shaders/k3d_parquet_tile.sl:65:	       color lightwood = color (0.57, 0.292, 0.125);
k3d/share/shaders/k3d_parquet_tile.sl:66:	       color darkwood  = color (0.275, 0.15, 0.06);
k3d/share/shaders/k3d_parquet_tile.sl:67:	       color groovecolor  = color (.05, .04, .015);
k3d/share/shaders/k3d_parquet_tile.sl:68:	       float plankwidth = .2, groovewidth = 0.001;
k3d/share/shaders/k3d_parquet_tile.sl:69:	       float plankvary = 0.8;
k3d/share/shaders/k3d_parquet_tile.sl:70:	       float grainy = 1, wavy = 0.08; )
k3d/share/shaders/k3d_parquet_tile.sl:76:  float r, r2;
k3d/share/shaders/k3d_parquet_tile.sl:78:  float whichrow, whichplank;
k3d/share/shaders/k3d_parquet_tile.sl:79:  float swidth, twidth, fwidth, ss, tt, w, h, fade, ttt;
k3d/share/shaders/k3d_parquet_tile.sl:80:  color Ct, woodcolor;
k3d/share/shaders/k3d_parquet_tile.sl:81:  float groovy;
k3d/share/shaders/k3d_parquet_tile.sl:82:  float PGWIDTH, PGHEIGHT, GWF, GHF;
k3d/share/shaders/k3d_parquet_tile.sl:83:  float tilewidth, whichtile, tmp, planklength;
k3d/share/shaders/k3d_parquet_tile.sl:99:  whichrow = floor (ss);
k3d/share/shaders/k3d_parquet_tile.sl:101:  whichplank = floor(tt);
k3d/share/shaders/k3d_parquet_tile.sl:104:      whichrow = floor (ss);
k3d/share/shaders/k3d_parquet_tile.sl:106:      whichplank = floor(tt);
k3d/share/shaders/k3d_parquet_tile.sl:140:      r -= floor (r);
k3d/share/shaders/k3d_parquet_tile.sl:159:  woodcolor = mix (lightwood, darkwood, r);
k3d/share/shaders/k3d_parquet_tile.sl:161:  /* Add plank-to-plank variation in overall color */
k3d/share/shaders/k3d_parquet_tile.sl:162:  woodcolor *= (1-plankvary/2 + plankvary * noise (whichplank+0.5));
k3d/share/shaders/k3d_parquet_tile.sl:164:  Ct = mix (groovecolor, woodcolor, groovy);
k3d/share/shaders/k3d_parquet_tile.sl:169:	      specularcolor * Ks*specular(Nf,-normalize(I),roughness));
k3d/share/shaders/k3d_planetclouds.sl:2: * planetclouds.sl - surface for a semi-opaque cloud layer to be put on
k3d/share/shaders/k3d_planetclouds.sl:6: *      When put on a sphere, sets the color & opacity of the sphere to
k3d/share/shaders/k3d_planetclouds.sl:7: *   make it look like the clouds surrounding an Earth-like planet.
k3d/share/shaders/k3d_planetclouds.sl:10: *   a way that looks like clouds on a planetary scale.
k3d/share/shaders/k3d_planetclouds.sl:16: *    omega,lambda,octaves - the fractal characteristics of the clouds
k3d/share/shaders/k3d_planetclouds.sl:18: *    offset - controls the zero crossings (where the clouds disappear)
k3d/share/shaders/k3d_planetclouds.sl:23: *      spheres represent a planet.  The inner one is colored like the
k3d/share/shaders/k3d_planetclouds.sl:25: *      outer one uses the "planetclouds" shader.
k3d/share/shaders/k3d_planetclouds.sl:26: *   2. The best effects are achieved when the clouds not only occlude
k3d/share/shaders/k3d_planetclouds.sl:29: *      then declare the cloud sphere as follows:
k3d/share/shaders/k3d_planetclouds.sl:32: *             Surface "planetclouds"
k3d/share/shaders/k3d_planetclouds.sl:50: *    ???? - original texture developed by Ken Musgrave.
k3d/share/shaders/k3d_planetclouds.sl:66:surface k3d_planetclouds(float Ka = 0.5, Kd = 0.75;
k3d/share/shaders/k3d_planetclouds.sl:67:			 float distortionscale = 1; float omega = 0.7;
k3d/share/shaders/k3d_planetclouds.sl:68:			 float lambda = 2; float octaves = 9;
k3d/share/shaders/k3d_planetclouds.sl:69:			 float offset = 0;)
k3d/share/shaders/k3d_planetclouds.sl:73:  float l, o, a, i;		/* Loop control for fractal sum */
k3d/share/shaders/k3d_planetclouds.sl:74:  float result;			/* Fractal sum is stored here */
k3d/share/shaders/k3d_planetclouds.sl:96:  /* Adjust zero crossing (where the clouds disappear) */
k3d/share/shaders/k3d_planetclouds.sl:105:  /* Modulate surface opacity by the cloud value */
k3d/share/shaders/k3d_planetclouds.sl:108:  /* Shade like matte, but with color scaled by cloud opacity */
k3d/share/shaders/k3d_plank.sl:5: *   Makes texture of wooden planks in s-t space.  This wood looks rather
k3d/share/shaders/k3d_plank.sl:16: *   lightwood, darkwood - surface colors for the wood itself
k3d/share/shaders/k3d_plank.sl:17: *   groovecolor - the color of the "grooves" between the planks
k3d/share/shaders/k3d_plank.sl:18: *   plankvary - controls how much wood color varies from plank to plank
k3d/share/shaders/k3d_plank.sl:23: *   even with low sampling densities.
k3d/share/shaders/k3d_plank.sl:29:surface k3d_plank(float Ka = 1, Kd = 0.75, Ks = .15, roughness = .05;
k3d/share/shaders/k3d_plank.sl:30:		  color specularcolor = 1;
k3d/share/shaders/k3d_plank.sl:31:		  float ringscale = 15, grainscale = 60;
k3d/share/shaders/k3d_plank.sl:32:		  float txtscale = 1;
k3d/share/shaders/k3d_plank.sl:33:		  color lightwood = color(0.57, 0.292, 0.125);
k3d/share/shaders/k3d_plank.sl:34:		  color darkwood = color(0.275, 0.15, 0.06);
k3d/share/shaders/k3d_plank.sl:35:		  color groovecolor = color(.05, .04, .015);
k3d/share/shaders/k3d_plank.sl:36:		  float plankwidth = .05, planklength = .75, groovewidth =
k3d/share/shaders/k3d_plank.sl:37:		  0.001; float plankvary = 0.8;
k3d/share/shaders/k3d_plank.sl:38:		  float grainy = 1, wavy = 0.08;)
k3d/share/shaders/k3d_plank.sl:40:#define snoise(x) (2 * (float noise((x))) - 1)
k3d/share/shaders/k3d_plank.sl:44:  float r, r2;
k3d/share/shaders/k3d_plank.sl:46:  float whichrow, whichplank;
k3d/share/shaders/k3d_plank.sl:47:  float swidth, twidth, fwidth, ss, tt, w, h, fade, ttt;
k3d/share/shaders/k3d_plank.sl:48:  color Ct, woodcolor;
k3d/share/shaders/k3d_plank.sl:49:  float groovy;
k3d/share/shaders/k3d_plank.sl:50:  float PGWIDTH, PGHEIGHT, GWF, GHF;
k3d/share/shaders/k3d_plank.sl:69:  whichrow = floor(ss);
k3d/share/shaders/k3d_plank.sl:73:  whichplank = floor(tt);
k3d/share/shaders/k3d_plank.sl:111:      r -= floor(r);
k3d/share/shaders/k3d_plank.sl:134:  woodcolor = mix(lightwood, darkwood, r);
k3d/share/shaders/k3d_plank.sl:136:  /* Add plank-to-plank variation in overall color */
k3d/share/shaders/k3d_plank.sl:137:  woodcolor *=
k3d/share/shaders/k3d_plank.sl:138:    (1 - plankvary / 2 + plankvary * (float noise(whichplank + 0.5)));
k3d/share/shaders/k3d_plank.sl:140:  Ct = mix(groovecolor, woodcolor, groovy);
k3d/share/shaders/k3d_plank.sl:148:	  specularcolor * Ks * specular(Nf, -normalize(I), roughness));
k3d/share/shaders/k3d_plastic.sl:9:surface k3d_plastic(float Ka = 1;
k3d/share/shaders/k3d_plastic.sl:10:		    float Kd = .5; float Ks = .5; float roughness = .1;
k3d/share/shaders/k3d_plastic.sl:11:		    color specularcolor = 1;
k3d/share/shaders/k3d_plastic.sl:16:  Ci = Os * (Cs * (Ka * ambient() + Kd * diffuse(Nf)) + specularcolor * Ks * specular(Nf, -normalize(I), roughness));
k3d/share/shaders/k3d_plastic2.sl:15:k3d_plastic2(float Ka = 1, Kd = 0.5, Ks = 0.5;
k3d/share/shaders/k3d_plastic2.sl:16:        float roughness = 0.1;
k3d/share/shaders/k3d_plastic2.sl:17:        color specularcolor = color (1,1,1))
k3d/share/shaders/k3d_plastic2.sl:24:         + specularcolor * Ks * specular(Nf, V, roughness));
k3d/share/shaders/k3d_pointlight.sl:9:light k3d_pointlight(float intensity = 3000;
k3d/share/shaders/k3d_pointlight.sl:10:		     color lightcolor = 1;
k3d/share/shaders/k3d_pointlight.sl:13:  illuminate(from) Cl = intensity * lightcolor / (L.L);
k3d/share/shaders/k3d_projectionmap_plastic.sl:17:// License along with this program; if not, write to the Free Software
k3d/share/shaders/k3d_projectionmap_plastic.sl:25:	float Ka = 1.0;
k3d/share/shaders/k3d_projectionmap_plastic.sl:26:	float Kd = 0.5;
k3d/share/shaders/k3d_projectionmap_plastic.sl:27:	float Ks = 0.5;
k3d/share/shaders/k3d_projectionmap_plastic.sl:28:	float roughness = 0.1;
k3d/share/shaders/k3d_projectionmap_plastic.sl:29:	color specularcolor = 1.0;
k3d/share/shaders/k3d_projectionmap_plastic.sl:31:	float s0 = 0.0;
k3d/share/shaders/k3d_projectionmap_plastic.sl:32:	float s1 = 1.0;
k3d/share/shaders/k3d_projectionmap_plastic.sl:33:	float t0 = 0.0;
k3d/share/shaders/k3d_projectionmap_plastic.sl:34:	float t1 = 1.0;
k3d/share/shaders/k3d_projectionmap_plastic.sl:36:	float xfreq = 1.0;
k3d/share/shaders/k3d_projectionmap_plastic.sl:37:	float yfreq = 1.0;
k3d/share/shaders/k3d_projectionmap_plastic.sl:38:	float xoffset = 0.0;
k3d/share/shaders/k3d_projectionmap_plastic.sl:39:	float yoffset = 0.0;
k3d/share/shaders/k3d_projectionmap_plastic.sl:42:	color Ct = color(1, 1, 1);
k3d/share/shaders/k3d_projectionmap_plastic.sl:43:	float Ot = 1;
k3d/share/shaders/k3d_projectionmap_plastic.sl:49:			float x = xfreq * (xcomp(Pshad) - xoffset + 0.5);
k3d/share/shaders/k3d_projectionmap_plastic.sl:50:			float y = yfreq * (ycomp(Pshad) - yoffset + 0.5);
k3d/share/shaders/k3d_projectionmap_plastic.sl:52:			float ss = mix(s0, s1, x);
k3d/share/shaders/k3d_projectionmap_plastic.sl:53:			float tt = mix(t1, t0, y);
k3d/share/shaders/k3d_projectionmap_plastic.sl:55:			Ct = color texture(texturename, ss, tt);
k3d/share/shaders/k3d_projectionmap_plastic.sl:56:			Ot = float texture(texturename[3], ss, tt);
k3d/share/shaders/k3d_projectionmap_plastic.sl:62:	Ci = Oi * Cs * Ct * (Ka * ambient() + Kd * diffuse(Nf)) + specularcolor * Ks * specular(Nf, V, roughness);
k3d/share/shaders/k3d_puffyclouds.sl:1:/* I took wave's lead and renamed starfield to KMPuffyclouds.sl -- tal@SpamSucks_cs.caltech.edu */
k3d/share/shaders/k3d_puffyclouds.sl:4: * puffyclouds.sl -- RenderMan compatible surface shader for puffy
k3d/share/shaders/k3d_puffyclouds.sl:5: *                   clouds.
k3d/share/shaders/k3d_puffyclouds.sl:8: *    Makes nice looking cumulous clouds like you would see in the sky
k3d/share/shaders/k3d_puffyclouds.sl:11: *    lighting into account.  If you wanted a lit surface that looked like
k3d/share/shaders/k3d_puffyclouds.sl:12: *    puffy clouds (like painted clouds on a wall), then it would be pretty
k3d/share/shaders/k3d_puffyclouds.sl:17: *    skycolor, cloudcolor - the obvious meanings
k3d/share/shaders/k3d_puffyclouds.sl:18: *    octaves, omega, lambda - control the fractal appearance of the clouds
k3d/share/shaders/k3d_puffyclouds.sl:19: *    threshold - fBm sum below this level is just blue sky
k3d/share/shaders/k3d_puffyclouds.sl:48:k3d_puffyclouds (float Ka = 0, Kd = 0;
k3d/share/shaders/k3d_puffyclouds.sl:49:	     float txtscale = 1;
k3d/share/shaders/k3d_puffyclouds.sl:50:	     color skycolor = color(.15, .15, .6);
k3d/share/shaders/k3d_puffyclouds.sl:51:	     color cloudcolor = color(1,1,1);
k3d/share/shaders/k3d_puffyclouds.sl:52:	     float octaves = 8, omega = 0.5, lambda = 2;
k3d/share/shaders/k3d_puffyclouds.sl:53:	     float threshold = 0;
k3d/share/shaders/k3d_puffyclouds.sl:56:  float value;
k3d/share/shaders/k3d_puffyclouds.sl:57:  color Ct;      /* Color of the surface */
k3d/share/shaders/k3d_puffyclouds.sl:59:  float i, a, l, o;
k3d/share/shaders/k3d_puffyclouds.sl:73:  Ct = mix (skycolor, cloudcolor, smoothstep (threshold, 1, value));
k3d/share/shaders/k3d_puffyclouds.sl:75:  /* Shade like matte, but use color Ct */
k3d/share/shaders/k3d_puffyclouds.sl:77:  Ci = Ct;   /* This makes the color disregard the lighting */
k3d/share/shaders/k3d_redapple.sl:14: * lines), and "t" running from pole to pole (like longditude). Apples
k3d/share/shaders/k3d_redapple.sl:15: * look best from the side, but work ok from the top, so long as you
k3d/share/shaders/k3d_redapple.sl:46:	float Ks = .25;           /* Specular reflection coeff.    */
k3d/share/shaders/k3d_redapple.sl:47:	float Kd = .5;            /* Diffuse reflection coeff.     */
k3d/share/shaders/k3d_redapple.sl:48:	float Ka = 1;             /* Ambient light coeff.          */
k3d/share/shaders/k3d_redapple.sl:49:	float Kr = .05;           /* Mirror-like reflection coeff. */
k3d/share/shaders/k3d_redapple.sl:50:	float roughness = .1;     /* Specular roughness param.     */
k3d/share/shaders/k3d_redapple.sl:51:	float label = 0;          /* Non-uniformity param.         */
k3d/share/shaders/k3d_redapple.sl:52:	float redness = 1;        /* Amount of 'redness' - higher  */
k3d/share/shaders/k3d_redapple.sl:55:	float txtscale = .05;     /* Ugly kludge (see above...)    */
k3d/share/shaders/k3d_redapple.sl:56:	color specularcolor = 1;  /* Specular reflection color     */
k3d/share/shaders/k3d_redapple.sl:64:	float base_turb, blotch_turb, disp_turb;
k3d/share/shaders/k3d_redapple.sl:65:	float small_noise, blotch, speck, disp = 0, blackness;
k3d/share/shaders/k3d_redapple.sl:66:	color cs, small_speckle, base_color, reflect;
k3d/share/shaders/k3d_redapple.sl:70:	 * Some nice colors for our red apple
k3d/share/shaders/k3d_redapple.sl:72:	color red   = color(0.52,0.00,0.00);
k3d/share/shaders/k3d_redapple.sl:73:	color dred  = color(0.40,0.00,0.00);
k3d/share/shaders/k3d_redapple.sl:74:	color green = color(0.76,0.80,0.37);
k3d/share/shaders/k3d_redapple.sl:75:	color brown = color(0.70,0.78,0.34);
k3d/share/shaders/k3d_redapple.sl:76:	color black = color(0.00,0.00,0.00);
k3d/share/shaders/k3d_redapple.sl:87:	 * Pick the base color for the apple.
k3d/share/shaders/k3d_redapple.sl:89:	 * The base color consists of patches of pure green,
k3d/share/shaders/k3d_redapple.sl:92:	 * goes to 1 or 0) are colored more and more green.
k3d/share/shaders/k3d_redapple.sl:95:	 * "t" are lines of longditude (from pole to pole).
k3d/share/shaders/k3d_redapple.sl:96:	 * The constants T1 - T4 specify locations of the
k3d/share/shaders/k3d_redapple.sl:102:	#define BASE_NOISE_AMP   0.2    /* small noise color mix amplitude */
k3d/share/shaders/k3d_redapple.sl:123:	base_color = spline(base_turb, green, green,
k3d/share/shaders/k3d_redapple.sl:129:	 * Pick the blotch color.
k3d/share/shaders/k3d_redapple.sl:131:	 * The blotch color is finally determined by mixing,
k3d/share/shaders/k3d_redapple.sl:132:	 * using the blotching coefficient "blotch". This
k3d/share/shaders/k3d_redapple.sl:136:	#define BLOTCH_SF          20   /* s-factor for blotches  */
k3d/share/shaders/k3d_redapple.sl:137:	#define BLOTCH_TF          15   /* t-factor for blotches  */
k3d/share/shaders/k3d_redapple.sl:140:	#define BLOTCH_SPECK_COEFF 0.3  /* blotch specking coeff  */
k3d/share/shaders/k3d_redapple.sl:141:	blotch_turb = noise(BLOTCH_SF*sin(2*PI*(s+.1234)) + PI + label,
k3d/share/shaders/k3d_redapple.sl:143:	blotch = pow(blotch_turb, 1.3) * BLOTCH_TCF * 
k3d/share/shaders/k3d_redapple.sl:145:	blotch = blotch * (1+small_noise) +
k3d/share/shaders/k3d_redapple.sl:147:	if (blotch > 1) blotch = 1;
k3d/share/shaders/k3d_redapple.sl:178:	 * color.
k3d/share/shaders/k3d_redapple.sl:180:	cs = mix(base_color, dred, blotch);
k3d/share/shaders/k3d_redapple.sl:234:	           specularcolor * (Kr * reflect +
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:17:	float result, signal, weight, i, exponent;

k3d/share/shaders/k3d_ripple.sl:13:k3d_ripple ( float amplitude = 1.0,

k3d/share/shaders/k3d_ripple.sl:18:  float ss, tt;

