k3d/share/shaders/k3d_altitude_fog.sl:1:volume k3d_altitude_fog(
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:7:	point PP = transform("world", P);
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:10:	Ci = mix(Ci, background, fog);
k3d/share/shaders/k3d_altitude_fog.sl:11:	Oi = mix(Oi, color(1, 1, 1), fog);
k3d/share/shaders/k3d_ambientlight.sl:1:/* ambientlight.sl - Standard ambient light source for RenderMan Interface.
k3d/share/shaders/k3d_ambientlight.sl:6: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_ambientlight.sl:9:light k3d_ambientlight(
k3d/share/shaders/k3d_antialiasedchecks.sl:2: * checks_aa.sl -- RenderMan compatible shader for checks.
k3d/share/shaders/k3d_antialiasedchecks.sl:6: *   look great even at only one sample per pixel.
k3d/share/shaders/k3d_antialiasedchecks.sl:9: *   Ka, Kd	    	work just like the matte shader
k3d/share/shaders/k3d_antialiasedchecks.sl:10: *   color1, color2     these are the colors which make the pattern
k3d/share/shaders/k3d_antialiasedchecks.sl:11: *   frequency		determines the frequency (in s-t space) of the checks
k3d/share/shaders/k3d_antialiasedchecks.sl:19: * last modified 27 Jan 1994 by Larry Gritz
k3d/share/shaders/k3d_antialiasedchecks.sl:30:  point Nf;             /* Forward facing surface normal */
k3d/share/shaders/k3d_antialiasedchecks.sl:31:  float smod, tmod;     /* Texture position within the pattern */
k3d/share/shaders/k3d_antialiasedchecks.sl:33:  float x, y;           /* Used to determine pattern */
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:38:  Nf = faceforward (normalize(N), I);
k3d/share/shaders/k3d_antialiasedchecks.sl:40:  /* Determine how wide in s-t space one pixel projects to */
k3d/share/shaders/k3d_antialiasedchecks.sl:44:  /* Figure out amount of fuzziness, taking normal into account */
k3d/share/shaders/k3d_antialiasedchecks.sl:48:  fuzzmax = max (sfuzz, tfuzz);
k3d/share/shaders/k3d_antialiasedchecks.sl:50:  /* Get the place in the pattern where we're sampling */
k3d/share/shaders/k3d_antialiasedchecks.sl:51:  smod = mod (s*frequency, 1);
k3d/share/shaders/k3d_antialiasedchecks.sl:52:  tmod = mod (t*frequency, 1);
k3d/share/shaders/k3d_antialiasedchecks.sl:54:  /* If the filter width is small enough, compute the pattern color */
k3d/share/shaders/k3d_antialiasedchecks.sl:55:  if (fuzzmax <= 0.5) {
k3d/share/shaders/k3d_antialiasedchecks.sl:56:      x = ((smoothstep (.5,.5+sfuzz,smod)) + (1 - smoothstep (0,sfuzz,smod)));
k3d/share/shaders/k3d_antialiasedchecks.sl:57:      y = ((smoothstep (.5,.5+tfuzz,tmod)) + (1 - smoothstep (0,tfuzz,tmod)));
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:66:  /* Use the matte reflectance formula */
k3d/share/shaders/k3d_antialiasedchecks.sl:68:  Ci *= Os * (Ka*ambient() + Kd*diffuse(Nf));
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:19:  illuminate(P, N, 1.5707963 /* PI/2 */ )
k3d/share/shaders/k3d_arealight.sl:25:   * approximately work for a flat light source whose normal points
k3d/share/shaders/k3d_arealight.sl:28:  vector Nl = normalize(vector "shader"(0, 0, 1));
k3d/share/shaders/k3d_arealight.sl:29:  illuminate(point "shader"(0, 0, 0), Nl, PI / 2)
k3d/share/shaders/k3d_arealight.sl:31:    Cl = (intensity * (Nl.normalize(L) / (L.L)) * lightcolor);
k3d/share/shaders/k3d_background.sl:2:// Copyright (c) 1995-2004, Timothy M. Shead
k3d/share/shaders/k3d_background.sl:4:// Contact: tshead@k-3d.com
k3d/share/shaders/k3d_background.sl:6:// This program is free software; you can redistribute it and/or
k3d/share/shaders/k3d_background.sl:7:// modify it under the terms of the GNU General Public
k3d/share/shaders/k3d_background.sl:11:// This program is distributed in the hope that it will be useful,
k3d/share/shaders/k3d_background.sl:12:// but WITHOUT ANY WARRANTY; without even the implied warranty of
k3d/share/shaders/k3d_background.sl:14:// General Public License for more details.
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:18:// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
k3d/share/shaders/k3d_background.sl:21:		\author Tim Shead (tshead@k-3d.com)
k3d/share/shaders/k3d_background.sl:24:/// Simplified from the original by Larry Gritz
k3d/share/shaders/k3d_background.sl:26:imager k3d_background(
k3d/share/shaders/k3d_bluemarble.sl:1:/* I took wave's lead and renamed bluemarb to DPBlueMarble.sl -- tal@SpamSucks_cs.caltech.edu */
k3d/share/shaders/k3d_bluemarble.sl:4: * bluemarb.sl
k3d/share/shaders/k3d_bluemarble.sl:11: *    Academic Press, 1994.  ISBN 0-12-228760-6.
k3d/share/shaders/k3d_bluemarble.sl:23:marble_color(float m)
k3d/share/shaders/k3d_bluemarble.sl:26:        clamp(2*m + .75, 0, 1),
k3d/share/shaders/k3d_bluemarble.sl:36:k3d_bluemarble(
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:47:    float i, f, marble;
k3d/share/shaders/k3d_bluemarble.sl:49:    NN = normalize(faceforward(N, I));
k3d/share/shaders/k3d_bluemarble.sl:50:    PP = transform("shader", P) * texturescale;
k3d/share/shaders/k3d_bluemarble.sl:52:    marble = 0; f = 1;
k3d/share/shaders/k3d_bluemarble.sl:54:        marble += snoise(PP * f)/f;
k3d/share/shaders/k3d_bluemarble.sl:57:    Ct = marble_color(marble);
k3d/share/shaders/k3d_bluemarble.sl:59:    Ci = Os * (Ct * (Ka * ambient() + Kd * diffuse(NN))
k3d/share/shaders/k3d_bluemarble.sl:60:        + Ks * specular(NN, normalize(-I), roughness));
k3d/share/shaders/k3d_bluescreen.sl:3: *   puts a background color behind an image.
k3d/share/shaders/k3d_bluescreen.sl:9:imager k3d_bluescreen (
k3d/share/shaders/k3d_bluescreen.sl:12:string texturename = ""
k3d/share/shaders/k3d_bluescreen.sl:19:    if (option("Format", resolution) == 1.0) {
k3d/share/shaders/k3d_bluescreen.sl:20:       lenx = xcomp(P)/ resolution[0];
k3d/share/shaders/k3d_bluescreen.sl:21:       leny = ycomp(P)/ resolution[1];
k3d/share/shaders/k3d_bluescreen.sl:24:    if (texturename != "") {
k3d/share/shaders/k3d_bluescreen.sl:25:	tex = texture(texturename, lenx, leny);
k3d/share/shaders/k3d_brick.sl:5: *   Makes a wall of bricks.  Need more be said?  OK.  It makes a good
k3d/share/shaders/k3d_brick.sl:6: *   looking staggered brick masonry.  It is especially convincing when
k3d/share/shaders/k3d_brick.sl:7: *   used in conjunction with the "brickbump" displacement shader (and
k3d/share/shaders/k3d_brick.sl:8: *   identical parameters).  Every other row of bricks is staggered.
k3d/share/shaders/k3d_brick.sl:10: *   by the "rowvary" parameter.
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:19: *    mortarthickness           Thickness of the mortar (in st space)
k3d/share/shaders/k3d_brick.sl:20: *    rowvary                   How much does each row shift?
k3d/share/shaders/k3d_brick.sl:21: *    jagged                    How much do bricks deviate from squares?
k3d/share/shaders/k3d_brick.sl:23: * AUTHOR: written by Larry Gritz, gritzl@acm.org
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:36:		  float mortarthickness = .014;
k3d/share/shaders/k3d_brick.sl:44:  normal Nf;
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:55:  /* Determine how wide in s-t space one pixel projects to, relative
k3d/share/shaders/k3d_brick.sl:56:   * the the width and height of a brick.  Overestimate the filter
k3d/share/shaders/k3d_brick.sl:57:   * size by a bit -- it makes the transitions between brick and mortar
k3d/share/shaders/k3d_brick.sl:58:   * a bit smoother.
k3d/share/shaders/k3d_brick.sl:60:  swidth = 1.5 * max(filterwidth(s), MINFILTWIDTH) / BMWIDTH;
k3d/share/shaders/k3d_brick.sl:61:  twidth = 1.5 * max(filterwidth(t), MINFILTWIDTH) / BMHEIGHT;
k3d/share/shaders/k3d_brick.sl:69:    raggedamp * snoisexy((s + tbrick * 5.15) * raggedfreq,
k3d/share/shaders/k3d_brick.sl:72:    raggedamp * snoisexy((s + tbrick * 11.4) * raggedfreq,
k3d/share/shaders/k3d_brick.sl:75:    raggedamp / 2 * snoisexy((s + tbrick * 5.15) * raggedfreq * 2,
k3d/share/shaders/k3d_brick.sl:78:    raggedamp / 2 * snoisexy((s + tbrick * 11.4) * raggedfreq * 2,
k3d/share/shaders/k3d_brick.sl:86:      clamp(filteredpulse(MWF, 1 - MWF, ss, swidth), max(1 - MWF / swidth, 0),
k3d/share/shaders/k3d_brick.sl:92:      clamp(filteredpulse(MHF, 1 - MHF, tt, twidth), max(1 - MHF / twidth, 0),
k3d/share/shaders/k3d_brick.sl:104:      /* Bottom horizontal groove */
k3d/share/shaders/k3d_brick.sl:109:      disp = min(disp, 0.85 * groovedepth * (sqr(ss / MWF) - 1));
k3d/share/shaders/k3d_brick.sl:113:      disp = min(disp, 0.85 * groovedepth * (sqr((1 - ss) / MWF) - 1));
k3d/share/shaders/k3d_brick.sl:116:  fact = smoothstep(0, 1.3 * MHF, tt) - smoothstep(1.0 - 1.3 * MHF, 1, tt);
k3d/share/shaders/k3d_brick.sl:117:  fact *= (smoothstep(0, 1.3 * MWF, ss) - smoothstep(1.0 - 1.3 * MWF, 1, ss));
k3d/share/shaders/k3d_brick.sl:125:  P += disp * normalize(N);
k3d/share/shaders/k3d_brick.sl:126:  N = calculatenormal(P);
k3d/share/shaders/k3d_brick.sl:127:  Nf = faceforward(normalize(N), I);
k3d/share/shaders/k3d_brick.sl:130:  /* Choose a brick color that varies from brick to brick */
k3d/share/shaders/k3d_brick.sl:133:  Ct = mix(mortarcolor, bcolor, w * h);
k3d/share/shaders/k3d_brick.sl:136:  Ci = Os * Ct * (Ka * ambient() + Kd * diffuse(Nf));
k3d/share/shaders/k3d_brick2.sl:1:/* I took wave's lead and renamed brick to DPBrick.sl -- tal@SpamSucks_cs.caltech.edu */
k3d/share/shaders/k3d_brick2.sl:11: *    Academic Press, 1994.  ISBN 0-12-228760-6.
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:39:    Nf = normalize(faceforward(N, I));
k3d/share/shaders/k3d_brick2.sl:44:    if (mod(tt*0.5,1) > 0.5)
k3d/share/shaders/k3d_brick2.sl:53:    Ct = mix(Cmortar, Cbrick, w*h);
k3d/share/shaders/k3d_brick2.sl:55:    /* diffuse reflection model */
k3d/share/shaders/k3d_brick2.sl:57:    Ci = Os * Ct * (Ka * ambient() + Kd * diffuse(Nf));
k3d/share/shaders/k3d_brick3.sl:5: *   Makes a wall of bricks.  Need more be said?  OK.  It makes a good
k3d/share/shaders/k3d_brick3.sl:6: *   looking staggered brick masonry.  It is especially convincing when
k3d/share/shaders/k3d_brick3.sl:7: *   used in conjunction with the "brickbump" displacement shader (and
k3d/share/shaders/k3d_brick3.sl:8: *   identical parameters).  Every other row of bricks is staggered.
k3d/share/shaders/k3d_brick3.sl:10: *   by the "rowvary" parameter.
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:19: *    mortarthickness           Thickness of the mortar (in st space)
k3d/share/shaders/k3d_brick3.sl:20: *    rowvary                   How much does each row shift?
k3d/share/shaders/k3d_brick3.sl:21: *    jagged                    How much do bricks deviate from squares?
k3d/share/shaders/k3d_brick3.sl:24: * 	This shader is very similar to (and based upon) brick shaders
k3d/share/shaders/k3d_brick3.sl:29: *      28 May 1992 -- written by lg for the "Timbre Trees" video (saucer)
k3d/share/shaders/k3d_brick3.sl:32: * last modified  12 Jan 1994 by Larry Gritz
k3d/share/shaders/k3d_brick3.sl:41:	color mortarcolor = color "rgb" (.6,.6,.6);
k3d/share/shaders/k3d_brick3.sl:44:        float mortarthickness = .01;
k3d/share/shaders/k3d_brick3.sl:48:#define BMWIDTH (brickwidth+mortarthickness)
k3d/share/shaders/k3d_brick3.sl:49:#define BMHEIGHT (brickheight+mortarthickness)
k3d/share/shaders/k3d_brick3.sl:50:#define MWF (mortarthickness*0.5/BMWIDTH)
k3d/share/shaders/k3d_brick3.sl:51:#define MHF (mortarthickness*0.5/BMHEIGHT)
k3d/share/shaders/k3d_brick3.sl:53:#define boxstep(a,b,x) (clamp(((x)-(a))/((b)-(a)),0,1))
k3d/share/shaders/k3d_brick3.sl:62:  /* Determine how wide in s-t space one pixel projects to */
k3d/share/shaders/k3d_brick3.sl:63:  swidth = max (abs(Du(s)*du) + abs(Dv(s)*dv), MINFILTERWIDTH);
k3d/share/shaders/k3d_brick3.sl:64:  twidth = max (abs(Du(t)*du) + abs(Dv(t)*dv), MINFILTERWIDTH);
k3d/share/shaders/k3d_brick3.sl:66:  Nf = faceforward (normalize(N),I);
k3d/share/shaders/k3d_brick3.sl:70:  scoord = s + jagged * xcomp (PP2);
k3d/share/shaders/k3d_brick3.sl:71:  tcoord = t + jagged * ycomp (PP2);
k3d/share/shaders/k3d_brick3.sl:73:  ss = scoord / BMWIDTH;   /* Determine which brick the point is in */
k3d/share/shaders/k3d_brick3.sl:79:  if (mod (tt*0.5, 1) > 0.5)
k3d/share/shaders/k3d_brick3.sl:83:  /* Shift the columns randomly by row */
k3d/share/shaders/k3d_brick3.sl:86:  sbrick = floor (ss);   /* which brick column? */
k3d/share/shaders/k3d_brick3.sl:93:  else w = clamp (boxstep(MWF-swidth,MWF,ss), max(1-MWF/swidth,0), 1)
k3d/share/shaders/k3d_brick3.sl:94:	 - clamp (boxstep(1-MWF-swidth,1-MWF,ss), 0, 2*MWF/swidth);
k3d/share/shaders/k3d_brick3.sl:98:  else h = clamp (boxstep(MHF-twidth,MHF,tt), max(1-MHF/twidth,0),1)
k3d/share/shaders/k3d_brick3.sl:99:	 - clamp (boxstep(1-MHF-twidth,1-MHF,tt), 0, 2*MHF/twidth);
k3d/share/shaders/k3d_brick3.sl:101:  /* Choose a brick color that varies from brick to brick */
k3d/share/shaders/k3d_brick3.sl:104:  Ct = mix (mortarcolor, bcolor, w*h);
k3d/share/shaders/k3d_brick3.sl:107:  Ci = Os * Ct * (Ka * ambient() + Kd*diffuse(Nf));
k3d/share/shaders/k3d_brickanti.sl:1:/* I took wave's lead and renamed brickant to DPBrickAnti.sl -- tal@SpamSucks_cs.caltech.edu */
k3d/share/shaders/k3d_brickanti.sl:11: *    Academic Press, 1994.  ISBN 0-12-228760-6.
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:41:    Nf = normalize(faceforward(N, I));
k3d/share/shaders/k3d_brickanti.sl:46:    if (mod(tt*0.5,1) > 0.5)
k3d/share/shaders/k3d_brickanti.sl:55:    /* This is the simple antialiasing with "boxstep" */
k3d/share/shaders/k3d_brickanti.sl:66:#define frac(x)        mod((x),1)
k3d/share/shaders/k3d_brickanti.sl:68:                        max(0,frac(ss)-MWF))
k3d/share/shaders/k3d_brickanti.sl:70:                        max(0,frac(tt)-MHF))
k3d/share/shaders/k3d_brickanti.sl:76:    Ct = mix(Cmortar, Cbrick, w*h);
k3d/share/shaders/k3d_brickanti.sl:78:    /* diffuse reflection model */
k3d/share/shaders/k3d_brickanti.sl:80:    Ci = Os * Ct * (Ka * ambient() + Kd * diffuse(Nf));
k3d/share/shaders/k3d_brickbump.sl:2: * brickbump.sl -- displacement shader for bricks.
k3d/share/shaders/k3d_brickbump.sl:5: *   Makes displacements for a wall of bricks.  This is the companion
k3d/share/shaders/k3d_brickbump.sl:6: *   shader to the surface "brick" shader.  The parameters work exactly
k3d/share/shaders/k3d_brickbump.sl:7: *   the same.  Of course, you can use it with any surface shader, and
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:9: *   However, if you do use it with "brick", the parameters MUST match,
k3d/share/shaders/k3d_brickbump.sl:12: * Parameters:
k3d/share/shaders/k3d_brickbump.sl:15: *    mortarthickness           Thickness of the mortar (in st space)
k3d/share/shaders/k3d_brickbump.sl:16: *    rowvary                   How much does each row shift?
k3d/share/shaders/k3d_brickbump.sl:17: *    jagged                    How much do bricks deviate from squares?
k3d/share/shaders/k3d_brickbump.sl:18: *    pitting                   The amplitude of the "pits" on the face of
k3d/share/shaders/k3d_brickbump.sl:23: * AUTHOR: written by Larry Gritz, 1992 (and subsequently modified)
k3d/share/shaders/k3d_brickbump.sl:29:displacement k3d_brickbump(
k3d/share/shaders/k3d_brickbump.sl:32:			   float mortarthickness = .01;
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_brickbump.sl:58:      /* Bottom horizontal groove */
k3d/share/shaders/k3d_brickbump.sl:63:      disp = min(disp, 0.85 * groovedepth * (sqr(ss / MWF) - 1));
k3d/share/shaders/k3d_brickbump.sl:67:      disp = min(disp, 0.85 * groovedepth * (sqr((1 - ss) / MWF) - 1));
k3d/share/shaders/k3d_brickbump.sl:70:  fact = smoothstep(0, 1.3 * MHF, tt) - smoothstep(1.0 - 1.3 * MHF, 1, tt);
k3d/share/shaders/k3d_brickbump.sl:71:  fact *= (smoothstep(0, 1.3 * MWF, ss) - smoothstep(1.0 - 1.3 * MWF, 1, ss));
k3d/share/shaders/k3d_brickbump.sl:79:  P += disp * normalize(N);
k3d/share/shaders/k3d_brickbump.sl:80:  N = calculatenormal(P);
k3d/share/shaders/k3d_brickbump2.sl:1:/* I took wave's lead and renamed brickbum to DPBrickbump.sl -- tal@SpamSucks_cs.caltech.edu */
k3d/share/shaders/k3d_brickbump2.sl:4: * brickbum.sl
k3d/share/shaders/k3d_brickbump2.sl:11: *    Academic Press, 1994.  ISBN 0-12-228760-6.
k3d/share/shaders/k3d_brickbump2.sl:26:k3d_brickbump2(
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:38:    float sbump, tbump, stbump;
k3d/share/shaders/k3d_brickbump2.sl:40:    Nf = normalize(faceforward(N, I));
k3d/share/shaders/k3d_brickbump2.sl:45:    if (mod(tt*0.5,1) > 0.5)
k3d/share/shaders/k3d_brickbump2.sl:54:    Ct = mix(Cmortar, Cbrick, w*h);
k3d/share/shaders/k3d_brickbump2.sl:56:    /* compute bump-mapping function for mortar grooves */
k3d/share/shaders/k3d_brickbump2.sl:57:    sbump = smoothstep(0,MWF,ss) - smoothstep(1-MWF,1,ss);
k3d/share/shaders/k3d_brickbump2.sl:58:    tbump = smoothstep(0,MHF,tt) - smoothstep(1-MHF,1,tt);
k3d/share/shaders/k3d_brickbump2.sl:59:    stbump = sbump * tbump;
k3d/share/shaders/k3d_brickbump2.sl:61:    /* compute shading normal */
k3d/share/shaders/k3d_brickbump2.sl:62:    Nf = calculatenormal(P + normalize(N) * stbump);
k3d/share/shaders/k3d_brickbump2.sl:63:    Nf = normalize(faceforward(Nf, I));
k3d/share/shaders/k3d_brickbump2.sl:65:    /* diffuse reflection model */
k3d/share/shaders/k3d_brickbump2.sl:67:    Ci = Os * Ct * (Ka * ambient() + Kd * diffuse(Nf));
k3d/share/shaders/k3d_brickbump3.sl:2: * brickbump.sl -- displacement shader for bricks.
k3d/share/shaders/k3d_brickbump3.sl:5: *   Makes displacements for a wall of bricks.  This is the companion
k3d/share/shaders/k3d_brickbump3.sl:6: *   shader to the surface "brick" shader.  The parameters work exactly
k3d/share/shaders/k3d_brickbump3.sl:7: *   the same.  Of course, you can use it with any surface shader, and
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:9: *   However, if you do use it with "brick", the parameters MUST match,
k3d/share/shaders/k3d_brickbump3.sl:15: *    mortarthickness           Thickness of the mortar (in st space)
k3d/share/shaders/k3d_brickbump3.sl:16: *    rowvary                   How much does each row shift?
k3d/share/shaders/k3d_brickbump3.sl:17: *    jagged                    How much do bricks deviate from squares?
k3d/share/shaders/k3d_brickbump3.sl:18: *    pitting                   The amplitude of the "pits" on the face of
k3d/share/shaders/k3d_brickbump3.sl:26: *      28 May 1992 -- written by lg for the "Timbre Trees" video (saucer)
k3d/share/shaders/k3d_brickbump3.sl:29: * last modified  12 Jan 1994 by Larry Gritz
k3d/share/shaders/k3d_brickbump3.sl:32:/* note from Larry:
k3d/share/shaders/k3d_brickbump3.sl:34:  You may note the companion shaders "brick" and "brickbump".
k3d/share/shaders/k3d_brickbump3.sl:36:  They're meant to go together, but I like to use the brickbump
k3d/share/shaders/k3d_brickbump3.sl:37:  displacement shader with the matte surface shader.  With appropriate
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:44:  Displacement "brickbump" "brickwidth" 0.5 "brickheight" 0.25 
k3d/share/shaders/k3d_brickbump3.sl:45:	       "mortarthickness" 0.02 "pitting" 0.015 "pockfrequency" 12
k3d/share/shaders/k3d_brickbump3.sl:49:displacement
k3d/share/shaders/k3d_brickbump3.sl:50:k3d_brickbump3 ( 
k3d/share/shaders/k3d_brickbump3.sl:53:	    float mortarthickness = .01;
k3d/share/shaders/k3d_brickbump3.sl:58:#define BMWIDTH (brickwidth+mortarthickness)
k3d/share/shaders/k3d_brickbump3.sl:59:#define BMHEIGHT (brickheight+mortarthickness)
k3d/share/shaders/k3d_brickbump3.sl:60:#define MWF (mortarthickness*0.5/BMWIDTH)
k3d/share/shaders/k3d_brickbump3.sl:61:#define MHF (mortarthickness*0.5/BMHEIGHT)
k3d/share/shaders/k3d_brickbump3.sl:63:#define boxstep(a,b,x) (clamp(((x)-(a))/((b)-(a)),0,1))
k3d/share/shaders/k3d_brickbump3.sl:74:  scoord = s + jagged * xcomp (PP2);
k3d/share/shaders/k3d_brickbump3.sl:75:  tcoord = t + jagged * ycomp (PP2);
k3d/share/shaders/k3d_brickbump3.sl:81:  if (mod (tt*0.5, 1) > 0.5)
k3d/share/shaders/k3d_brickbump3.sl:85:  /* Shift the columns randomly by row */
k3d/share/shaders/k3d_brickbump3.sl:88:  sbrick = floor (ss);   /* which brick column? */
k3d/share/shaders/k3d_brickbump3.sl:99:      /* Bottom horizontal groove */
k3d/share/shaders/k3d_brickbump3.sl:109:  fact = smoothstep (0, 1.3*MHF, tt) - smoothstep (1.0-1.3*MHF, 1, tt);
k3d/share/shaders/k3d_brickbump3.sl:110:  fact *= (smoothstep (0, 1.3*MWF, ss) - smoothstep (1.0-1.3*MWF, 1, ss));
k3d/share/shaders/k3d_brickbump3.sl:115:  P += disp * normalize(N);
k3d/share/shaders/k3d_brickbump3.sl:116:  N = calculatenormal (P);
k3d/share/shaders/k3d_brickperturb.sl:1:/* I took wave's lead and renamed brickper to DPBrickperturb.sl -- tal@SpamSucks_cs.caltech.edu */
k3d/share/shaders/k3d_brickperturb.sl:11: *    Academic Press, 1994.  ISBN 0-12-228760-6.
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:39:    Nf = normalize(faceforward(N, I));
k3d/share/shaders/k3d_brickperturb.sl:44:    if (mod(tt*0.5,1) > 0.5)
k3d/share/shaders/k3d_brickperturb.sl:54:    Ct = mix(Cmortar, Cbrick, w*h);
k3d/share/shaders/k3d_brickperturb.sl:56:    /* diffuse reflection model */
k3d/share/shaders/k3d_brickperturb.sl:58:    Ci = Os * Ct * (Ka * ambient() + Kd * diffuse(Nf));
k3d/share/shaders/k3d_brushedmetal.sl:2: * brushedmetal.sl
k3d/share/shaders/k3d_brushedmetal.sl:5: *   Simple anisotropic metal shader.
k3d/share/shaders/k3d_brushedmetal.sl:7: * Parameters:
k3d/share/shaders/k3d_brushedmetal.sl:8: *   Ka, Kd, Ks - the usual meaning
k3d/share/shaders/k3d_brushedmetal.sl:11: * Author: Larry Gritz (gritzl@acm.org)
k3d/share/shaders/k3d_brushedmetal.sl:15: *   by Anthony A. Apodaca and Larry Gritz, Morgan Kaufmann, 1999.
k3d/share/shaders/k3d_brushedmetal.sl:18:#include "k3d_material.h"
k3d/share/shaders/k3d_brushedmetal.sl:20:surface k3d_brushedmetal(
k3d/share/shaders/k3d_brushedmetal.sl:25:  normal Nf = faceforward(normalize(N), I);
k3d/share/shaders/k3d_brushedmetal.sl:27:    MaterialBrushedMetal(Nf, Cs, Ka, Kd, Ks, normalize(dPdu), uroughness,
k3d/share/shaders/k3d_brushedmetal2.sl:1:/*  IDbrushedmetal.sl written 9/99 by Ivan DeWolf
k3d/share/shaders/k3d_brushedmetal2.sl:2: *  ivan@SpamSucks_martian-tools.com
k3d/share/shaders/k3d_brushedmetal2.sl:4: *  in any way you see fit, but please leave my name near the top
k3d/share/shaders/k3d_brushedmetal2.sl:6: *  yet another brushedmetal. This one computes a specular 
k3d/share/shaders/k3d_brushedmetal2.sl:7: *  highlight, and also can use a reflection map.
k3d/share/shaders/k3d_brushedmetal2.sl:8: *  stochasticly spreads the map, so it looks a little grainy.
k3d/share/shaders/k3d_brushedmetal2.sl:9: *  based somewhat on LGbrushedmetal.sl
k3d/share/shaders/k3d_brushedmetal2.sl:12: *  then assume specspread is roughness, then you have something 
k3d/share/shaders/k3d_brushedmetal2.sl:13: *  very similar to plastic.sl...
k3d/share/shaders/k3d_brushedmetal2.sl:18: *  Ka			- coefficient of ambient
k3d/share/shaders/k3d_brushedmetal2.sl:21: * 			  maxes out at 10
k3d/share/shaders/k3d_brushedmetal2.sl:23: *			  maxes out at .5
k3d/share/shaders/k3d_brushedmetal2.sl:24: *  mapspread		- the spread of the image streaking
k3d/share/shaders/k3d_brushedmetal2.sl:25: *			  maxes out at .5
k3d/share/shaders/k3d_brushedmetal2.sl:28: *  mapname		- name of the environment map
k3d/share/shaders/k3d_brushedmetal2.sl:37:    extern normal N;
k3d/share/shaders/k3d_brushedmetal2.sl:41:    vector V = normalize(-I);
k3d/share/shaders/k3d_brushedmetal2.sl:42:    normal NN = normalize(N);
k3d/share/shaders/k3d_brushedmetal2.sl:43:    normal Nf = faceforward(NN,-V);
k3d/share/shaders/k3d_brushedmetal2.sl:47:    illuminance (P, Nf, PI*.5) {
k3d/share/shaders/k3d_brushedmetal2.sl:54:            vector LN = normalize (L);
k3d/share/shaders/k3d_brushedmetal2.sl:55:	    vector H = normalize (V + LN);
k3d/share/shaders/k3d_brushedmetal2.sl:65:k3d_brushedmetal2(
k3d/share/shaders/k3d_brushedmetal2.sl:72:		mapspread 	= .3,
k3d/share/shaders/k3d_brushedmetal2.sl:74:	string	mapname 	= "";
k3d/share/shaders/k3d_brushedmetal2.sl:77:	point Po = transform("object",P);
k3d/share/shaders/k3d_brushedmetal2.sl:79:	vector D, V= normalize(-I);
k3d/share/shaders/k3d_brushedmetal2.sl:80:	vector Nf, Ntmp;
k3d/share/shaders/k3d_brushedmetal2.sl:82:	float i, numsamples = 20;
k3d/share/shaders/k3d_brushedmetal2.sl:84:	float Jspread = PI*(1/numsamples)*mapspread;
k3d/share/shaders/k3d_brushedmetal2.sl:85:	vector VA = rotate(normalize(dPdu), twist, zro, normalize(N));
k3d/share/shaders/k3d_brushedmetal2.sl:88:	Nf = faceforward(normalize(N), -I);
k3d/share/shaders/k3d_brushedmetal2.sl:89:        Ntmp = Nf;
k3d/share/shaders/k3d_brushedmetal2.sl:91:	if( mapname != "" ) {
k3d/share/shaders/k3d_brushedmetal2.sl:92:	    for(i=0;i<=numsamples;i=i+1){
k3d/share/shaders/k3d_brushedmetal2.sl:93:	      jitter = (random()-.5)*Jspread;
k3d/share/shaders/k3d_brushedmetal2.sl:94:	      angle = PI*((i/numsamples)-.5)*mapspread;
k3d/share/shaders/k3d_brushedmetal2.sl:95:	      Ntmp = rotate(Nf,angle+jitter,zro,VA);
k3d/share/shaders/k3d_brushedmetal2.sl:96:	      D = reflect(-V, Ntmp);
k3d/share/shaders/k3d_brushedmetal2.sl:97:	      D = vtransform("world", D);
k3d/share/shaders/k3d_brushedmetal2.sl:98:	      ev += environment(mapname, D)*(.5-abs((i/numsamples)-.5))*.25;
k3d/share/shaders/k3d_brushedmetal2.sl:104:	Ci = Oi * (Cs * (Ka * ambient() + Kd * diffuse(-Nf)) + 
k3d/share/shaders/k3d_brushedmetal3.sl:1:/* Renamed to LGbrushedmetal for RMR -- tal@SpamSucks_cs.caltech.edu */
k3d/share/shaders/k3d_brushedmetal3.sl:4: * Greg Ward Larson's anisotropic specular local illumination model.
k3d/share/shaders/k3d_brushedmetal3.sl:5: * The derivation and formulae can be found in:  Ward, Gregory J.
k3d/share/shaders/k3d_brushedmetal3.sl:6: * "Measuring and Modeling Anisotropic Reflection," ACM Computer
k3d/share/shaders/k3d_brushedmetal3.sl:9: *   N - unit surface normal
k3d/share/shaders/k3d_brushedmetal3.sl:10: *   V - unit viewing direction (from P toward the camera)
k3d/share/shaders/k3d_brushedmetal3.sl:18:LocIllumWardAnisotropic (normal N;  vector V;
k3d/share/shaders/k3d_brushedmetal3.sl:23:    float cos_theta_r = clamp (N.V, 0.0001, 1);
k3d/share/shaders/k3d_brushedmetal3.sl:29:    illuminance (P, N, PI/2) {
k3d/share/shaders/k3d_brushedmetal3.sl:35:            vector LN = normalize (L);
k3d/share/shaders/k3d_brushedmetal3.sl:38:                vector H = normalize (V + LN);
k3d/share/shaders/k3d_brushedmetal3.sl:51:k3d_brushedmetal3 ( 
k3d/share/shaders/k3d_brushedmetal3.sl:57:    normal Nf = faceforward (normalize(N), I);
k3d/share/shaders/k3d_brushedmetal3.sl:58:    vector xdir = normalize (dPdu);
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:4: * A simple semi-sphere carpet displacment
k3d/share/shaders/k3d_bubbles.sl:5: * Felipe Esquivel  felipeer@hotmail.com
k3d/share/shaders/k3d_bubbles.sl:9:displacement k3d_bubbles(
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:16: point myCenter = (0, 0, 0);
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_bubbles.sl:21: point myPoint = (smod, 0, tmod);
k3d/share/shaders/k3d_bubbles.sl:22: distance2point = distance(myPoint, myCenter);
k3d/share/shaders/k3d_bubbles.sl:24:    magnitud = sqrt((radius * radius) - (distance2point * distance2point));
k3d/share/shaders/k3d_bubbles.sl:26: P += Kmag * magnitud * normalize(N);
k3d/share/shaders/k3d_bubbles.sl:27: N = calculatenormal(P);
k3d/share/shaders/k3d_bubbly.sl:2: *  ivan@SpamSucks_martian-tools.com
k3d/share/shaders/k3d_bubbly.sl:4: *  in any way you see fit, but please leave my name near the top
k3d/share/shaders/k3d_bubbly.sl:8: *  siggraph proceedings from 1996, except this uses a noised grid of cells
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:18: *  mult    - multiples of bubbles per unit
k3d/share/shaders/k3d_bubbly.sl:19: *  Nzscale - scale of the noise that randomizes the location of 
k3d/share/shaders/k3d_bubbly.sl:22: *  Kd      - coefficient of displacement. 
k3d/share/shaders/k3d_bubbly.sl:23: *	      Displacement bounds and this value should be equal.
k3d/share/shaders/k3d_bubbly.sl:27:displacement
k3d/share/shaders/k3d_bubbly.sl:29:  float  mult	 = 5,
k3d/share/shaders/k3d_bubbly.sl:34:  normal Nn = normalize(N);
k3d/share/shaders/k3d_bubbly.sl:37:  point Po = transform("object",P)*mult;
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_bubbly.sl:59:  bub = clamp(shortest,0,bubsize)/bubsize; 
k3d/share/shaders/k3d_bubbly.sl:61:  N = calculatenormal(P);
k3d/share/shaders/k3d_castucco.sl:2: * castucco.sl -- dispacement shader for stucco.
k3d/share/shaders/k3d_castucco.sl:9: * Parameters:
k3d/share/shaders/k3d_castucco.sl:11: *   Km - amplitude of the mesas.
k3d/share/shaders/k3d_castucco.sl:12: *   octaves - how many octaves of fBm to sum
k3d/share/shaders/k3d_castucco.sl:13: *   trough, peak - define the shape of the valleys and mesas of the stucco.
k3d/share/shaders/k3d_castucco.sl:22:displacement k3d_castucco(
k3d/share/shaders/k3d_castucco.sl:24:			  float Km = 0.2;
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_castucco.sl:33:  /* Do texture calcs in "shader" space, get approximate filter size */
k3d/share/shaders/k3d_castucco.sl:34:  Pshad = freq * transform("shader", P);
k3d/share/shaders/k3d_castucco.sl:37:  /* Compute some fractional Brownian motion */
k3d/share/shaders/k3d_castucco.sl:38:  disp = fBm(Pshad, fwidth, 3, 2, 0.6);
k3d/share/shaders/k3d_castucco.sl:40:  /* Threshold the fBm and scale it */
k3d/share/shaders/k3d_castucco.sl:41:  disp = Km * smoothstep(trough, peak, disp);
k3d/share/shaders/k3d_castucco.sl:44:  N = Displace(normalize(N), "shader", disp, 1);
k3d/share/shaders/k3d_causticlight.sl:4:	       point from = point "shader" (0,0,0);
k3d/share/shaders/k3d_causticlight.sl:8:	       float beamdistribution = 2;
k3d/share/shaders/k3d_causticlight.sl:9:	       string shadowname = "";
k3d/share/shaders/k3d_causticlight.sl:10:	       float  samples = 16;
k3d/share/shaders/k3d_causticlight.sl:14:	       float  noiseamp = 0, noisefreq = 1, noisepow = 1;
k3d/share/shaders/k3d_causticlight.sl:17:    uniform vector axis = normalize(to-from);
k3d/share/shaders/k3d_causticlight.sl:19:    illuminate (from, axis, coneangle) {
k3d/share/shaders/k3d_causticlight.sl:21:	float atten = pow (cosangle, beamdistribution) / (L . L);
k3d/share/shaders/k3d_causticlight.sl:22:	atten *= smoothstep (cos(coneangle), cos(coneangle-conedeltaangle),
k3d/share/shaders/k3d_causticlight.sl:25:        if (shadowname != "") {
k3d/share/shaders/k3d_causticlight.sl:26:            float caustic = shadow (shadowname, Ps, "samples", samples,
k3d/share/shaders/k3d_causticlight.sl:28:	    caustic = smoothstep (threshold, 1, caustic);
k3d/share/shaders/k3d_causticlight.sl:29:	    if (noiseamp != 0) {
k3d/share/shaders/k3d_causticlight.sl:30:		point PL = transform ("shader", Ps);
k3d/share/shaders/k3d_causticlight.sl:31:		caustic *= noiseamp * pow (noise(PL*noisefreq), noisepow);
k3d/share/shaders/k3d_celld.sl:4: * Simple displacement shader using Voronoi cell noise
k3d/share/shaders/k3d_celld.sl:5: * Uses noises.h from ARMAN
k3d/share/shaders/k3d_celld.sl:16:displacement k3d_celld (
k3d/share/shaders/k3d_celld.sl:17:        float Kvoro = 0;        /* desc {amount to displace. } */
k3d/share/shaders/k3d_celld.sl:22:	float voro_jitter = 0;  /* desc { Amount to perturb the voroni 
k3d/share/shaders/k3d_celld.sl:24:	string PSpace = "shader";  /* desc {Space to transform P for shading calculations } */
k3d/share/shaders/k3d_celld.sl:30:	point objP = transform (PSpace, P);
k3d/share/shaders/k3d_celld.sl:31:	point noiseP = (usePref != 0)? transform (PSpace, __Pref): objP;
k3d/share/shaders/k3d_celld.sl:32:	normal Nn = ntransform (PSpace, N);
k3d/share/shaders/k3d_celld.sl:33:	Nn = normalize (Nn);
k3d/share/shaders/k3d_celld.sl:50:#pragma nolint 1
k3d/share/shaders/k3d_celld.sl:51:	P = transform (PSpace, "current", objP);
k3d/share/shaders/k3d_celld.sl:52:	N = calculatenormal (P);
k3d/share/shaders/k3d_ceramic.sl:3:#include "k3d_material.h"
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:10:  normal Nf = faceforward(normalize(N), I);
k3d/share/shaders/k3d_ceramic.sl:11:  Ci = MaterialCeramic(Nf, Cs, Ka, Kd, Ks, roughness, specsharpness);
k3d/share/shaders/k3d_ceramictiles.sl:2: * ceramictiles.sl
k3d/share/shaders/k3d_ceramictiles.sl:4: * Description: Ceramic tiles (like you'd find in a bathroom)
k3d/share/shaders/k3d_ceramictiles.sl:6: * Parameters for pattern placement and size:
k3d/share/shaders/k3d_ceramictiles.sl:7: *   projection, textureprojspace, mx -  define the projection used to
k3d/share/shaders/k3d_ceramictiles.sl:8: *     establish a basic 2-D coordinate system for the pattern.
k3d/share/shaders/k3d_ceramictiles.sl:13: *   groovedepth - displacement amount for the grooves (expressed in
k3d/share/shaders/k3d_ceramictiles.sl:15: *   truedisp - 1 for true displacement, 0 for bump mapping
k3d/share/shaders/k3d_ceramictiles.sl: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:19: *   mottlefreq - frequency of the mottling between Cbase & Cmottle
k3d/share/shaders/k3d_ceramictiles.sl:22: *   edgevary, mottling, speckly - individual scalar controls over
k3d/share/shaders/k3d_ceramictiles.sl:23: *      edge variation, mottling, and speckles.  Setting any to zero will
k3d/share/shaders/k3d_ceramictiles.sl:25: *   varyhue, varysat, varylum - individual controls for the per-tile
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:27: *      cause more tile-to-tile variation).
k3d/share/shaders/k3d_ceramictiles.sl:29: * Parameters for illumination model:
k3d/share/shaders/k3d_ceramictiles.sl:30: *   Ka - the usual meaning
k3d/share/shaders/k3d_ceramictiles.sl:31: *   Kdmortar - Kd for the mortar between tiles
k3d/share/shaders/k3d_ceramictiles.sl:32: *   mortarcolor - base color of the mortar
k3d/share/shaders/k3d_ceramictiles.sl:33: *   Kdtile - diffuse component weighting of the tile
k3d/share/shaders/k3d_ceramictiles.sl:35: *   Kr, blur, eta - reflection parameters for the tile
k3d/share/shaders/k3d_ceramictiles.sl:36: *   envname, envspace, envrad - environment mapping controls
k3d/share/shaders/k3d_ceramictiles.sl:37: *   rayjitter, raysamples - ray tracing controls
k3d/share/shaders/k3d_ceramictiles.sl:43: * Contacts:  lg@pixar.com
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:55:#include "k3d_material.h"
k3d/share/shaders/k3d_ceramictiles.sl:61: * and the width and height of the grooves between tiles (assuming that
k3d/share/shaders/k3d_ceramictiles.sl:86: * features include: (1) mottling of the color; (2) darkening or shifting
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:96:  float dst = max(ds, dt);
k3d/share/shaders/k3d_ceramictiles.sl:97:  if(mottling > 0)
k3d/share/shaders/k3d_ceramictiles.sl:99:      point noisep = mottlefreq * point(stile, ttile, tileindex);
k3d/share/shaders/k3d_ceramictiles.sl:100:      float mottle =
k3d/share/shaders/k3d_ceramictiles.sl:101:	.2 + .6 * fBm(noisep, mottlefreq * max(ds, dt), 4, 2, 0.65);
k3d/share/shaders/k3d_ceramictiles.sl:102:      C = mix(C, Cmottle, clamp(mottling * mottle, 0, 1));
k3d/share/shaders/k3d_ceramictiles.sl:107:	.05 * fBm(point(stile * 10, ttile * 10, tileindex + 10),
k3d/share/shaders/k3d_ceramictiles.sl:110:	.05 * fBm(point(stile * 10, ttile * 10, tileindex - 3),