k3d/share/shaders/k3d_roughmetal.sl:19:surface k3d_roughmetal(float Ka = 1, Kd = 0.1, Ks = .9, roughness = 0.4;)
k3d/share/shaders/k3d_round.sl:10:k3d_round (float radius = .10 )
k3d/share/shaders/k3d_round.sl:12:	float	 uu,	/* distance in u to the nearest "vertical" edge */
k3d/share/shaders/k3d_round.sl:48:	 *  edge along u and/or v.
k3d/share/shaders/k3d_round.sl:57:		/* Make P be distance 'radius' along the line 
k3d/share/shaders/k3d_rubber.sl:11:	float	Ka		= 1.0, 
k3d/share/shaders/k3d_rubber.sl:16:		Ploc = transform("shader", P);  /* Move to shader space */
k3d/share/shaders/k3d_rubber.sl:17:	color	cout, white=1;
k3d/share/shaders/k3d_rubber.sl:20:	cout = mix(Cs, white, .05* (float noise(txtscale*Ploc)));
k3d/share/shaders/k3d_ruledpaper.sl:2: * EM_paper.sl -- loose leaf paper
k3d/share/shaders/k3d_ruledpaper.sl:5: *   Makes a patch look like a piece of loose-leaf paper with lines,
k3d/share/shaders/k3d_ruledpaper.sl:29: *   the paper(...) block so that they get calculated on initialisation
k3d/share/shaders/k3d_ruledpaper.sl:33: *   but in my day there's 7. I actually got a piece of loose-leaf paper
k3d/share/shaders/k3d_ruledpaper.sl:42:k3d_ruledpaper(float Ka = 1, Kd = 0.5, Ks = 0.5;
k3d/share/shaders/k3d_ruledpaper.sl:43:	float roughness = 0.1;
k3d/share/shaders/k3d_ruledpaper.sl:44:	color specularcolor = 1;
k3d/share/shaders/k3d_ruledpaper.sl:45:	float linestr = 1;
k3d/share/shaders/k3d_ruledpaper.sl:50:	float 	pw=21,
k3d/share/shaders/k3d_ruledpaper.sl:68:	// Circle center along page (ss coordinate system)
k3d/share/shaders/k3d_ruledpaper.sl:78:// calculates if it's inside the circle. If it is, the colour
k3d/share/shaders/k3d_ruledpaper.sl:85:			Oi = color(0,0,0);		\
k3d/share/shaders/k3d_ruledpaper.sl:90:    color tex;
k3d/share/shaders/k3d_ruledpaper.sl:91:    float ss,tt;
k3d/share/shaders/k3d_ruledpaper.sl:98:	// Use a nice handwrititng font and you can make it look like
k3d/share/shaders/k3d_ruledpaper.sl:101:		tex = color texture(texturename);
k3d/share/shaders/k3d_ruledpaper.sl:103:		tex = Cs; // Colour of paper
k3d/share/shaders/k3d_ruledpaper.sl:109:		tex = (tex*(1-linestr)) + (color(0.2,0.8,0.8) * linestr);
k3d/share/shaders/k3d_ruledpaper.sl:133:	if (Oi == color (0, 0, 0)) { Ci = 0; } else {
k3d/share/shaders/k3d_ruledpaper.sl:138:			specularcolor * Ks * specular(Nf, V, roughness));
k3d/share/shaders/k3d_rustymetal.sl:7: *   rusty, shade like rust colored matte, and also make it bumpy (like
k3d/share/shaders/k3d_rustymetal.sl:13: *   rustKa, rustKd, rustcolor - control the appearance of the rust.
k3d/share/shaders/k3d_rustymetal.sl:44:k3d_rustymetal (float metalKa = 1, metalKs = 1, metalroughness = .1;
k3d/share/shaders/k3d_rustymetal.sl:45:	    float rustKa = 1, rustKd = 1;
k3d/share/shaders/k3d_rustymetal.sl:46:	    color rustcolor = color (.437, .084, 0);
k3d/share/shaders/k3d_rustymetal.sl:47:	    float txtscale = 1;
k3d/share/shaders/k3d_rustymetal.sl:48:	    float rusty = 0.2;
k3d/share/shaders/k3d_rustymetal.sl:49:	    float rustbump = 0.035;
k3d/share/shaders/k3d_rustymetal.sl:55:  float i, sum = 0, a = 1;     /* Loop control for fractal sum */
k3d/share/shaders/k3d_rustymetal.sl:56:  float alimit;                /* Limit sum to do simple antialiasing */
k3d/share/shaders/k3d_rustymetal.sl:57:  float rustiness;             /* Result: how rusty is this point? */
k3d/share/shaders/k3d_rustymetal.sl:58:  color Cmetal = 0, Crust = 0; /* Computed colors of metal & rust */
k3d/share/shaders/k3d_rustymetal.sl:81:  /* If we have any rust, calculate the color of the rust, taking into
k3d/share/shaders/k3d_rustymetal.sl:86:      Crust = rustcolor * (rustKa*ambient() + rustKd*diffuse(Nf));
k3d/share/shaders/k3d_rustymetal.sl:88:  /* If we have any metal, calculate the color of the metal, using the
k3d/share/shaders/k3d_rustymetal.sl:97:  /* Now blend the metal and rust colors depending on the computed value
k3d/share/shaders/k3d_saturn.sl:9: *      When put on a sphere, sets the color to look like relatively
k3d/share/shaders/k3d_saturn.sl:43:k3d_saturn (float Ka = .5, Kd = .7;
k3d/share/shaders/k3d_saturn.sl:44:	  float dist_scale = .2;
k3d/share/shaders/k3d_saturn.sl:45:	  float offset = 0;
k3d/share/shaders/k3d_saturn.sl:46:	  float lat_scale = 0.95;
k3d/share/shaders/k3d_saturn.sl:47:	  float map_exp = 0;)
k3d/share/shaders/k3d_saturn.sl:51:  float latitude;
k3d/share/shaders/k3d_saturn.sl:52:  color Ct;
k3d/share/shaders/k3d_saturn.sl:70:  	/* Color map for Saturn */
k3d/share/shaders/k3d_saturn.sl:72:		color (.73, .598, .266),
k3d/share/shaders/k3d_saturn.sl:73:		color (.73, .598, .266),
k3d/share/shaders/k3d_saturn.sl:74:		color (1, .63, .332),
k3d/share/shaders/k3d_saturn.sl:75:		color (.598, .531, .266),
k3d/share/shaders/k3d_saturn.sl:76:		color (.863, .664, .332),
k3d/share/shaders/k3d_saturn.sl:77:		color (.797, .598, .332),
k3d/share/shaders/k3d_saturn.sl:78:		color (.73, .598, .266),
k3d/share/shaders/k3d_saturn.sl:79:		color (.461, .461, .461),
k3d/share/shaders/k3d_saturn.sl:80:		color (.332, .199, .266),
k3d/share/shaders/k3d_saturn.sl:81:		color (.332, .199, .266),
k3d/share/shaders/k3d_saturn.sl:82:		color (.332, .199, .266));
k3d/share/shaders/k3d_saturnring.sl:6: * varing colors and transparency.
k3d/share/shaders/k3d_saturnring.sl:39:surface k3d_saturnring (float Ka = 1.0, Kd = 1.0,
k3d/share/shaders/k3d_saturnring.sl:44:	float val;      /* length of PP */
k3d/share/shaders/k3d_saturnring.sl:45:	float relpos;   /* relative position of PP on disk 
k3d/share/shaders/k3d_saturnring.sl:47:	float oi = 0.0; /* Opacity holder */
k3d/share/shaders/k3d_saturnring.sl:48:	color cs;	    /* color holder */
k3d/share/shaders/k3d_saturnring.sl:49:	color dgrey = color (.266, .266, .266);      /* A shade of dark grey */
k3d/share/shaders/k3d_saturnring.sl:50:	color dyellow = color (.73, .664, .398);     /* A shade of dark yellow */
k3d/share/shaders/k3d_saturnring.sl:51:	color dpink = color (.664, .465,  .465);     /* A shade of dark pink */
k3d/share/shaders/k3d_saturnring.sl:52:	color mutedgreen = color (.531, .531, .398); /* A shade of muted green */
k3d/share/shaders/k3d_saturnring.sl:70:		oi =  (relpos + snoise (40* relpos) - floor(relpos) );
k3d/share/shaders/k3d_saturnring.sl:96:			cs = dyellow;	
k3d/share/shaders/k3d_scartissue.sl:8:	float	Ks			=  2, 
k3d/share/shaders/k3d_scartissue.sl:15:	uniform float i, freq = 2.0, offset = 0;
k3d/share/shaders/k3d_scartissue.sl:16:	float nz = 0;
k3d/share/shaders/k3d_scartissue.sl:17:	color light = color (1,.3,.2);
k3d/share/shaders/k3d_scartissue.sl:18:	color dark = color (.015,.02,.02);
k3d/share/shaders/k3d_scartissue.sl:19:	color base;
k3d/share/shaders/k3d_screen.sl:6: *   Makes a surface that looks like a metal screen.  Strips of metal run
k3d/share/shaders/k3d_screen.sl:11: *   Ka, Kd, Ks, roughness, specularcolor - work just like the plastic shader
k3d/share/shaders/k3d_screen.sl:24:surface k3d_screen(float Ka = 1, Kd = 0.75, Ks = 0.4, roughness = 0.1;
k3d/share/shaders/k3d_screen.sl:25:		   color specularcolor = 1;
k3d/share/shaders/k3d_screen.sl:26:		   float density = 0.25, frequency = 20;)
k3d/share/shaders/k3d_screen.sl:36:	      specularcolor * Ks * specular(Nf, -normalize(I), roughness));
k3d/share/shaders/k3d_screen_aa.sl:5: *   Makes a surface that looks like a metal screen.  Strips of metal run
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:30:surface k3d_screen_aa(float Ka = 1, Kd = 0.75, Ks = 0.4, roughness = 0.1;
k3d/share/shaders/k3d_screen_aa.sl:31:		      color specularcolor = 1;
k3d/share/shaders/k3d_screen_aa.sl:32:		      float density = 0.25, frequency = 20;)
k3d/share/shaders/k3d_screen_aa.sl:36:  float d;			/* Density at the sample point */
k3d/share/shaders/k3d_screen_aa.sl:37:  float ss, tt;			/* s,t, parameters in phase */
k3d/share/shaders/k3d_screen_aa.sl:38:  float swidth, twidth, GWF, w, h;
k3d/share/shaders/k3d_screen_aa.sl:79:	      specularcolor * Ks * specular(Nf, -IN, roughness));
k3d/share/shaders/k3d_sdixon.sl:10:	float	Ka		= 1.0, 
k3d/share/shaders/k3d_sdixon.sl:14:	color	green 		= color(0, .2, 0), 
k3d/share/shaders/k3d_sdixon.sl:15:		yellow 		= color(.56, .23, 0);
k3d/share/shaders/k3d_sdixon.sl:20:	float ink;
k3d/share/shaders/k3d_sdixon.sl:21:	color cout;
k3d/share/shaders/k3d_sdixon.sl:24:	 *   metallic-green ink to a matte-yellow background. */
k3d/share/shaders/k3d_sdixon.sl:29: 	/* Use ink to mix yellow and green */
k3d/share/shaders/k3d_sdixon.sl:30:	cout = mix(yellow, green, ink); 					 
k3d/share/shaders/k3d_sdixon.sl:32:	/* Compute the output color. Notice that as ink goes from zero to
k3d/share/shaders/k3d_shadowdistant_rim.sl:5:    float  intensity=1 ;
k3d/share/shaders/k3d_shadowdistant_rim.sl:6:    color  lightcolor=1 ; 
k3d/share/shaders/k3d_shadowdistant_rim.sl:10:    float samples=16;
k3d/share/shaders/k3d_shadowdistant_rim.sl:11:    float width=1;
k3d/share/shaders/k3d_shadowdistant_rim.sl:12:    float __rimlight = 0;
k3d/share/shaders/k3d_shadowdistant_rim.sl:13:    float __nonspecular = 1;
k3d/share/shaders/k3d_shadowdistant_rim.sl:14:    float __nondiffuse = 1;
k3d/share/shaders/k3d_shadowdistant_rim.sl:18:        Cl = intensity * lightcolor;
k3d/share/shaders/k3d_shadowspot.sl:9:	float intensity	= 1;
k3d/share/shaders/k3d_shadowspot.sl:10:	color lightcolor = 1;
k3d/share/shaders/k3d_shadowspot.sl:13:	float coneangle	= radians(30);
k3d/share/shaders/k3d_shadowspot.sl:14:	float conedeltaangle = radians(5);
k3d/share/shaders/k3d_shadowspot.sl:15:	float beamdistribution = 2;
k3d/share/shaders/k3d_shadowspot.sl:17:	float samples = 16;
k3d/share/shaders/k3d_shadowspot.sl:18:	float blur = 0.01;
k3d/share/shaders/k3d_shadowspot.sl:19:	float bias = 0.01; )
k3d/share/shaders/k3d_shadowspot.sl:22:	float	cosoutside= cos(coneangle),
k3d/share/shaders/k3d_shadowspot.sl:24:	float	attenuation, 	/* falloff from center of illumination cone */
k3d/share/shaders/k3d_shadowspot.sl:33:		Cl = attenuation * intensity * lightcolor;
k3d/share/shaders/k3d_shifteddrtile.sl:16: *	cstate1 - foreground color
k3d/share/shaders/k3d_shifteddrtile.sl:17: *	specularcolor - color of specular highlight
k3d/share/shaders/k3d_shifteddrtile.sl:33:#define smoothPulse(a, b, fuzz, loc) \
k3d/share/shaders/k3d_shifteddrtile.sl:34:	(smoothstep (a-fuzz, a+fuzz, loc) - \
k3d/share/shaders/k3d_shifteddrtile.sl:35:	smoothstep (b-fuzz, b+fuzz, loc) )
k3d/share/shaders/k3d_shifteddrtile.sl:41:	(floor((pos) * freq) )
k3d/share/shaders/k3d_shifteddrtile.sl:48:	uniform float Ka = 1;
k3d/share/shaders/k3d_shifteddrtile.sl:49:	uniform float Kd = .5;
k3d/share/shaders/k3d_shifteddrtile.sl:50:	uniform float Ks = .5;
k3d/share/shaders/k3d_shifteddrtile.sl:51:	uniform float roughness = .1;
k3d/share/shaders/k3d_shifteddrtile.sl:52:	uniform float fuzz = .025;          /* amount to blur edge */
k3d/share/shaders/k3d_shifteddrtile.sl:53:	uniform float innerRadius = 0.3;    /* inner ring */
k3d/share/shaders/k3d_shifteddrtile.sl:54:	uniform float outerRadius = 0.45;   /* outer ring */
k3d/share/shaders/k3d_shifteddrtile.sl:55:	uniform float sfreq = 4.0;          /* # of tiles in s */
k3d/share/shaders/k3d_shifteddrtile.sl:56:	uniform float tfreq = 4.0;          /* # of tiles in t */
k3d/share/shaders/k3d_shifteddrtile.sl:57:	uniform color cstate1 = color(1, 0, 0);  /* foreground color */
k3d/share/shaders/k3d_shifteddrtile.sl:58:	uniform color specularcolor = 1;)
k3d/share/shaders/k3d_shifteddrtile.sl:62:	color surfColor;   /* Color of surface */ 
k3d/share/shaders/k3d_shifteddrtile.sl:63:	float mix_opacity; /* How much to mix between the surfaces */
k3d/share/shaders/k3d_shifteddrtile.sl:64:	float ss, tt;      /* tiled s, t */
k3d/share/shaders/k3d_shifteddrtile.sl:65:	float row, col;    /* used to determine which tile we are in */
k3d/share/shaders/k3d_shifteddrtile.sl:66:	float d;           /* distance from center of current tile */
k3d/share/shaders/k3d_shifteddrtile.sl:67:	float wasOdd;      /* True if test was odd */
k3d/share/shaders/k3d_shifteddrtile.sl:71:	surfColor = Cs;
k3d/share/shaders/k3d_shifteddrtile.sl:96:	surfColor = mix (surfColor, cstate1, mix_opacity);
k3d/share/shaders/k3d_shifteddrtile.sl:100:	Ci = Os * (surfColor * (Ka*ambient() + Kd*diffuse(Nf)) +
k3d/share/shaders/k3d_shifteddrtile.sl:101:	      specularcolor * Ks*specular(Nf,-normalize(I),roughness));
k3d/share/shaders/k3d_shiftedmoontile.sl:15: *	cstate1 - Color of disk
k3d/share/shaders/k3d_shiftedmoontile.sl:16: *	specularcolor - color of specular highlight
k3d/share/shaders/k3d_shiftedmoontile.sl:28:#define smoothPulse(a, b, fuzz, loc) \
k3d/share/shaders/k3d_shiftedmoontile.sl:29:	(smoothstep (a-fuzz, a+fuzz, loc) - \
k3d/share/shaders/k3d_shiftedmoontile.sl:30:	smoothstep (b-fuzz, b+fuzz, loc) )
k3d/share/shaders/k3d_shiftedmoontile.sl:36:	(floor((pos) * freq) )
k3d/share/shaders/k3d_shiftedmoontile.sl:45:	uniform float Ka = 1;
k3d/share/shaders/k3d_shiftedmoontile.sl:46:	uniform float Kd = .5;
k3d/share/shaders/k3d_shiftedmoontile.sl:47:	uniform float Ks = .5;
k3d/share/shaders/k3d_shiftedmoontile.sl:48:	uniform float roughness = .1;
k3d/share/shaders/k3d_shiftedmoontile.sl:49:	uniform float fuzz = .02;
k3d/share/shaders/k3d_shiftedmoontile.sl:50:	uniform float radius = 0.45;
k3d/share/shaders/k3d_shiftedmoontile.sl:51:	uniform float sfreq = 4.0;
k3d/share/shaders/k3d_shiftedmoontile.sl:52:	uniform float tfreq = 4.0;
k3d/share/shaders/k3d_shiftedmoontile.sl:54:	uniform color cstate1 = color(1, 0, 0);
k3d/share/shaders/k3d_shiftedmoontile.sl:55:	uniform color specularcolor = 1;)
k3d/share/shaders/k3d_shiftedmoontile.sl:59:	color surfColor;         /* Color of surface */
k3d/share/shaders/k3d_shiftedmoontile.sl:60:	float mix_opacity;       /* How much to mix between the surfaces */
k3d/share/shaders/k3d_shiftedmoontile.sl:61:	float circle1, circle2;  /* True if in circle1, circle2 */
k3d/share/shaders/k3d_shiftedmoontile.sl:62:	float ss, tt;            /* Tile coordinates */
k3d/share/shaders/k3d_shiftedmoontile.sl:63:	float row, col;          /* Location in tiles */
k3d/share/shaders/k3d_shiftedmoontile.sl:64:	float d, d2;             /* Point distance from circle1, circle2 */
k3d/share/shaders/k3d_shiftedmoontile.sl:67:	surfColor = Cs;
k3d/share/shaders/k3d_shiftedmoontile.sl:85:	surfColor = mix (surfColor, cstate1, mix_opacity);
k3d/share/shaders/k3d_shiftedmoontile.sl:88:	Ci = Os * (surfColor * (Ka*ambient() + Kd*diffuse(Nf)) +
k3d/share/shaders/k3d_shiftedmoontile.sl:89:	      specularcolor * Ks*specular(Nf,-normalize(I),roughness));
k3d/share/shaders/k3d_shiny.sl:33:surface k3d_shiny(float Ka = 1, Kd = 0.1, Ks = 1, roughness = 0.2;
k3d/share/shaders/k3d_shiny.sl:34:		  float Kr = 0.8, blur = 0; DECLARE_DEFAULTED_ENVPARAMS;
k3d/share/shaders/k3d_shiny.sl:35:		  float twosided = 0;)
k3d/share/shaders/k3d_shinymetal.sl:10:surface k3d_shinymetal(float Ka = 1;
k3d/share/shaders/k3d_shinymetal.sl:11:		       float Ks = 1; float Kr = 1; float roughness = .1;
k3d/share/shaders/k3d_shinymetal.sl:16:  color env;
k3d/share/shaders/k3d_shinymetal.sl:24:    env = Kr * color environment(texturename, D);
k3d/share/shaders/k3d_shinyplastic.sl:27:surface k3d_shinyplastic(float Ka = 1, Kd = 0.5, Ks = .5, roughness = 0.1;
k3d/share/shaders/k3d_shinyplastic.sl:28:			 float Kr = 1, blur = 0, ior = 1.5;
k3d/share/shaders/k3d_shinyplastic.sl:30:			 float twosided = 0;
k3d/share/shaders/k3d_show_st.sl:3:/* Listing 16.11  Shader mapping texture-space coordinates to colors */
k3d/share/shaders/k3d_show_st.sl:6: * show_st(): color surface point according to its s,t coordinates.
k3d/share/shaders/k3d_show_st.sl:11:	Ci = color(s, t, 0);
k3d/share/shaders/k3d_skin1.sl:18: * skincolor, skinmap = the color of the skin. Using a map overrides original skincolor
k3d/share/shaders/k3d_skin1.sl:19: * color value.
k3d/share/shaders/k3d_skin1.sl:20: * sheencolor, shinmap = the color of the skin at grazing angles. Using a map overrides
k3d/share/shaders/k3d_skin1.sl:21: * original sheencolor color value.
k3d/share/shaders/k3d_skin1.sl:26: * Oily,oilmap = controls how oily the skin looks. Use a grayscale map to contol
k3d/share/shaders/k3d_skin1.sl:34: * #include "locilum.h" and #include "noises.h".
k3d/share/shaders/k3d_skin1.sl:36: * "locIllum.h" file
k3d/share/shaders/k3d_skin1.sl:53: /*---------FROM BMRT's locillum.h-----
k3d/share/shaders/k3d_skin1.sl:54: * Greg Ward Larson's anisotropic specular local illumination model.
k3d/share/shaders/k3d_skin1.sl:60:color
k3d/share/shaders/k3d_skin1.sl:62:                         vector xdir;  float xroughness, yroughness;)
k3d/share/shaders/k3d_skin1.sl:64:    float sqr (float x) { return x*x; }
k3d/share/shaders/k3d_skin1.sl:66:    float cos_theta_r = clamp (N.V, 0.0001, 1);
k3d/share/shaders/k3d_skin1.sl:70:    color C = 0;
k3d/share/shaders/k3d_skin1.sl:74:  extern vector L;  extern color Cl; 
k3d/share/shaders/k3d_skin1.sl:75:  float nonspec = 0;
k3d/share/shaders/k3d_skin1.sl:79:      float cos_theta_i = LN . N;
k3d/share/shaders/k3d_skin1.sl:82:    float rho = exp (-2 * (sqr(X.H) + sqr(Y.H)) / (1 + H.N))
k3d/share/shaders/k3d_skin1.sl:89:}    /*---locillum.h ends---*/
k3d/share/shaders/k3d_skin1.sl:95: * appearence generall similar to that of skin.  Based on phenomenological 
k3d/share/shaders/k3d_skin1.sl:105:float phase(vector v1, v2; float g) {
k3d/share/shaders/k3d_skin1.sl:106:  float costheta = -v1 . v2;
k3d/share/shaders/k3d_skin1.sl:114:   and the thickness of the volume, use the closed-form single-scattering
k3d/share/shaders/k3d_skin1.sl:117:float singleScatter(vector wi, wo; normal n; float g, albedo, thickness) {
k3d/share/shaders/k3d_skin1.sl:118:    float win = abs(wi . n);
k3d/share/shaders/k3d_skin1.sl:119:    float won = abs(wo . n);
k3d/share/shaders/k3d_skin1.sl:125:vector efresnel(vector II; normal NN; float eta; output float Kr, Kt;) {
k3d/share/shaders/k3d_skin1.sl:134:   surface normal information, the base color of the skin, a
k3d/share/shaders/k3d_skin1.sl:135:   color for an oily surface sheen.
k3d/share/shaders/k3d_skin1.sl:137:color subsurfaceSkin(vector Vf; normal Nn; color skinColor, sheenColor;
k3d/share/shaders/k3d_skin1.sl:138:                     float eta, thickness) {
k3d/share/shaders/k3d_skin1.sl:140:  float Kr, Kt, Kr2, Kt2;
k3d/share/shaders/k3d_skin1.sl:141:  color C = 0;
k3d/share/shaders/k3d_skin1.sl:150:    C += Kr * sheenColor * Cl * (Ln . Nn) * pow(H . Nn, 4.);
k3d/share/shaders/k3d_skin1.sl:151:      C += Kr * sheenColor * Cl * (Ln . Nn) * .2;
k3d/share/shaders/k3d_skin1.sl:154:      C += skinColor * Cl * (Ln . Nn) * Kt * Kt2 * 
k3d/share/shaders/k3d_skin1.sl:164:#define snoise(p) (2 * (float noise(p)) - 1)
k3d/share/shaders/k3d_skin1.sl:171:  float Kd = .1;
k3d/share/shaders/k3d_skin1.sl:172:  color skincolor = color (0.7, 0.56, 0.52);
k3d/share/shaders/k3d_skin1.sl:174:  color sheenColor = 1.;
k3d/share/shaders/k3d_skin1.sl:176:  float blemishfreq  = 12,
k3d/share/shaders/k3d_skin1.sl:180:  float eta = 1.01,
k3d/share/shaders/k3d_skin1.sl:183:  float angle = 180;
k3d/share/shaders/k3d_skin1.sl:184:  float oily = 1.5;
k3d/share/shaders/k3d_skin1.sl:186:  float xroughness = .3,
k3d/share/shaders/k3d_skin1.sl:188:  float poresfreq = 60,
k3d/share/shaders/k3d_skin1.sl:194:  /* initialize local variables*/
k3d/share/shaders/k3d_skin1.sl:198:  color sc , lc;
k3d/share/shaders/k3d_skin1.sl:199:  float lo;
k3d/share/shaders/k3d_skin1.sl:201:  float turb, f;
k3d/share/shaders/k3d_skin1.sl:202:  float maxfreq = 8;
k3d/share/shaders/k3d_skin1.sl:204:  color Cskin = skincolor;
k3d/share/shaders/k3d_skin1.sl:205:  color Csheen = sheenColor;
k3d/share/shaders/k3d_skin1.sl:206:  float oilVal = oily;
k3d/share/shaders/k3d_skin1.sl:224:   * you can use an image map for the color of the skin and the sheen.
k3d/share/shaders/k3d_skin1.sl:225:   * If the map is not provided use defined colors*/
k3d/share/shaders/k3d_skin1.sl:228:      Cskin = color texture(skinmap);
k3d/share/shaders/k3d_skin1.sl:231:      Csheen = color texture(sheenmap);
k3d/share/shaders/k3d_skin1.sl:245:  color red01 = Cskin + 0.05,
k3d/share/shaders/k3d_skin1.sl:251:  color blemishcol = color spline ( turb,
k3d/share/shaders/k3d_skin1.sl:265:  lo = 1 * (blemishopac) ;
k3d/share/shaders/k3d_skin1.sl:268:      lo *= float texture (blemishmap);
k3d/share/shaders/k3d_skin1.sl:270:  sc = mix (sc,lc,lo);
k3d/share/shaders/k3d_skin1.sl:286:      oilVal *= float texture(oilmap);
k3d/share/shaders/k3d_skin2.sl:10: * appearence generall similar to that of skin.  Based on phenomenological 
k3d/share/shaders/k3d_skin2.sl:24:float phase(vector v1, v2; float g) {
k3d/share/shaders/k3d_skin2.sl:25:	float costheta = -v1 . v2;
k3d/share/shaders/k3d_skin2.sl:33:   and the thickness of the volume, use the closed-form single-scattering
k3d/share/shaders/k3d_skin2.sl:36:float singleScatter(vector wi, wo; normal n; float g, albedo, thickness) {
k3d/share/shaders/k3d_skin2.sl:37:    float win = abs(wi . n);
k3d/share/shaders/k3d_skin2.sl:38:    float won = abs(wo . n);
k3d/share/shaders/k3d_skin2.sl:45:vector efresnel(vector II; normal NN; float eta; output float Kr, Kt;) {
k3d/share/shaders/k3d_skin2.sl:55:   surface normal information, the base color of the skin, a
k3d/share/shaders/k3d_skin2.sl:56:   color for an oily surface sheen, the ratio of the indices of 
k3d/share/shaders/k3d_skin2.sl:59:   skin), and the overall thickness of the skin layer.  Then loops
k3d/share/shaders/k3d_skin2.sl:61:   skin color.
k3d/share/shaders/k3d_skin2.sl:63:color subsurfaceSkin(vector Vf; normal Nn; color skinColor, sheenColor;
k3d/share/shaders/k3d_skin2.sl:64:                     float eta, thickness) {
k3d/share/shaders/k3d_skin2.sl:66:	float Kr, Kt, Kr2, Kt2;
k3d/share/shaders/k3d_skin2.sl:67:	color C = 0;
k3d/share/shaders/k3d_skin2.sl:76:		C += Kr * sheenColor * Cl * (Ln . Nn) * pow(H . Nn, 4.);
k3d/share/shaders/k3d_skin2.sl:77:	    C += Kr * sheenColor * Cl * (Ln . Nn) * .2;
k3d/share/shaders/k3d_skin2.sl:80:	    C += skinColor * Cl * (Ln . Nn) * Kt * Kt2 * 
k3d/share/shaders/k3d_skin2.sl:89:   above.  Uses Cs for the basic color of the skin (.8, .5, .5) works
k3d/share/shaders/k3d_skin2.sl:92:surface k3d_skin2(color Ka = .5; color sheenColor = 1.;
k3d/share/shaders/k3d_skin2.sl:93:             float eta = 1./1.4, thickness = .5) {
k3d/share/shaders/k3d_skin2.sl:98:	Ci = Os * subsurfaceSkin(Vf, Nn, Cs, sheenColor, eta, thickness);
k3d/share/shaders/k3d_skymetal.sl:16:  float Ka = 1, Ks = 1, Kr = .2;
k3d/share/shaders/k3d_skymetal.sl:17:  float roughness = .1;
k3d/share/shaders/k3d_skymetal.sl:25:	color refl;
k3d/share/shaders/k3d_skymetal.sl:26:	float costheta;
k3d/share/shaders/k3d_skymetal.sl:28:	color sky_zenith = color (0.125, 0.162, 0.5);
k3d/share/shaders/k3d_skymetal.sl:29:	color sky_horiz = color (.4, .45, .8);
k3d/share/shaders/k3d_skymetal.sl:30:	color land_horiz = color (.0281, 0.0287, 0.0220);
k3d/share/shaders/k3d_skymetal.sl:31:	color land_zenith = color (0, 0, 0);
k3d/share/shaders/k3d_slateroof.sl:5:	introduce a slate color onto roof tiles, making the last row of tiles
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:9:	introduces a random color variation so that one tile will be lighter or
k3d/share/shaders/k3d_slateroof.sl:22: 	maxcolorvary: the maximum amount by which the color of a slate can vary from the 
k3d/share/shaders/k3d_slateroof.sl:24: 	txtscale: a scaling factor for the slate coloration - the larger txtscale 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:48:k3d_slateroof(  float 	Ka = .2,
k3d/share/shaders/k3d_slateroof.sl:55:							maxcolorvary = .2,
k3d/share/shaders/k3d_slateroof.sl:58:	/* sfreq and tfreq must not be below 3 */				   
k3d/share/shaders/k3d_slateroof.sl:61:   uniform float swidth = 1 / sfreq, 		/* Tile width in the s directio */
k3d/share/shaders/k3d_slateroof.sl:65:   float scoord = s, tcoord = 1 - t; 		/* re map the t coord so that the coving is at the top */
k3d/share/shaders/k3d_slateroof.sl:66:	float stile, ttile, 							/* An integer identifying the current tile */
k3d/share/shaders/k3d_slateroof.sl:70:   float add, 										/* Add, between 0 and 1, hold the amount the current tile overlaps the next */
k3d/share/shaders/k3d_slateroof.sl:76:   uniform 	float colorfactor = 3.276 * factor;	/* Used in noise calculations */	
k3d/share/shaders/k3d_slateroof.sl:77:   color 	Ct = 0;								/* A temporary color variable */
k3d/share/shaders/k3d_slateroof.sl:78:	float 	colorvary = 0,				    	/* the random amount by which a tile is lightened or darkened */
k3d/share/shaders/k3d_slateroof.sl:79:				newcolorvary, ocolorvary, ns;
k3d/share/shaders/k3d_slateroof.sl:90:   s_offset = stile - floor(stile);
k3d/share/shaders/k3d_slateroof.sl:91:   t_offset = ttile - floor(ttile);
k3d/share/shaders/k3d_slateroof.sl:92:   stile = floor(stile);
k3d/share/shaders/k3d_slateroof.sl:93:   ttile = floor(ttile);
k3d/share/shaders/k3d_slateroof.sl:112:	ocolorvary = (noise(cs * colorfactor, ct * colorfactor) - 1) * 2 * maxcolorvary;
k3d/share/shaders/k3d_slateroof.sl:113:	colorvary = ocolorvary;
k3d/share/shaders/k3d_slateroof.sl:140:			 * the row below */
k3d/share/shaders/k3d_slateroof.sl:145:			news_offset = newstile - floor(newstile);
k3d/share/shaders/k3d_slateroof.sl:146:			newstile = floor(newstile);
k3d/share/shaders/k3d_slateroof.sl:154:			newcolorvary =  (noise(cs * colorfactor, ct * colorfactor) - 1) * 2 * maxcolorvary;
k3d/share/shaders/k3d_slateroof.sl:164:					colorvary = newcolorvary; 
k3d/share/shaders/k3d_slateroof.sl:181:		colorvary = ocolorvary;
k3d/share/shaders/k3d_slateroof.sl:182:	/*printf("#dispo = %f, disp = %f, colorvary = %f\n",dispo,disp,colorvary); */
k3d/share/shaders/k3d_slateroof.sl:185:	Ct = color spline( 	ns, 
k3d/share/shaders/k3d_slateroof.sl:186:			color( .41, .44, .60),
k3d/share/shaders/k3d_slateroof.sl:187:			color( .65, .70, .82),
k3d/share/shaders/k3d_slateroof.sl:188:			color( .39, .31, .35),
k3d/share/shaders/k3d_slateroof.sl:189:			color( .50, .41, .53),
k3d/share/shaders/k3d_slateroof.sl:190:			color( .47, .47, .63));
k3d/share/shaders/k3d_slateroof.sl:191:	Ct = Ct * (1 + colorvary);
k3d/share/shaders/k3d_slateroofd.sl:27:		the t direction so that it overlaps the tile 'below' it. No randomness
k3d/share/shaders/k3d_slateroofd.sl:32:		sloping towards zero at the top of the tile. It then looks to see if the
k3d/share/shaders/k3d_slateroofd.sl:44:k3d_slateroofd(  float 	Km = 1.0,
k3d/share/shaders/k3d_slateroofd.sl:51:/* sfreq and tfreq must not be below 3 */				   
k3d/share/shaders/k3d_slateroofd.sl:54:   uniform float swidth = 1 / sfreq, 		/* Tile width in the s directio */
k3d/share/shaders/k3d_slateroofd.sl:57:   float scoord = s, tcoord = 1 - t; 		/* re map the t coord so that the coving is at the top */
k3d/share/shaders/k3d_slateroofd.sl:58:   float stile, ttile, 							/* An integer identifying the current tile */
k3d/share/shaders/k3d_slateroofd.sl:62:   float add,	 									/* Add, between 0 and 1, hold the amount the current tile overlaps the next */
k3d/share/shaders/k3d_slateroofd.sl:70:	float spacescale = length(vtransform("shader", Nf));
k3d/share/shaders/k3d_slateroofd.sl:81:   s_offset = stile - floor(stile);
k3d/share/shaders/k3d_slateroofd.sl:82:   t_offset = ttile - floor(ttile);
k3d/share/shaders/k3d_slateroofd.sl:83:   stile = floor(stile);
k3d/share/shaders/k3d_slateroofd.sl:84:   ttile = floor(ttile);
k3d/share/shaders/k3d_slateroofd.sl:132:		 			the row below */
k3d/share/shaders/k3d_slateroofd.sl:137:			news_offset = newstile - floor(newstile);
k3d/share/shaders/k3d_slateroofd.sl:138:			newstile = floor(newstile);
k3d/share/shaders/k3d_slideprojector.sl:1:light k3d_slideprojector(float intensity = 2000;
k3d/share/shaders/k3d_slideprojector.sl:2:			 color lightcolor = 1;
k3d/share/shaders/k3d_slideprojector.sl:5:			 point up = point(0, 1, 0); float coneangle = 45;
k3d/share/shaders/k3d_slideprojector.sl:6:			 float conedeltaangle = 5; float beamdistribution = 2;
k3d/share/shaders/k3d_slideprojector.sl:14:  uniform float rconeangle = radians(coneangle) * 0.5;
k3d/share/shaders/k3d_slideprojector.sl:15:  uniform float rconedeltaangle = radians(conedeltaangle);
k3d/share/shaders/k3d_slideprojector.sl:16:  uniform float spread = 1 / tan(rconeangle);
k3d/share/shaders/k3d_slideprojector.sl:18:  float attenuation, cosangle;
k3d/share/shaders/k3d_slideprojector.sl:19:  float Pt, Pu, Pv, sloc, tloc;
k3d/share/shaders/k3d_slideprojector.sl:21:  color Ct;
k3d/share/shaders/k3d_slideprojector.sl:30:    sloc = spread * Pu / Pt;
k3d/share/shaders/k3d_slideprojector.sl:31:    tloc = spread * Pv / Pt;
k3d/share/shaders/k3d_slideprojector.sl:32:    sloc = sloc * .5 + .5;
k3d/share/shaders/k3d_slideprojector.sl:33:    tloc = tloc * -.5 + .5;
k3d/share/shaders/k3d_slideprojector.sl:47:	Ct = color texture(slidename, sloc, tloc);
k3d/share/shaders/k3d_slideprojector.sl:50:    Cl = attenuation * intensity * lightcolor * Ct;
k3d/share/shaders/k3d_smoke.sl:10: *          to block light from behind it.
k3d/share/shaders/k3d_smoke.sl:13: *   integstart, integend - bounds along the viewing ray direction of the
k3d/share/shaders/k3d_smoke.sl:36:		  uniform float smokevary, smokefreq, smokeoctaves;
k3d/share/shaders/k3d_smoke.sl:37:		  float stepsize;
k3d/share/shaders/k3d_smoke.sl:38:		  output color Lscatter; output float smoke)
k3d/share/shaders/k3d_smoke.sl:43:    extern color Cl;
k3d/share/shaders/k3d_smoke.sl:44:    float foglight = 1;
k3d/share/shaders/k3d_smoke.sl:68:/* Return a component-by-component exp() of a color */
k3d/share/shaders/k3d_smoke.sl:69:color
k3d/share/shaders/k3d_smoke.sl:70:colorexp(color C)
k3d/share/shaders/k3d_smoke.sl:72:  return color(exp(comp(C, 0)), exp(comp(C, 1)), exp(comp(C, 2)));
k3d/share/shaders/k3d_smoke.sl:77:volume k3d_smoke(float opacdensity = 1, lightdensity = 1;
k3d/share/shaders/k3d_smoke.sl:78:		 float integstart = 0, integend = 100;
k3d/share/shaders/k3d_smoke.sl:79:		 float stepsize = 0.1, maxsteps = 100;
k3d/share/shaders/k3d_smoke.sl:80:		 color scatter = 1;	/* for sky, try (1, 2.25, 21) */
k3d/share/shaders/k3d_smoke.sl:81:		 float smokeoctaves = 0, smokefreq = 1, smokevary = 1;)
k3d/share/shaders/k3d_smoke.sl:85:  float dtau, last_dtau;
k3d/share/shaders/k3d_smoke.sl:86:  color li, last_li;
k3d/share/shaders/k3d_smoke.sl:89:  float d = integstart + random() * stepsize;
k3d/share/shaders/k3d_smoke.sl:94:  float end = min(length(I), integend) - 0.0001;
k3d/share/shaders/k3d_smoke.sl:95:  float ss = min(stepsize, end - d);
k3d/share/shaders/k3d_smoke.sl:96:  /* Get the in-scattered light and the local smoke density for the
k3d/share/shaders/k3d_smoke.sl:102:  color Cv = 0, Ov = 0;		/* color & opacity of volume that we accumulate */
k3d/share/shaders/k3d_smoke.sl:105:      /* Take a step and get the local scattered light and smoke density */
k3d/share/shaders/k3d_smoke.sl:111:      /* Find the blocking and light scattering contribution of 
k3d/share/shaders/k3d_smoke.sl:114:      float tau = opacdensity * ss / 2 * (dtau + last_dtau);
k3d/share/shaders/k3d_smoke.sl:115:      color lighttau =
k3d/share/shaders/k3d_smoke.sl:120:      Ov += (1 - Ov) * (1 - colorexp(-tau * scatter));
k3d/share/shaders/k3d_smoke.sl:125:  /* Ci & Oi are the color and opacity of the background element.
k3d/share/shaders/k3d_smoke2.sl:3: * random() as it made my animation look to funky -- tal 9/4/96
k3d/share/shaders/k3d_smoke2.sl:11: *   integstart, integend - bounds along the viewing ray direction of the
k3d/share/shaders/k3d_smoke2.sl:14: *   use_lighting - if nonzero, light visibility along the ray will be taken
k3d/share/shaders/k3d_smoke2.sl:36: * Eliminated duplicate local variable declarations
k3d/share/shaders/k3d_smoke2.sl:77:k3d_smoke2 (float density = 60;
k3d/share/shaders/k3d_smoke2.sl:78:	    float integstart = 0, integend = 100;
k3d/share/shaders/k3d_smoke2.sl:79:	    float stepsize = 0.1;
k3d/share/shaders/k3d_smoke2.sl:80:	    float debug = 0;
k3d/share/shaders/k3d_smoke2.sl:81:	    float use_lighting = 1;
k3d/share/shaders/k3d_smoke2.sl:82:	    float use_noise = 1;
k3d/share/shaders/k3d_smoke2.sl:83:	    color scatter = 1;   /* for sky, try (1, 2.25, 21) */
k3d/share/shaders/k3d_smoke2.sl:84:	    float octaves = 3, freq = 1, smokevary = 1;
k3d/share/shaders/k3d_smoke2.sl:85:	    float lightscale = 15;
k3d/share/shaders/k3d_smoke2.sl:97:  float d, sigma, tau;
k3d/share/shaders/k3d_smoke2.sl:98:  color Cv = 0, Ov = 0;           /* net color & opacity of volume */
k3d/share/shaders/k3d_smoke2.sl:99:  color dC, dO;                   /* differential color & opacity */
k3d/share/shaders/k3d_smoke2.sl:100:  float ss, dtau, last_dtau, end;
k3d/share/shaders/k3d_smoke2.sl:101:  float nsteps = 0;          /* record number of integration steps */
k3d/share/shaders/k3d_smoke2.sl:102:  color li, last_li, lighttau;
k3d/share/shaders/k3d_smoke2.sl:104:  color scat;
k3d/share/shaders/k3d_smoke2.sl:105:  float f, i, smoke;
k3d/share/shaders/k3d_smoke2.sl:127:	  /* Our goal now is to find dC and dO, the color and opacity
k3d/share/shaders/k3d_smoke2.sl:134:	  dO = 1 - color (exp(comp(scat,0)), exp(comp(scat,1)), exp(comp(scat,2)));
k3d/share/shaders/k3d_smoke2.sl:147:  /* Ci & Oi are the color (premultiplied by opacity) and opacity of 
k3d/share/shaders/k3d_softboxes.sl:18:** Full RCS log in .slm4 file
k3d/share/shaders/k3d_softboxes.sl:23:#define BOOL float
k3d/share/shaders/k3d_softboxes.sl:24:#define ENUM float
k3d/share/shaders/k3d_softboxes.sl:60:float clipSuperellipse (
k3d/share/shaders/k3d_softboxes.sl:62:    uniform float a, b;       /* Inner superellipse */
k3d/share/shaders/k3d_softboxes.sl:63:    uniform float A, B;       /* Outer superellipse */
k3d/share/shaders/k3d_softboxes.sl:64:    uniform float roundness;  /* Same roundness for both ellipses */
k3d/share/shaders/k3d_softboxes.sl:66:    varying float result;
k3d/share/shaders/k3d_softboxes.sl:67:    varying float x = abs(xcomp(Q)), y = abs(ycomp(Q));
k3d/share/shaders/k3d_softboxes.sl:73:	varying float re = 2/roundness;		/* roundness exponent */
k3d/share/shaders/k3d_softboxes.sl:74:	varying float q = a * b * pow (pow(b*x, re) + pow(a*y, re), -1/re);
k3d/share/shaders/k3d_softboxes.sl:75:	varying float r = A * B * pow (pow(B*x, re) + pow(A*y, re), -1/re);
k3d/share/shaders/k3d_softboxes.sl:90:    uniform float	boxTexStr,
k3d/share/shaders/k3d_softboxes.sl:98:    uniform color	boxColor,
k3d/share/shaders/k3d_softboxes.sl:100:    uniform float	decayExp;
k3d/share/shaders/k3d_softboxes.sl:101:    output float theDist;
k3d/share/shaders/k3d_softboxes.sl:102:    output color theColor;
k3d/share/shaders/k3d_softboxes.sl:103:    output color theOpac;
k3d/share/shaders/k3d_softboxes.sl:107:    varying float contrib;
k3d/share/shaders/k3d_softboxes.sl:108:    varying color ct = 1;
k3d/share/shaders/k3d_softboxes.sl:109:    varying float ot = 1; 
k3d/share/shaders/k3d_softboxes.sl:113:    varying float zv = zcomp(Vlight);
k3d/share/shaders/k3d_softboxes.sl:116:    uniform float bw2 = boxWidth/2;
k3d/share/shaders/k3d_softboxes.sl:117:    uniform float bh2 = boxHeight/2;
k3d/share/shaders/k3d_softboxes.sl:122:    uniform float we = max(boxWEdge,-bw2);
k3d/share/shaders/k3d_softboxes.sl:123:    uniform float he = max(boxHEdge,-bh2);
k3d/share/shaders/k3d_softboxes.sl:124:    uniform float bW = bw2+we;
k3d/share/shaders/k3d_softboxes.sl:125:    uniform float bH = bh2+he;
k3d/share/shaders/k3d_softboxes.sl:126:    uniform float iW = min(bW,bw2);
k3d/share/shaders/k3d_softboxes.sl:127:    uniform float iH = min(bH,bh2);
k3d/share/shaders/k3d_softboxes.sl:128:    uniform float oW = max(bW,bw2);
k3d/share/shaders/k3d_softboxes.sl:129:    uniform float oH = max(bH,bh2);
k3d/share/shaders/k3d_softboxes.sl:137:	    uniform float nChans;
k3d/share/shaders/k3d_softboxes.sl:139:	    varying float theS = (oW+xcomp(Pplane))/(oW*2);
k3d/share/shaders/k3d_softboxes.sl:140:	    varying float theT = (oH-ycomp(Pplane))/(oH*2);
k3d/share/shaders/k3d_softboxes.sl:152:		uniform float alphaChan;
k3d/share/shaders/k3d_softboxes.sl:158:		ot = float texture(boxTexture[alphaChan],theS,theT,
k3d/share/shaders/k3d_softboxes.sl:167:    varying float pDist = length(ppC - spw); /* in "world" coords */
k3d/share/shaders/k3d_softboxes.sl:170:    theColor = contrib * ct * boxColor / pow(pDist,decayExp);	/* premultiplied!!!!! */
k3d/share/shaders/k3d_softboxes.sl:177:float sbShadow(
k3d/share/shaders/k3d_softboxes.sl:181:    uniform float	theBlur,
k3d/share/shaders/k3d_softboxes.sl:187:    varying float inShadow = shadow (theName,
k3d/share/shaders/k3d_softboxes.sl:209:    float	intensity	= 1;
k3d/share/shaders/k3d_softboxes.sl:210:    color	lightcolor	= color (1,1,1);
k3d/share/shaders/k3d_softboxes.sl:211:    float	decayRate	= 0;
k3d/share/shaders/k3d_softboxes.sl:212:    float	meterDistance = 1;
k3d/share/shaders/k3d_softboxes.sl:214:    float	edgeRolloff = 0,
k3d/share/shaders/k3d_softboxes.sl:218:    color	boxColor1	= color (1,1,1),	/* multiplied by lightcolor&intensity */
k3d/share/shaders/k3d_softboxes.sl:219:		boxOpacity1	= color (1,1,1);
k3d/share/shaders/k3d_softboxes.sl:220:    float	boxWidth1	= 1,
k3d/share/shaders/k3d_softboxes.sl:226:    float	boxFilter1	= TEX_GAUSSIAN_FILT,
k3d/share/shaders/k3d_softboxes.sl:230:    color	boxColor2	= color (1,1,1),	/* multiplied by lightcolor&intensity */
k3d/share/shaders/k3d_softboxes.sl:231:		boxOpacity2	= color (1,1,1);
k3d/share/shaders/k3d_softboxes.sl:232:    float	boxWidth2	= 1,
k3d/share/shaders/k3d_softboxes.sl:238:    float	boxFilter2	= TEX_GAUSSIAN_FILT,
k3d/share/shaders/k3d_softboxes.sl:242:    color	boxColor3	= color (1,1,1),	/* multiplied by lightcolor&intensity */
k3d/share/shaders/k3d_softboxes.sl:243:		boxOpacity3	= color (1,1,1);
k3d/share/shaders/k3d_softboxes.sl:244:    float	boxWidth3	= 1,
k3d/share/shaders/k3d_softboxes.sl:250:    float	boxFilter3	= TEX_GAUSSIAN_FILT,
k3d/share/shaders/k3d_softboxes.sl:254:    color	boxColor4	= color (1,1,1),	/* multiplied by lightcolor&intensity */
k3d/share/shaders/k3d_softboxes.sl:255:		boxOpacity4	= color (1,1,1);
k3d/share/shaders/k3d_softboxes.sl:256:    float	boxWidth4	= 1,
k3d/share/shaders/k3d_softboxes.sl:262:    float	boxFilter4	= TEX_GAUSSIAN_FILT,
k3d/share/shaders/k3d_softboxes.sl:266:    uniform float	EnvType = CLASSIC;
k3d/share/shaders/k3d_softboxes.sl:267:    uniform float	MapType = CUBEFACE;
k3d/share/shaders/k3d_softboxes.sl:268:    uniform float envTexIntensity	= 1;
k3d/share/shaders/k3d_softboxes.sl:269:    uniform float envTexBlur	= 0;
k3d/share/shaders/k3d_softboxes.sl:270:    uniform float envTexStr	= 1;
k3d/share/shaders/k3d_softboxes.sl:271:    uniform float envTexFilter	= 0;
k3d/share/shaders/k3d_softboxes.sl:273:    color shadowcolor = 0;
k3d/share/shaders/k3d_softboxes.sl:274:    float shadowintensity = 1;
k3d/share/shaders/k3d_softboxes.sl:277:    float   shadowblur = 0.01,
k3d/share/shaders/k3d_softboxes.sl:282:    float   shadowblurb = 0.01,
k3d/share/shaders/k3d_softboxes.sl:287:    float   shadowblurc = 0.01,
k3d/share/shaders/k3d_softboxes.sl:292:    float   shadowblurd = 0.01,
k3d/share/shaders/k3d_softboxes.sl:299:    output varying float __nondiffuse = 1;
k3d/share/shaders/k3d_softboxes.sl:300:    output varying float __nonspecular = 0;
k3d/share/shaders/k3d_softboxes.sl:302:    output varying float __inShadow = 0;	   
k3d/share/shaders/k3d_softboxes.sl:309:    uniform float edgeLimVal = cos(radians(90-clamp(edgeAngle,0,90)));
k3d/share/shaders/k3d_softboxes.sl:316:    uniform float adjMeterDistance;
k3d/share/shaders/k3d_softboxes.sl:323:    uniform float adjIntensity = pow(adjMeterDistance,decayRate)*intensity;
k3d/share/shaders/k3d_softboxes.sl:324:    varying float fullShad = 0;
k3d/share/shaders/k3d_softboxes.sl:325:    uniform float materiaRefl = 1;
k3d/share/shaders/k3d_softboxes.sl:326:    uniform float materiaBlur = 0;
k3d/share/shaders/k3d_softboxes.sl:353:	    uniform float boxCt=0;
k3d/share/shaders/k3d_softboxes.sl:354:	    varying float thisDist;
k3d/share/shaders/k3d_softboxes.sl:355:	    varying color thisOpac;
k3d/share/shaders/k3d_softboxes.sl:356:	    varying color thisColor;
k3d/share/shaders/k3d_softboxes.sl:357:	    varying float sortedDist[4];
k3d/share/shaders/k3d_softboxes.sl:358:	    varying color sortedOpac[4];
k3d/share/shaders/k3d_softboxes.sl:359:	    varying color sortedColor[4];
k3d/share/shaders/k3d_softboxes.sl:365:		    boxRoundness1,boxColor1,boxOpacity1,decayRate,
k3d/share/shaders/k3d_softboxes.sl:366:		    thisDist,thisColor,thisOpac);
k3d/share/shaders/k3d_softboxes.sl:368:	    sortedColor[boxCt] = thisColor;
k3d/share/shaders/k3d_softboxes.sl:377:		    boxRoundness2,boxColor2,boxOpacity2,decayRate,
k3d/share/shaders/k3d_softboxes.sl:378:		    thisDist,thisColor,thisOpac);
k3d/share/shaders/k3d_softboxes.sl:380:	    sortedColor[boxCt] = thisColor;
k3d/share/shaders/k3d_softboxes.sl:389:		    boxRoundness3,boxColor3,boxOpacity3,decayRate,
k3d/share/shaders/k3d_softboxes.sl:390:		    thisDist,thisColor,thisOpac);
k3d/share/shaders/k3d_softboxes.sl:392:	    sortedColor[boxCt] = thisColor;
k3d/share/shaders/k3d_softboxes.sl:401:		    boxRoundness4,boxColor4,boxOpacity4,decayRate,
k3d/share/shaders/k3d_softboxes.sl:402:		    thisDist,thisColor,thisOpac);
k3d/share/shaders/k3d_softboxes.sl:404:	    sortedColor[boxCt] = thisColor;
k3d/share/shaders/k3d_softboxes.sl:414:		    varying float pl = vector(PShd).vector(PShd);
k3d/share/shaders/k3d_softboxes.sl:415:		    varying float pdotv = -vector(PShd).Rs;
k3d/share/shaders/k3d_softboxes.sl:418:		if( MapType == LATLONG ) {	/* latlong */
k3d/share/shaders/k3d_softboxes.sl:421:		Cl = color environment (envTexName, Rs,
k3d/share/shaders/k3d_softboxes.sl:430:		uniform float i, j, k;
k3d/share/shaders/k3d_softboxes.sl:437:			    thisColor = sortedColor[j];
k3d/share/shaders/k3d_softboxes.sl:440:			    sortedColor[j] = sortedColor[i];
k3d/share/shaders/k3d_softboxes.sl:443:			    sortedColor[i] = thisColor;
k3d/share/shaders/k3d_softboxes.sl:448:		color ttc;
k3d/share/shaders/k3d_softboxes.sl:451:		    Cl = sortedColor[k]+(Cl*(1-sortedOpac[k]));
k3d/share/shaders/k3d_softboxes.sl:458:	    float theDot = Ln.Nn;
k3d/share/shaders/k3d_softboxes.sl:459:	    if (edgeRolloff > 0) {
k3d/share/shaders/k3d_softboxes.sl:460:		float q;
k3d/share/shaders/k3d_softboxes.sl:462:		q = 1 - clamp(edgeRolloff*pow(clamp(abs(q),0,1),1/max(edgeExp,0.001)),0,1);
k3d/share/shaders/k3d_softboxes.sl:463:		Cl = mix(color(0,0,0),Cl,q);
k3d/share/shaders/k3d_softboxes.sl:465:	    varying float shadowed;