k3d/share/shaders/k3d_ceramictiles.sl:114:	(smoothpulse(.05, .15, .85, .95, stile + sedgeoffset) *
k3d/share/shaders/k3d_ceramictiles.sl:115:	 smoothpulse(.05, .15, .85, .95, ttile + tedgeoffset));
k3d/share/shaders/k3d_ceramictiles.sl:116:      C = mix(C, Cedge, edgevary * edgy);
k3d/share/shaders/k3d_ceramictiles.sl:124:      specky = smoothstep(0.55, 0.7, specky);
k3d/share/shaders/k3d_ceramictiles.sl:125:      C = mix(C, Cspeck, speckly * specky);
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:135: * diffuse model for the mortar, and a ceramic model for the tiles,
k3d/share/shaders/k3d_ceramictiles.sl:136: * depending on the variable intile.  When in the mortar area, we turn
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:142:			   float Ka, Kdmortar, Kdtile, Ks;
k3d/share/shaders/k3d_ceramictiles.sl:148:  color basecolor = mix(Cmortar, Ctile, intile);
k3d/share/shaders/k3d_ceramictiles.sl:150:  float kd = mix(Kdmortar, Kdtile, intile);
k3d/share/shaders/k3d_ceramictiles.sl:151:  vector IN = normalize(I), V = -IN;
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:159:			specsharpness) + SampleEnvironment(P, R, kr, blur,
k3d/share/shaders/k3d_ceramictiles.sl:165:surface k3d_ceramictiles(float Ka = 1, Ks = .75, roughness =
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: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:184:			 color Cmottle = color(.2, .2, .7);
k3d/share/shaders/k3d_ceramictiles.sl:186:			 float varyhue = 0.025, varysat = 0.4, varylum = 0.5;)
k3d/share/shaders/k3d_ceramictiles.sl:190:   * Normalize everything so that the tiles are 1x1 units
k3d/share/shaders/k3d_ceramictiles.sl:193:    ProjectTo2D (projection, P, textureprojspace, array_to_mx(mx),ss, tt, dss, dtt);
k3d/share/shaders/k3d_ceramictiles.sl:210:   * Displacement: the edges of the tile displace down a bit, as do
k3d/share/shaders/k3d_ceramictiles.sl:212:   * per-tile normal variation to break up reflections.
k3d/share/shaders/k3d_ceramictiles.sl:214:  float tiledisp = smoothpulse(0, .075, 0.925, 1, stile);
k3d/share/shaders/k3d_ceramictiles.sl:215:  tiledisp *= smoothpulse(0, .075, 0.925, 1, ttile);
k3d/share/shaders/k3d_ceramictiles.sl:216:  normal Nf = faceforward(normalize(N), I);
k3d/share/shaders/k3d_ceramictiles.sl:217:  normal Ntile =
k3d/share/shaders/k3d_ceramictiles.sl:221:  Nf = normalize(mix(Nf, Ntile, intile));
k3d/share/shaders/k3d_ceramictiles.sl:229:			    edgevary, mottling, speckly,
k3d/share/shaders/k3d_ceramictiles.sl:230:			    mottlefreq,
k3d/share/shaders/k3d_ceramictiles.sl:231:			    Cbase, Cedge, Cmottle, Cspeck);
k3d/share/shaders/k3d_ceramictiles.sl:232:  Ctile = varyEach(Ctile, tileindex, varyhue, varysat, varylum);
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:236:   * scaling it by some high frequency fBm.
k3d/share/shaders/k3d_ceramictiles.sl:238:  color Cmortar = mortarcolor;
k3d/share/shaders/k3d_ceramictiles.sl:242:    Cmortar *= smoothstep(0, 1, (.5 + .4 * fBm(Q, dQ, 3, 2, .6)));
k3d/share/shaders/k3d_ceramictiles.sl:245:   * Illumination model
k3d/share/shaders/k3d_ceramictiles.sl:248:    MaterialCeramicTiles(Nf, Cmortar, Ctile, intile, Ka, Kdmortar, Kdtile, Ks,
k3d/share/shaders/k3d_checkerboard.sl:7:			 uniform float TileS = 6.0; uniform float TileT = 6.0;
k3d/share/shaders/k3d_checkerboard.sl:14:  float mixamount;
k3d/share/shaders/k3d_checkerboard.sl:19:	filters = mod((s * TileS * 2.0) - 1.0, 2.0);
k3d/share/shaders/k3d_checkerboard.sl:20:	filtert = mod((t * TileT * 2.0) - 1.0, 2.0);
k3d/share/shaders/k3d_checkerboard.sl:32:  tiles = step(1.0, mod(s * TileS, 2.0));
k3d/share/shaders/k3d_checkerboard.sl:33:  tilet = step(1.0, mod(t * TileT, 2.0));
k3d/share/shaders/k3d_checkerboard.sl:37:      mixamount = 0.0;
k3d/share/shaders/k3d_checkerboard.sl:41:      mixamount = 1.0;
k3d/share/shaders/k3d_checkerboard.sl:44:  checkcolor = mix(EvenColor, Cs, mixamount);
k3d/share/shaders/k3d_checkerboard.sl:46:  // Diffuse reflection model ...
k3d/share/shaders/k3d_checkerboard.sl:47:  Nf = normalize(faceforward(N, I));
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: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:17:	float x, y, z, sum;
k3d/share/shaders/k3d_checkerboard_solid.sl:19:	point Pshad = transform(shadingspace, P);
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:25:	sum = mod(x + y + z, 2.0);
k3d/share/shaders/k3d_checkerboard_solid.sl:26:	if(sum >= 0.5)
k3d/share/shaders/k3d_checkerboard_solid.sl:35:	// Diffuse reflection model ...
k3d/share/shaders/k3d_checkerboard_solid.sl:36:	Nf = normalize(faceforward(N, I));
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:2: * clamptoalpha.sl -- imager shader that forces Ci to be non-negative
k3d/share/shaders/k3d_clamptoalpha.sl:3: *    and with each component to greater than the alpha value of the
k3d/share/shaders/k3d_clamptoalpha.sl:7:imager
k3d/share/shaders/k3d_clamptoalpha.sl:8:k3d_clamptoalpha()
k3d/share/shaders/k3d_clamptoalpha.sl:10:  Ci = clamp(Ci, color(0, 0, 0), color(alpha, alpha, alpha));
k3d/share/shaders/k3d_clay.sl:2: * clay.sl -- simple clay surface using MaterialClay
k3d/share/shaders/k3d_clay.sl:4: * Author: Larry Gritz (gritzl@acm.org)
k3d/share/shaders/k3d_clay.sl:8: *   by Anthony A. Apodaca and Larry Gritz, Morgan Kaufmann, 1999.
k3d/share/shaders/k3d_clay.sl:11:#include "k3d_material.h"
k3d/share/shaders/k3d_clay.sl:15:  normal Nf = faceforward(normalize(N), I);
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:11: *    Academic Press, 1994.  ISBN 0-12-228760-6.
k3d/share/shaders/k3d_cloudplane.sl:25:    float i, amplitude, f;
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:32:    Psh = transform("shader", P);
k3d/share/shaders/k3d_cloudplane.sl:33:    x = xcomp(Psh) + xoffset;
k3d/share/shaders/k3d_cloudplane.sl:34:    y = ycomp(Psh) + yoffset;
k3d/share/shaders/k3d_cloudplane.sl:40:    amplitude = 0.3;
k3d/share/shaders/k3d_cloudplane.sl:43:        fx = amplitude *
k3d/share/shaders/k3d_cloudplane.sl:45:        fy = amplitude *
k3d/share/shaders/k3d_cloudplane.sl:51:        xfreq *= 1.9 + i * 0.1; /* approximately 2 */
k3d/share/shaders/k3d_cloudplane.sl:52:        yfreq *= 2.2 - i * 0.08; /* approximately 2 */
k3d/share/shaders/k3d_cloudplane.sl:53:        amplitude *= 0.707;
k3d/share/shaders/k3d_cloudplane.sl:55:    f = clamp(f, 0, 1);
k3d/share/shaders/k3d_cloudplane.sl:57:    Ct = mix(Cs, cloudcolor, f);
k3d/share/shaders/k3d_constant.sl:6: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_contacshadow.sl:1:/* renamed shader to SIG2k_srf_contact to be consistent with RMR 
k3d/share/shaders/k3d_contacshadow.sl:2: *    -- tal@SpamSucks_renderman.org
k3d/share/shaders/k3d_contacshadow.sl:7:** Render a contact shadow based on depth data derived from a light  
k3d/share/shaders/k3d_contacshadow.sl:10:** by Rob Engle and Jim Berney  
k3d/share/shaders/k3d_contacshadow.sl:15:    string shadowname = "";     /* the name of the texture file */  
k3d/share/shaders/k3d_contacshadow.sl:16:    float samples = 10;         /* how many samples to take per Z lookup */  
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:22:    /* get a matrix which transforms from current space to the  
k3d/share/shaders/k3d_contacshadow.sl:23:       camera space used when rendering the shadow map */  
k3d/share/shaders/k3d_contacshadow.sl:24:    uniform matrix matNl;  
k3d/share/shaders/k3d_contacshadow.sl:25:    textureinfo(shadowname, "viewingmatrix", matNl);  
k3d/share/shaders/k3d_contacshadow.sl:27:    /* get a matrix which transforms from current space to the  
k3d/share/shaders/k3d_contacshadow.sl:28:       screen space (-1..1) used when rendering the shadow map */  
k3d/share/shaders/k3d_contacshadow.sl:29:    uniform matrix matNP;  
k3d/share/shaders/k3d_contacshadow.sl:30:    textureinfo(shadowname, "projectionmatrix", matNP);  
k3d/share/shaders/k3d_contacshadow.sl:32:    /* transform the ground plane point into texture coordinates  
k3d/share/shaders/k3d_contacshadow.sl:33:       needed to look up the point in the shadow map */  
k3d/share/shaders/k3d_contacshadow.sl:34:    point screenP = transform(matNP, P);  
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:39:	/* point being shaded is outside the region of the depth map */  
k3d/share/shaders/k3d_contacshadow.sl:43:	/* get the distance from the shadow camera to the closest
k3d/share/shaders/k3d_contacshadow.sl:44:	   object as recorded in the shadow map */
k3d/share/shaders/k3d_contacshadow.sl:45:	float mapdist = float texture(shadowname, ss, tt, "samples", samples);
k3d/share/shaders/k3d_contacshadow.sl:47:	/* transform the point on the ground plane into the shadow
k3d/share/shaders/k3d_contacshadow.sl:48:	   camera space in order to get the distance from the shadow
k3d/share/shaders/k3d_contacshadow.sl:49:	   camera to the ground plane */
k3d/share/shaders/k3d_contacshadow.sl:50:	point cameraP = transform(matNl, P);  
k3d/share/shaders/k3d_contacshadow.sl:54:	float distance = mapdist - zcomp(cameraP);  
k3d/share/shaders/k3d_contacshadow.sl:56:	distance = smoothstep(0, 1, distance/influence);  
k3d/share/shaders/k3d_contacshadow.sl:57:	distance = pow(distance, gamma);  
k3d/share/shaders/k3d_corktile.sl:1:/* Renamed to PQcorktile.sl for RMR -- talrmr@SpamSucks_pacbell.net */
k3d/share/shaders/k3d_corktile.sl:3:/* corktile.sl - a surface shader imitating cork tiling
k3d/share/shaders/k3d_corktile.sl:8: * parameters
k3d/share/shaders/k3d_corktile.sl:10: * Ka, Kd, Ks, roughness, specularcolor - take their usual meanings
k3d/share/shaders/k3d_corktile.sl:11: * Ksgap - the specular component for tile gaps : by default 0.3 * Ks
k3d/share/shaders/k3d_corktile.sl:12: * txtscale - the amount of detail / magnification of the image, this also determines
k3d/share/shaders/k3d_corktile.sl:13: *   (if tiles=1) the number of tiles fitted into the texture as s and t vary from 0 to 1
k3d/share/shaders/k3d_corktile.sl:14: * tiles - the number of tiles in a unit square of texture before txtscale is applied
k3d/share/shaders/k3d_corktile.sl:15: *	 (this means the number of tiles actually seen is the square of txtscale * tiles)
k3d/share/shaders/k3d_corktile.sl:16: * gap - the size of the gap or groove between tiles, measured as a proportion of the tile,
k3d/share/shaders/k3d_corktile.sl:17: *	 thus a gap of .05 will mean that 2.5% of the tile around each edge will be taken up with
k3d/share/shaders/k3d_corktile.sl:19: * bumpheight - the total height for bump mapped bumps - irregularities on the surface plus
k3d/share/shaders/k3d_corktile.sl:20: *   the displacement of the tile itself out of the gap
k3d/share/shaders/k3d_corktile.sl:21: * tileheight - the proportion of the bumpheight that is taken up with the rise of the tile from
k3d/share/shaders/k3d_corktile.sl:22: * 	 the gap between the tiles, the remainder of bumpheight is taken up with the bumps on the 
k3d/share/shaders/k3d_corktile.sl:23: *   surface of the tile. So if tileheight = 1 there are no bumps on the tile surface, if
k3d/share/shaders/k3d_corktile.sl:24: *   tileheight = 0 there are bumps on the tile surface of height tileheight, but no difference
k3d/share/shaders/k3d_corktile.sl:27: * The shader makes an attempt at being self antaliasing
k3d/share/shaders/k3d_corktile.sl:33:#define fnoise(p,width) (noise(p) * (1-smoothstep (0.2,0.75,width)))
k3d/share/shaders/k3d_corktile.sl:46:		/* 	the pattern is built up of the sum of two offset noise functions, perturbed slightly
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:48:		markings that characterise cork
k3d/share/shaders/k3d_corktile.sl:51:		point P2 = transform("shader",PP);
k3d/share/shaders/k3d_corktile.sl:58:		f = clamp(f, 0, 1);
k3d/share/shaders/k3d_corktile.sl:59:		g = fBm((P2 + 8.654) * txtscale, fw, 4, 2, .5);
k3d/share/shaders/k3d_corktile.sl:69:		/* Overlay the dark markings */
k3d/share/shaders/k3d_corktile.sl:88:						float bumpheight = 0.3;
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:96:	point PP = transform("shader",P);
k3d/share/shaders/k3d_corktile.sl:100:			stfiltwidth = max(swidth, twidth) / tilewidth,
k3d/share/shaders/k3d_corktile.sl:103:	normal Nf;
k3d/share/shaders/k3d_corktile.sl:111:	adjust = (1 - min(smoothstep(gap * .3, gap * .7, so), smoothstep(gap * .3, gap * .7, to))) * 
k3d/share/shaders/k3d_corktile.sl:112:		(1  - smoothstep(.2 * gap, gap * .8, stfiltwidth));  
k3d/share/shaders/k3d_corktile.sl:113:	disp = (tileheight + fnoise(PP * txtscale * bumpfreq + 3, filtwidth * txtscale) * (1 - tileheight)) 
k3d/share/shaders/k3d_corktile.sl:114:		* bumpheight * (1 - adjust);
k3d/share/shaders/k3d_corktile.sl:115:	Nf = faceforward(calculatenormal(P + disp *	normalize(N)), I);
k3d/share/shaders/k3d_corktile.sl:116:	Nf = normalize(Nf);
k3d/share/shaders/k3d_corktile.sl:119:	Ci = Os * (mix( Ct, Cg, ingap) * (Ka*ambient() + Kd*diffuse(Nf)) +
k3d/share/shaders/k3d_corktile.sl:120:		specularcolor * Ks*specular(Nf,-normalize(I),roughness)); 
k3d/share/shaders/k3d_craters.sl:2: * JBUMcraters.sl -- Lunar-like surface - Jim Bumgardner jbum@jbum.com
k3d/share/shaders/k3d_craters.sl:4: * Voronoi/Worley noise is combined using 1/f scaling to put craters on a surface.
k3d/share/shaders/k3d_craters.sl:5: * Similar tricks can be used to make cork, swiss-cheese, bread, etc.
k3d/share/shaders/k3d_craters.sl:9:#include "k3d_material.h"
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: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:24:   /* you'll get artifacts if you go too much higher than 1 */
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:29:    normal Nf;
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: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:45:	asc = 1 / pow(amp, lev);
k3d/share/shaders/k3d_craters.sl:59:		  /* if ( fBm_default(xp) < pitfactor)  *//* I like this distribution better - pitf = -1 -> 1 */
k3d/share/shaders/k3d_craters.sl:65:		    r = ss*ss + tt*tt; /* r is distance from center squared */
k3d/share/shaders/k3d_craters.sl:66:		    if (r < rmax1) {
k3d/share/shaders/k3d_craters.sl:68:		      rad = rmax*ilac;
k3d/share/shaders/k3d_craters.sl:71:		      rmax2 = rmax1;
k3d/share/shaders/k3d_craters.sl:73:		      rmax1 = r;
k3d/share/shaders/k3d_craters.sl:76:		    else if (r < rmax2) {
k3d/share/shaders/k3d_craters.sl:78:		      rad = rmax*ilac;
k3d/share/shaders/k3d_craters.sl:81:		      rmax2 = r;
k3d/share/shaders/k3d_craters.sl:88:	if (distortamp != 0)
k3d/share/shaders/k3d_craters.sl:90:	    rrad1 += fBm_default(P*sc)*asc*distortamp; /* add crater roughness */
k3d/share/shaders/k3d_craters.sl:91:	    rrad2 += fBm_default(P*sc)*asc*distortamp; 
k3d/share/shaders/k3d_craters.sl:94:	/* Seem crater perturbations for each scale */
k3d/share/shaders/k3d_craters.sl:95:	if (rrad1 > 0 && rmax1 > 0) 
k3d/share/shaders/k3d_craters.sl:97:	    r = smoothstep(0,rrad1,rmax1);
k3d/share/shaders/k3d_craters.sl:101:	if (rrad2 > 0 && rmax2 > 0) 
k3d/share/shaders/k3d_craters.sl:103:	    r = smoothstep(0,rrad2,rmax2);
k3d/share/shaders/k3d_craters.sl:109:    P += Km*pert*normalize(N);
k3d/share/shaders/k3d_craters.sl:110:    N = calculatenormal(P);	
k3d/share/shaders/k3d_craters.sl:111:    Nf = faceforward (normalize(N),I);
k3d/share/shaders/k3d_crayon.sl:1:/* Renamed shader to PQCrayon for RMR -- talrmr@SpamSucks_pacbell.net */
k3d/share/shaders/k3d_crayon.sl:3:/* crayon.sl - a surface shader making crayon like marks
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:8:	It makes an attempt at antaliasing.
k3d/share/shaders/k3d_crayon.sl:15:	micro - the size of the dots that make up a crayon stroke, relative to the size of
k3d/share/shaders/k3d_crayon.sl:16:		the stroke. By default they are about 15 times smaller
k3d/share/shaders/k3d_crayon.sl:18:	density0 - controls the amount of topcolor seen - measured as a proportion - 
k3d/share/shaders/k3d_crayon.sl:20:	density1 - if different density0 this is the density when t = 1, with a smooth
k3d/share/shaders/k3d_crayon.sl:22:		graduation of shading from top to bottom of the object
k3d/share/shaders/k3d_crayon.sl:38:	   twice the micropolygon width */
k3d/share/shaders/k3d_crayon.sl:39:	float f, mag, ns;
k3d/share/shaders/k3d_crayon.sl:40:	/* calculate smallest integer f for which width / f < .5 */
k3d/share/shaders/k3d_crayon.sl:42:	mag = max(pow(0.85, f - 1),.1);
k3d/share/shaders/k3d_crayon.sl:43:	/*(printf("f = %f, mag = %f\n",f,mag)*/;
k3d/share/shaders/k3d_crayon.sl:44:	ns  = mag * snoise(sp / f, tp / f) * (1 - smoothstep(0, .5, width / f))
k3d/share/shaders/k3d_crayon.sl:45:		+ snoise(sp / (f * 1.33), tp / (f * 1.33)) * mag * .25 * smoothstep(0, .5, width / f);
k3d/share/shaders/k3d_crayon.sl:51:#define filterwidth(x)  max (abs(Du(x)*du) + abs(Dv(x)*dv), MINFILTWIDTH)
k3d/share/shaders/k3d_crayon.sl:62:			float micro = 15.32;
k3d/share/shaders/k3d_crayon.sl:78:	normal Nf = faceforward (normalize(N),I);
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:82:	 		txtscale * fw * 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:85:	smks = (smks + 1) / 2;
k3d/share/shaders/k3d_crayon.sl:86:	lmks = lmks - smks;
k3d/share/shaders/k3d_crayon.sl:87:	m = smoothstep(trs - .1, trs + .3, lmks);	
k3d/share/shaders/k3d_crayon.sl:88:	m = clamp(m, 0, 1);
k3d/share/shaders/k3d_crayon.sl:89:	Csurf = mix(basecolor, topcolor, m);
k3d/share/shaders/k3d_crayon.sl:91:    Ci = Os * ( Csurf * (Ka*ambient() + Kd*diffuse(Nf)) +
k3d/share/shaders/k3d_crayon.sl:92:		specularcolor * Ks*specular(Nf,-normalize(I),roughness));
k3d/share/shaders/k3d_crayontoon.sl:2: * Abril 2002    <felipe@siggraph.org.mx>