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:2: * TLSpaceCloud.sl - perform turbulence function to add more dimension to
k3d/share/shaders/k3d_spacecloud.sl:43:#define smoothPulse2Fuzz(a, b, afuzz, bfuzz, loc) \
k3d/share/shaders/k3d_spacecloud.sl:44:  (smoothstep (a-afuzz, a, loc) - \
k3d/share/shaders/k3d_spacecloud.sl:45:   smoothstep (b, b+bfuzz, loc) )
k3d/share/shaders/k3d_spacecloud.sl:47:surface k3d_spacecloud(
k3d/share/shaders/k3d_spacecloud.sl:49:  float startPulse = .2; /* .1 .2 .3 .01 */
k3d/share/shaders/k3d_spacecloud.sl:50:  float endPulse = .9; /* .9 .8 .7 .8 */
k3d/share/shaders/k3d_spacecloud.sl:51:  float afuzz = .1;
k3d/share/shaders/k3d_spacecloud.sl:52:  float bfuzz = .2;
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:55:  float maxOpacity = .4;
k3d/share/shaders/k3d_spacecloud.sl:58:  float value = 0;
k3d/share/shaders/k3d_spacecloud.sl:59:  float f;
k3d/share/shaders/k3d_spacecloud.sl:60:  color Ct;
k3d/share/shaders/k3d_spacecloud.sl:62:  float freq, i, size;
k3d/share/shaders/k3d_spacecloud.sl:63:  float adjust;
k3d/share/shaders/k3d_spacecloud.sl:64:  float ss, tt;
k3d/share/shaders/k3d_spacecloud.sl:68:    Ct = color texture (txtFile, s, 1-t);
k3d/share/shaders/k3d_spacecloud.sl:70:    Ct = color (.3, .3, .3);
k3d/share/shaders/k3d_spacecloud.sl:96:	Ci = Ct * Oi * 1.75  /* saturate colors */;
k3d/share/shaders/k3d_spaceshiphull1.sl:4:float fractalsum(point Q)
k3d/share/shaders/k3d_spaceshiphull1.sl:6:	float f;
k3d/share/shaders/k3d_spaceshiphull1.sl:7:	float value = 0;
k3d/share/shaders/k3d_spaceshiphull1.sl:18:	float Ka = 1;
k3d/share/shaders/k3d_spaceshiphull1.sl:19:	float Kd = 1;
k3d/share/shaders/k3d_spaceshiphull1.sl:20:	float Ks = 0.25;
k3d/share/shaders/k3d_spaceshiphull1.sl:21:	float roughness = 0.8; color specularcolor = 1;
k3d/share/shaders/k3d_spaceshiphull1.sl:22:	float width = .1; float height = .06;
k3d/share/shaders/k3d_spaceshiphull1.sl:23:	float lumavary = .4;
k3d/share/shaders/k3d_spaceshiphull1.sl:24:	float rowvary = 3.0;
k3d/share/shaders/k3d_spaceshiphull1.sl:25:	float grime = 0.1)
k3d/share/shaders/k3d_spaceshiphull1.sl:27:  float ss, tt, splate, tplate, platespecular;
k3d/share/shaders/k3d_spaceshiphull1.sl:28:  color platecolor;
k3d/share/shaders/k3d_spaceshiphull1.sl:36:  tplate = floor(tt);
k3d/share/shaders/k3d_spaceshiphull1.sl:39:  splate = floor(ss);
k3d/share/shaders/k3d_spaceshiphull1.sl:41:  // Calculate plate color
k3d/share/shaders/k3d_spaceshiphull1.sl:42:  platecolor = Cs - (lumavary * float noise(splate + 0.4, tplate + 0.5));
k3d/share/shaders/k3d_spaceshiphull1.sl:45:  platecolor -= grime * fractalsum(P);
k3d/share/shaders/k3d_spaceshiphull1.sl:53:  Ci = Os * platecolor * (Ka * ambient() + Kd * diffuse(Nf)) + specularcolor * platespecular * specular(Nf, V, roughness);
k3d/share/shaders/k3d_spotlight.sl:9:light k3d_spotlight(float intensity = 1;
k3d/share/shaders/k3d_spotlight.sl:10:		    color lightcolor = 1;
k3d/share/shaders/k3d_spotlight.sl:13:		    float coneangle = radians(30);
k3d/share/shaders/k3d_spotlight.sl:14:		    float conedeltaangle = radians(5);
k3d/share/shaders/k3d_spotlight.sl:15:		    float beamdistribution = 2;)
k3d/share/shaders/k3d_spotlight.sl:17:  float atten, cosangle;
k3d/share/shaders/k3d_spotlight.sl:26:    Cl = atten * intensity * lightcolor;
k3d/share/shaders/k3d_square_ridges.sl:17:// License along with this program; if not, write to the Free Software
k3d/share/shaders/k3d_square_ridges.sl:30:float pulse(float edge0, edge1, x)
k3d/share/shaders/k3d_square_ridges.sl:35:float pulse_train(float edge, period, x)
k3d/share/shaders/k3d_square_ridges.sl:41:float filtered_pulse_train(float edge, period, x, dx)
k3d/share/shaders/k3d_square_ridges.sl:43:	float w = dx / period;
k3d/share/shaders/k3d_square_ridges.sl:44:	float x0 = x/period - w/2;
k3d/share/shaders/k3d_square_ridges.sl:45:	float x1 = x0 + w;
k3d/share/shaders/k3d_square_ridges.sl:46:	float nedge = edge / period;
k3d/share/shaders/k3d_square_ridges.sl:48:	float integral(float t)
k3d/share/shaders/k3d_square_ridges.sl:50:		extern float nedge;
k3d/share/shaders/k3d_square_ridges.sl:51:		return ((1 - nedge) * floor(t) + max(0, t-floor(t)-nedge));
k3d/share/shaders/k3d_square_ridges.sl:58:	float Km = 1.0;
k3d/share/shaders/k3d_square_ridges.sl:59:	float Frequency = 8.0;
k3d/share/shaders/k3d_square_ridges.sl:60:	float Offset = 0.25;
k3d/share/shaders/k3d_square_ridges.sl:63:	float ridge_position = filtered_pulse_train(0.5 / Frequency, 1.0 / Frequency, t + (Offset / Frequency), filter_width(t));
k3d/share/shaders/k3d_square_ridges.sl:64://	float ridge_position = pulse_train(0.5 / Frequency, 1.0 / Frequency, u, filter_width(u));
k3d/share/shaders/k3d_srfdeformation.sl:15:   additional contrast and color controls are left as an exersize
k3d/share/shaders/k3d_srfdeformation.sl:21:color
k3d/share/shaders/k3d_srfdeformation.sl:22:fnc_mydiffuse (color Cl; 
k3d/share/shaders/k3d_srfdeformation.sl:37:			 output float X, Y;)
k3d/share/shaders/k3d_srfdeformation.sl:49:    float debug = 0;            /* 0 = deformed lit image
k3d/share/shaders/k3d_srfdeformation.sl:54:    float Kd=1;                 /* Surface Kd for lighting calculations */
k3d/share/shaders/k3d_srfdeformation.sl:59:    float x, y;
k3d/share/shaders/k3d_srfdeformation.sl:60:    color Ci0, Ci1, Ci2;
k3d/share/shaders/k3d_srfdeformation.sl:62:    float illum_width = 180;
k3d/share/shaders/k3d_srfdeformation.sl:82:    /* These lighting loops can be enhanced to calculate
k3d/share/shaders/k3d_star.sl:18:    uniform float Ka = 1;
k3d/share/shaders/k3d_star.sl:19:    uniform float Kd = 1;
k3d/share/shaders/k3d_star.sl:20:    uniform color starcolor = color (1.0000,0.5161,0.0000);
k3d/share/shaders/k3d_star.sl:21:    uniform float npoints = 5;
k3d/share/shaders/k3d_star.sl:22:    uniform float sctr = 0.5;
k3d/share/shaders/k3d_star.sl:23:    uniform float tctr = 0.5;
k3d/share/shaders/k3d_star.sl:27:    color Ct;
k3d/share/shaders/k3d_star.sl:28:    float ss, tt, angle, r, a, in_out;
k3d/share/shaders/k3d_star.sl:29:    uniform float rmin = 0.07, rmax = 0.2;
k3d/share/shaders/k3d_star.sl:30:    uniform float starangle = 2*PI/npoints;
k3d/share/shaders/k3d_star.sl:46:    Ct = mix(Cs, starcolor, in_out);
k3d/share/shaders/k3d_starfield.sl:11:surface k3d_starfield(float intensity = 2.0; float frequency = 0.1; float size = 0.3; float irregularity = 2.0)
k3d/share/shaders/k3d_starfield.sl:17:	point star_center = point(0.5 * (floor(xcomp(PP)) + ceil(xcomp(PP))), 0.5 * (floor(ycomp(PP)) + ceil(ycomp(PP))), 0.5 * (floor(zcomp(PP)) + ceil(zcomp(PP))));
k3d/share/shaders/k3d_starfield.sl:22:	float star_distance = distance(PP, star_center);
k3d/share/shaders/k3d_starfield.sl:24:	float inside_star = 1 - smoothstep(0.0, size, star_distance);
k3d/share/shaders/k3d_starfield.sl:27:	float star_intensity = float cellnoise(star_center);
k3d/share/shaders/k3d_stones.sl:24: * minfreq & maxfreq = limits to the rock loop excecution
k3d/share/shaders/k3d_stones.sl:26: * stonecolor, groundcolor = this is obvious, isn't it?
k3d/share/shaders/k3d_stones.sl:27: * varyhue, varysat,varylum  = how much will the color change?
k3d/share/shaders/k3d_stones.sl:51:#define whichtile(x,freq) (floor((x) * (freq)))
k3d/share/shaders/k3d_stones.sl:54:#define udn(x,lo,hi) (smoothstep(.25, .75, noise(x)) * ((hi) - (lo)) + (lo))
k3d/share/shaders/k3d_stones.sl:57:/* varyEach takes a computed color, then tweaks each indexed item
k3d/share/shaders/k3d_stones.sl:63:color varyEach (color Cin; float index, varyhue, varysat, varyval;)
k3d/share/shaders/k3d_stones.sl:66:    color Chsv = ctransform ("hsv", Cin);
k3d/share/shaders/k3d_stones.sl:67:    float h = comp(Chsv,0), s = comp(Chsv,1), v = comp(Chsv,2);
k3d/share/shaders/k3d_stones.sl:72:    Chsv = color (mod(h,1), clamp(s,0,1), clamp(v,0,1));
k3d/share/shaders/k3d_stones.sl:74:    return ctransform ("hsv", "rgb", clamp(Chsv,color 0, color 1));
k3d/share/shaders/k3d_stones.sl:83:    float Ka = .6, Kd = .85,
k3d/share/shaders/k3d_stones.sl:87:    float minfreq = 1,
k3d/share/shaders/k3d_stones.sl:91:   color  stonecolor = color(.7,.6,.4);
k3d/share/shaders/k3d_stones.sl:92:   color  groundcolor = color (.45,0.35,0.2);
k3d/share/shaders/k3d_stones.sl:93:   float varyhue = .03, varysat = .2, varylum = .25;)
k3d/share/shaders/k3d_stones.sl:96: color surface_color, layer_color;
k3d/share/shaders/k3d_stones.sl:97: float layer_opac;
k3d/share/shaders/k3d_stones.sl:98: float ss, tt, stile,ttile;
k3d/share/shaders/k3d_stones.sl:99: float freq,mag;
k3d/share/shaders/k3d_stones.sl:100: float r,theta,angle;
k3d/share/shaders/k3d_stones.sl:101: float d,d0,d1;
k3d/share/shaders/k3d_stones.sl:102: float cx,cy;
k3d/share/shaders/k3d_stones.sl:103: float noifreq = 10, noiscale = 0.3;
k3d/share/shaders/k3d_stones.sl:104: float bub;
k3d/share/shaders/k3d_stones.sl:107: float grunge;
k3d/share/shaders/k3d_stones.sl:109: surface_color = groundcolor;
k3d/share/shaders/k3d_stones.sl:110: float surface_mag = 0;
k3d/share/shaders/k3d_stones.sl:112: /*loop for creating color layers of rocks*/
k3d/share/shaders/k3d_stones.sl:126:   float stoneindex = stile + 13 * ttile;
k3d/share/shaders/k3d_stones.sl:144:   /*create a diferent color for each rock*/
k3d/share/shaders/k3d_stones.sl:145:   layer_color = varyEach(stonecolor, stoneindex,varyhue,varysat,varylum);
k3d/share/shaders/k3d_stones.sl:146:   surface_color = mix(surface_color,layer_color,layer_opac);
k3d/share/shaders/k3d_stones.sl:161:       float width = filterwidth_point(PP);
k3d/share/shaders/k3d_stones.sl:162:       float cutoff = clamp(0.5 / width, 0, maxfreq);
k3d/share/shaders/k3d_stones.sl:164:        float turb = 0, f;
k3d/share/shaders/k3d_stones.sl:167:        float fade = clamp(2 * (cutoff - f) / cutoff, 0, 1);
k3d/share/shaders/k3d_stones.sl:187:/*color output*/
k3d/share/shaders/k3d_stones.sl:190:Ci = surface_color * Oi * (Ka * ambient() + Kd * diffuse(Nf))+
k3d/share/shaders/k3d_strata.sl:37:surface k3d_strata(float Ka = 0.5, Kd = 1; float txtscale = 1;
k3d/share/shaders/k3d_strata.sl:38:		   float yscale = 2; float turbscale = 0.1; float offset = 0;
k3d/share/shaders/k3d_strata.sl:39:		   float octaves = 8;
k3d/share/shaders/k3d_strata.sl:42:  color Ct;
k3d/share/shaders/k3d_strata.sl:44:  float cmap;
k3d/share/shaders/k3d_strata.sl:45:  float turb, i, freq;
k3d/share/shaders/k3d_strata.sl:59:    color spline(mod(cmap, 1), color(166, 131, 70), color(166, 131, 70),
k3d/share/shaders/k3d_strata.sl:60:		 color(204, 178, 127), color(184, 153, 97), color(140, 114,
k3d/share/shaders/k3d_strata.sl:62:		 color(159, 123, 60), color(204, 178, 127), color(230, 180,
k3d/share/shaders/k3d_strata.sl:64:		 color(192, 164, 110), color(172, 139, 80), color(102, 76,
k3d/share/shaders/k3d_strata.sl:66:		 color(166, 131, 70), color(201, 175, 124), color(181, 150,
k3d/share/shaders/k3d_strata.sl:68:		 color(161, 125, 64), color(177, 145, 87), color(170, 136,
k3d/share/shaders/k3d_strata.sl:70:		 color(197, 170, 117), color(180, 100, 50), color(175, 142,
k3d/share/shaders/k3d_strata.sl:72:		 color(197, 170, 117), color(177, 145, 87), color(170, 136,
k3d/share/shaders/k3d_strata.sl:74:		 color(186, 156, 100), color(166, 131, 70), color(188, 159,
k3d/share/shaders/k3d_strata.sl:76:		 color(168, 134, 74), color(159, 123, 60), color(195, 167,
k3d/share/shaders/k3d_strata.sl:78:		 color(175, 142, 84), color(161, 125, 64), color(197, 170,
k3d/share/shaders/k3d_strata.sl:80:		 color(177, 145, 87), color(177, 145, 87)) / 255;
k3d/share/shaders/k3d_strata.sl:82:  /* Shade like matte, but with color scaled by cloudcolor and opacity */
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_stucco.sl:19:  float magnitude;
k3d/share/shaders/k3d_superkagee.sl:3:#define BOOL    float
k3d/share/shaders/k3d_superkagee.sl:4:#define ENUM    float
k3d/share/shaders/k3d_superkagee.sl:13:float do_shadow6(
k3d/share/shaders/k3d_superkagee.sl:17:    uniform float       theBlur,
k3d/share/shaders/k3d_superkagee.sl:23:    float inShadow;
k3d/share/shaders/k3d_superkagee.sl:40:    color shadColor = 0;
k3d/share/shaders/k3d_superkagee.sl:43:            float       shadowblura = 0,
k3d/share/shaders/k3d_superkagee.sl:50:            float       shadowblurb = 0,
k3d/share/shaders/k3d_superkagee.sl:57:            float       shadowblurc = 0,
k3d/share/shaders/k3d_superkagee.sl:64:            float       shadowblurd = 0,
k3d/share/shaders/k3d_superkagee.sl:73:    varying float fullShad = 0;
k3d/share/shaders/k3d_superkagee.sl:74:    varying float shadowed;
k3d/share/shaders/k3d_superkagee.sl:105:    Ci = Oi * mix(Cs,shadColor,fullShad);
k3d/share/shaders/k3d_superplank.sl:5: *   Makes texture of wooden planks in s-t space.  This wood looks rather
k3d/share/shaders/k3d_superplank.sl:12: *   Ka, Kd, Ks, specularcolor, roughness - work just like the plastic shader
k3d/share/shaders/k3d_superplank.sl:17: *   lightwood - wood-like color from which the various shades are derived.
k3d/share/shaders/k3d_superplank.sl:22: *   groovecolor - the color of the "grooves" between the planks
k3d/share/shaders/k3d_superplank.sl:26: *   plankvary - controls how much wood color varies from plank to plank
k3d/share/shaders/k3d_superplank.sl:37: *   even with low sampling densities.
k3d/share/shaders/k3d_superplank.sl:54:			float Ka = 1, Kd = 1;	/* Overall ambient & diffuse response */
k3d/share/shaders/k3d_superplank.sl:55:			float Ks = .75, roughness = .02;	/* Spec highlight control */
k3d/share/shaders/k3d_superplank.sl:56:			color specularcolor = 1;	/* Spec reflection color */
k3d/share/shaders/k3d_superplank.sl:57:			float Kr = 1, eta = 1.5;	/* Mirror refl & index of refr */
k3d/share/shaders/k3d_superplank.sl:58:			float Ktrace = 1, Krefl = 0;	/* trace and reflection map */
k3d/share/shaders/k3d_superplank.sl:61:			float txtscale = 1;	/* Overall scaling factor */
k3d/share/shaders/k3d_superplank.sl:62:			float Km = 1;	/* Overall bumpiness factor */
k3d/share/shaders/k3d_superplank.sl:63:			color lightwood = color(.5, .2, .067);	/* light wood color */
k3d/share/shaders/k3d_superplank.sl:65:			float plankpattern = 1;	/* 1=straight, 2=parquet */
k3d/share/shaders/k3d_superplank.sl:66:			float plankspertile = 4;	/* For parquet */
k3d/share/shaders/k3d_superplank.sl:67:			float plankwidth = .05;	/* Width of a plank */
k3d/share/shaders/k3d_superplank.sl:68:			float planklength = .75;	/* Length of a plank */
k3d/share/shaders/k3d_superplank.sl:69:			float groovewidth = 0.001;	/* Width of the grooves between planks */
k3d/share/shaders/k3d_superplank.sl:70:			float groovedepth = .0004;	/* Depth of the groove */
k3d/share/shaders/k3d_superplank.sl:71:			color groovecolor = color(.01, .003, .001);
k3d/share/shaders/k3d_superplank.sl:72:			float plankstagger = 1;	/* How much should rows be staggered */
k3d/share/shaders/k3d_superplank.sl:73:			float plankvary = 0.8;	/* Wood color variation plank-to-plank */
k3d/share/shaders/k3d_superplank.sl:75:			float ringscale = 25;	/* Larger makes more, thinner rings */
k3d/share/shaders/k3d_superplank.sl:76:			float ringwidth = 1;	/* Relative ring width */
k3d/share/shaders/k3d_superplank.sl:77:			float wavy = 0.08;	/* Larger makes rings more wavy */
k3d/share/shaders/k3d_superplank.sl:78:			float grainy = 1;	/* Relative graininess */
k3d/share/shaders/k3d_superplank.sl:79:			float grainscale = 60;	/* Larger makes smaller "grains" */
k3d/share/shaders/k3d_superplank.sl:80:			float graindepth = 0.0001;	/* Depth of divots where grains are */
k3d/share/shaders/k3d_superplank.sl:81:			float varnishbumpfreq = 30;	/* Bump freq of the varnish */
k3d/share/shaders/k3d_superplank.sl:82:			float varnishbumpamp = 0.0003;	/* How big are the varnish bumps? */
k3d/share/shaders/k3d_superplank.sl:86:  float ss, tt;
k3d/share/shaders/k3d_superplank.sl:87:  float grain_s, grain_t, ring_s, ring_t, plank_s, plank_t;
k3d/share/shaders/k3d_superplank.sl:89:  float swidth, twidth, fwidth;
k3d/share/shaders/k3d_superplank.sl:90:  float sw, tw, overallscale;
k3d/share/shaders/k3d_superplank.sl:92:  uniform float PGWIDTH, PGHEIGHT, GWF, GHF;
k3d/share/shaders/k3d_superplank.sl:93:  float whichrow, whichplank;	/* Index for each row & plank within row */
k3d/share/shaders/k3d_superplank.sl:94:  float w, h;			/* temporaries */
k3d/share/shaders/k3d_superplank.sl:95:  float groovy;			/* 0 in groove, 1 in woody part */
k3d/share/shaders/k3d_superplank.sl:97:  color Ct, woodcolor;
k3d/share/shaders/k3d_superplank.sl:98:  float r2;
k3d/share/shaders/k3d_superplank.sl:99:  float fade, ttt;
k3d/share/shaders/k3d_superplank.sl:100:  float ring;			/* 1 in a ring darkening, 0 where not */
k3d/share/shaders/k3d_superplank.sl:101:  float grain;			/* 1 inside a grain bit, 0 elsewhere */
k3d/share/shaders/k3d_superplank.sl:103:  float adjustedKs;
k3d/share/shaders/k3d_superplank.sl:108:  float fresnelKr, fresnelKt;	/* Fresnel reflection coefficients */
k3d/share/shaders/k3d_superplank.sl:109:  float shadlen;		/* length of a unit of shader space */
k3d/share/shaders/k3d_superplank.sl:110:  float disp;			/* accumulate displacement here */
k3d/share/shaders/k3d_superplank.sl:113:  color Cspec;
k3d/share/shaders/k3d_superplank.sl:114:  float nonspec;
k3d/share/shaders/k3d_superplank.sl:115:  float tmp;
k3d/share/shaders/k3d_superplank.sl:152:      whichrow = floor(plank_s);
k3d/share/shaders/k3d_superplank.sl:155:      whichplank = floor(plank_t);
k3d/share/shaders/k3d_superplank.sl:163:      whichrow = floor(plank_s);
k3d/share/shaders/k3d_superplank.sl:165:      whichplank = floor(plank_t);
k3d/share/shaders/k3d_superplank.sl:170:	  whichrow = floor(plank_s);
k3d/share/shaders/k3d_superplank.sl:171:	  whichplank = floor(plank_t);
k3d/share/shaders/k3d_superplank.sl:197:    h = 1 - 2 * GHF;		/* Filter width is longer than the plank itself */
k3d/share/shaders/k3d_superplank.sl:203:   * 3. Ring and grain patterns, color and specularity adjustment.
k3d/share/shaders/k3d_superplank.sl:220:      ring -= floor(ring);
k3d/share/shaders/k3d_superplank.sl:247:  /* Start with the light wood color */
k3d/share/shaders/k3d_superplank.sl:248:  woodcolor = lightwood;
k3d/share/shaders/k3d_superplank.sl:249:  /* Add some plank-to-plank variation in overall color */
k3d/share/shaders/k3d_superplank.sl:250:  woodcolor *=
k3d/share/shaders/k3d_superplank.sl:251:    1 - plankvary / 2 + plankvary * float cellnoise(whichplank, whichrow);
k3d/share/shaders/k3d_superplank.sl:253:  woodcolor *= (1 - 0.25 * ring) * (1 - .5 * grain);
k3d/share/shaders/k3d_superplank.sl:254:  /* Combine the rings, grain, plank variation into one surface color */
k3d/share/shaders/k3d_superplank.sl:255:  Ct = mix(groovecolor, woodcolor, groovy);
k3d/share/shaders/k3d_superplank.sl:278:      /* Find out how long a unit of shader space is, in current units */
k3d/share/shaders/k3d_superplank.sl:314:    adjustedKs * (specularcolor * Cspec);
k3d/share/shaders/k3d_superplank.sl:323:	    fresnelKr * specularcolor * texture(reflmap, xcomp(Pndc),
k3d/share/shaders/k3d_superplank.sl:327:	Ci += Ktrace * fresnelKr * specularcolor * trace(P, R);
k3d/share/shaders/k3d_superpplastic.sl:13: *    Ka, Kd, Ks, roughness, specularcolor - the usual meaning.
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_superpplastic.sl:21:surface k3d_superpplastic(float Ka = 1, Kd = .5, Ks = .5, roughness = .1;
k3d/share/shaders/k3d_superpplastic.sl:22:			  color specularcolor = 1; string texturename = "";
k3d/share/shaders/k3d_superpplastic.sl:23:			  float filtertype = 1; float blur = 0.0;
k3d/share/shaders/k3d_superpplastic.sl:24:			  float fidelity = 1; float samples = 1;
k3d/share/shaders/k3d_superpplastic.sl:25:			  float Swidth = 1; float Twidth = 1;)
k3d/share/shaders/k3d_superpplastic.sl:29:  color Ct;
k3d/share/shaders/k3d_superpplastic.sl:47:      color texture(texturename, s, t, "filter", filter, "fidelity", fidelity,
k3d/share/shaders/k3d_superpplastic.sl:58:	  specularcolor * Ks * specular(Nf, V, roughness));
k3d/share/shaders/k3d_supertexmap.sl:11: *    Ka, Kd, Ks, roughness, specularcolor - the usual meaning.
k3d/share/shaders/k3d_supertexmap.sl:18: *    mx - 16 floats giving an 3-D affine transformation to apply to the
k3d/share/shaders/k3d_supertexmap.sl:36:surface k3d_supertexmap(float Ka = 1, Kd = .5, Ks = .5, roughness = .1;
k3d/share/shaders/k3d_supertexmap.sl:37:			/* base color */
k3d/share/shaders/k3d_supertexmap.sl:40:			float Csmx[16] =
k3d/share/shaders/k3d_supertexmap.sl:43:			float Csblur = 0;
k3d/share/shaders/k3d_supertexmap.sl:47:			float Osmx[16] =
k3d/share/shaders/k3d_supertexmap.sl:50:			float Osblur = 0;
k3d/share/shaders/k3d_supertexmap.sl:54:			float Ksmx[16] =
k3d/share/shaders/k3d_supertexmap.sl:57:			float Ksblur = 0;
k3d/share/shaders/k3d_supertexmap.sl:61:			float dispmx[16] =
k3d/share/shaders/k3d_supertexmap.sl:64:			float dispblur = 0;
k3d/share/shaders/k3d_supertexmap.sl:65:			float truedisp = 1;
k3d/share/shaders/k3d_supertexmap.sl:71:  color Ct = Cs, Ot = Os;
k3d/share/shaders/k3d_supertexmap.sl:72:  float ks = Ks;
k3d/share/shaders/k3d_supertexmap.sl:73:  float disp = 0;
k3d/share/shaders/k3d_supertexmap.sl:75:  /* Color mapping */
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_supertoon.sl:4: * Toon shader con antialiasing. Modula diffuse mediante escaloneo de modo que