k3d/share/shaders/k3d_crayontoon.sl:5: * hay que escoger con cuidado ambos colores para obtener

k3d/share/shaders/k3d_crayontoon.sl:7: * del otro pero es mejor dejar al usuario esa eleccion. 

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:15:                         colorSombra = color(1, .81, .37);

k3d/share/shaders/k3d_crayontoon.sl:20:  vector Nf = normalize(N);

k3d/share/shaders/k3d_crayontoon.sl:22:  fresnel(normalize(I), faceforward(Nf, I, Nf), 1/eta, 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:12:		    float omega = 0.675; float octaves = 4;
k3d/share/shaders/k3d_cyclone.sl:17:  point PN;			/* Normalized vector in texture space */
k3d/share/shaders/k3d_cyclone.sl:19:  float l, o, a, i;		/* Loop control for fractal sum */
k3d/share/shaders/k3d_cyclone.sl:21:  /* Transform to texture coordinates */
k3d/share/shaders/k3d_cyclone.sl:22:  Pt = transform("shader", P);
k3d/share/shaders/k3d_cyclone.sl:25:  PN = normalize(Pt);
k3d/share/shaders/k3d_cyclone.sl:26:  radius = sqrt(xcomp(PN) * xcomp(PN) + ycomp(PN) * ycomp(PN));
k3d/share/shaders/k3d_cyclone.sl:28:  if(radius < max_radius)
k3d/share/shaders/k3d_cyclone.sl:30:      /* invert distance from center */
k3d/share/shaders/k3d_cyclone.sl:31:      dist = pow(max_radius - radius, 3);
k3d/share/shaders/k3d_cyclone.sl:32:      angle = PI + twist * TWOPI * (max_radius - dist) / max_radius;
k3d/share/shaders/k3d_cyclone.sl:36:	point(xcomp(Pt) * cosine - ycomp(Pt) * sine,
k3d/share/shaders/k3d_cyclone.sl:37:	      xcomp(Pt) * sine + ycomp(Pt) * cosine, zcomp(Pt));
k3d/share/shaders/k3d_cyclone.sl:38:      /* Subtract out "eye" of storm */
k3d/share/shaders/k3d_cyclone.sl:39:      if(radius < 0.05 * max_radius)
k3d/share/shaders/k3d_cyclone.sl:41:	  eye_weight = (.1 * max_radius - radius) * 10;	/* normalize */
k3d/share/shaders/k3d_cyclone.sl:42:	  /* invert and make nonlinear */
k3d/share/shaders/k3d_cyclone.sl:52:    {				/* if in "storm" area */
k3d/share/shaders/k3d_cyclone.sl:53:      /* Compute VLfBm */
k3d/share/shaders/k3d_cyclone.sl:61:	  o *= omega;
k3d/share/shaders/k3d_cyclone.sl:71:  /* Shade like matte, but with color scaled by cloud opacity */
k3d/share/shaders/k3d_cyclone.sl:73:    Oi * Cs * (Ka * ambient() + Kd * diffuse(faceforward(normalize(N), I)));
k3d/share/shaders/k3d_decalplastic.sl:2:// Copyright (c) 1995-2004, Timothy M. Shead
k3d/share/shaders/k3d_decalplastic.sl:4:// Contact: tshead@k-3d.com
k3d/share/shaders/k3d_decalplastic.sl:6:// This program is free software; you can redistribute it and/or
k3d/share/shaders/k3d_decalplastic.sl:7:// modify it under the terms of the GNU General Public
k3d/share/shaders/k3d_decalplastic.sl:11:// This program is distributed in the hope that it will be useful,
k3d/share/shaders/k3d_decalplastic.sl:12:// but WITHOUT ANY WARRANTY; without even the implied warranty of
k3d/share/shaders/k3d_decalplastic.sl:14:// General Public License for more details.
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:18:// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
k3d/share/shaders/k3d_decalplastic.sl:21:		\author Tim Shead (tshead@k-3d.com)
k3d/share/shaders/k3d_decalplastic.sl:30:	string texturename = "";
k3d/share/shaders/k3d_decalplastic.sl:38:	if(texturename != "")
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:46:	normal Nf = faceforward(normalize(N), I);
k3d/share/shaders/k3d_decalplastic.sl:47:	vector V = -normalize(I);
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:5: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_defaultsurface.sl:11:  float d = normalize(I).normalize(N);
k3d/share/shaders/k3d_dented.sl:2: * dented.sl -- displacement shader for dents
k3d/share/shaders/k3d_dented.sl:8: *   Km 	   	the amplitude of the dents
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:11: *                         like worn metal).
k3d/share/shaders/k3d_dented.sl:16: *         RenderMan Companion, but with more control parameters.
k3d/share/shaders/k3d_dented.sl:19: *      Dec 1992 -- written by lg for "Timbre Trees Examples" (jingle)
k3d/share/shaders/k3d_dented.sl:21: * last modified  12 Jan 1994 by Larry Gritz
k3d/share/shaders/k3d_dented.sl:25: * RenderMan (R) is a registered trademark of Pixar.
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:33:	float magnitude = 0;
k3d/share/shaders/k3d_dented.sl:37:	PP = transform ("shader", P);
k3d/share/shaders/k3d_dented.sl:39:	for(i = 0;  i < maxoctaves;  i += 1)
k3d/share/shaders/k3d_dented.sl:41:			magnitude += abs(0.5 - noise(PP*size)) / size;
k3d/share/shaders/k3d_dented.sl:44:	P = P - (Km * pow(magnitude, power)) * normalize(N);
k3d/share/shaders/k3d_dented.sl:45:	N = calculatenormal(P);
k3d/share/shaders/k3d_depthcue.sl:1:/* depthcue.sl - Standard depthcue volume shader for RenderMan Interface.
k3d/share/shaders/k3d_depthcue.sl:6: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_depthcue.sl:9:volume k3d_depthcue(float mindistance = 0, maxdistance = 1;
k3d/share/shaders/k3d_depthcue.sl:14:  d = clamp((depth(P) - mindistance) / (maxdistance - mindistance), 0, 1);
k3d/share/shaders/k3d_depthcue.sl:15:  Ci = mix(Ci, background, d);
k3d/share/shaders/k3d_depthcue_surf.sl:8:float mindistance = 0, maxdistance = 1, CScale=1000;
k3d/share/shaders/k3d_depthcue_surf.sl:13:  d = clamp((depth(P) - mindistance) / (maxdistance - mindistance), 0, 1);
k3d/share/shaders/k3d_depthcue_surf.sl:15:  Ci = 1 - mix(Ci, (1,1,1), d)*CScale;
k3d/share/shaders/k3d_depthcue_surf.sl:18:			printf("<debug shadername='k3d_depthcue_surf' shadertype='surface'>%p\t%f\t%f\t%c</debug>\n", P, depth(P), d, Ci);
k3d/share/shaders/k3d_displacementmap.sl:1:displacement k3d_displacementmap(float Km = 1;
k3d/share/shaders/k3d_displacementmap.sl:3:				 string texturename = "";)
k3d/share/shaders/k3d_displacementmap.sl:9:  Ct = (texturename != "") ? float texture(texturename) : 0;
k3d/share/shaders/k3d_displacementmap.sl:11:  N1 = calculatenormal(P);
k3d/share/shaders/k3d_displacementmap.sl:12:  P = P - (Km * (Ct - ZeroPoint)) * normalize(N);
k3d/share/shaders/k3d_displacementmap.sl:13:  N2 = calculatenormal(P);
k3d/share/shaders/k3d_displacementmap.sl:14:  N = normalize(N) + normalize(N2) - normalize(N1);
k3d/share/shaders/k3d_distant_shadow.sl:4:	point from = point "shader" (0,0,0) ;
k3d/share/shaders/k3d_distant_shadow.sl:6:	string shadowname="";
k3d/share/shaders/k3d_distant_shadow.sl:7:	float  samples=16;
k3d/share/shaders/k3d_distant_shadow.sl:12:		solar( to - from, 0.0 ) {
k3d/share/shaders/k3d_distant_shadow.sl:15:			if (shadowname != "") {
k3d/share/shaders/k3d_distant_shadow.sl:16:				Cl *= 1 - shadow(shadowname, Ps, "samples", samples,
k3d/share/shaders/k3d_distantlight.sl:6: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_distantlight.sl:11:		       point from = point "shader"(0, 0, 0);
k3d/share/shaders/k3d_distantlight.sl:14:  solar(to - from, 0) Cl = intensity * lightcolor;
k3d/share/shaders/k3d_droop.sl:2:/* From the RenderMan Companion p.370 */
k3d/share/shaders/k3d_droop.sl:3:/* Listing 16.27  Displacement shader with catenary droop in y*/
k3d/share/shaders/k3d_droop.sl:6: * droop(): a displacement shader for making a surface "sag" along t.
k3d/share/shaders/k3d_droop.sl:10:displacement 
k3d/share/shaders/k3d_droop.sl:12:	float	Km = 0.05 )
k3d/share/shaders/k3d_droop.sl:18:	yDel = -Km * ( M_E + (1/M_E) - (exp(droop)+exp(-droop)) );
k3d/share/shaders/k3d_droop.sl:19:	setycomp(P, ycomp(P) + yDel);
k3d/share/shaders/k3d_droop.sl:20:	N = calculatenormal(P);
k3d/share/shaders/k3d_dturb.sl:3: * turbulence displacement
k3d/share/shaders/k3d_dturb.sl:6:#include "k3d_rmannotes.h"
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_dturb.sl:14:  /* compute turbulence */
k3d/share/shaders/k3d_dturb.sl:16:  PP = transform("shader", P) * freq;
k3d/share/shaders/k3d_dturb.sl:19:  cutoff = clamp(0.5 / width, 0, maxfreq);
k3d/share/shaders/k3d_dturb.sl:24:  fade = clamp(2 * (cutoff - f) / cutoff, 0, 1);
k3d/share/shaders/k3d_dturb.sl:29:  magnitude = pow(turb, flatness);
k3d/share/shaders/k3d_dturb.sl:33:  P += Km * magnitude * normalize(N);
k3d/share/shaders/k3d_dturb.sl:34:  N = calculatenormal(P);
k3d/share/shaders/k3d_easysurface.sl:2:/* From the RenderMan Companion p.363 */
k3d/share/shaders/k3d_easysurface.sl:15:	point II = normalize(I);
k3d/share/shaders/k3d_easysurface.sl:16:	point NN = normalize(N);
k3d/share/shaders/k3d_ember.sl:1:/* Glowing ember shader 2002 Graeme Nattress & NOITAMINANIMATION Inc.
k3d/share/shaders/k3d_ember.sl:3: * email: graeme@noitaminanimation.com
k3d/share/shaders/k3d_ember.sl:5: * It is designed for use with particle systems where the particle is scaled
k3d/share/shaders/k3d_ember.sl:7: * dim and fade as they die.
k3d/share/shaders/k3d_ember.sl:9: * baseSize = the basic diameter of the particle sphere before scaling
k3d/share/shaders/k3d_ember.sl:15:k3d_ember (	float baseSize = 2;
k3d/share/shaders/k3d_ember.sl:20:	point PP = transform ("world", P);
k3d/share/shaders/k3d_ember.sl:21:	point QQ = transform ("world", point "object" (0, 0, 0));
k3d/share/shaders/k3d_ember.sl:25:	//size now represents the size of the sphere particle normalised into 0,1.
k3d/share/shaders/k3d_ember.sl:27:	normal Nf;
k3d/share/shaders/k3d_ember.sl:29:	normal NN, NI;
k3d/share/shaders/k3d_ember.sl:31:	NN = normalize(N);
k3d/share/shaders/k3d_ember.sl:32:	NI = normalize(I);
k3d/share/shaders/k3d_ember.sl:39:	float spcol = pow (max (0, Nf.NI * -1), 1/roughness);
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:2:/* From the RenderMan Companion p.383 */
k3d/share/shaders/k3d_emboss.sl:3:/* Listing 16.36  Displacement shader embossing a surface using a texture */
k3d/share/shaders/k3d_emboss.sl:6: * emboss(): emboss a pencil with lettering.  It uses the same texture
k3d/share/shaders/k3d_emboss.sl:7: * 	map as sdixon() to define the lettering.
k3d/share/shaders/k3d_emboss.sl:9:displacement
k3d/share/shaders/k3d_emboss.sl:10:k3d_emboss(	
k3d/share/shaders/k3d_emboss.sl:11:	float	Km		= .05;
k3d/share/shaders/k3d_emboss.sl:12:	string	texturename	= "")
k3d/share/shaders/k3d_emboss.sl:14:	if( texturename != "") {
k3d/share/shaders/k3d_emboss.sl:15:		P -= Km * texture(texturename, s, t) * normalize(N);
k3d/share/shaders/k3d_emboss.sl:16:		N = calculatenormal(P);
k3d/share/shaders/k3d_envsurf.sl:1:surface k3d_envsurf (string envname = "", envspace = "world")
k3d/share/shaders/k3d_envsurf.sl:3:    if (envname != "")
k3d/share/shaders/k3d_envsurf.sl:4:	Ci = environment (envname, normalize(vtransform(envspace, I)));
k3d/share/shaders/k3d_eroded.sl:2:/* From the RenderMan Companion p.353 */
k3d/share/shaders/k3d_eroded.sl:6: * eroded(): Simulate a metallic surface eaten away with acid
k3d/share/shaders/k3d_eroded.sl:12:		  Km = 0.3,
k3d/share/shaders/k3d_eroded.sl:16:	      magnitude = 0.0,
k3d/share/shaders/k3d_eroded.sl:19:	      W = transform ("object", P);
k3d/share/shaders/k3d_eroded.sl:21:	point V = normalize(-I);
k3d/share/shaders/k3d_eroded.sl:24:		/* Calculate a simple fractal 1/f noise function */
k3d/share/shaders/k3d_eroded.sl:25:		magnitude += 4.0 * abs (.5 - noise (W * size)) / size;
k3d/share/shaders/k3d_eroded.sl:30:	magnitude = magnitude * magnitude * magnitude * Km;
k3d/share/shaders/k3d_eroded.sl:32:	N = calculatenormal (P - magnitude * normalize(N));
k3d/share/shaders/k3d_eroded.sl:34:	Nf = faceforward (normalize (N), I);
k3d/share/shaders/k3d_eroded.sl:35:	Oi = smoothstep (0.0001, 0.003, magnitude);
k3d/share/shaders/k3d_eroded.sl:36:	Ci = Oi * Cs * (Ka * ambient() + Ks * specular (Nf, V, roughness) );
k3d/share/shaders/k3d_eyeball.sl:2: * eyeball.sl -- RenderMan compatible shader for an eyeball.
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:9: *   functions are used for the veining and the iris mottling.
k3d/share/shaders/k3d_eyeball.sl:18: *   irissize - size of iris (in "t" space), must be larger than pupilsize
k3d/share/shaders/k3d_eyeball.sl:20: *   veinfreq, veinlevel - control the formation of the blood vessels
k3d/share/shaders/k3d_eyeball.sl:25: *               is performed.
k3d/share/shaders/k3d_eyeball.sl:30: *      Nov 1991 - crude written of "eye" by lg for Herman's eyes for
k3d/share/shaders/k3d_eyeball.sl:32: *      Dec 1993 - "eye" modified by lg to clean up a bit.
k3d/share/shaders/k3d_eyeball.sl:34: *      28 Jun 94 (lg) - revamped to add veins and iris mottling, renamed
k3d/share/shaders/k3d_eyeball.sl:36: *       7 Jan 95 (wave) - changed name to LGEyeBall for namespace reasons...
k3d/share/shaders/k3d_eyeball.sl:40: * last modified  8 Jan 95 by Michael B. Johnson (wave)
k3d/share/shaders/k3d_eyeball.sl:74:  twidth = max (abs(Du(t)*du) + abs(Dv(t)*dv), MINFILTERWIDTH);
k3d/share/shaders/k3d_eyeball.sl:75:  PO = transform ("object", P) + index;
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:83:  irisstat = smoothstep (irissize, irissize+twidth, tt);
k3d/share/shaders/k3d_eyeball.sl:84:  pupilstat = smoothstep (pupilsize, pupilsize+twidth, tt);
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:89:   * of the whites.  The veining pattern is essentially summed zero sets
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:98:	  newdisp = pow (smoothstep (.85, 1, newturb), 10);
k3d/share/shaders/k3d_eyeball.sl:99:	  displayed += (1-displayed) * newdisp * smoothstep (.1, .85, turb * turb);
k3d/share/shaders/k3d_eyeball.sl:103:      Cball = mix (eyeballcolor, bloodcolor, smoothstep(0,.75,displayed));
k3d/share/shaders/k3d_eyeball.sl:107:  Ciris = mix (iriscolor, irisoutercolor, smoothstep (irissize*.8, irissize, tt));
k3d/share/shaders/k3d_eyeball.sl:108:  /* If we're somewhere in the iris, calculate the iris pattern, which is
k3d/share/shaders/k3d_eyeball.sl:117:      Ciris *= (1-clamp(turb/2,0,1));
k3d/share/shaders/k3d_eyeball.sl:123:  Ct = mix (Ciris, Cball, irisstat);
k3d/share/shaders/k3d_eyeball.sl:124:  Ct = mix (pupilcolor, Ct, pupilstat);
k3d/share/shaders/k3d_eyeball.sl:131:   * our modified values for roughness and Ks.
k3d/share/shaders/k3d_eyeball.sl:134:  Nf = faceforward (normalize(N),I);
k3d/share/shaders/k3d_eyeball.sl:135:  Ci = Os * ( Ct * (Ka*ambient() + Kd*diffuse(Nf)) +
k3d/share/shaders/k3d_eyeball.sl:136:	      specularcolor * ks*specular(Nf,-normalize(I),rough));
k3d/share/shaders/k3d_ez.sl:3:Ci = abs(normalize(N).normalize(I));
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:11:    Ci = Os * (.5 + .5 * max(0., (up . normalize(N)))) * 1.8 * skycolor;

k3d/share/shaders/k3d_filament.sl:2:/* From the RenderMan Companion p.368 */
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:6: * filament(): map a filament-like spiral onto the surface of a cylinder.
k3d/share/shaders/k3d_filament.sl:9:k3d_filament ( 
k3d/share/shaders/k3d_filament.sl:14:	/* Calculate the distance of (s,t) from a spiral as a fraction [0,1] */
k3d/share/shaders/k3d_filament.sl:15:	float offset = mod((t*frequency + s + phase), 1.0);
k3d/share/shaders/k3d_filament.sl:17:	/* Threshold the fraction against the fractional filament width */
k3d/share/shaders/k3d_fill.sl:2: *simple toon fill shader with shadows
k3d/share/shaders/k3d_fill.sl:3: *compare this to plastic.sl
k3d/share/shaders/k3d_fill.sl:9:		min			=   0.05,
k3d/share/shaders/k3d_fill.sl:10:		max			=   0.055)
k3d/share/shaders/k3d_fill.sl:12:	normal Nf = faceforward(normalize(N), I );
k3d/share/shaders/k3d_fill.sl:13:	Ci = Cs * (Ka*ambient() + Kd*(smoothstep(min,max,comp(diffuse(Nf),0))));
k3d/share/shaders/k3d_fire.sl:3: * animated fire -- adpated from shader by Flip Phillips
k3d/share/shaders/k3d_fire.sl:7:#include "k3d_rmannotes.h"
k3d/share/shaders/k3d_fire.sl:9:surface k3d_fire(float frame = 1)
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:24:  /* compress ss & offset both by factor of current frame */
k3d/share/shaders/k3d_fire.sl:26:  ss = s * 5 + frame * 0.01;
k3d/share/shaders/k3d_fire.sl:27:  tt = t + frame * 0.1;
k3d/share/shaders/k3d_fire.sl:29:  /* compute turbulence */
k3d/share/shaders/k3d_fire.sl:31:  width = max(filterwidth(ss), filterwidth(tt));
k3d/share/shaders/k3d_fire.sl:32:  cutoff = clamp(0.5 / width, 0, maxfreq);
k3d/share/shaders/k3d_fire.sl:37:  fade = clamp(2 * (cutoff - f) / cutoff, 0, 1);
k3d/share/shaders/k3d_fire.sl:43:  flame = clamp(t - turb, 0, 1);
k3d/share/shaders/k3d_fire.sl:44:  layer_opac = flame;
k3d/share/shaders/k3d_fire.sl:45:  layer_color = spline(flame, red, red, red, red, orange, yellow, hot, hot);
k3d/share/shaders/k3d_flame.sl:2: * flame.sl -- RenderMan compatible surface shader for a flame-like texture.
k3d/share/shaders/k3d_flame.sl:5: *    Makes something that looks like fire.
k3d/share/shaders/k3d_flame.sl:9: *    chaosscale, chaosoffset, octaves - control the fBm
k3d/share/shaders/k3d_flame.sl:10: *    flameheight, flameamplitude - scaling factors
k3d/share/shaders/k3d_flame.sl:13: *    None, but should be easy to add antialiasing simply by adaptively
k3d/share/shaders/k3d_flame.sl:14: *    setting the "octaves" parameter based on distance from eye point.
k3d/share/shaders/k3d_flame.sl:23: *    Academic Press, 1994.  ISBN 0-12-228760-6.
k3d/share/shaders/k3d_flame.sl:36:surface k3d_flame(float distortion = 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:43:  float chaos, i, cmap;
k3d/share/shaders/k3d_flame.sl:47:  PQ *= point(1, 1, exp(-ycomp(PP)));
k3d/share/shaders/k3d_flame.sl:57:  cmap = 0.85 * chaos + flameoffset + (flameamplitude * ycomp(PP));
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_fog.sl:1:/* fog.sl - Standard fog volume shader for RenderMan Interface.
k3d/share/shaders/k3d_fog.sl:6: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_fog.sl:9:volume k3d_fog(float distance = 1; color background = 0;)
k3d/share/shaders/k3d_fog.sl:12:  Ci = mix(Ci, background, d);
k3d/share/shaders/k3d_fog.sl:13:  Oi = mix(Oi, color(1, 1, 1), d);
k3d/share/shaders/k3d_fractal.sl:3: *    Conversion to Shading Language and minor modifications by Fredrik Brnnbacka.

k3d/share/shaders/k3d_fractal.sl:9: *    Academic Press, 1998.  ISBN 0-12-228730-4.

k3d/share/shaders/k3d_fractal.sl:14:displacement

k3d/share/shaders/k3d_fractal.sl:18:	point PP =transform("shader",P);

k3d/share/shaders/k3d_fractal.sl:19:	normal Nn = normalize(N);	

k3d/share/shaders/k3d_fractal.sl:44:          		weight = clamp(weight,0,1)    ;    		

k3d/share/shaders/k3d_fractal.sl:63:  	N = calculatenormal(P);	

k3d/share/shaders/k3d_fresnelplastic.sl:2: * TLFresnelPlastic.sl -- simple shader illustrating fresnel().
k3d/share/shaders/k3d_fresnelplastic.sl:5: *    Simple Fresnel shader using plastic illuminance.
k3d/share/shaders/k3d_fresnelplastic.sl:9: * AUTHOR: Tal Lancaster  tal@SpamSucks_renderman.org
k3d/share/shaders/k3d_fresnelplastic.sl:15:/* From Advanced RenderMan */
k3d/share/shaders/k3d_fresnelplastic.sl:18:#ifdef PRMAN  /* as of prman10 */
k3d/share/shaders/k3d_fresnelplastic.sl:30:			    desc {Optional color map.  Replaces 'Csurf'.} */
k3d/share/shaders/k3d_fresnelplastic.sl:43:   /* cat Reflection desc {Name of reflection map. } type texture */
k3d/share/shaders/k3d_fresnelplastic.sl:45:   /* cat Reflection desc {Percentage amount to blur map} */
k3d/share/shaders/k3d_fresnelplastic.sl:47:   desc {Space the reflection calculations are performed in. } */
k3d/share/shaders/k3d_fresnelplastic.sl:49:   /* cat Reflection desc {The size of the room to base the reflection
k3d/share/shaders/k3d_fresnelplastic.sl:55:			  desc {Swap S/T access to overcome Maya/MtoR
k3d/share/shaders/k3d_fresnelplastic.sl:63:    normal Nf = normalize (faceforward( normalize(N), I ));
k3d/share/shaders/k3d_fresnelplastic.sl:64:    vector V = -normalize(I);
k3d/share/shaders/k3d_fresnelplastic.sl:65:    vector R = normalize (reflect (I, Nf));
k3d/share/shaders/k3d_fresnelplastic.sl:67:    /* Parametric space adjustments */
k3d/share/shaders/k3d_fresnelplastic.sl:83:      fresnel (normalize (I), Nf, (I.Nf > 0)? ior: 1/ior,
k3d/share/shaders/k3d_fresnelplastic.sl:100:    /* Environment */
k3d/share/shaders/k3d_fresnelplastic.sl:104:      Cr = Environment (reflectMap, reflectSpace, reflectDist, 
k3d/share/shaders/k3d_fresnelplastic.sl:109:    Ci = Os * ( fKt * Ct * (Ka*ambient() + Kd*diffuse(Nf)) +
k3d/share/shaders/k3d_funkyglass.sl:1:/* funkyglass.sl - randomly colored "glass" (transparent, but no refl/refr).
k3d/share/shaders/k3d_funkyglass.sl:6: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_funkyglass.sl:14:  normal Nf;
k3d/share/shaders/k3d_funkyglass.sl:18:  V = normalize(I);
k3d/share/shaders/k3d_funkyglass.sl:19:  Nf = faceforward(normalize(N), V);
k3d/share/shaders/k3d_funkyglass.sl:20:  PP = transform("shader", P);
k3d/share/shaders/k3d_funkyglass.sl:22:  Ot = (comp(Ct, 0) + comp(Ct, 1) + comp(Ct, 2)) / 3 + (1 - Ct);
k3d/share/shaders/k3d_funkyglass.sl:26:    (Ct * (Ka * ambient() + Kd * diffuse(Nf)) +
k3d/share/shaders/k3d_fur1.sl:3: *   - Simple algorithm: checkerboard

k3d/share/shaders/k3d_fur1.sl:10:displacement

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

k3d/share/shaders/k3d_fur1.sl:17:        tmod = mod(v*fac,1);

k3d/share/shaders/k3d_fur1.sl:19:  if (smod < 0.5) {

k3d/share/shaders/k3d_fur1.sl:20:    if (tmod < 0.8) 

k3d/share/shaders/k3d_fur1.sl:25:    if (tmod < 0.2) 

k3d/share/shaders/k3d_fur1.sl:31:  N = calculatenormal(P);