k3d/share/shaders/k3d_supertoon.sl:5: * no se tenga un degradado en el cambio de color. En su lugar el cambio se

k3d/share/shaders/k3d_supertoon.sl:11: * reason why no border detection is allowed. Now with specular.

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:15:  color C = 0;

k3d/share/shaders/k3d_supertoon.sl:17:  if(comp(valor, 0) < lim3 - delta){

k3d/share/shaders/k3d_supertoon.sl:18:    C = smoothstep(lim2 - delta, lim2 + delta, comp(valor, 0))* lim2;

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:21:    C = lim2 + (smoothstep(lim3 - delta, lim3 + delta, comp(valor, 0))* lim3);

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:30:surface k3d_supertoon(float Kd = 1,

k3d/share/shaders/k3d_supertoon.sl:37:                  color specColor = 1;)

k3d/share/shaders/k3d_supertoon.sl:41:    color  difusion = 0;

k3d/share/shaders/k3d_supertoon.sl:42:    color  especular = 0;

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);

k3d/share/shaders/k3d_supertoon.sl:54:    Ci = Os * (Cs * Kd * difusion + Ks * especular * specColor);

k3d/share/shaders/k3d_terran.sl:3:           mottling that adds detail to lower latitude regions.
k3d/share/shaders/k3d_terran.sl:20:surface k3d_terran(float Ka = .5, Kd = .7;
k3d/share/shaders/k3d_terran.sl:21:		   float spectral_exp = 0.5;
k3d/share/shaders/k3d_terran.sl:22:		   float lacunarity = 2, octaves = 7;
k3d/share/shaders/k3d_terran.sl:23:		   float multifractal = 0; float dist_scale = .2;
k3d/share/shaders/k3d_terran.sl:24:		   float offset = 0;
k3d/share/shaders/k3d_terran.sl:25:		   float sea_level = 0;
k3d/share/shaders/k3d_terran.sl:26:		   float mtn_scale = 1;
k3d/share/shaders/k3d_terran.sl:27:		   float lat_scale = 0.95;
k3d/share/shaders/k3d_terran.sl:28:		   float nonlinear = 0;
k3d/share/shaders/k3d_terran.sl:29:		   float purt_scale = .9; float map_exp = 0;
k3d/share/shaders/k3d_terran.sl:30:		   float ice_caps = 0.9; float depth_scale = 1;
k3d/share/shaders/k3d_terran.sl:31:		   float depth_max = .5; float mottle_limit = 0.75;
k3d/share/shaders/k3d_terran.sl:32:		   float mottle_scale = 20; float mottle_dim = .25;
k3d/share/shaders/k3d_terran.sl:33:		   float mottle_mag = .02;)
k3d/share/shaders/k3d_terran.sl:37:  float chaos, latitude, purt;
k3d/share/shaders/k3d_terran.sl:38:  color Ct;
k3d/share/shaders/k3d_terran.sl:40:  float l, o, a, i, weight;	/* Loop variables for fBm calc */
k3d/share/shaders/k3d_terran.sl:41:  float bumpy;
k3d/share/shaders/k3d_terran.sl:67:      /* get "distortion" vector, as used with clouds */
k3d/share/shaders/k3d_terran.sl:102:  /* fractally purturb color map offset using "chaos" */
k3d/share/shaders/k3d_terran.sl:114:      /* Choose color of land based on the following spline.
k3d/share/shaders/k3d_terran.sl:117:       * suitable colors.  -- lg
k3d/share/shaders/k3d_terran.sl:121:		   color (.529, .412, .2745),
k3d/share/shaders/k3d_terran.sl:122:		   color (.529, .412, .2745),
k3d/share/shaders/k3d_terran.sl:123:		   color (.529, .412, .2745),
k3d/share/shaders/k3d_terran.sl:124:		   color (.255, .341,  0),
k3d/share/shaders/k3d_terran.sl:125:		   color (.256, .341, .141),
k3d/share/shaders/k3d_terran.sl:126:		   color (.235, .392, .235),
k3d/share/shaders/k3d_terran.sl:127:		   color (.490, .494, .1176),
k3d/share/shaders/k3d_terran.sl:128:		   color (.655, .529, .392),
k3d/share/shaders/k3d_terran.sl:129:		   color (.769, .616, .314),
k3d/share/shaders/k3d_terran.sl:130:		   color (.976, .820, .471),
k3d/share/shaders/k3d_terran.sl:131:		   color (1,1,1),
k3d/share/shaders/k3d_terran.sl:132:		   color (1,1,1));
k3d/share/shaders/k3d_terran.sl:135:	spline(latitude, color(.5, .39, .2), color(.5, .39, .2),
k3d/share/shaders/k3d_terran.sl:136:	       color(.5, .39, .2), color(.2, .3, 0), color(.085, .2, .04),
k3d/share/shaders/k3d_terran.sl:137:	       color(.065, .22, .04), color(.5, .42, .28), color(.6, .5, .23),
k3d/share/shaders/k3d_terran.sl:138:/*		   color (.976, .820, .471), */
k3d/share/shaders/k3d_terran.sl:139:	       color(1, 1, 1), color(1, 1, 1));
k3d/share/shaders/k3d_terran.sl:141:      /* mottle the color some */
k3d/share/shaders/k3d_terran.sl:153:	  Ct += (mottle_mag * purt) * (color(0.5, 0.175, 0.5));
k3d/share/shaders/k3d_terran.sl:159:      Ct = color(.1, .2, .5);
k3d/share/shaders/k3d_terran.sl:161:	Ct = color(1, 1, 1);	/* Ice color */
k3d/share/shaders/k3d_terran.sl:164:	  /* Adjust color of water to darken deeper seas */
k3d/share/shaders/k3d_terran2.sl:1:/* Was terran.sl -- changed color spline to not use white 
k3d/share/shaders/k3d_terran2.sl:9: *      When put on a sphere, sets the color to look like relatively
k3d/share/shaders/k3d_terran2.sl:34: *               mottling that adds detail to lower latitude regions.
k3d/share/shaders/k3d_terran2.sl:43: *    and add a cloud layer using either "planetclouds" or "venusclouds".
k3d/share/shaders/k3d_terran2.sl:54: *    ???? - original texture developed by F. Ken Musgrave.
k3d/share/shaders/k3d_terran2.sl:57: *    May 28 1995 Didn't want polar caps so removed white from color spline --
k3d/share/shaders/k3d_terran2.sl:77:k3d_terran2 (float Ka = .5, Kd = .7;
k3d/share/shaders/k3d_terran2.sl:78:	  float spectral_exp = 0.5;
k3d/share/shaders/k3d_terran2.sl:79:	  float lacunarity = 2, octaves = 7;
k3d/share/shaders/k3d_terran2.sl:80:	  float bump_scale = 0.07;
k3d/share/shaders/k3d_terran2.sl:81:	  float multifractal = 0;
k3d/share/shaders/k3d_terran2.sl:82:	  float dist_scale = .2;
k3d/share/shaders/k3d_terran2.sl:83:	  float offset = 0;
k3d/share/shaders/k3d_terran2.sl:84:	  float sea_level = 0;
k3d/share/shaders/k3d_terran2.sl:85:	  float mtn_scale = 1;
k3d/share/shaders/k3d_terran2.sl:86:	  float lat_scale = 0.95;
k3d/share/shaders/k3d_terran2.sl:87:	  float nonlinear = 0;
k3d/share/shaders/k3d_terran2.sl:88:	  float purt_scale = .9;
k3d/share/shaders/k3d_terran2.sl:89:	  float map_exp = 0;
k3d/share/shaders/k3d_terran2.sl:90:	  float ice_caps = 0.9;
k3d/share/shaders/k3d_terran2.sl:91:	  float depth_scale = 1;
k3d/share/shaders/k3d_terran2.sl:92:	  float depth_max = .5;
k3d/share/shaders/k3d_terran2.sl:93:	  float mottle_limit = 0.75;
k3d/share/shaders/k3d_terran2.sl:94:	  float mottle_scale = 20;
k3d/share/shaders/k3d_terran2.sl:95:	  float mottle_dim = .25;
k3d/share/shaders/k3d_terran2.sl:96:	  float mottle_mag = .02;)
k3d/share/shaders/k3d_terran2.sl:100:  float chaos, latitude, purt;
k3d/share/shaders/k3d_terran2.sl:101:  color Ct;
k3d/share/shaders/k3d_terran2.sl:103:  float l, o, a, i, weight;      /* Loop variables for fBm calc */
k3d/share/shaders/k3d_terran2.sl:104:  float bumpy;
k3d/share/shaders/k3d_terran2.sl:125:      /* get "distortion" vector, as used with clouds */
k3d/share/shaders/k3d_terran2.sl:157:  /* fractally purturb color map offset using "chaos" */
k3d/share/shaders/k3d_terran2.sl:167:      /* Choose color of land based on the following spline.
k3d/share/shaders/k3d_terran2.sl:170:       * suitable colors.  -- lg
k3d/share/shaders/k3d_terran2.sl:174:		   color (.529, .412, .2745),
k3d/share/shaders/k3d_terran2.sl:175:		   color (.529, .412, .2745),
k3d/share/shaders/k3d_terran2.sl:176:		   color (.529, .412, .2745),
k3d/share/shaders/k3d_terran2.sl:177:		   color (.255, .341,  0),
k3d/share/shaders/k3d_terran2.sl:178:		   color (.256, .341, .141),
k3d/share/shaders/k3d_terran2.sl:179:		   color (.235, .392, .235),
k3d/share/shaders/k3d_terran2.sl:180:		   color (.490, .494, .1176),
k3d/share/shaders/k3d_terran2.sl:181:		   color (.655, .529, .392),
k3d/share/shaders/k3d_terran2.sl:182:		   color (.769, .616, .314),
k3d/share/shaders/k3d_terran2.sl:183:		   color (.976, .820, .471),
k3d/share/shaders/k3d_terran2.sl:184:		   color (1,1,1),
k3d/share/shaders/k3d_terran2.sl:185:		   color (1,1,1));
k3d/share/shaders/k3d_terran2.sl:188:		   color (.5, .39, .2),
k3d/share/shaders/k3d_terran2.sl:189:		   color (.5, .39, .2),
k3d/share/shaders/k3d_terran2.sl:190:		   color (.5, .39, .2),
k3d/share/shaders/k3d_terran2.sl:191:		   color (.2, .3,  0),
k3d/share/shaders/k3d_terran2.sl:192:		   color (.085, .2, .04),
k3d/share/shaders/k3d_terran2.sl:193:		   color (.065, .22, .04),
k3d/share/shaders/k3d_terran2.sl:194:		   color (.5, .42, .28),
k3d/share/shaders/k3d_terran2.sl:195:		   color (.6, .5, .23),
k3d/share/shaders/k3d_terran2.sl:196:		   color (.976, .820, .471), 
k3d/share/shaders/k3d_terran2.sl:197:		/*   color (.976, .820, .471), */ 
k3d/share/shaders/k3d_terran2.sl:198:		   color (1,1,1) /* ,
k3d/share/shaders/k3d_terran2.sl:199:		   color (1,1,1) */);
k3d/share/shaders/k3d_terran2.sl:201:     /* mottle the color some */
k3d/share/shaders/k3d_terran2.sl:210:	 Ct += (mottle_mag * purt) * (color (0.5,0.175,0.5));
k3d/share/shaders/k3d_terran2.sl:215:      Ct = color(.1,.2,.5);
k3d/share/shaders/k3d_terran2.sl:217:	  Ct = color(1,1,1);  /* Ice color */
k3d/share/shaders/k3d_terran2.sl:219:	  /* Adjust color of water to darken deeper seas */
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:19:			    float bump_scale = 0.04; float multifractal = 0;
k3d/share/shaders/k3d_terranbump.sl:20:			    float dist_scale = .2; float offset = 0;
k3d/share/shaders/k3d_terranbump.sl:21:			    float sea_level = 0;)
k3d/share/shaders/k3d_terranbump.sl:23:  float chaos;
k3d/share/shaders/k3d_terranbump.sl:25:  float l, o, a, i, weight;	/* Loop variables for fBm calc */
k3d/share/shaders/k3d_terranbump.sl:26:  float bumpy;
k3d/share/shaders/k3d_terranbump.sl:45:      /* get "distortion" vector, as used with clouds */
k3d/share/shaders/k3d_texblender.sl:8:#include "k3d_locillum.h"
k3d/share/shaders/k3d_texblender.sl:11:color altMaterialPlastic (normal Nf;  color basecolor,selftcolor,Rcolor,RFcolor;
k3d/share/shaders/k3d_texblender.sl:12:                       float Ka, Kd, Ks, roughness,selft,Kr,Krfr;)
k3d/share/shaders/k3d_texblender.sl:15:    return (basecolor * ( Ka*ambient() + Kd*diffuse(Nf)+selft*selftcolor ) )
k3d/share/shaders/k3d_texblender.sl:16:	   + Kr*Rcolor+Krfr*RFcolor
k3d/share/shaders/k3d_texblender.sl:20:color
k3d/share/shaders/k3d_texblender.sl:21:myEnvironment (point P;  vector R;  float Kr, blur;  DECLARE_ENVPARAMS;)
k3d/share/shaders/k3d_texblender.sl:23:    color C = 0;
k3d/share/shaders/k3d_texblender.sl:24:    float alpha;
k3d/share/shaders/k3d_texblender.sl:34:    color Cray = RayTrace (P, R, Kr, sqrt(blur), rayjitter, raysamples, alpha);
k3d/share/shaders/k3d_texblender.sl:41:float myrand(point p;)
k3d/share/shaders/k3d_texblender.sl:43:	float x,hx;
k3d/share/shaders/k3d_texblender.sl:48:	float n=log(x,10);
k3d/share/shaders/k3d_texblender.sl:57:float tex_clouds(point P;float depth)
k3d/share/shaders/k3d_texblender.sl:59:	float val=0;
k3d/share/shaders/k3d_texblender.sl:60:	float i,arm=1;
k3d/share/shaders/k3d_texblender.sl:61:	float Karm=1;
k3d/share/shaders/k3d_texblender.sl:73:float tex_wood(point PP; float ringscale)
k3d/share/shaders/k3d_texblender.sl:75:	float grainy = 1;
k3d/share/shaders/k3d_texblender.sl:77:    float my_t = zcomp(PP) / ringscale;
k3d/share/shaders/k3d_texblender.sl:82:    float r = ringscale * noise (PQ);
k3d/share/shaders/k3d_texblender.sl:83:    r -= floor (r);
k3d/share/shaders/k3d_texblender.sl:86:    float r2 = grainy * (1.3 - noise (PQ)) + (1-grainy);
k3d/share/shaders/k3d_texblender.sl:91:color colorMap(string mapname, space; 
k3d/share/shaders/k3d_texblender.sl:92:		float scalex, scaley, scalez, octaves, blur;)
k3d/share/shaders/k3d_texblender.sl:95:	color newc;
k3d/share/shaders/k3d_texblender.sl:99:	if (mapname=="clouds")
k3d/share/shaders/k3d_texblender.sl:100:		newc=tex_clouds(transp,octaves);
k3d/share/shaders/k3d_texblender.sl:113:color BlendColor(string mode; float K; color newc, oldc)
k3d/share/shaders/k3d_texblender.sl:115:  color res=oldc;
k3d/share/shaders/k3d_texblender.sl:117:  if (mode=="f") res*= (1-K)*(color 1)+K*newc;
k3d/share/shaders/k3d_texblender.sl:121:float BlendFloat(string mode; float K, newf, oldf)
k3d/share/shaders/k3d_texblender.sl:123:  float res=oldf;
k3d/share/shaders/k3d_texblender.sl:132:k3d_texblender (float Ka = 1, Kd = .5, Ks = .2, roughness = .3, Kr=0,selft=0;
k3d/share/shaders/k3d_texblender.sl:133:		float Rblur=0.1,RFblur=0.1;
k3d/share/shaders/k3d_texblender.sl:134:		float Krfr=0,eta=0.8,Ko=1;
k3d/share/shaders/k3d_texblender.sl:136:		float cKmap[5]={0,0,0,0,0};
k3d/share/shaders/k3d_texblender.sl:137:		float oKmap[5]={0,0,0,0,0};
k3d/share/shaders/k3d_texblender.sl:138:		float sKmap[5]={0,0,0,0,0};
k3d/share/shaders/k3d_texblender.sl:139:		float mKmap[5]={0,0,0,0,0};
k3d/share/shaders/k3d_texblender.sl:140:		float bKmap[5]={0,0,0,0,0};
k3d/share/shaders/k3d_texblender.sl:141:		float rKmap[5]={0,0,0,0,0};
k3d/share/shaders/k3d_texblender.sl:142:		float iKmap[5]={0,0,0,0,0};
k3d/share/shaders/k3d_texblender.sl:143:		float aKmap[5]={0,0,0,0,0};
k3d/share/shaders/k3d_texblender.sl:144:		float nGmap=0;
k3d/share/shaders/k3d_texblender.sl:145:		float Kcs=1;
k3d/share/shaders/k3d_texblender.sl:146:		float Sgmx[5]={1,1,1,1,1},Sgmy[5]={1,1,1,1,1},Sgmz[5]={1,1,1,1,1};
k3d/share/shaders/k3d_texblender.sl:147:		float Depth[5]={3,3,3,3,3};
k3d/share/shaders/k3d_texblender.sl:148:		float Gblur[5]={0,0,0,0,0};
k3d/share/shaders/k3d_texblender.sl:156:    color Ct = Kcs*Cs, Ot = Os*Ko,Cselft=Kcs*Cs;
k3d/share/shaders/k3d_texblender.sl:157:    float ks = Ks,kr=Kr;
k3d/share/shaders/k3d_texblender.sl:158:    float disp = 0,i,Alpha=1;
k3d/share/shaders/k3d_texblender.sl:168:		color MC=colorMap(Gmapname[i],Gspace[i],Sgmx[i],Sgmy[i],Sgmz[i],
k3d/share/shaders/k3d_texblender.sl:170:    float MF=(comp(MC,0)+comp(MC,1)+comp(MC,2))/3; // when we want a float
k3d/share/shaders/k3d_texblender.sl:173:		if((Alpha*cKmap[i])!=0) Ct=BlendColor(mode,Alpha*cKmap[i],MC,Ct);
k3d/share/shaders/k3d_texblender.sl:174:		if((Alpha*oKmap[i])!=0) Ot=BlendColor(mode,Alpha*oKmap[i],MC,Ot);
k3d/share/shaders/k3d_texblender.sl:175:		if((Alpha*sKmap[i])!=0) ks=BlendFloat(mode,Alpha*sKmap[i],MF,ks);
k3d/share/shaders/k3d_texblender.sl:176:		if((Alpha*mKmap[i])!=0) kr=BlendFloat(mode,Alpha*mKmap[i],MF,kr);
k3d/share/shaders/k3d_texblender.sl:177:		if((Alpha*rKmap[i])!=0) roughness=BlendFloat(mode,Alpha*rKmap[i],
k3d/share/shaders/k3d_texblender.sl:179:		if(aKmap[i]!=0) Alpha=BlendFloat("f",aKmap[i],MF,1);
k3d/share/shaders/k3d_texblender.sl:180:		if((Alpha*iKmap[i])!=0) selft=BlendFloat(mode,Alpha*iKmap[i],MF,selft);
k3d/share/shaders/k3d_texblender.sl:181:		if((Alpha*bKmap[i])!=0) disp=BlendFloat(mode,Alpha*bKmap[i],MF,disp);
k3d/share/shaders/k3d_texblender.sl:193:	color env=0,benv=0;
k3d/share/shaders/k3d_texblender.sl:194:	float olds=raysamples;
k3d/share/shaders/k3d_threads.sl:10:	float   Km		=  .1,
k3d/share/shaders/k3d_threads.sl:16:	float magnitude;
k3d/share/shaders/k3d_tooledsteel.sl:17: *  Nzscale 		- scale of the noise that randomizes the location of 
k3d/share/shaders/k3d_tooledsteel.sl:29: *  twist		- allows you to twist the direction of anisotropy
k3d/share/shaders/k3d_tooledsteel.sl:32: *  specularcolor	- color of the specular hilight
k3d/share/shaders/k3d_tooledsteel.sl:36:getvec(float  mult; float Nzscale)
k3d/share/shaders/k3d_tooledsteel.sl:41:  extern float s;
k3d/share/shaders/k3d_tooledsteel.sl:42:  extern float t;
k3d/share/shaders/k3d_tooledsteel.sl:46:  float a,b,c;
k3d/share/shaders/k3d_tooledsteel.sl:47:  float dist, shortest=10000;
k3d/share/shaders/k3d_tooledsteel.sl:48:  float valu,valv;
k3d/share/shaders/k3d_tooledsteel.sl:56:  float chu, chv;
k3d/share/shaders/k3d_tooledsteel.sl:58:  float ncells = floor(mult);
k3d/share/shaders/k3d_tooledsteel.sl:59:  float cellsize = 1/ncells;
k3d/share/shaders/k3d_tooledsteel.sl:61:  setxcomp(trucell,floor(xcomp(Po))+.5);
k3d/share/shaders/k3d_tooledsteel.sl:62:  setycomp(trucell,floor(ycomp(Po))+.5);
k3d/share/shaders/k3d_tooledsteel.sl:88:color
k3d/share/shaders/k3d_tooledsteel.sl:89:anisospecular (vector VA; float specspread; float specwidth)
k3d/share/shaders/k3d_tooledsteel.sl:96:    float nonspec;
k3d/share/shaders/k3d_tooledsteel.sl:100:    color pixbrdf, C = 0;
k3d/share/shaders/k3d_tooledsteel.sl:105:	extern color Cl;
k3d/share/shaders/k3d_tooledsteel.sl:123:	float	mult		=  3,
k3d/share/shaders/k3d_tooledsteel.sl:134:	color	specularcolor	=  1)
k3d/share/shaders/k3d_tooledsteel.sl:138:	color ev = 0;
k3d/share/shaders/k3d_tooledsteel.sl:142:	float i, numsamples = 20;
k3d/share/shaders/k3d_tooledsteel.sl:143:	float angle, jitter;
k3d/share/shaders/k3d_tooledsteel.sl:144:	float Jspread = PI*(1/numsamples)*mapspread;
k3d/share/shaders/k3d_tooledsteel.sl:166:	specularcolor * Ks * anisospecular(VA, specspread*2, specwidth*.1)) +
k3d/share/shaders/k3d_toonmap.sl:5:float Ka=0.327; 
k3d/share/shaders/k3d_toonmap.sl:6:float Kd=0.336; 
k3d/share/shaders/k3d_toonmap.sl:7:float Ks=0.929; 
k3d/share/shaders/k3d_toonmap.sl:8:float roughness=0.107; 
k3d/share/shaders/k3d_toonmap.sl:10:color Highlight_Color=(1, 1, 1); 
k3d/share/shaders/k3d_toonmap.sl:11:float channel4=0; 
k3d/share/shaders/k3d_toonmap.sl:12:float swidth4=1; 
k3d/share/shaders/k3d_toonmap.sl:13:float twidth4=1; 
k3d/share/shaders/k3d_toonmap.sl:14:float samples4=1; 
k3d/share/shaders/k3d_toonmap.sl:15:float ss4=1; 
k3d/share/shaders/k3d_toonmap.sl:16:float tt4=1; 
k3d/share/shaders/k3d_toonmap.sl:18:color Paint_Color=(0.5, 0.5, 0.5); 
k3d/share/shaders/k3d_toonmap.sl:19:float channel3=0; 
k3d/share/shaders/k3d_toonmap.sl:20:float swidth3=1; 
k3d/share/shaders/k3d_toonmap.sl:21:float twidth3=1; 
k3d/share/shaders/k3d_toonmap.sl:22:float samples3=1; 
k3d/share/shaders/k3d_toonmap.sl:23:float ss3=1; 
k3d/share/shaders/k3d_toonmap.sl:24:float tt3=1; 
k3d/share/shaders/k3d_toonmap.sl:25:float paint_spec=0.0888; 
k3d/share/shaders/k3d_toonmap.sl:26:float paint_trans=0.539; 
k3d/share/shaders/k3d_toonmap.sl:27:float paint_fuzz=0.274; 
k3d/share/shaders/k3d_toonmap.sl:28:float ink_thresh=0.389; 
k3d/share/shaders/k3d_toonmap.sl:29:float ink_fuzz=0.765; 
k3d/share/shaders/k3d_toonmap.sl:31:color Ink_Color=(0, 0, 0);
k3d/share/shaders/k3d_toonmap.sl:32:float channel2=0; 
k3d/share/shaders/k3d_toonmap.sl:33:float swidth2=1; 
k3d/share/shaders/k3d_toonmap.sl:34:float twidth2=1; 
k3d/share/shaders/k3d_toonmap.sl:35:float samples2=1; 
k3d/share/shaders/k3d_toonmap.sl:36:float ss2=1; 
k3d/share/shaders/k3d_toonmap.sl:37:float tt2=1; ) 
k3d/share/shaders/k3d_toonmap.sl:42:color temt_c4;
k3d/share/shaders/k3d_toonmap.sl:43:float temp_ss4;
k3d/share/shaders/k3d_toonmap.sl:44:float temp_tt4;
k3d/share/shaders/k3d_toonmap.sl:49:temt_c4=Highlight_Color;
k3d/share/shaders/k3d_toonmap.sl:63:color temt_c3;
k3d/share/shaders/k3d_toonmap.sl:64:float temp_ss3;
k3d/share/shaders/k3d_toonmap.sl:65:float temp_tt3;
k3d/share/shaders/k3d_toonmap.sl:70:temt_c3=Paint_Color;
k3d/share/shaders/k3d_toonmap.sl:84:color temt_c2;
k3d/share/shaders/k3d_toonmap.sl:85:float temp_ss2;
k3d/share/shaders/k3d_toonmap.sl:86:float temp_tt2;
k3d/share/shaders/k3d_toonmap.sl:91:temt_c2=Ink_Color;
k3d/share/shaders/k3d_toonmap.sl:107:float
k3d/share/shaders/k3d_toonmap.sl:108:toonspec(vector N, V; float roughness)
k3d/share/shaders/k3d_toonmap.sl:110:float C = 0;
k3d/share/shaders/k3d_toonmap.sl:120:float cos_here;
k3d/share/shaders/k3d_toonmap.sl:121:float diff, spec;
k3d/share/shaders/k3d_toonmap.sl:125:color toon_color, layer_color;
k3d/share/shaders/k3d_toonmap.sl:126:color toon_opac, layer_opac;
k3d/share/shaders/k3d_toonmap.sl:132:toon_color = color (0, 0, 0);
k3d/share/shaders/k3d_toonmap.sl:149:layer_color = Cs*(Kd*diff*temt_c3 + Ka*ambient()) + temt_c4*Ks*spec;
k3d/share/shaders/k3d_toonmap.sl:152:toon_color = blend(toon_color, layer_color, layer_opac);
k3d/share/shaders/k3d_toonmap.sl:163:layer_color = temt_c2;
k3d/share/shaders/k3d_toonmap.sl:165:layer_color = 0;
k3d/share/shaders/k3d_toonmap.sl:167:toon_color = blend(toon_color, layer_color, layer_opac);
k3d/share/shaders/k3d_toonmap.sl:170:color toonOi = toon_opac;
k3d/share/shaders/k3d_toonmap.sl:171:color toonCi = toon_opac * toon_color;
k3d/share/shaders/k3d_translucency.sl:11:* Description:  It's possible to use one different color and
k3d/share/shaders/k3d_translucency.sl:14:*		illuminance loop.	
k3d/share/shaders/k3d_translucency.sl:20:*		 It burns out the surface color.
k3d/share/shaders/k3d_translucency.sl:33:surface k3d_translucency(float Ka = 1;
k3d/share/shaders/k3d_translucency.sl:34:			float Kd = 1;
k3d/share/shaders/k3d_translucency.sl:35:			float Ks = 0.5;
k3d/share/shaders/k3d_translucency.sl:36:			float roughness = 0.1;
k3d/share/shaders/k3d_translucency.sl:37:			color specularcolor = 1;
k3d/share/shaders/k3d_translucency.sl:38:			color sheen = 0.25;
k3d/share/shaders/k3d_translucency.sl:39:			float blurcolorTx = 0;
k3d/share/shaders/k3d_translucency.sl:40:			string colorTx = "";
k3d/share/shaders/k3d_translucency.sl:41:			float blurcolorTx2 = 0;
k3d/share/shaders/k3d_translucency.sl:42:			string colorTx2 = "";
k3d/share/shaders/k3d_translucency.sl:43:			float colorS = 0;
k3d/share/shaders/k3d_translucency.sl:44:			float colorT = 0;
k3d/share/shaders/k3d_translucency.sl:45:			float colorScaleS = 1;
k3d/share/shaders/k3d_translucency.sl:46:			float colorScaleT = 1;
k3d/share/shaders/k3d_translucency.sl:47:			float transTx = 0.8;
k3d/share/shaders/k3d_translucency.sl:48:			float transblurTx = 0;
k3d/share/shaders/k3d_translucency.sl:50:			float transTx2 = 0.8;
k3d/share/shaders/k3d_translucency.sl:51:			float transblurTx2 = 0;
k3d/share/shaders/k3d_translucency.sl:57:	float ss = (s - colorS) / colorScaleS;
k3d/share/shaders/k3d_translucency.sl:58:	float tt = (t - colorT) / colorScaleT;
k3d/share/shaders/k3d_translucency.sl:60:	/*Velvet illuminance loop variable*/
k3d/share/shaders/k3d_translucency.sl:64:	color shiny;
k3d/share/shaders/k3d_translucency.sl:65:	float cosine, sine;
k3d/share/shaders/k3d_translucency.sl:74:	/*Color texturing of different side*/
k3d/share/shaders/k3d_translucency.sl:76:	color Ct;
k3d/share/shaders/k3d_translucency.sl:80:		if (colorTx != ""){
k3d/share/shaders/k3d_translucency.sl:81:			float opac = float texture(colorTx[3], ss, tt);
k3d/share/shaders/k3d_translucency.sl:82:			Ct = color texture(colorTx, ss, tt, "blur", blurcolorTx) + (1-opac)*Cs;
k3d/share/shaders/k3d_translucency.sl:86:	 	if (colorTx2 != ""){
k3d/share/shaders/k3d_translucency.sl:87:			float opac = float texture(colorTx2[3], ss, tt);
k3d/share/shaders/k3d_translucency.sl:88:			Ct = color texture(colorTx2, ss, tt, "blur", blurcolorTx2) + (1-opac)*Cs;
k3d/share/shaders/k3d_translucency.sl:92:	float Kt;
k3d/share/shaders/k3d_translucency.sl:99:			 Kt = float texture(transTex[0], ss, tt, "blur", transblurTx);
k3d/share/shaders/k3d_translucency.sl:105:			 Kt = float texture(transTex2[0], ss, tt, "blur", transblurTx2);
k3d/share/shaders/k3d_translucency.sl:113:	/*Velvet illuminance loop*/
k3d/share/shaders/k3d_uberlight.sl:10: * emits from the origin of the local light shader space and points
k3d/share/shaders/k3d_uberlight.sl:17: * Basic color/brightness controls:
k3d/share/shaders/k3d_uberlight.sl:19: *   lightcolor - overall color filtering for the light
k3d/share/shaders/k3d_uberlight.sl:23: *       those that point in a particular direction (+z in local light
k3d/share/shaders/k3d_uberlight.sl:28: * Distance shaping and falloff controls:
k3d/share/shaders/k3d_uberlight.sl:34: *   falloff - defines the exponent for falloff.  A falloff of 0 (the
k3d/share/shaders/k3d_uberlight.sl:36: *       regardless of distance from the source.  Falloff==1 indicates
k3d/share/shaders/k3d_uberlight.sl:37: *       linear (1/r) falloff, falloff==2 indicates 1/r^2 falloff
k3d/share/shaders/k3d_uberlight.sl:40: *   falloffdist - the distance at which the incident energy is actually
k3d/share/shaders/k3d_uberlight.sl:41: *       equal to intensity*lightcolor.  In other words, the intensity
k3d/share/shaders/k3d_uberlight.sl:42: *       is actually given by:   I = (falloffdist / distance) ^ falloff
k3d/share/shaders/k3d_uberlight.sl:44: *       large when the distance < falloffdist, the intensity is
k3d/share/shaders/k3d_uberlight.sl:52: * is actually described by a superellipse with the following
k3d/share/shaders/k3d_uberlight.sl:56: *       light cone is aligned with the z-axis in local light space.
k3d/share/shaders/k3d_uberlight.sl:69: *   beamdistribution - controls intensity falloff due to angle.
k3d/share/shaders/k3d_uberlight.sl:70: *       A value of 0 (the default) means no angle falloff.  A value
k3d/share/shaders/k3d_uberlight.sl:72: *       corresponds to a cosine falloff.  For a BMRT area light, the
k3d/share/shaders/k3d_uberlight.sl:73: *       cosine falloff happens automatically, so 0 is the right physical
k3d/share/shaders/k3d_uberlight.sl:79: *   slidename - if a filename is supplied, a texture lookup will be
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:89: *       means not to use noise.  Larger values increase the blotchiness
k3d/share/shaders/k3d_uberlight.sl:105: *   shadowbias - the amount of shadow bias to add to the lookup.
k3d/share/shaders/k3d_uberlight.sl:113: *       allows you to cause the shadows to emanate as if the light
k3d/share/shaders/k3d_uberlight.sl:117: * "Fake" shadows from a blocker object.  A blocker is a superellipse
k3d/share/shaders/k3d_uberlight.sl:118: * in 3-space which effectively blocks light.  But it's not really
k3d/share/shaders/k3d_uberlight.sl:120: * superellipse.  The blocker is defined to lie on the x-y plane of
k3d/share/shaders/k3d_uberlight.sl:123: *   blockercoords - the name of the coordinate system that defines the
k3d/share/shaders/k3d_uberlight.sl:124: *       local coordinates of the blocker.  If this is "", it indicates 
k3d/share/shaders/k3d_uberlight.sl:125: *       that the shader should not use a blocker at all.
k3d/share/shaders/k3d_uberlight.sl:126: *   blockerwidth, blockerheight - define the dimensions of the blocker's
k3d/share/shaders/k3d_uberlight.sl:128: *   blockerwedge, blockerhedge - define the fuzzyness of the edges.
k3d/share/shaders/k3d_uberlight.sl:129: *   blockerround - how round the corners of the blocker are (same
k3d/share/shaders/k3d_uberlight.sl:134: *   shadowcolor - Shadows (i.e., those regions with "occlusion" as
k3d/share/shaders/k3d_uberlight.sl:136: *       blocker) don't actually have to block light.  In fact, in
k3d/share/shaders/k3d_uberlight.sl:137: *       this shader, shadowed regions actually just change the color
k3d/share/shaders/k3d_uberlight.sl:138: *       of the light to "shadowcolor".  If this color is set to
k3d/share/shaders/k3d_uberlight.sl:139: *       (0,0,0), it effectively blocks all light.  But if you set it
k3d/share/shaders/k3d_uberlight.sl:140: *       to, say (.25,.25,.25), it will make the shadowed regions lose
k3d/share/shaders/k3d_uberlight.sl:142: *       use is if you are simulating sunlight: set the lightcolor to
k3d/share/shaders/k3d_uberlight.sl:143: *       something yellowish and make the shadowcolor dark but
k3d/share/shaders/k3d_uberlight.sl:154: *       NOTE: This depends on the surface shader looking for, and
k3d/share/shaders/k3d_uberlight.sl:158: *       your own illuminance loops in your surface shader, you've got
k3d/share/shaders/k3d_uberlight.sl:161: *   __nondiffuse - the analog to nonspecular; if this flag is set to
k3d/share/shaders/k3d_uberlight.sl:176: * NOTE: this shader has one each of: blocker, shadow map, slide, and
k3d/share/shaders/k3d_uberlight.sl:194: * rather than only at the beginning of blocks.  If you are using a
k3d/share/shaders/k3d_uberlight.sl:209:/* Comment out the following line if you do *not* wish to use BMRT and
k3d/share/shaders/k3d_uberlight.sl:226:float clipSuperellipse(point Q;	/* Test point on the x-y plane */
k3d/share/shaders/k3d_uberlight.sl:227:		       float a, b;	/* Inner superellipse */
k3d/share/shaders/k3d_uberlight.sl:228:		       float A, B;	/* Outer superellipse */
k3d/share/shaders/k3d_uberlight.sl:229:		       float roundness;	/* Same roundness for both ellipses */
k3d/share/shaders/k3d_uberlight.sl:232:  float result = 0;
k3d/share/shaders/k3d_uberlight.sl:233:  float x = abs(xcomp(Q)), y = abs(ycomp(Q));
k3d/share/shaders/k3d_uberlight.sl:244:	  float sqr(float x)
k3d/share/shaders/k3d_uberlight.sl:248:	  float q = a * b / sqrt(sqr(b * x) + sqr(a * y));
k3d/share/shaders/k3d_uberlight.sl:249:	  float r = A * B / sqrt(sqr(B * x) + sqr(A * y));
k3d/share/shaders/k3d_uberlight.sl:255:	  float re = 2 / roundness;	/* roundness exponent */
k3d/share/shaders/k3d_uberlight.sl:256:	  float q = a * b * pow(pow(b * x, re) + pow(a * y, re), -1 / re);
k3d/share/shaders/k3d_uberlight.sl:257:	  float r = A * B * pow(pow(B * x, re) + pow(A * y, re), -1 / re);
k3d/share/shaders/k3d_uberlight.sl:270: *   - the point being shaded, in the local light space
k3d/share/shaders/k3d_uberlight.sl:272: *     clipping, superellipse x-y shaping, and distance falloff.
k3d/share/shaders/k3d_uberlight.sl:274: *   - attenuation factor based on the falloff and shaping
k3d/share/shaders/k3d_uberlight.sl:276:float ShapeLightVolume(point PL;	/* Point in light space */
k3d/share/shaders/k3d_uberlight.sl:279:		       float znear, zfar;	/* z clipping */
k3d/share/shaders/k3d_uberlight.sl:280:		       float nearedge, faredge;
k3d/share/shaders/k3d_uberlight.sl:281:		       float falloff, falloffdist;	/* distance falloff */
k3d/share/shaders/k3d_uberlight.sl:282:		       float maxintensity;
k3d/share/shaders/k3d_uberlight.sl:283:		       float shearx, sheary;	/* shear the direction */
k3d/share/shaders/k3d_uberlight.sl:284:		       float width, height;	/* xy superellipse */
k3d/share/shaders/k3d_uberlight.sl:285:		       float hedge, wedge, roundness;
k3d/share/shaders/k3d_uberlight.sl:286:		       float beamdistribution;	/* angle falloff */
k3d/share/shaders/k3d_uberlight.sl:292:  float atten = 1;
k3d/share/shaders/k3d_uberlight.sl:293:  float PLlen = length(PL);
k3d/share/shaders/k3d_uberlight.sl:294:  float Pz;
k3d/share/shaders/k3d_uberlight.sl:307:  /* Distance falloff */
k3d/share/shaders/k3d_uberlight.sl:308:  if(falloff != 0)
k3d/share/shaders/k3d_uberlight.sl:310:      if(PLlen > falloffdist)
k3d/share/shaders/k3d_uberlight.sl:312:	  atten *= pow(falloffdist / PLlen, falloff);
k3d/share/shaders/k3d_uberlight.sl:316:	  float s = log(1 / maxintensity);
k3d/share/shaders/k3d_uberlight.sl:317:	  float beta = -falloff / s;
k3d/share/shaders/k3d_uberlight.sl:318:	  atten *= (maxintensity * exp(s * pow(PLlen / falloffdist, beta)));
k3d/share/shaders/k3d_uberlight.sl:339: * blocker.  Return 0 if the light is totally blocked, 1 if it totally
k3d/share/shaders/k3d_uberlight.sl:342:float BlockerContribution(point P1, P2;
k3d/share/shaders/k3d_uberlight.sl:343:			  string blockercoords;
k3d/share/shaders/k3d_uberlight.sl:344:			  float blockerwidth, blockerheight;
k3d/share/shaders/k3d_uberlight.sl:345:			  float blockerwedge, blockerhedge;
k3d/share/shaders/k3d_uberlight.sl:346:			  float blockerround;
k3d/share/shaders/k3d_uberlight.sl:349:  float unoccluded = 1;
k3d/share/shaders/k3d_uberlight.sl:350:  /* Get the surface and light positions in blocker coords */
k3d/share/shaders/k3d_uberlight.sl:351:  point Pb1 = transform(blockercoords, P1);
k3d/share/shaders/k3d_uberlight.sl:352:  point Pb2 = transform(blockercoords, P2);
k3d/share/shaders/k3d_uberlight.sl:353:  /* Blocker works only if it's straddled by ray endpoints. */
k3d/share/shaders/k3d_uberlight.sl:359:	clipSuperellipse(Pplane, blockerwidth, blockerheight,
k3d/share/shaders/k3d_uberlight.sl:360:			 blockerwidth + blockerwedge,
k3d/share/shaders/k3d_uberlight.sl:361:			 blockerheight + blockerhedge, blockerround);
k3d/share/shaders/k3d_uberlight.sl:370:		     /* Basic intensity and color of the light */
k3d/share/shaders/k3d_uberlight.sl:371:		     string lighttype = "spot"; float intensity = 1;
k3d/share/shaders/k3d_uberlight.sl:372:		     color lightcolor = color(1, 1, 1);
k3d/share/shaders/k3d_uberlight.sl:373:		     /* Z shaping and distance falloff */
k3d/share/shaders/k3d_uberlight.sl:374:		     float cuton = 0.01, cutoff = 1.0e6, nearedge =
k3d/share/shaders/k3d_uberlight.sl:376:		     float falloff = 0, falloffdist = 1, maxintensity = 1;
k3d/share/shaders/k3d_uberlight.sl:377:		     float parallelrays = 0;
k3d/share/shaders/k3d_uberlight.sl:378:		     /* xy shaping of the cross-section and angle falloff */
k3d/share/shaders/k3d_uberlight.sl:379:		     float shearx = 0, sheary = 0;
k3d/share/shaders/k3d_uberlight.sl:380:		     float width = 1, height = 1, wedge = .1, hedge = .1;
k3d/share/shaders/k3d_uberlight.sl:381:		     float roundness = 1;
k3d/share/shaders/k3d_uberlight.sl:382:		     float beamdistribution = 0;
k3d/share/shaders/k3d_uberlight.sl:383:		     /* Cookie or slide to control light cross-sectional color */
k3d/share/shaders/k3d_uberlight.sl:386:		     float noiseamp = 0, noisefreq = 4;
k3d/share/shaders/k3d_uberlight.sl:390:		     float shadowblur = 0.01, shadowbias = .01, shadownsamps =
k3d/share/shaders/k3d_uberlight.sl:392:		     color shadowcolor = 0;
k3d/share/shaders/k3d_uberlight.sl:394:		     float raytraceshadow = 0, nshadowrays = 1;
k3d/share/shaders/k3d_uberlight.sl:396:		     /* Fake blocker shadow */
k3d/share/shaders/k3d_uberlight.sl:397:		     string blockercoords = "";
k3d/share/shaders/k3d_uberlight.sl:398:		     float blockerwidth = 1, blockerheight = 1;
k3d/share/shaders/k3d_uberlight.sl:399:		     float blockerwedge = .1, blockerhedge =
k3d/share/shaders/k3d_uberlight.sl:400:		     .1, blockerround = 1;
k3d/share/shaders/k3d_uberlight.sl:402:		     float nonspecular = 0;
k3d/share/shaders/k3d_uberlight.sl:403:		     output varying float __nonspecular = 0;
k3d/share/shaders/k3d_uberlight.sl:404:		     output float __nondiffuse = 0;
k3d/share/shaders/k3d_uberlight.sl:405:		     output float __foglight = 1;)
k3d/share/shaders/k3d_uberlight.sl:412:   * the surface point we're shading, expressed in the local light
k3d/share/shaders/k3d_uberlight.sl:428:  uniform float angle;
k3d/share/shaders/k3d_uberlight.sl:431:      uniform float maxradius = 1.4142136 * max(height + hedge + abs(sheary),
k3d/share/shaders/k3d_uberlight.sl:448:     * blockers and whatnot.  Start with no attenuation (i.e., a 
k3d/share/shaders/k3d_uberlight.sl:451:    float atten = 1.0;
k3d/share/shaders/k3d_uberlight.sl:452:    color lcol = lightcolor;
k3d/share/shaders/k3d_uberlight.sl:459:		       falloff, falloffdist, maxintensity / intensity, shearx,
k3d/share/shaders/k3d_uberlight.sl:467:	float zslide = zcomp(Pslide);
k3d/share/shaders/k3d_uberlight.sl:468:	float xslide = 0.5 + 0.5 * xcomp(Pslide) / zslide;
k3d/share/shaders/k3d_uberlight.sl:469:	float yslide = 0.5 - 0.5 * ycomp(Pslide) / zslide;
k3d/share/shaders/k3d_uberlight.sl:470:	lcol *= color texture(slidename, xslide, yslide);
k3d/share/shaders/k3d_uberlight.sl:480:	    float n = noise(noisefreq * (PL + noiseoffset) * point(1, 1, 0));
k3d/share/shaders/k3d_uberlight.sl:486:	float unoccluded = 1;
k3d/share/shaders/k3d_uberlight.sl:502:	    color vis = 0;
k3d/share/shaders/k3d_uberlight.sl:503:	    uniform float i;
k3d/share/shaders/k3d_uberlight.sl:510:	/* Apply blocker fake shadows */
k3d/share/shaders/k3d_uberlight.sl:511:	if(blockercoords != "")
k3d/share/shaders/k3d_uberlight.sl:514:	      BlockerContribution(Ps, shadoworigin, blockercoords,
k3d/share/shaders/k3d_uberlight.sl:515:				  blockerwidth, blockerheight, blockerwedge,
k3d/share/shaders/k3d_uberlight.sl:516:				  blockerhedge, blockerround);
k3d/share/shaders/k3d_uberlight.sl:518:	lcol = mix(shadowcolor, lcol, unoccluded);
k3d/share/shaders/k3d_urbermap.sl:5:string abColorMap="I:/ArtWorks/Textures/Batik_1.4.tif"; 
k3d/share/shaders/k3d_urbermap.sl:6:float abColorMapBlur=1; 
k3d/share/shaders/k3d_urbermap.sl:7:float abUseColorMapAlpha=0; 
k3d/share/shaders/k3d_urbermap.sl:8:float abDiffuse=0.8; 
k3d/share/shaders/k3d_urbermap.sl:10:float abDiffuseMapBlur=1; 
k3d/share/shaders/k3d_urbermap.sl:11:float abSpecular=0.3; 
k3d/share/shaders/k3d_urbermap.sl:13:float abSpecularMapBlur=1; 
k3d/share/shaders/k3d_urbermap.sl:14:color abSpecularColor=color(1.00,1.00,1.00); 
k3d/share/shaders/k3d_urbermap.sl:15:string abSpecularColorMap="I:/ArtWorks/Textures/Native_1.2.highlight.tif"; 
k3d/share/shaders/k3d_urbermap.sl:16:float abSpecularColorMapBlur=1; 