k3d/share/shaders/k3d_fur2.sl:1:/* Renamed to SIG2k_srf_fur to be consistent with the RMR 
k3d/share/shaders/k3d_fur2.sl:2:   -- tal@SpamSucks_renderman.org
k3d/share/shaders/k3d_fur2.sl:7:   with clumping and specular model
k3d/share/shaders/k3d_fur2.sl:9:   by Clint Hanson and Armin Bruderlin
k3d/share/shaders/k3d_fur2.sl:15:                point Nin;       /* Surface Normal */
k3d/share/shaders/k3d_fur2.sl:22:    /* normalize the stuff */
k3d/share/shaders/k3d_fur2.sl:23:    LN = normalize(vector(Lin));
k3d/share/shaders/k3d_fur2.sl:24:    NN = normalize(vector(Nin));
k3d/share/shaders/k3d_fur2.sl:27:    Atten = max(0.0,LN.NN);
k3d/share/shaders/k3d_fur2.sl:35:#define luminance(c) comp(c,0)*0.299 + comp(c,1)*0.587 + comp(c,2)*0.114
k3d/share/shaders/k3d_fur2.sl:50:	 float illum_width  = 180;
k3d/share/shaders/k3d_fur2.sl:53:	 float clump_dark_strength = 0.0;
k3d/share/shaders/k3d_fur2.sl:59:	 color static_ambient  = color (0.057,0.057,0.057);
k3d/share/shaders/k3d_fur2.sl:61:	 /* Variables Passed from the rib... */
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:64:	 uniform normal surface_normal  = normal 1;
k3d/share/shaders/k3d_fur2.sl:65:	 varying vector clump_vect  = vector 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:71:    vector V = -normalize(I);    /* V is the view vector */
k3d/share/shaders/k3d_fur2.sl:75:    varying normal nSN = normalize( surface_normal );
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:77:    vector N_hair = (T^S); /* N_hair is a normal for the hair oriented "away" from the surface */
k3d/share/shaders/k3d_fur2.sl:78:    vector norm_hair;
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:89:    /* values from light */
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:94:       surface normal, when the hair is exactly tangent to the
k3d/share/shaders/k3d_fur2.sl:95:       surface, use the hair normal Otherwise, blend between the two
k3d/share/shaders/k3d_fur2.sl:96:       normals in a linear fashion 
k3d/share/shaders/k3d_fur2.sl:98:    norm_hair = (l * nSN) + ( (1-l) * N_hair);
k3d/share/shaders/k3d_fur2.sl:99:    norm_hair = normalize(norm_hair);
k3d/share/shaders/k3d_fur2.sl:104:    Kspec *= min( smoothstep( start_spec, start_spec + spec_size_fade, v),  
k3d/share/shaders/k3d_fur2.sl:105:		  1 - smoothstep( end_spec, end_spec - spec_size_fade, v ) );
k3d/share/shaders/k3d_fur2.sl:110:       Specular illumination model from:
k3d/share/shaders/k3d_fur2.sl:111:       James T. Kajiya and Timothy L.  Kay (1989) "Rendering Fur with Three 
k3d/share/shaders/k3d_fur2.sl:112:       Dimensional Textures", Computer Graphics 23,3, 271-280  
k3d/share/shaders/k3d_fur2.sl:115:    illuminance (P, norm_hair, radians(illum_width)) {
k3d/share/shaders/k3d_fur2.sl:116:	nL = normalize(L);
k3d/share/shaders/k3d_fur2.sl:125:	/* calculate diffuse component */
k3d/share/shaders/k3d_fur2.sl:126:	if ( clump_dark_strength > 0.0 ) {
k3d/share/shaders/k3d_fur2.sl:127:	    clump_darkening = 1 - ( clump_dark_strength * 
k3d/share/shaders/k3d_fur2.sl:128:                                    abs(clamp(nL.normalize(-1*clump_vect), -1, 0)));
k3d/share/shaders/k3d_fur2.sl:130:	    clump_darkening = 1.0;
k3d/share/shaders/k3d_fur2.sl:133:	/* get light source parameters */
k3d/share/shaders/k3d_fur2.sl:139:	Cspec += (1-nonspecular) * SpecularColor * clump_darkening * 
k3d/share/shaders/k3d_fur2.sl:143:	Cdiff += clump_darkening * fnc_diffuselgt(Cl, L, norm_hair);
k3d/share/shaders/k3d_fur2.sl:146:    darkening = clamp(hair_col_var, 0, 1);
k3d/share/shaders/k3d_fur2.sl:148:    darkening = (1 - (smoothstep( var_fade_end, var_fade_start, 
k3d/share/shaders/k3d_fur2.sl:149:				  abs(luminance(Kd*Cdiff))) * darkening));
k3d/share/shaders/k3d_fur2.sl:151:    final_c = mix( rootcolor, tipcolor, v ) * darkening;
k3d/share/shaders/k3d_fur2.sl:153:    Ci =  ((Ka*ambient() + Kd*Cdiff + static_ambient) * final_c
k3d/share/shaders/k3d_fur2.sl:156:    Ci = clamp(Ci, color 0, color 1 );
k3d/share/shaders/k3d_glass.sl:5: *   Makes semi-transparent glass, using ray tracing to calculate
k3d/share/shaders/k3d_glass.sl:6: *   reflections and refractions of the environment.
k3d/share/shaders/k3d_glass.sl:8: * Parameters:
k3d/share/shaders/k3d_glass.sl:9: *    Ka, Kd, Ks, roughness, specularcolor - The usual meaning
k3d/share/shaders/k3d_glass.sl:10: *    Kr - coefficient for mirror-like reflections of environment
k3d/share/shaders/k3d_glass.sl:12: *    envname, envspace, envrad - controls for using environment maps
k3d/share/shaders/k3d_glass.sl:13: *    rayjitter, raysamples - ray tracing controls for reflection
k3d/share/shaders/k3d_glass.sl:14: *    Kt - coefficient for refracted transmission
k3d/share/shaders/k3d_glass.sl:15: *    transmitcolor - color of the glass
k3d/share/shaders/k3d_glass.sl:18: *    reflrayjitter, refrraysamples - ray tracing controls for refraction
k3d/share/shaders/k3d_glass.sl:22: * Author: Larry Gritz, 1999  (lg@bmrt.org)
k3d/share/shaders/k3d_glass.sl:26: *   by Anthony A. Apodaca and Larry Gritz, Morgan Kaufmann, 1999.
k3d/share/shaders/k3d_glass.sl:33:#include "k3d_material.h"
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:43:  normal Nf = faceforward(normalize(N), I);
k3d/share/shaders/k3d_glass.sl:46:		  eta, transmitcolor, refrrayjitter, refrraysamples,
k3d/share/shaders/k3d_gloop.sl:2: *  courtesy of Rhythm & Hues  (thanks!)
k3d/share/shaders/k3d_gloop.sl:3: *  ivan@SpamSucks_martian-labs.com
k3d/share/shaders/k3d_gloop.sl:5: * an example of nonlinear displacements 
k3d/share/shaders/k3d_gloop.sl:6: * generated from the gradient of a noise function.
k3d/share/shaders/k3d_gloop.sl:8: * the "stupid renderman tricks" section of the 1998
k3d/share/shaders/k3d_gloop.sl:9: * Renderman Users Group meeting at siggraph.
k3d/share/shaders/k3d_gloop.sl:12: *        will cause a larger displacement so you will 
k3d/share/shaders/k3d_gloop.sl:13: *        have to change your displacement bounds to fit
k3d/share/shaders/k3d_gloop.sl:14: *        rhymes with freak.
k3d/share/shaders/k3d_gloop.sl:16: * magnitude - how far to displace. probably fine set where it is.
k3d/share/shaders/k3d_gloop.sl:18: * displacement bounds can be computed with the following 
k3d/share/shaders/k3d_gloop.sl:19: * wildly complex formula:
k3d/share/shaders/k3d_gloop.sl:21: * 10*magnitude/freq
k3d/share/shaders/k3d_gloop.sl:25:displacement
k3d/share/shaders/k3d_gloop.sl:26:k3d_gloop(float freq = 5, magnitude = .2){
k3d/share/shaders/k3d_gloop.sl:29:  vector stepsize = magnitude/freq;
k3d/share/shaders/k3d_gloop.sl:30:  float numsteps = 20;
k3d/share/shaders/k3d_gloop.sl:31:  point  Psh = transform("object",P)*freq;
k3d/share/shaders/k3d_gloop.sl:34:  vector dPduN = normalize(vtransform("object",dPdu));
k3d/share/shaders/k3d_gloop.sl:35:  vector dPdvN = normalize(vtransform("object",dPdv));
k3d/share/shaders/k3d_gloop.sl:55:  for(i=1;i<numsteps;i=i+1){
k3d/share/shaders/k3d_gloop.sl:56:    P -= vtransform("object","current",step)*nz*stepsize;
k3d/share/shaders/k3d_gloop.sl:57:    DdPdu = normalize(DdPdu+(step*chu));
k3d/share/shaders/k3d_gloop.sl:58:    DdPdv = normalize(DdPdv+(step*chv));
k3d/share/shaders/k3d_gloop.sl:63:  N = normalize(calculatenormal(P));
k3d/share/shaders/k3d_glow.sl:11:      // Normalize incidence
k3d/share/shaders/k3d_glow.sl:17:      C = mix(edgecolor, centercolor, strength);
k3d/share/shaders/k3d_glow.sl:20:      // and skip pre-multiplication to get an "add" effect ...
k3d/share/shaders/k3d_gmarbtile_polish.sl:2: * gmarbtile_polish.sl -- polished green marble tiles
k3d/share/shaders/k3d_gmarbtile_polish.sl:5: *   Makes the same marble texture as greenmarble, but polished (with ray
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:40:			     string envname = "", envspace = "NDC";
k3d/share/shaders/k3d_gmarbtile_polish.sl:41:			     uniform float envrad = 100, rayjitter =
k3d/share/shaders/k3d_gmarbtile_polish.sl:42:			     0, raysamples = 1;
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:53:  point PP = txtscale * transform("shader", P);
k3d/share/shaders/k3d_gmarbtile_polish.sl:56:  float ss = xcomp(PP) / tilesize;
k3d/share/shaders/k3d_gmarbtile_polish.sl:58:  float tt = ycomp(PP) / tilesize;
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:71:  Ct = mix(darkcolor, lightcolor, smoothstep(0.1, .35, turb));
k3d/share/shaders/k3d_gmarbtile_polish.sl:78:  PP += vector(35.2, -21.9, 6.25) + 0.5 * vfBm(PP, dPP, 6, 2, 0.5);
k3d/share/shaders/k3d_gmarbtile_polish.sl:81:  turbsum = 0;
k3d/share/shaders/k3d_gmarbtile_polish.sl:88:      turb = pow(smoothstep(0.8, 1, 1 - turb), sharpness) / freq;
k3d/share/shaders/k3d_gmarbtile_polish.sl:89:      turbsum += (1 - turbsum) * turb;
k3d/share/shaders/k3d_gmarbtile_polish.sl:92:  turbsum *=
k3d/share/shaders/k3d_gmarbtile_polish.sl:93:    smoothstep(-0.1, 0.05,
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:100:  normal Nf = faceforward(normalize(N), I);
k3d/share/shaders/k3d_gmarbtile_polish.sl:101:  vector V = normalize(I);
k3d/share/shaders/k3d_gmarbtile_polish.sl:104:  env += SampleEnvironment(P, reflect(V, Nf), Kr, blur, ENVPARAMS);
k3d/share/shaders/k3d_gmarbtile_polish.sl:108:  Ci = Oi * (Ct * (Ka * ambient() + Kd * diffuse(Nf)) + env);
k3d/share/shaders/k3d_gooch.sl:1:/* Renamed to MKgooch.sl for RMR -- tal@SpamSucks_cs.caltech.edu */
k3d/share/shaders/k3d_gooch.sl:3:/* s_gooch.sl - a simple implementation of the Gooch
k3d/share/shaders/k3d_gooch.sl:4: *              non-photorealistic lighting model
k3d/share/shaders/k3d_gooch.sl:6: * DESCRIPTION   : This model is described in "A Non-Photorealistc
k3d/share/shaders/k3d_gooch.sl:7: *                 Lighting Model For Automatic Technical 
k3d/share/shaders/k3d_gooch.sl:9: *                 http://www.cs.utah.edu/~gooch/SIG98/abstract.html
k3d/share/shaders/k3d_gooch.sl:12: *  Ka           : ambient factor
k3d/share/shaders/k3d_gooch.sl:16: *  beta         : Gooch warm color factor
k3d/share/shaders/k3d_gooch.sl:18: *  y            : used to construct the warm color
k3d/share/shaders/k3d_gooch.sl:37:    normal Nf = faceforward (normalize(N),I);
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:47:    illuminance(P,Nf,PI) {
k3d/share/shaders/k3d_gooch.sl:48:        ldotn = (normalize(L)).Nf;
k3d/share/shaders/k3d_gooch.sl:50:        Cgooch += mix(kcool,kwarm,blendval); 
k3d/share/shaders/k3d_gooch.sl:54:    Ci = Os * ((Ka*ambient() + 
k3d/share/shaders/k3d_gooch.sl:56:                specularcolor*Ks*specular(Nf,-normalize(I),roughness)));
k3d/share/shaders/k3d_gouge.sl:2:/* From the RenderMan Companion p.379 */
k3d/share/shaders/k3d_gouge.sl:3:/* Listing 16.32  Displacement shader for beating up a surface with a texture  */
k3d/share/shaders/k3d_gouge.sl:6: * gouge(): Use a texture map to displace a surface.
k3d/share/shaders/k3d_gouge.sl:8:displacement
k3d/share/shaders/k3d_gouge.sl:10:	float	Km	= 0.03,
k3d/share/shaders/k3d_gouge.sl:12:	string	texturename = "")
k3d/share/shaders/k3d_gouge.sl:14:	float	y = ycomp(transform("object",P));	/* convert to object space	 */
k3d/share/shaders/k3d_gouge.sl:16:   /* Use the same texture map that the surface shader uses. Spin it a different
k3d/share/shaders/k3d_gouge.sl:17:    *  amount for each pin so that similarity is not detected.  The texture 
k3d/share/shaders/k3d_gouge.sl:18:    *  determines the size of the gouge. Multiply by the Km factor, then 
k3d/share/shaders/k3d_gouge.sl:19:    *  displace the surface point inwards by that amount. 
k3d/share/shaders/k3d_gouge.sl:22:   if( texturename != "") 
k3d/share/shaders/k3d_gouge.sl:23:   {  P += (-Km * texture(texturename,s+spin,y/15.0)) * normalize(N);
k3d/share/shaders/k3d_gouge.sl:24:      N = calculatenormal(P);
k3d/share/shaders/k3d_gradient_t.sl:7:	color C = mix(start_color, end_color, t);
k3d/share/shaders/k3d_granite.sl:2:/* From the RenderMan Companion p.352 */
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_granite.sl:17:		sum = sum + abs(.5 - noise( 4 * freq * I))/freq ;
k3d/share/shaders/k3d_granite.sl:20:	Ci = Cs * sum * (Ka + Kd * diffuse(faceforward( normalize(N), I )) ) ;
k3d/share/shaders/k3d_graphic_lines.sl:12:				float line_scale_master=1.0;
k3d/share/shaders/k3d_graphic_lines.sl:18:        float randomness_highlight=0.0;
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:41:        float randomness_paint=0.0;
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:64:        float randomness_ink=0.0;
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:84:	/** Surface main-code start **/
k3d/share/shaders/k3d_graphic_lines.sl:89:	normal N_highlight = N;
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:109:	Psh_highlight=transform("shader",P_highlight);
k3d/share/shaders/k3d_graphic_lines.sl:110:	Nf_highlight=faceforward(normalize(N_highlight),I);
k3d/share/shaders/k3d_graphic_lines.sl:111:	V_highlight=-normalize(I);
k3d/share/shaders/k3d_graphic_lines.sl:115:	{z_highlight=zcomp(Psh_highlight);
k3d/share/shaders/k3d_graphic_lines.sl:116:		z_highlight*=line_scale_highlight*line_scale_master;
k3d/share/shaders/k3d_graphic_lines.sl:117:		tt_highlight=mod(z_highlight,1);
k3d/share/shaders/k3d_graphic_lines.sl:120:	{y_highlight=ycomp(Psh_highlight);
k3d/share/shaders/k3d_graphic_lines.sl:121:		y_highlight*=line_scale_highlight*line_scale_master;
k3d/share/shaders/k3d_graphic_lines.sl:122:		tt_highlight=mod(y_highlight,1);
k3d/share/shaders/k3d_graphic_lines.sl:124:	else {x_highlight=xcomp(Psh_highlight);
k3d/share/shaders/k3d_graphic_lines.sl:125:		x_highlight*=line_scale_highlight*line_scale_master;
k3d/share/shaders/k3d_graphic_lines.sl:126:		tt_highlight=mod(x_highlight,1);
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:137:	illumination_highlight=(illumination_highlight*contrast_highlight)+(1.0-contrast_highlight)/2.0+(brightness_highlight-1.0)+n_highlight*randomness_highlight;
k3d/share/shaders/k3d_graphic_lines.sl:138:	if (illumination_highlight<0.01)
k3d/share/shaders/k3d_graphic_lines.sl:142:	else if (illumination_highlight>0.99)
k3d/share/shaders/k3d_graphic_lines.sl:149:	stripemin_highlight=0.5-smoothstep(0.0,1.0,illumination_highlight)/2.0;
k3d/share/shaders/k3d_graphic_lines.sl:150:	stripemax_highlight=0.5+smoothstep(0.0,1.0,illumination_highlight)/2.0;
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:154:	float color_val_highlight=mix(0.0,1.0,val_highlight);
k3d/share/shaders/k3d_graphic_lines.sl:156:	float spacescale_highlight=length(vtransform("shader",normalize(N_highlight)));
k3d/share/shaders/k3d_graphic_lines.sl:157:	vector Ndisp_highlight=normalize(N_highlight)*(0/max(spacescale_highlight,1e-6));
k3d/share/shaders/k3d_graphic_lines.sl:160:	N_highlight=normalize(calculatenormal(P_highlight+(1-0)*Ndisp_highlight));
k3d/share/shaders/k3d_graphic_lines.sl:167:	normal N_paint = N;
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:187:	Psh_paint=transform("shader",P_paint);
k3d/share/shaders/k3d_graphic_lines.sl:188:	Nf_paint=faceforward(normalize(N_paint),I);
k3d/share/shaders/k3d_graphic_lines.sl:189:	V_paint=-normalize(I);
k3d/share/shaders/k3d_graphic_lines.sl:191:	{z_paint=zcomp(Psh_paint);
k3d/share/shaders/k3d_graphic_lines.sl:192:		z_paint*=line_scale_paint*line_scale_master;
k3d/share/shaders/k3d_graphic_lines.sl:193:		tt_paint=mod(z_paint,1);
k3d/share/shaders/k3d_graphic_lines.sl:196:	{y_paint=ycomp(Psh_paint);
k3d/share/shaders/k3d_graphic_lines.sl:197:		y_paint*=line_scale_paint*line_scale_master;
k3d/share/shaders/k3d_graphic_lines.sl:198:		tt_paint=mod(y_paint,1);
k3d/share/shaders/k3d_graphic_lines.sl:200:	else {x_paint=xcomp(Psh_paint);
k3d/share/shaders/k3d_graphic_lines.sl:201:		x_paint*=line_scale_paint*line_scale_master;
k3d/share/shaders/k3d_graphic_lines.sl:202:		tt_paint=mod(x_paint,1);
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:211:	illumination_paint=(illumination_paint*contrast_paint)+(1.0-contrast_paint)/2.0+(brightness_paint-1.0)+n_paint*randomness_paint;
k3d/share/shaders/k3d_graphic_lines.sl:212:	if (illumination_paint<0.01)
k3d/share/shaders/k3d_graphic_lines.sl:216:	else if (illumination_paint>0.99)
k3d/share/shaders/k3d_graphic_lines.sl:222:	}stripemin_paint=0.5-smoothstep(0.0,1.0,illumination_paint)/2.0;
k3d/share/shaders/k3d_graphic_lines.sl:223:	stripemax_paint=0.5+smoothstep(0.0,1.0,illumination_paint)/2.0;
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:227:	float color_val1=mix(0.0,1.0,val1);
k3d/share/shaders/k3d_graphic_lines.sl:229:	float spacescale1=length(vtransform("shader",normalize(N_paint)));
k3d/share/shaders/k3d_graphic_lines.sl:230:	vector Ndisp1=normalize(N_paint)*(0/max(spacescale1,1e-6));
k3d/share/shaders/k3d_graphic_lines.sl:232:	N_paint=normalize(calculatenormal(P_paint+(1-0)*Ndisp1));
k3d/share/shaders/k3d_graphic_lines.sl:239:	normal N_ink = N;
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:259:	Psh_ink=transform("shader",P_ink);
k3d/share/shaders/k3d_graphic_lines.sl:260:	Nf_ink=faceforward(normalize(N_ink),I);
k3d/share/shaders/k3d_graphic_lines.sl:261:	V_ink=-normalize(I);
k3d/share/shaders/k3d_graphic_lines.sl:263:	{z_ink=zcomp(Psh_ink);
k3d/share/shaders/k3d_graphic_lines.sl:264:		z_ink*=line_scale_ink*line_scale_master;
k3d/share/shaders/k3d_graphic_lines.sl:265:		tt_ink=mod(z_ink,1);
k3d/share/shaders/k3d_graphic_lines.sl:268:	{y_ink=ycomp(Psh_ink);
k3d/share/shaders/k3d_graphic_lines.sl:269:		y_ink*=line_scale_ink*line_scale_master;
k3d/share/shaders/k3d_graphic_lines.sl:270:		tt_ink=mod(y_ink,1);
k3d/share/shaders/k3d_graphic_lines.sl:272:	else {x_ink=xcomp(Psh_ink);
k3d/share/shaders/k3d_graphic_lines.sl:273:		x_ink*=line_scale_ink*line_scale_master;
k3d/share/shaders/k3d_graphic_lines.sl:274:		tt_ink=mod(x_ink,1);
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:283:	illumination_ink=(illumination_ink*contrast_ink)+(1.0-contrast_ink)/2.0+(brightness_ink-1.0)+n_ink*randomness_ink;
k3d/share/shaders/k3d_graphic_lines.sl:284:	if (illumination_ink<0.01)
k3d/share/shaders/k3d_graphic_lines.sl:288:	else if (illumination_ink>0.99)
k3d/share/shaders/k3d_graphic_lines.sl:294:	}stripemin_ink=0.5-smoothstep(0.0,1.0,illumination_ink)/2.0;
k3d/share/shaders/k3d_graphic_lines.sl:295:	stripemax_ink=0.5+smoothstep(0.0,1.0,illumination_ink)/2.0;
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:299:	float color_val2=mix(0.0,1.0,val2);
k3d/share/shaders/k3d_graphic_lines.sl:301:	float spacescale2=length(vtransform("shader",normalize(N_ink)));
k3d/share/shaders/k3d_graphic_lines.sl:302:	vector Ndisp2=normalize(N_ink)*(0/max(spacescale2,1e-6));
k3d/share/shaders/k3d_graphic_lines.sl:304:	N_ink=normalize(calculatenormal(P_ink+(1-0)*Ndisp2));
k3d/share/shaders/k3d_graphic_lines.sl:319:		illuminance(P, N, PI/2) {
k3d/share/shaders/k3d_graphic_lines.sl:320:			H = normalize(normalize(L)+V);
k3d/share/shaders/k3d_graphic_lines.sl:328:	normal Nf;
k3d/share/shaders/k3d_graphic_lines.sl:329:	vector normI, half;
k3d/share/shaders/k3d_graphic_lines.sl:334:	Nf = faceforward(normalize(N), I);
k3d/share/shaders/k3d_graphic_lines.sl:335:	normI = normalize(I);
k3d/share/shaders/k3d_graphic_lines.sl:343:	/* only care about percentage illumination */
k3d/share/shaders/k3d_graphic_lines.sl:345:	illuminance(P, Nf, PI/2)
k3d/share/shaders/k3d_graphic_lines.sl:346:	diff += normalize(L).Nf;
k3d/share/shaders/k3d_graphic_lines.sl:349:	diff = smoothstep(paint_trans - paint_fuzz/2, paint_trans + paint_fuzz/2, diff);
k3d/share/shaders/k3d_graphic_lines.sl:352:	spec = glinespec(Nf, -normalize(I), roughness);
k3d/share/shaders/k3d_graphic_lines.sl:353:	spec = smoothstep(paint_spec - paint_fuzz/2, paint_spec + paint_fuzz/2, spec);
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:363:	cos_here = normalize(Nf).normI;
k3d/share/shaders/k3d_graphic_lines.sl:366:	layer_opac = 1 - smoothstep(ink_thresh - ink_fuzz/2, ink_thresh + ink_fuzz/2, abs(cos_here));
k3d/share/shaders/k3d_graphic_lines.sl:379:	/** Surface main-code end **/
k3d/share/shaders/k3d_grass_displace.sl:4: * I took used some of RManNotes function to assist in

k3d/share/shaders/k3d_grass_displace.sl:5: * creating a random look on the grass texture.