k3d/share/shaders/k3d_urbermap.sl:17:float abRoughness=0.3; 
k3d/share/shaders/k3d_urbermap.sl:19:float abRoughnessMapBlur=1; 
k3d/share/shaders/k3d_urbermap.sl:21:float abInvertTransparencyMap=0; 
k3d/share/shaders/k3d_urbermap.sl:22:float abTransparencyMapBlur=1; 
k3d/share/shaders/k3d_urbermap.sl:23:color abIncandescence=color(0.00,0.00,0.00); 
k3d/share/shaders/k3d_urbermap.sl:25:float abIncandescenseMapBlur=1; 
k3d/share/shaders/k3d_urbermap.sl:27:float abReflectionUp=0; 
k3d/share/shaders/k3d_urbermap.sl:28:float abReflectivity=0.1; 
k3d/share/shaders/k3d_urbermap.sl:29:float abReflectionMapBlur=1; 
k3d/share/shaders/k3d_urbermap.sl:31:float abBumpMapBlur=1; 
k3d/share/shaders/k3d_urbermap.sl:32:float abBumpScale=1; 
k3d/share/shaders/k3d_urbermap.sl:33:float abDoDisplacement=0; 
k3d/share/shaders/k3d_urbermap.sl:34:float abUseNormals=0; 
k3d/share/shaders/k3d_urbermap.sl:43:color Csurf, Cspec, Copac, Cincand, Crefl;
k3d/share/shaders/k3d_urbermap.sl:44:float ss, tt, roughness, diff, spec, bmp;
k3d/share/shaders/k3d_urbermap.sl:51:if(abColorMap != "")
k3d/share/shaders/k3d_urbermap.sl:53:Csurf = Cs * color texture(abColorMap, ss, tt,
k3d/share/shaders/k3d_urbermap.sl:54:"swidth", abColorMapBlur,
k3d/share/shaders/k3d_urbermap.sl:55:"twidth", abColorMapBlur );
k3d/share/shaders/k3d_urbermap.sl:56:if(abUseColorMapAlpha != 0)
k3d/share/shaders/k3d_urbermap.sl:58:Copac = float texture(abColorMap[3], ss, tt,
k3d/share/shaders/k3d_urbermap.sl:59:"swidth", abColorMapBlur,
k3d/share/shaders/k3d_urbermap.sl:60:"twidth", abColorMapBlur );
k3d/share/shaders/k3d_urbermap.sl:66:Copac = color(1, 1, 1);
k3d/share/shaders/k3d_urbermap.sl:72:Copac = color(1);
k3d/share/shaders/k3d_urbermap.sl:78:diff = abDiffuse * float texture(abDiffuseMap, ss, tt,
k3d/share/shaders/k3d_urbermap.sl:90:spec = abSpecular * float texture(abSpecularMap, ss, tt,
k3d/share/shaders/k3d_urbermap.sl:100:if(abSpecularColorMap != "")
k3d/share/shaders/k3d_urbermap.sl:102:Cspec = abSpecularColor * color texture(abSpecularColorMap, ss, tt,
k3d/share/shaders/k3d_urbermap.sl:103:"swidth", abSpecularColorMapBlur,
k3d/share/shaders/k3d_urbermap.sl:104:"twidth", abSpecularColorMapBlur );
k3d/share/shaders/k3d_urbermap.sl:108:Cspec = abSpecularColor;
k3d/share/shaders/k3d_urbermap.sl:114:roughness = abRoughness * float texture(abRoughnessMap, ss, tt,
k3d/share/shaders/k3d_urbermap.sl:128:Copac = Copac * color texture(abTransparencyMap, ss, tt,
k3d/share/shaders/k3d_urbermap.sl:134:Copac = Copac * (color(1) - color texture(abTransparencyMap, ss, tt,
k3d/share/shaders/k3d_urbermap.sl:143:Cincand = abIncandescence * color texture(abIncandescenseMap, ss, tt,
k3d/share/shaders/k3d_urbermap.sl:156:bmp = abBumpScale * float texture( abBumpMap, ss, tt,
k3d/share/shaders/k3d_urbermap.sl:192:color environment(abReflectionMap, D,
k3d/share/shaders/k3d_urbermap.sl:197:Crefl = color(0);
k3d/share/shaders/k3d_veinedmarble.sl:5: *   Makes solid marble texture with strong veins.  The "veincolor" parameter
k3d/share/shaders/k3d_veinedmarble.sl:6: *   controls the color of the veins.  The background color is given by the
k3d/share/shaders/k3d_veinedmarble.sl:7: *   surface color (Cs).
k3d/share/shaders/k3d_veinedmarble.sl:10: *   Ka, Kd, Ks, roughness, specularcolor - same as plastic
k3d/share/shaders/k3d_veinedmarble.sl:11: *   veinfreq - controls fhe lowest frequency of the color veins
k3d/share/shaders/k3d_veinedmarble.sl:13: *   warpfreq - lowest frequency of the turbulent warping in the marble
k3d/share/shaders/k3d_veinedmarble.sl:15: *   veincolor - the color of the veins
k3d/share/shaders/k3d_veinedmarble.sl:32:surface k3d_veinedmarble(float Ka = .5;
k3d/share/shaders/k3d_veinedmarble.sl:33:			 float Kd = .8;
k3d/share/shaders/k3d_veinedmarble.sl:34:			 float Ks = .4;
k3d/share/shaders/k3d_veinedmarble.sl:35:			 float roughness = .075;
k3d/share/shaders/k3d_veinedmarble.sl:36:			 color specularcolor = 1;
k3d/share/shaders/k3d_veinedmarble.sl:37:			 float veinfreq = 1;
k3d/share/shaders/k3d_veinedmarble.sl:38:			 float veinlevels = 2;
k3d/share/shaders/k3d_veinedmarble.sl:39:			 float warpfreq = 1;
k3d/share/shaders/k3d_veinedmarble.sl:40:			 float warping = .5;
k3d/share/shaders/k3d_veinedmarble.sl:41:			 color veincolor = color(.6, .5, .1);
k3d/share/shaders/k3d_veinedmarble.sl:42:			 float sharpness = 8;
k3d/share/shaders/k3d_veinedmarble.sl:45:  color Ct;
k3d/share/shaders/k3d_veinedmarble.sl:47:  float i, turb, freq;
k3d/share/shaders/k3d_veinedmarble.sl:48:  float turbsum;
k3d/share/shaders/k3d_veinedmarble.sl:51:  float dPP = filterwidthp(PP);
k3d/share/shaders/k3d_veinedmarble.sl:55:  /* Now calculate the veining function for the lookup area */
k3d/share/shaders/k3d_veinedmarble.sl:68:  Ct = mix(Cs, veincolor, turbsum);
k3d/share/shaders/k3d_velvet.sl:8: *   This phenomenological model contains three compnents:
k3d/share/shaders/k3d_velvet.sl:9: *   - A retroreflective lobe (back toward the light source)
k3d/share/shaders/k3d_velvet.sl:11: *   - A diffuse color
k3d/share/shaders/k3d_velvet.sl:14: *   Ks:	controls retroreflective lobe
k3d/share/shaders/k3d_velvet.sl:15: *   Kd:	scales diffuse color
k3d/share/shaders/k3d_velvet.sl:16: *   Ka:	ambient component (affects diffuse color only)
k3d/share/shaders/k3d_velvet.sl:17: *   sheen:	color of retroreflective lobe and horizon scattering
k3d/share/shaders/k3d_velvet.sl:26: *			Fixed retroreflection lobe (sign error); added
k3d/share/shaders/k3d_velvet.sl:37:k3d_velvet (float Ka = 0.05,
k3d/share/shaders/k3d_velvet.sl:40:	    float backscatter = 0.1,
k3d/share/shaders/k3d_velvet.sl:42:        color sheen = .25;
k3d/share/shaders/k3d_velvet.sl:43:        float roughness = .1;
k3d/share/shaders/k3d_velvet.sl:50:  color shiny;                   /* Non-diffuse components */
k3d/share/shaders/k3d_velvet.sl:51:  float cosine, sine;            /* Components for horizon scatter */
k3d/share/shaders/k3d_velvet.sl:59:    /* Retroreflective lobe */
k3d/share/shaders/k3d_velvet.sl:70:  /* Add in diffuse color */
k3d/share/shaders/k3d_venus.sl:2: * venus.sl - surface for a very cloudy planet like Venus.
k3d/share/shaders/k3d_venus.sl:6: *      When put on a sphere, sets the color to look like a densely
k3d/share/shaders/k3d_venus.sl:7: *   clouded planet, very much like the real Venus appears in UV.
k3d/share/shaders/k3d_venus.sl:9: *   the surface to simulate the clouds.  Strong Coriolis forces are
k3d/share/shaders/k3d_venus.sl:10: *   simulated to give the twisting of clouds that is typically seen
k3d/share/shaders/k3d_venus.sl:16: *    offset, scale - control the linear scaling of the cloud value.
k3d/share/shaders/k3d_venus.sl:17: *    twist - controls the twisting of the clouds due to Coriolis forces.
k3d/share/shaders/k3d_venus.sl:18: *    omega - controls the fractal characteristics of the clouds
k3d/share/shaders/k3d_venus.sl:19: *    octaves - the number of octaves of noise to sum for the clouds.
k3d/share/shaders/k3d_venus.sl:40: *    ???? - Venus texture developed by F. Ken Musgrave.
k3d/share/shaders/k3d_venus.sl:54:surface k3d_venus(float Ka = 1, Kd = 1;
k3d/share/shaders/k3d_venus.sl:55:		  float offset = 1; float scale = 0.6; float twist = 0.22;
k3d/share/shaders/k3d_venus.sl:56:		  float omega = 0.65;
k3d/share/shaders/k3d_venus.sl:57:		  float octaves = 8;)
k3d/share/shaders/k3d_venus.sl:62:  float rsq;			/* Used in calculation of twist */
k3d/share/shaders/k3d_venus.sl:63:  float angle;			/* Twist angle */
k3d/share/shaders/k3d_venus.sl:64:  float sine, cosine;		/* sin and cos of angle */
k3d/share/shaders/k3d_venus.sl:65:  float l, o, a, i;		/* Loop control for fractal sum */
k3d/share/shaders/k3d_venus.sl:66:  float value;			/* Fractal sum is stored here */
k3d/share/shaders/k3d_venus.sl:94:  /* Shade like matte, but with color scaled by cloud color */
k3d/share/shaders/k3d_venus2.sl:4: * venus.sl - surface for a very cloudy planet like Venus.
k3d/share/shaders/k3d_venus2.sl:8: *      When put on a sphere, sets the color to look like a densely
k3d/share/shaders/k3d_venus2.sl:9: *   clouded planet, very much like the real Venus appears in UV.
k3d/share/shaders/k3d_venus2.sl:11: *   the surface to simulate the clouds.  Strong Coriolis forces are
k3d/share/shaders/k3d_venus2.sl:12: *   simulated to give the twisting of clouds that is typically seen
k3d/share/shaders/k3d_venus2.sl:18: *    offset, scale - control the linear scaling of the cloud value.
k3d/share/shaders/k3d_venus2.sl:19: *    twist - controls the twisting of the clouds due to Coriolis forces.
k3d/share/shaders/k3d_venus2.sl:20: *    omega - controls the fractal characteristics of the clouds
k3d/share/shaders/k3d_venus2.sl:21: *    octaves - the number of octaves of noise to sum for the clouds.
k3d/share/shaders/k3d_venus2.sl:36: *    ???? - Venus texture developed by F. Ken Musgrave.
k3d/share/shaders/k3d_venus2.sl:53:k3d_venus2 (float Ka = 1, Kd = 1;
k3d/share/shaders/k3d_venus2.sl:54:       float offset = 1;
k3d/share/shaders/k3d_venus2.sl:55:       float scale = 0.6;
k3d/share/shaders/k3d_venus2.sl:56:       float twist = 0.22;
k3d/share/shaders/k3d_venus2.sl:57:       float omega = 0.65;
k3d/share/shaders/k3d_venus2.sl:58:       float octaves = 8;
k3d/share/shaders/k3d_venus2.sl:59:       float radius = 1)
k3d/share/shaders/k3d_venus2.sl:64:  float rsq;                /* Used in calculation of twist */
k3d/share/shaders/k3d_venus2.sl:65:  float angle;              /* Twist angle */
k3d/share/shaders/k3d_venus2.sl:66:  float sine, cosine;       /* sin and cos of angle */
k3d/share/shaders/k3d_venus2.sl:67:  float l, o, a, i;         /* Loop control for fractal sum */
k3d/share/shaders/k3d_venus2.sl:68:  float value;              /* Fractal sum is stored here */
k3d/share/shaders/k3d_venus2.sl:93:  /* Shade like matte, but with color scaled by cloud color */
k3d/share/shaders/k3d_volcube.sl:8:   Epsilon             - offset for calculating gradient normal. 
k3d/share/shaders/k3d_volcube.sl:23:fnc_traceBox (float XMin;
k3d/share/shaders/k3d_volcube.sl:24:	      float XMax;
k3d/share/shaders/k3d_volcube.sl:25:	      float YMin;
k3d/share/shaders/k3d_volcube.sl:26:	      float YMax;
k3d/share/shaders/k3d_volcube.sl:27:	      float ZMin;
k3d/share/shaders/k3d_volcube.sl:28:	      float ZMax;
k3d/share/shaders/k3d_volcube.sl:29:	      float idx;
k3d/share/shaders/k3d_volcube.sl:38:    float D,T;
k3d/share/shaders/k3d_volcube.sl:39:    float TMin = 1000000;
k3d/share/shaders/k3d_volcube.sl:103:float
k3d/share/shaders/k3d_volcube.sl:104:active_volume(point Pos; float vol_mult, vol_offset;)
k3d/share/shaders/k3d_volcube.sl:113:float
k3d/share/shaders/k3d_volcube.sl:114:get_density(point Pos; float vol_mult, vol_offset;)
k3d/share/shaders/k3d_volcube.sl:116:    float dens = 0;
k3d/share/shaders/k3d_volcube.sl:117:    float activeVol = 0;
k3d/share/shaders/k3d_volcube.sl:118:    float offset_active = .1;
k3d/share/shaders/k3d_volcube.sl:119:    float mult_active = 20;
k3d/share/shaders/k3d_volcube.sl:129:normal calcGradeNorm(point Pos; float vol_mult, vol_offset, dens, epsilon;)
k3d/share/shaders/k3d_volcube.sl:132:    Nd = normal (get_density(point (xcomp(Pos) - epsilon, ycomp(Pos),
k3d/share/shaders/k3d_volcube.sl:135:				    ycomp(Pos) - epsilon, zcomp(Pos)),vol_mult,vol_offset) - dens,
k3d/share/shaders/k3d_volcube.sl:137:				    ycomp(Pos), zcomp(Pos) - epsilon),vol_mult,vol_offset) - dens);
k3d/share/shaders/k3d_volcube.sl:150:		  float Roughness;
k3d/share/shaders/k3d_volcube.sl:151:		  output color diff;
k3d/share/shaders/k3d_volcube.sl:152:		  output color spec;)
k3d/share/shaders/k3d_volcube.sl:155:    extern color Cl;
k3d/share/shaders/k3d_volcube.sl:169:fnc_normalMix (normal N1; normal N2; float mixer)
k3d/share/shaders/k3d_volcube.sl:171:    float N1_mag = 1;
k3d/share/shaders/k3d_volcube.sl:172:    float N2_mag = 1;
k3d/share/shaders/k3d_volcube.sl:187:k3d_volcube(float  StepSize       = 1;
k3d/share/shaders/k3d_volcube.sl:188:	     float  StepJitter     = 0;
k3d/share/shaders/k3d_volcube.sl:189:	     float  Density        = 1;
k3d/share/shaders/k3d_volcube.sl:190:	     float  Epsilon        = .001;
k3d/share/shaders/k3d_volcube.sl:191:	     float  Vol_Mult       = 1;
k3d/share/shaders/k3d_volcube.sl:192:	     float  Vol_Offset     = 0;
k3d/share/shaders/k3d_volcube.sl:193:	     float  Do_Shading     = 1;
k3d/share/shaders/k3d_volcube.sl:194:	     float  SurfNormalDepth = .05;
k3d/share/shaders/k3d_volcube.sl:195:	     float  Additive       = 1;
k3d/share/shaders/k3d_volcube.sl:196:	     float  ShowActiveVol  = 0;
k3d/share/shaders/k3d_volcube.sl:197:	     float  RunShadowPass  = 0;
k3d/share/shaders/k3d_volcube.sl:204:    float  Roughness    = .21;
k3d/share/shaders/k3d_volcube.sl:205:    color  diff	= 1;
k3d/share/shaders/k3d_volcube.sl:206:    color  spec = 0;
k3d/share/shaders/k3d_volcube.sl:207:    float  vol_length   = length(outPoint_obj-inPoint_obj);
k3d/share/shaders/k3d_volcube.sl:208:    float  numOfSteps   = vol_length/StepSize;
k3d/share/shaders/k3d_volcube.sl:211:    float  curStep      = 0;
k3d/share/shaders/k3d_volcube.sl:212:    float  density_sum  = 0;
k3d/share/shaders/k3d_volcube.sl:213:    color  color_sum    = 0;
k3d/share/shaders/k3d_volcube.sl:214:    float  shad_sum     = 0;
k3d/share/shaders/k3d_volcube.sl:215:    float  remainder    = 100;
k3d/share/shaders/k3d_volcube.sl:216:    float  cur_density  = 0;
k3d/share/shaders/k3d_volcube.sl:217:    color  cur_color    = 0;
k3d/share/shaders/k3d_volcube.sl:218:    float  density      = StepSize * Density;
k3d/share/shaders/k3d_volcube.sl:219:    float  jitter       = (random() - .5) * StepJitter;
k3d/share/shaders/k3d_volcube.sl:220:    float  cur_depth    = 0;
k3d/share/shaders/k3d_volcube.sl:228:    /*     step loop              */
k3d/share/shaders/k3d_volcube.sl:231:	cur_color = 0;
k3d/share/shaders/k3d_volcube.sl:241:	    cur_color = cur_density;
k3d/share/shaders/k3d_volcube.sl:242:	    cur_color = 1;
k3d/share/shaders/k3d_volcube.sl:246:						  cur_density,Epsilon);
k3d/share/shaders/k3d_volcube.sl:252:	    cur_color = (cur_color * diff) + spec*(1,.8,.2);
k3d/share/shaders/k3d_volcube.sl:261:	    cur_color *= clamp(cur_density,0,1);
k3d/share/shaders/k3d_volcube.sl:267:		color_sum += clamp(cur_color,color 0, color 1);
k3d/share/shaders/k3d_volcube.sl:271:		cur_color = clamp(cur_color,color 0,color 1);
k3d/share/shaders/k3d_volcube.sl:273:		color_sum = ( cur_color) * (1-density_sum) + color_sum;
k3d/share/shaders/k3d_volcube.sl:288:		color_sum = 1;
k3d/share/shaders/k3d_volcube.sl:301:    Ci = color_sum;
k3d/share/shaders/k3d_wallpaper.sl:20:    uniform float Ka = 1;
k3d/share/shaders/k3d_wallpaper.sl:21:    uniform float Kd = 1;
k3d/share/shaders/k3d_wallpaper.sl:22:    uniform color starcolor = color (1.0000,0.5161,0.0000);
k3d/share/shaders/k3d_wallpaper.sl:23:    uniform float npoints = 5;
k3d/share/shaders/k3d_wallpaper.sl:26:    color Ct;
k3d/share/shaders/k3d_wallpaper.sl:28:    float ss, tt, angle, r, a, in_out;
k3d/share/shaders/k3d_wallpaper.sl:29:    float sctr, tctr, scell, tcell;
k3d/share/shaders/k3d_wallpaper.sl:30:    float scellctr, tcellctr;
k3d/share/shaders/k3d_wallpaper.sl:31:    float i, j;
k3d/share/shaders/k3d_wallpaper.sl:32:    uniform float rmin = 0.01, rmax = 0.03;
k3d/share/shaders/k3d_wallpaper.sl:33:    uniform float starangle = 2*PI/npoints;
k3d/share/shaders/k3d_wallpaper.sl:40:    scellctr = floor(s*NCELLS);
k3d/share/shaders/k3d_wallpaper.sl:41:    tcellctr = floor(t*NCELLS);
k3d/share/shaders/k3d_wallpaper.sl:48:	    if (float noise(3*scell-9.5,7*tcell+7.5) < 0.55) {
k3d/share/shaders/k3d_wallpaper.sl:67:    Ct = mix(Cs, starcolor, step(0.5,in_out));
k3d/share/shaders/k3d_wallpaper_2stripe.sl:7: *   equal s.  The background color is given by the surface color.
k3d/share/shaders/k3d_wallpaper_2stripe.sl:12: *   specularcolor
k3d/share/shaders/k3d_wallpaper_2stripe.sl:13: *   bgcolor, stripecolor       color of background and stripes
k3d/share/shaders/k3d_wallpaper_2stripe.sl:29:surface k3d_wallpaper_2stripe(float Ka = 0.5, Kd = 0.75, Ks = 0.25;
k3d/share/shaders/k3d_wallpaper_2stripe.sl:30:			      float roughness = 0.1;
k3d/share/shaders/k3d_wallpaper_2stripe.sl:31:			      color stripecolor = color "rgb"(1, 0.5, 0.5);
k3d/share/shaders/k3d_wallpaper_2stripe.sl:32:			      float stripewidth = 0.05;
k3d/share/shaders/k3d_wallpaper_2stripe.sl:33:			      float stripespacing = 0.5;)
k3d/share/shaders/k3d_wallpaper_2stripe.sl:35:  float ss = s / stripespacing - 0.5;
k3d/share/shaders/k3d_wallpaper_2stripe.sl:36:  float ds = filterwidth(ss);
k3d/share/shaders/k3d_wallpaper_2stripe.sl:37:  float edge = (1 - stripewidth);
k3d/share/shaders/k3d_wallpaper_2stripe.sl:39:  float stripe =
k3d/share/shaders/k3d_wallpaper_2stripe.sl:43:  color Ct = mix(Cs, stripecolor, stripe);
k3d/share/shaders/k3d_warningstripes.sl:17:// License along with this program; if not, write to the Free Software
k3d/share/shaders/k3d_warningstripes.sl:29:float filtered_pulse_train(float edge, period, x, dx)
k3d/share/shaders/k3d_warningstripes.sl:31:	float w = dx / period;
k3d/share/shaders/k3d_warningstripes.sl:32:	float x0 = x/period - w/2;
k3d/share/shaders/k3d_warningstripes.sl:33:	float x1 = x0 + w;
k3d/share/shaders/k3d_warningstripes.sl:34:	float nedge = edge / period;
k3d/share/shaders/k3d_warningstripes.sl:36:	float integral(float t)
k3d/share/shaders/k3d_warningstripes.sl:38:		extern float nedge;
k3d/share/shaders/k3d_warningstripes.sl:39:		return ((1 - nedge) * floor(t) + max(0, t-floor(t)-nedge));
k3d/share/shaders/k3d_warningstripes.sl:46:	float Frequency = 8.0;
k3d/share/shaders/k3d_warningstripes.sl:47:	color StripeColor = color(0, 0, 0)
k3d/share/shaders/k3d_warningstripes.sl:50:	float stripe_position = filtered_pulse_train(0.5 / Frequency, 1.0 / Frequency, u+v, filter_width(u+v));
k3d/share/shaders/k3d_warningstripes.sl:52:	color Ct = mix(Cs, StripeColor, stripe_position);
k3d/share/shaders/k3d_water.sl:3: * This was originally shiny.sl, but I change it to make it transparant.  The interesting part colors that

k3d/share/shaders/k3d_water.sl:7: *        water like look.

k3d/share/shaders/k3d_water.sl:17: *    Ka, Kd, Ks, roughness, specularcolor - The usual meaning

k3d/share/shaders/k3d_water.sl:36:k3d_water ( float Ka = 0, Kd = 0, Ks = 1;

k3d/share/shaders/k3d_water.sl:37:	float Kr = 1, roughness = 0, blur = 0;

k3d/share/shaders/k3d_water.sl:38:	color specularcolor = 1;

k3d/share/shaders/k3d_water.sl:39:	float samples = 0,

k3d/share/shaders/k3d_water.sl:49:    color surface_color,     /* Resulting color */

k3d/share/shaders/k3d_water.sl:50:          ev;                /* Color of the reflections */

k3d/share/shaders/k3d_water.sl:52:    uniform float i, j;

k3d/share/shaders/k3d_water.sl:59:    /* Calculate the reflection color */

k3d/share/shaders/k3d_water.sl:73:			((i + float random())/samples - 0.5) * uoffset +

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

k3d/share/shaders/k3d_water.sl:85:    surface_color = Os * ( Cs * (Ka*ambient() + Kd*diffuse(Nf)) +

k3d/share/shaders/k3d_water.sl:86:		specularcolor * (ev + Ks*specular(Nf,-IN,roughness)));

k3d/share/shaders/k3d_water.sl:89:    color current = (1,1,1);  

k3d/share/shaders/k3d_water.sl:91:    color layer_color = (1,1,1);

k3d/share/shaders/k3d_water.sl:92:    color layer_opac = 1;

k3d/share/shaders/k3d_water.sl:93:    float fuzz = 0.025;

k3d/share/shaders/k3d_water.sl:95:    float d;

k3d/share/shaders/k3d_water.sl:100:    surface_color = blend(surface_color, layer_color, layer_opac);

k3d/share/shaders/k3d_water.sl:102:    Ci = surface_color;

k3d/share/shaders/k3d_water.sl:104:    /* This gives the water a somewhat transparant look. 

k3d/share/shaders/k3d_watercolor.sl:2: *	The shader exploits that fact that the Renderman interface already

k3d/share/shaders/k3d_watercolor.sl:6: * 	case is as follows:

k3d/share/shaders/k3d_watercolor.sl:10:surface k3d_watercolor(

k3d/share/shaders/k3d_watercolor.sl:11:	color upwelling = color(0, 0.2, 0.3);

k3d/share/shaders/k3d_watercolor.sl:12:	color sky = color(0.69,0.84,1);

k3d/share/shaders/k3d_watercolor.sl:13:	color air = color(0.1,0.1,0.1);

k3d/share/shaders/k3d_watercolor.sl:14:	float nSnell = 1.34;

k3d/share/shaders/k3d_watercolor.sl:15:	float Kdiffuse = 0.91;

k3d/share/shaders/k3d_watercolor.sl:19:	float reflectivity;

k3d/share/shaders/k3d_watercolor.sl:22:	float costhetai = abs(nI . nN);

k3d/share/shaders/k3d_watercolor.sl:23:	float thetai = acos(costhetai);

k3d/share/shaders/k3d_watercolor.sl:24:	float sinthetat = sin(thetai)/nSnell;

k3d/share/shaders/k3d_watercolor.sl:25:	float thetat = asin(sinthetat);

k3d/share/shaders/k3d_watercolor.sl:33:		float fs = sin(thetat - thetai) / sin(thetat + thetai);

k3d/share/shaders/k3d_watercolor.sl:34:		float ts = tan(thetat - thetai) / tan(thetat + thetai);

k3d/share/shaders/k3d_watercolor.sl:38:	float dist = length(dPE) * Kdiffuse;

k3d/share/shaders/k3d_watercolor.sl:43:		sky = color environment(envmap, nN);

k3d/share/shaders/k3d_waterdisplacement.sl:13:displacement k3d_waterdisplacement (float Km = 1.0; string bumpmap = "")

k3d/share/shaders/k3d_waterdisplacement.sl:15:	float	hump;

k3d/share/shaders/k3d_waterlight.sl:11:	float minimum_intensity = 0.3;
k3d/share/shaders/k3d_waterlight.sl:12:	float maximum_intensity = 1.0;
k3d/share/shaders/k3d_waterlight.sl:13:	float frequency = 1;
k3d/share/shaders/k3d_waterlight.sl:14:	float phase = 0;
k3d/share/shaders/k3d_waterlight.sl:15:	color lightcolor = 1;
k3d/share/shaders/k3d_waterlight.sl:17:	float  samples=16;
k3d/share/shaders/k3d_waterlight.sl:18:	float  blur=.01;
k3d/share/shaders/k3d_waterlight.sl:19:	float  bias=.01;
k3d/share/shaders/k3d_waterlight.sl:24:			Cl = mix(minimum_intensity, maximum_intensity, float noise(frequency * Ps)) * lightcolor;
k3d/share/shaders/k3d_windowlight.sl:6: *   diverge or falloff.
k3d/share/shaders/k3d_windowlight.sl:10: *   lightcolor - overall color filtering for the light
k3d/share/shaders/k3d_windowlight.sl:28:light k3d_windowlight(float intensity = 1;
k3d/share/shaders/k3d_windowlight.sl:29:		      color lightcolor = color(1, 0.9, 0.6);
k3d/share/shaders/k3d_windowlight.sl:30:		      color darkcolor = color(.05, 0.15, 0.1);
k3d/share/shaders/k3d_windowlight.sl:36:		      float hpanes = 2, vpanes = 3;
k3d/share/shaders/k3d_windowlight.sl:37:		      float panewidth = 6, paneheight = 6;
k3d/share/shaders/k3d_windowlight.sl:38:		      float framewidth = .1, frameheight = .1;
k3d/share/shaders/k3d_windowlight.sl:39:		      float fuzz = 0.25;
k3d/share/shaders/k3d_windowlight.sl:44:  float offset, modulus, yfract, xfract;
k3d/share/shaders/k3d_windowlight.sl:45:  float d;
k3d/share/shaders/k3d_windowlight.sl:81:    Cl = intensity * mix(darkcolor, lightcolor, yfract * xfract);
k3d/share/shaders/k3d_windywave.sl:3:displacement k3d_windywave(float Km = 0.1; float txtscale = 1;
k3d/share/shaders/k3d_windywave.sl:4:			   float windfreq = 0.5; float windamp = 1;
k3d/share/shaders/k3d_windywave.sl:5:			   float minwind = 0.3)
k3d/share/shaders/k3d_windywave.sl:7:  float offset;
k3d/share/shaders/k3d_windywave.sl:9:  float wind;
k3d/share/shaders/k3d_windywave.sl:10:  float turb, a, i;
k3d/share/shaders/k3d_wood2.sl:11: *   lightwood, darkwood - surface colors for the wood itself
k3d/share/shaders/k3d_wood2.sl:21:surface k3d_wood2(float Ka = 1, Kd = .75, Ks = .4;
k3d/share/shaders/k3d_wood2.sl:22:		  float roughness = .1;
k3d/share/shaders/k3d_wood2.sl:23:		  color specularcolor = 1;
k3d/share/shaders/k3d_wood2.sl:24:		  float ringscale = 15;
k3d/share/shaders/k3d_wood2.sl:25:		  float txtscale = 1;
k3d/share/shaders/k3d_wood2.sl:26:		  color lightwood = color(0.69, 0.44, 0.25);
k3d/share/shaders/k3d_wood2.sl:27:		  color darkwood = color(0.35, 0.22, 0.08); float grainy = 1;)
k3d/share/shaders/k3d_wood2.sl:31:  color Ct;			/* surface color of the wood */
k3d/share/shaders/k3d_wood2.sl:32:  float r, r2;
k3d/share/shaders/k3d_wood2.sl:33:  float my_t;
k3d/share/shaders/k3d_wood2.sl:44:  r -= floor(r);
k3d/share/shaders/k3d_wood2.sl:61:	  specularcolor * Ks * specular(Nf, -normalize(I), roughness));
k3d/share/shaders/k3d_woodcut.sl:4:float ringscale=5; 
k3d/share/shaders/k3d_woodcut.sl:5:float contrast=0.3; 
k3d/share/shaders/k3d_woodcut.sl:6:float brightness=0.75; 
k3d/share/shaders/k3d_woodcut.sl:7:float random=0; 
k3d/share/shaders/k3d_woodcut.sl:8:float nsize=5; ) { 
k3d/share/shaders/k3d_woodcut.sl:13:color surface_color, layer_color;
k3d/share/shaders/k3d_woodcut.sl:14:color surface_opac, layer_opac, Cr;
k3d/share/shaders/k3d_woodcut.sl:15:float fuzz = 0.3;
k3d/share/shaders/k3d_woodcut.sl:16:float stripemin, stripemax, tt;
k3d/share/shaders/k3d_woodcut.sl:17:float y, z, i, n, ns;
k3d/share/shaders/k3d_woodcut.sl:18:float tfreq = 50;
k3d/share/shaders/k3d_woodcut.sl:20:color illumcolor = 0.0;
k3d/share/shaders/k3d_woodcut.sl:21:float illumination = 0.0;
k3d/share/shaders/k3d_woodcut.sl:22:float Ka = 0.10;
k3d/share/shaders/k3d_woodcut.sl:23:float Kd = 0.70;
k3d/share/shaders/k3d_woodcut.sl:24:float Ks = 0.20;
k3d/share/shaders/k3d_woodcut.sl:27:float roughness = 0.2;
k3d/share/shaders/k3d_woodcut.sl:45:illumcolor = (Ka*ambient() + Kd*diffuse(Nf) + Ks*specular(Nf,V,roughness));
k3d/share/shaders/k3d_woodcut.sl:46:illumination = max(max(comp(illumcolor, 0), comp(illumcolor, 1)), comp(illumcolor, 2));
k3d/share/shaders/k3d_woodcut.sl:60:surface_color = color (0.0, 0.0, 0.0);
k3d/share/shaders/k3d_woodcut.sl:61:layer_color = 0.0; 
k3d/share/shaders/k3d_woodcut.sl:64:surface_color = color (1.0, 1.0, 1.0);
k3d/share/shaders/k3d_woodcut.sl:65:layer_color = 1.0;
k3d/share/shaders/k3d_woodcut.sl:68:surface_color = color (0.0, 0.0, 0.0);
k3d/share/shaders/k3d_woodcut.sl:69:layer_color = 1.0;
k3d/share/shaders/k3d_woodcut.sl:76:float val = pulse(stripemin, stripemax, fuzz, tt);
k3d/share/shaders/k3d_woodcut.sl:77:layer_opac = color val;
k3d/share/shaders/k3d_woodcut.sl:78:surface_color = blend(surface_color, layer_color, layer_opac);
k3d/share/shaders/k3d_woodcut.sl:79:float color_val = mix(0.0, 1.0, val);
k3d/share/shaders/k3d_woodcut.sl:80:Cr = spline (color_val,
k3d/share/shaders/k3d_woodcut.sl:81:color (0.0, 0.0, 0.0),
k3d/share/shaders/k3d_woodcut.sl:82:color (0.1, 0.05, 0.0),
k3d/share/shaders/k3d_woodcut.sl:83:color (0.8, 0.6, 0.4),
k3d/share/shaders/k3d_woodcut.sl:84:color (1.0, 1.0, 0.8),
k3d/share/shaders/k3d_woodcut.sl:85:color (1.0, 1.0, 1.0),
k3d/share/shaders/k3d_woodcut.sl:86:color (1.0, 1.0, 1.0));
k3d/share/shaders/k3d_woodcut.sl:87: float spacescale = length(vtransform("shader", normalize(N)));