k3d/share/shaders/k3d_grass_displace.sl:7: * This is simply uses the noise function and a checkerboard

k3d/share/shaders/k3d_grass_displace.sl:8: * pattern.  The displacements are circular.

k3d/share/shaders/k3d_grass_displace.sl:13:#include "k3d_rmannotes.h"

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

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

k3d/share/shaders/k3d_grass_displace.sl:31:        tmod = mod(tt*fac,1),

k3d/share/shaders/k3d_grass_displace.sl:34:  if (smod < 0.5) {

k3d/share/shaders/k3d_grass_displace.sl:35:    if (tmod < 0.5) 

k3d/share/shaders/k3d_grass_displace.sl:38:      y = (tmod - 0.5)*10;

k3d/share/shaders/k3d_grass_displace.sl:39:      x = smod*10; 

k3d/share/shaders/k3d_grass_displace.sl:49:    if (tmod < 0.5) {

k3d/share/shaders/k3d_grass_displace.sl:50:      x = (smod - 0.5)*10;

k3d/share/shaders/k3d_grass_displace.sl:51:      y = tmod*10; 

k3d/share/shaders/k3d_grass_displace.sl:63:  N = calculatenormal(P);

k3d/share/shaders/k3d_grass_surface.sl:2: * Again, similar structure of grass.sl

k3d/share/shaders/k3d_grass_surface.sl:7:#include "k3d_rmannotes.h"

k3d/share/shaders/k3d_grass_surface.sl:17:  point Nf = faceforward(normalize(N),I);

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

k3d/share/shaders/k3d_grass_surface.sl:28:        tmod = mod(tt*fac,1);

k3d/share/shaders/k3d_grass_surface.sl:30:  if (smod > tmod) {

k3d/share/shaders/k3d_grass_surface.sl:31:    if (smod < 0.5) {

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

k3d/share/shaders/k3d_grass_surface.sl:46:  Ci = Ci * (Ka *ambient() + Kd * diffuse(Nf) + Ks* specular(Nf,-I,roughness));

k3d/share/shaders/k3d_greenmarble.sl:2: * greenmarble.sl -- RenderMan compatible shader for green veined marble.
k3d/share/shaders/k3d_greenmarble.sl:5: *   Makes a marble-like surface using a turbulence function.
k3d/share/shaders/k3d_greenmarble.sl:22:#include "k3d_material.h"
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:36:  float turbsum, turb, i;
k3d/share/shaders/k3d_greenmarble.sl:38:  point PP = txtscale * transform("shader", P);
k3d/share/shaders/k3d_greenmarble.sl:43:   *    Use turbulence - use frequency clamping
k3d/share/shaders/k3d_greenmarble.sl:46:  Ct = mix(darkcolor, lightcolor, smoothstep(0.1, .35, turb));
k3d/share/shaders/k3d_greenmarble.sl:53:  PP += vector(35.2, -21.9, 6.25) + 0.5 * vfBm(PP, dPP, 6, 2, 0.5);
k3d/share/shaders/k3d_greenmarble.sl:56:  turbsum = 0;
k3d/share/shaders/k3d_greenmarble.sl:62:      turb = pow(smoothstep(0.8, 1, 1 - turb), sharpness) / freq;
k3d/share/shaders/k3d_greenmarble.sl:63:      turbsum += (1 - turbsum) * turb;
k3d/share/shaders/k3d_greenmarble.sl:66:  turbsum *=
k3d/share/shaders/k3d_greenmarble.sl:67:    smoothstep(-0.1, 0.05, snoise(2 * (PP + vector(-4.4, 8.34, 27.1))));
k3d/share/shaders/k3d_greenmarble.sl:69:  Ct = mix(Ct, veincolor, turbsum);
k3d/share/shaders/k3d_greenmarble.sl:74:  normal Nf = faceforward(normalize(N), I);
k3d/share/shaders/k3d_grids.sl:5:float K_ambient=0.993; 
k3d/share/shaders/k3d_grids.sl:10:color ambientcolor=color(0.5,0.5,0.5); 
k3d/share/shaders/k3d_grids.sl:16:float G1L1_Randomness=0;
k3d/share/shaders/k3d_grids.sl:24:float G1L2_Randomness=0;
k3d/share/shaders/k3d_grids.sl:32:float G2L1_Randomness=0;
k3d/share/shaders/k3d_grids.sl:40:float G2L2_Randomness=0;
k3d/share/shaders/k3d_grids.sl:45:/** Surface main-code start **/
k3d/share/shaders/k3d_grids.sl:47:#define repeat(x,freq) (mod((x) * (freq), 1.0))
k3d/share/shaders/k3d_grids.sl:48:#define pulse(a,b,fuzz,x) (smoothstep((a)-(fuzz),(a),(x)) - smoothstep((b)-(fuzz),(b),(x)))
k3d/share/shaders/k3d_grids.sl:75:normal G1_Nf = faceforward(normalize(N), I);
k3d/share/shaders/k3d_grids.sl:76:vector G1_V = -normalize(I);
k3d/share/shaders/k3d_grids.sl:95:/** Surface main-code end **/
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_disp.sl:3: normal
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:8: vector Ndisp = dir * (amp / max(spacescale,1e-6));
k3d/share/shaders/k3d_grids_disp.sl:10: return normalize (calculatenormal (P + (1-truedisp)*Ndisp));
k3d/share/shaders/k3d_grids_disp.sl:13: displacement k3d_grids_disp (
k3d/share/shaders/k3d_grids_disp.sl:26:#define repeat(x,freq) (mod((x) * (freq), 1.0))
k3d/share/shaders/k3d_grids_disp.sl:27:#define pulse(a,b,fuzz,x) (smoothstep((a)-(fuzz),(a),(x)) - smoothstep((b)-(fuzz),(b),(x)))
k3d/share/shaders/k3d_grids_disp.sl:39:#define repeat(x,freq) (mod((x) * (freq), 1.0))
k3d/share/shaders/k3d_grids_disp.sl:40:#define pulse(a,b,fuzz,x) (smoothstep((a)-(fuzz),(a),(x)) - smoothstep((b)-(fuzz),(b),(x)))
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_grids_disp.sl:55: N = Displace(normalize(N),0.05*temp_f_2,0);
k3d/share/shaders/k3d_hair.sl:1:/** From RenderMan AppNote #19 */
k3d/share/shaders/k3d_hair.sl:13:	vector T = normalize (dPdv); /* tangent along length of hair */
k3d/share/shaders/k3d_hair.sl:14:	vector V = -normalize(I);    /* V is the view vector */
k3d/share/shaders/k3d_hair.sl:19:	illuminance (P)
k3d/share/shaders/k3d_hair.sl:21:			cosang = cos (abs (acos (T.normalize(L)) - acos (-T.V)));
k3d/share/shaders/k3d_hair.sl:25:			/* We multipled by v to make it darker at the roots.  This assumes v=0 at the root, v=1 at the tip.  */
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:1:/*Environment Light to project an environment map onto 3D geometry - designed

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:5:*Created by Simon Bunker 27th September 2001

k3d/share/shaders/k3d_hdr_light.sl:6:*simon@rendermania.com http://www.rendermania.com/HDRI/

k3d/share/shaders/k3d_hdr_light.sl:8:*This shader is made freely available under the proviso that this copyright

k3d/share/shaders/k3d_hdr_light.sl:9:*notice remain intact and that I am acknowledged as the original author. Please

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

k3d/share/shaders/k3d_hdr_light.sl:20:	vector D = normalize(vtransform("world",R));

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:32:	if(envname !="") {

k3d/share/shaders/k3d_hdr_light.sl:33:		hdrtex = texture(envname,ss,tt,"blur",blur);

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

k3d/share/shaders/k3d_hdr_light.sl:43:	string envname = "";

k3d/share/shaders/k3d_hdr_light.sl:45:	string mappingtype = "probe";

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

k3d/share/shaders/k3d_hdr_light.sl:49:	string shadowname = "";

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

k3d/share/shaders/k3d_hdr_light.sl:58:vector axis = normalize(N);

k3d/share/shaders/k3d_hdr_light.sl:60:vector axis = normalize(vector "shader" (0,0,1));

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:67:		vector R = normalize(vtransform(envspace,L));

k3d/share/shaders/k3d_hdr_light.sl:70:		if (mappingtype == ""){

k3d/share/shaders/k3d_hdr_light.sl:72:			printf("Please select mapping type probe,environment or planar");

k3d/share/shaders/k3d_hdr_light.sl:75:		if (mappingtype == "probe"){

k3d/share/shaders/k3d_hdr_light.sl:76:			if(envname != ""){

k3d/share/shaders/k3d_hdr_light.sl:77:				Ct = hdrenv(envname,R,blur);

k3d/share/shaders/k3d_hdr_light.sl:80:		else if (mappingtype == "environment"){

k3d/share/shaders/k3d_hdr_light.sl:81:			if(envname != ""){

k3d/share/shaders/k3d_hdr_light.sl:82:				Ct = environment(envname,R,"blur",blur);

k3d/share/shaders/k3d_hdr_light.sl:85:		else if (mappingtype == "planar"){

k3d/share/shaders/k3d_hdr_light.sl:86:			if(envname != ""){

k3d/share/shaders/k3d_hdr_light.sl:87:				Ct = texture(envname,s,t,"blur",blur);

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

k3d/share/shaders/k3d_hdr_light.sl:93:		if (shadowmapping == 1){

k3d/share/shaders/k3d_hdr_light.sl:94:		        if (shadowname != "") {

k3d/share/shaders/k3d_hdr_light.sl:95:		            Cl *= 1 - shadow(shadowname, Ps, "samples", shadowsamples, "blur", shadowblur, "bias", shadowbias);

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

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:3:* dynamic range 

k3d/share/shaders/k3d_hdr_surface.sl:5:*Created by Simon Bunker 27th September 2001

k3d/share/shaders/k3d_hdr_surface.sl:6:*simon@rendermania.com http://www.rendermania.com/HDRI/

k3d/share/shaders/k3d_hdr_surface.sl:8:*This shader is made freely available under the proviso that this copyright

k3d/share/shaders/k3d_hdr_surface.sl:9:*notice remain intact and that I am acknowledged as the original author. Please

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

k3d/share/shaders/k3d_hdr_surface.sl:19:	vector D = normalize(vtransform("world",R));

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:31:	if(envname !=""){

k3d/share/shaders/k3d_hdr_surface.sl:32:		hdrtex = texture(envname,ss,tt,"blur",blur);

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

k3d/share/shaders/k3d_hdr_surface.sl:42:	string envname = "";

k3d/share/shaders/k3d_hdr_surface.sl:44:	string mappingtype = "probe";

k3d/share/shaders/k3d_hdr_surface.sl:52:	vector R = normalize(vtransform(envspace,(origin - P)));

k3d/share/shaders/k3d_hdr_surface.sl:54:	if (mappingtype == "probe"){

k3d/share/shaders/k3d_hdr_surface.sl:55:		if(envname != ""){

k3d/share/shaders/k3d_hdr_surface.sl:56:			Ct = hdrenv(envname,R,blur);

k3d/share/shaders/k3d_hdr_surface.sl:59:	else if (mappingtype == "environment"){

k3d/share/shaders/k3d_hdr_surface.sl:60:		if(envname != ""){

k3d/share/shaders/k3d_hdr_surface.sl:61:			Ct = environment(envname,R,"blur",blur);

k3d/share/shaders/k3d_hdr_surface.sl:64:	else if (mappingtype == "planar"){

k3d/share/shaders/k3d_hdr_surface.sl:65:		if(envname != ""){

k3d/share/shaders/k3d_hdr_surface.sl:66:			Ct = texture(envname,s,t,"blur",blur);

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

k3d/share/shaders/k3d_hdri1.sl:1:light k3d_hdri1 (string envname = "")
k3d/share/shaders/k3d_hdri1.sl:4:	if (envname != "")
k3d/share/shaders/k3d_hdri1.sl:5:	    Cl = environment (envname, -L, "blur", 0.5);
k3d/share/shaders/k3d_hdri2.sl:4:       string envname = "";
k3d/share/shaders/k3d_hdri2.sl:7:       string shadowname = "";
k3d/share/shaders/k3d_hdri2.sl:10:       float shadowsamples = 1;)
k3d/share/shaders/k3d_hdri2.sl:12:    vector Lenv = vtransform (envspace, P-Ps);
k3d/share/shaders/k3d_hdri2.sl:13:    illuminate (P) {
k3d/share/shaders/k3d_hdri2.sl:14:	if (envname != "")
k3d/share/shaders/k3d_hdri2.sl:15:	    Cl = environment (envname, Lenv, "blur", envblur);
k3d/share/shaders/k3d_hdri2.sl:17:        if (shadowname != "")
k3d/share/shaders/k3d_hdri2.sl:18:            Cl *= 1 - color shadow (shadowname, Ps, "samples", shadowsamples,
k3d/share/shaders/k3d_hexatile_bump.sl:2:* FGHexaTile_bump.sl -- "Simple shader to do "Hexagon" displacement"
k3d/share/shaders/k3d_hexatile_bump.sl:5:* A simple bump shader that tile a "Hexagon" pattern
k3d/share/shaders/k3d_hexatile_bump.sl:8:* Parameters:
k3d/share/shaders/k3d_hexatile_bump.sl:9:* 	string Name 	= "FGHexaTile_bump"	---	Name of the shader "do nothing".
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: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:28:* Author: Fredrik Gustafsson, gusten@SpamSucks_algonet.se
k3d/share/shaders/k3d_hexatile_bump.sl:32:* Arman "Advanced Renderman-"Creating CGI for Motion Picture.
k3d/share/shaders/k3d_hexatile_bump.sl:50:uniform float i, j;
k3d/share/shaders/k3d_hexatile_bump.sl:57:if ((hexagon != 0) && abs(mod(stestcell, 2)) < 1)
k3d/share/shaders/k3d_hexatile_bump.sl:78:displacement k3d_hexatile_bump (
k3d/share/shaders/k3d_hexatile_bump.sl:79:	string Name 	= "FGHexaTile_bump";
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:92:	float Km	= -.015; 
k3d/share/shaders/k3d_hexatile_bump.sl:97:ProjectTo2D (Projection,rotate(P,radians(Rotate),P1,P2),Space,array_to_mx(mx),SS,TT,Ds,Dt);
k3d/share/shaders/k3d_hexatile_bump.sl:111:/*** ----- SmoothPulse macro ----- ***/
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:117:/*** ----- SmoothPulse macro ----- ***/
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:120:/*** ----- True Displacement and bump ----- ***/
k3d/share/shaders/k3d_hexatile_bump.sl:121:normal 
k3d/share/shaders/k3d_hexatile_bump.sl:122:Displace (normal dir; vector space; float amp; float truedisp;)
k3d/share/shaders/k3d_hexatile_bump.sl:126:	vector Ndisp = dir * (amp / max(spacescale,1e-6));
k3d/share/shaders/k3d_hexatile_bump.sl:128:return normalize (calculatenormal (P + (1-truedisp)*Ndisp));
k3d/share/shaders/k3d_hexatile_bump.sl:131:vector VShd = vtransform("shader", vector(normalize(N)));
k3d/share/shaders/k3d_hexatile_bump.sl:133:float disp = clamp(smoothp_20*smoothp_22,0,0.95);
k3d/share/shaders/k3d_hexatile_bump.sl:135:N = Displace(normalize(N),VShd,Km*disp,Truedisp); 
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:10: *    (presumably due to water or something), which darkens the tile or
k3d/share/shaders/k3d_hextile.sl:11: *    mortar underneath it.  Finally, there is scuffing due to people's
k3d/share/shaders/k3d_hextile.sl:12: *    shoes, which really only affects the tile part not the mortar part.
k3d/share/shaders/k3d_hextile.sl:18: *    mortarcolor - the color of the mortar (space between the tiles)
k3d/share/shaders/k3d_hextile.sl:20: *    mortarwidth - the width of the mortar (in s-t units)
k3d/share/shaders/k3d_hextile.sl:21: *    tilevary - the color variance from tile to tile
k3d/share/shaders/k3d_hextile.sl:24: *    Some rudimentary antialiasing is performed on the borders between
k3d/share/shaders/k3d_hextile.sl:25: *    tile and mortar.
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:36: * last modified 15 Feb 94 by Larry Gritz
k3d/share/shaders/k3d_hextile.sl:51:	 color mortarcolor = color(.5,.5,.5);
k3d/share/shaders/k3d_hextile.sl:53:	 float mortarwidth = 0.02;
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:74:  /* Determine how wide in s-t space one pixel projects to */
k3d/share/shaders/k3d_hextile.sl:79:  fuzzmax = max (sfuzz, tfuzz);
k3d/share/shaders/k3d_hextile.sl:82:  tt = mod (t, 1.5*tileradius);
k3d/share/shaders/k3d_hextile.sl:84:  if (mod (ttile/2, 1) == 0.5)
k3d/share/shaders/k3d_hextile.sl:88:  ss = mod (ss, tilewidth);
k3d/share/shaders/k3d_hextile.sl:89:  mortar = 0;
k3d/share/shaders/k3d_hextile.sl:90:  mw2 = mortarwidth/2;
k3d/share/shaders/k3d_hextile.sl:92:      mortar =  1 - (smoothstep(mw2,mw2+sfuzz,ss) *
k3d/share/shaders/k3d_hextile.sl:93:		     (1 - smoothstep(tilewidth-mw2-sfuzz,tilewidth-mw2,ss)));
k3d/share/shaders/k3d_hextile.sl:99:	  if (mod (ttile/2, 1) == 0.5)
k3d/share/shaders/k3d_hextile.sl:105:      mortar = (smoothstep (x-1.73*mw2-tfuzz, x-1.73*mw2, y) *
k3d/share/shaders/k3d_hextile.sl:106:		(1 - smoothstep (x+1.73*mw2, x+1.73*mw2+tfuzz, y)));
k3d/share/shaders/k3d_hextile.sl:112:  stain = stains * smoothstep (.5,1, noise(s*stainfrequency,t*stainfrequency));
k3d/share/shaders/k3d_hextile.sl:114:  scuff = scuffing * smoothstep (.6,1, noise(t*scufffrequency-90.26,
k3d/share/shaders/k3d_hextile.sl:118:  Ct = (1-stain) * mix (mix (Ctile, scuffcolor, scuff), mortarcolor, mortar);
k3d/share/shaders/k3d_hextile.sl:120:  Nf = faceforward (normalize(N),I);
k3d/share/shaders/k3d_hextile.sl:121:  Ci = Os * ( Ct * (Ka*ambient() + Kd*diffuse(Nf)) +
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:8:			     float octaves = 8, omega = 0.5, lambda = 2;
k3d/share/shaders/k3d_imagelayerclouds.sl:16://  PP = txtscale * transform ("shader", P);
k3d/share/shaders/k3d_imagelayerclouds.sl:19:  /* Use fractional Brownian motion to compute a value for this point */
k3d/share/shaders/k3d_imagelayerclouds.sl:20:/*  value = fBm (PP, omega, lambda, octaves); */
k3d/share/shaders/k3d_imagelayerclouds.sl:29:      o *= omega;
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:10:      Ci = Cs * mix(zenith, sky, v * 2.0);
k3d/share/shaders/k3d_imagelayergradient.sl:14:      Ci = Cs * mix(ground, nadir, (v - 0.5) * 2.0);
k3d/share/shaders/k3d_incandplastic.sl:2: * Felipe Esquivel <felipe@siggraph.org.mx>

k3d/share/shaders/k3d_incandplastic.sl:4: * Este es un shader plastico con componente de

k3d/share/shaders/k3d_incandplastic.sl:5: * incandescencia como el contenido en un Blinn. 

k3d/share/shaders/k3d_incandplastic.sl:7: * This is a normal plastic shader and includes an

k3d/share/shaders/k3d_incandplastic.sl:20:  normal Nf;

k3d/share/shaders/k3d_incandplastic.sl:23:  Nf = faceforward(normalize(N), I, normalize(N));

k3d/share/shaders/k3d_incandplastic.sl:24:  NI = -normalize(I);

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

k3d/share/shaders/k3d_indirect.sl:1:/* indirect.sl - retrieve radiosity data from the "ray server"
k3d/share/shaders/k3d_indirect.sl:3: * This shader is never called from BMRT -- the "indirect" light source
k3d/share/shaders/k3d_indirect.sl:8: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_indirect.sl:17:  /* Just in case this is ever compiled for BMRT, make it do nothing. */
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_indirect.sl:25:  vector axis = normalize(N);
k3d/share/shaders/k3d_leather.sl:4: * I have done this shader from JMredapple.sl for RMR

k3d/share/shaders/k3d_leather.sl:6: * add some parameter, change many thing

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:13: * 	old-autor jmerritt@warpax.com   :-)

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

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

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

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:58:	PP = transform("shader", P);

k3d/share/shaders/k3d_leather.sl:59:	V = normalize(-I);

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

k3d/share/shaders/k3d_leather.sl:70:	 * The apple geometry is such that lines of constant

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

k3d/share/shaders/k3d_leather.sl:77:	#define BASE_NF          100    /* scaling factor for small noise  */

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

k3d/share/shaders/k3d_leather.sl:79:	#define BASE_GRC         0.4    /* shift factor for more red       */

k3d/share/shaders/k3d_leather.sl:88:	small_noise = snoise(BASE_NF*PP*txtscale/TSCALE);

k3d/share/shaders/k3d_leather.sl:89:	small_speckle = mix(red, green, BASE_GRC+

k3d/share/shaders/k3d_leather.sl:90:	                    (small_noise*BASE_NOISE_AMP));

k3d/share/shaders/k3d_leather.sl:100:	                    small_speckle, small_speckle,

k3d/share/shaders/k3d_leather.sl:101:	                    small_speckle);

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

k3d/share/shaders/k3d_leather.sl:110:	 * really simple noise routine.

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

k3d/share/shaders/k3d_leather.sl:122:	         small_noise * BLOTCH_SPECK_COEFF;

k3d/share/shaders/k3d_leather.sl:129:	 * The apple has brown speckles on it, set by mixing

k3d/share/shaders/k3d_leather.sl:132:	 * dottiness technique is stolen from LG's starfield 

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

k3d/share/shaders/k3d_leather.sl:137:	speck = pow(smoothstep(SPECK_CUTOFF, 1,

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

k3d/share/shaders/k3d_leather.sl:142:	 * This simulates the spots where the stalk would be

k3d/share/shaders/k3d_leather.sl:143:	 * attached, and where the wierd bit at the very bottom

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

k3d/share/shaders/k3d_leather.sl:149:	               smoothstep(BEDGE, BEDGE+BWIDTH, 1-t));

k3d/share/shaders/k3d_leather.sl:153:	 * Combine what we have so far to set the surface

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

k3d/share/shaders/k3d_leather.sl:157:	cs = mix(cs, brown, speck);

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

k3d/share/shaders/k3d_leather.sl:162:	 * Set the shading surface normal.

k3d/share/shaders/k3d_leather.sl:164:	 * Here we set the surface normal to fix up the specular

k3d/share/shaders/k3d_leather.sl:165:	 * highlights. We'd like them perturbed by the small

k3d/share/shaders/k3d_leather.sl:172:	#define DISP_DENT_AMP     (1/15)   /* dent amplitude          */

k3d/share/shaders/k3d_leather.sl:173:	#define DISP_SMNOISE_AMP  (1/1000) /* small noise amplitude   */

k3d/share/shaders/k3d_leather.sl:174:	#define DISP_SPECK_AMP    (1/40)   /* speckle disp. amplitude */

k3d/share/shaders/k3d_leather.sl:177:	disp += small_noise * DISP_SMNOISE_AMP * txtscale / TSCALE;

k3d/share/shaders/k3d_leather.sl:179:	disp = paramdisp * disp;

k3d/share/shaders/k3d_leather.sl:180:	newP = calculatenormal(P + disp * normalize(N));

k3d/share/shaders/k3d_leather.sl:181:	Nf = faceforward(normalize(newP), I);

k3d/share/shaders/k3d_leather.sl:187:	 * Here, we raytrace for the slight mirrored reflections

k3d/share/shaders/k3d_leather.sl:188:	 * in the surface of an apple. They don't add much, but

k3d/share/shaders/k3d_leather.sl:189:	 * may be needed for the 'perfect' apple :-).

k3d/share/shaders/k3d_leather.sl:196:		Rdir = normalize(reflect(normalize(I), Nf));

k3d/share/shaders/k3d_leather.sl:207:	 * Combine everything to get Ci, in the standard form.

k3d/share/shaders/k3d_leather.sl:210:	Ci = Os * (cs * (Ka*ambient() + Kd*diffuse(Nf)) +

k3d/share/shaders/k3d_lensflare.sl:4: * Description: This shader, when placed on a piece of geometry 
k3d/share/shaders/k3d_lensflare.sl:5: *   immediately in front of the camera, simulates lens flare.
k3d/share/shaders/k3d_lensflare.sl:6: *   These effects happen in real cameras when the camera points toward
k3d/share/shaders/k3d_lensflare.sl:8: *   optical elements of the lens system itself.  Real lens flare is
k3d/share/shaders/k3d_lensflare.sl:9: *   pretty plain looking and uninteresting; this shader takes some
k3d/share/shaders/k3d_lensflare.sl:12: * Parameters:
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:24: *   nspots - number of "spots" splayed out on the axis joining the
k3d/share/shaders/k3d_lensflare.sl:25: *          image center with the light position
k3d/share/shaders/k3d_lensflare.sl:30: *   seed - random number seed for many of the computations
k3d/share/shaders/k3d_lensflare.sl:32: * WARNING: lens flare is notorious as a sign of cheesy, cheap computer
k3d/share/shaders/k3d_lensflare.sl:33: *   graphics.  Use this effect with extreme care!  
k3d/share/shaders/k3d_lensflare.sl:39: * Contacts:  lg@pixar.com
k3d/share/shaders/k3d_lensflare.sl:48:/* Helper function: compute the aspect ratio of the frame */
k3d/share/shaders/k3d_lensflare.sl:52:  uniform point Pcorner0 = transform("NDC", "screen", point(0, 0, 0));
k3d/share/shaders/k3d_lensflare.sl:53:  uniform point Pcorner1 = transform("NDC", "screen", point(1, 1, 0));
k3d/share/shaders/k3d_lensflare.sl:54:  return (xcomp(Pcorner1) - xcomp(Pcorner0)) / (ycomp(Pcorner1) -
k3d/share/shaders/k3d_lensflare.sl:55:						ycomp(Pcorner0));
k3d/share/shaders/k3d_lensflare.sl:59:/* Helper function: compute the camera's diagonal field of view */
k3d/share/shaders/k3d_lensflare.sl:61:cameradiagfov()
k3d/share/shaders/k3d_lensflare.sl:63:  uniform vector corner = vector(transform("NDC", "camera", point(1, 1, 0)));
k3d/share/shaders/k3d_lensflare.sl:64:  uniform float halfangle = acos(normalize(corner).vector(0, 0, 1));
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: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:117:  point Pndc = (transform("NDC", P) - vector(.5, .5, 0)) * 2;
k3d/share/shaders/k3d_lensflare.sl:121:  illuminance(P, vector "camera"(0, 0, 1), PI / 2)
k3d/share/shaders/k3d_lensflare.sl:123:    float atten = acos(zcomp(normalize(vector transform("camera", P + L))));
k3d/share/shaders/k3d_lensflare.sl:124:    atten = 1 - smoothstep(1, 2, abs(atten) / (lensfov / 2));
k3d/share/shaders/k3d_lensflare.sl:127:      atten * intensity * (comp(Cl, 0) + comp(Cl, 1) + comp(Cl, 2)) / 3;
k3d/share/shaders/k3d_lensflare.sl:132:    point Plight = (transform("NDC", P + L) - vector(.5, .5, 0)) * 2;
k3d/share/shaders/k3d_lensflare.sl:136:    float angle = atan(ycomp(Lvec), xcomp(Lvec)) + PI;
k3d/share/shaders/k3d_lensflare.sl:139:     * Handle the image of the lamp.  There are 3 effects:
k3d/share/shaders/k3d_lensflare.sl:140:     * the bloom, a small red ring flare, and the triple starburst.
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:158:	  sqrt(brightness) * 5 * mix(.2, starburstradius, urand());
k3d/share/shaders/k3d_lensflare.sl:162:	  pow(1 - smoothstep(0.0, radius * star, dist), starburstfalloff);
k3d/share/shaders/k3d_lensflare.sl:176:     * Now emit the random rings themselves
k3d/share/shaders/k3d_lensflare.sl:178:    vector axis = normalize(vector Plight);
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:186:	float radius = mix(0.04, .1,
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:210:	    int = 1 - smoothstep(0, radius, axisdist);
k3d/share/shaders/k3d_lensflare.sl:213:	  {			/* Spot with soft hole in middle */
k3d/share/shaders/k3d_lensflare.sl:214:	    int = smoothstep(0, radius, axisdist) - filterstep(radius,
k3d/share/shaders/k3d_luna.sl:2: * luna.sl -- surface shader for the moon
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:7: *    the scale for human naked-eye viewing from earth.
k3d/share/shaders/k3d_luna.sl:16: *    Academic Press, 1994.  ISBN 0-12-228760-6.
k3d/share/shaders/k3d_luna.sl:38:		 float maria_basecolor = .7, maria_color = .1;
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:50:  float l, a, o, i, omega;
k3d/share/shaders/k3d_luna.sl:53:  float temp1;
k3d/share/shaders/k3d_luna.sl:62:  PP = transform("shader", P);
k3d/share/shaders/k3d_luna.sl:63:  NN = normalize(N);
k3d/share/shaders/k3d_luna.sl:64:  radial_dist = sqrt(xcomp(PP) * xcomp(PP) + ycomp(PP) * ycomp(PP));
k3d/share/shaders/k3d_luna.sl:65:  omega = pow(lacunarity, (-.5) - H);
k3d/share/shaders/k3d_luna.sl:67:  /* bumpy = fBm (PP, omega, lacunarity, octaves); */
k3d/share/shaders/k3d_luna.sl:75:      o *= omega;
k3d/share/shaders/k3d_luna.sl:81:  /* Insure that the crater is in one of the maria */
k3d/share/shaders/k3d_luna.sl:82:  temp1 = radial_dist * arg22;
k3d/share/shaders/k3d_luna.sl:83:  if(temp1 < 1)
k3d/share/shaders/k3d_luna.sl:84:    chaos -= arg23 * (1 - smoothstep(0, 1, temp1));
k3d/share/shaders/k3d_luna.sl:93:      PQ += chaos * maria_altitude * NN;
k3d/share/shaders/k3d_luna.sl:94:      Ct *= maria_basecolor + maria_color * chaos;
k3d/share/shaders/k3d_luna.sl:100:  /* get normalized vector "v" */
k3d/share/shaders/k3d_luna.sl:102:  vv = point(xcomp(PP) / radial_dist, 0, zcomp(PP) / radial_dist);
k3d/share/shaders/k3d_luna.sl:108:      ht = peak_ht * smoothstep(0, 1, uu);
k3d/share/shaders/k3d_luna.sl:114:  else if(pd < rim_rad)
k3d/share/shaders/k3d_luna.sl:115:    {				/* inner rim */
k3d/share/shaders/k3d_luna.sl:116:      uu = (pd - inner_rad) / (rim_rad - inner_rad);
k3d/share/shaders/k3d_luna.sl:118:      ht = rim_ht * smoothstep(0, 1, uu);
k3d/share/shaders/k3d_luna.sl:121:    {				/* outer rim */
k3d/share/shaders/k3d_luna.sl:122:      uu = 1 - (pd - rim_rad) / (outer_rad - rim_rad);
k3d/share/shaders/k3d_luna.sl:124:      ht = rim_ht * smoothstep(0, 1, uu * uu);
k3d/share/shaders/k3d_luna.sl:132:  /* Add some noise */
k3d/share/shaders/k3d_luna.sl:163:	  if(radial_dist > rim_rad)
k3d/share/shaders/k3d_luna.sl:170:  /* Make crater rays (PP, arg10, arg11, arg12, arg15, arg24, arg25, radial_dist);, yielding temp1 */
k3d/share/shaders/k3d_luna.sl:172:  if(pd >= rim_rad && pd < 0.4)
k3d/share/shaders/k3d_luna.sl:174:      lighten = smoothstep(.15, .5, snoise(62 * u));
k3d/share/shaders/k3d_luna.sl:175:      raydist = 0.2 + 0.2 * snoise(20 * mod(u + 0.022, 1));
k3d/share/shaders/k3d_luna.sl:176:      lighten *= (1 - smoothstep(raydist - .2, raydist, pd));
k3d/share/shaders/k3d_luna.sl:178:  lighten = 0.2 * clamp(lighten, 0, 1);
k3d/share/shaders/k3d_luna.sl:182:  /* Recalc normal since we changed P a whole bunch. */
k3d/share/shaders/k3d_luna.sl:183:/*  N = normalize (calculatenormal (PQ)); */
k3d/share/shaders/k3d_luna.sl:185:  /* Shade like matte */
k3d/share/shaders/k3d_luna.sl:187:  Ci = Ct * (Ka * ambient() + Kd * diffuse(faceforward(normalize(N), I)));
k3d/share/shaders/k3d_lunette.sl:1:/* renamed JMlinette.sl for RMR.  -- tal */
k3d/share/shaders/k3d_lunette.sl:7: *   A grid pattern overlaid upon an fBm noise.  This shader is good for
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:10: *   hero objects that you might wish to show off.  The shader is a copy of a
k3d/share/shaders/k3d_lunette.sl:11: *   pattern I saw in the background of another image entitled "Lunettes",
k3d/share/shaders/k3d_lunette.sl:12: *   which I believe has something to do with spectacles in French.  Hence the
k3d/share/shaders/k3d_lunette.sl:13: *   name, anyway.  The pattern is calculated in 2D u,v coordinates.
k3d/share/shaders/k3d_lunette.sl:15: * Parameters:
k3d/share/shaders/k3d_lunette.sl:17: *   urepeats, vrepeats - number of repeats of the grid pattern in u and v
k3d/share/shaders/k3d_lunette.sl:19: *   colorA, colorB - colors used in the background fBm noise
k3d/share/shaders/k3d_lunette.sl:21: *   colorBenhance - amount to enhance colorB's presence over colorA
k3d/share/shaders/k3d_lunette.sl:23: *   noiseScale - scale factor for the fBm noise relative to the grid size
k3d/share/shaders/k3d_lunette.sl:24: *   noiseRandom - randomization factor for the fBm noise
k3d/share/shaders/k3d_lunette.sl:25: *   maxOctaves, lunacrity, gain - work as in the fBm function
k3d/share/shaders/k3d_lunette.sl:31: * Author: written by Jonathan Merritt (jmerritt@warpax.com), 5th October 2002
k3d/share/shaders/k3d_lunette.sl:43: * dimensional fashion using the coordinates ss and tt as texture / pattern
k3d/share/shaders/k3d_lunette.sl:46: * Parameters:
k3d/share/shaders/k3d_lunette.sl:48: *   ssrepeats, ttrepeats - Number of repeats of the grid pattern in both ss
k3d/share/shaders/k3d_lunette.sl:55: *   noiseScale - Scale of the background fBm noise (relative to the size of
k3d/share/shaders/k3d_lunette.sl:56: *                a grid cell).  Increasing this value makes a finer, smaller
k3d/share/shaders/k3d_lunette.sl:57: *                noise; decreasing it makes a broader noise.
k3d/share/shaders/k3d_lunette.sl:58: *   noiseRandom - Randomization value for the noise.
k3d/share/shaders/k3d_lunette.sl:59: *   maxOctaves - Maximum number of octaves for the fBm noise.
k3d/share/shaders/k3d_lunette.sl:60: *   lunacrity - Lunacrity of the fBm noise.
k3d/share/shaders/k3d_lunette.sl:61: *   gain - Gain of the fBm noise.
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: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: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:92:	 * the grid.  pulsegrid = 0 means that there is no grid at the point
k3d/share/shaders/k3d_lunette.sl:93:	 * whereas pulsegrid = 1 means that there IS a grid at the point.
k3d/share/shaders/k3d_lunette.sl:94:	 * pulsegrid varies smoothly between the two values to cope with
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:108:	 * parameters.
k3d/share/shaders/k3d_lunette.sl:111:		point(ss*ssrepeats, tt*ttrepeats, noiseRandom);
k3d/share/shaders/k3d_lunette.sl:113:	float noiseamt = (fBm(
k3d/share/shaders/k3d_lunette.sl:114:		noisePt, noisefilterwidth, maxOctaves, lunacrity, gain
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: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:132:	/* Plastic illumination model parameters. */
k3d/share/shaders/k3d_lunette.sl:138:	/* Grid pattern parameters. */	
k3d/share/shaders/k3d_lunette.sl:139:	float urepeats = 30;		/* Number of repeats in u */
k3d/share/shaders/k3d_lunette.sl:141:	float vrepeats = 30;		/* Number of repeats in v */
k3d/share/shaders/k3d_lunette.sl:147:	float colorBenhance = 1.6;	/* Enhancement of colorB in output */
k3d/share/shaders/k3d_lunette.sl:149:	/* fBm noise parameters */
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:161:		colorA, colorB, noiseScale, noiseRandom, maxOctaves,
k3d/share/shaders/k3d_lunette.sl:166:	 * apply a plastic illumination model
k3d/share/shaders/k3d_lunette.sl:168:	normal Nf = faceforward (normalize(N),I);
k3d/share/shaders/k3d_lunette.sl:171:	Ci = Os * ( cc * (Ka*ambient() + Kd*diffuse(Nf)) +
k3d/share/shaders/k3d_lunette.sl:172:		specularcolor * Ks*specular(Nf,-normalize(I),roughness));
k3d/share/shaders/k3d_map_pattern_1.sl:1:surface k3d_map_pattern_1 (
k3d/share/shaders/k3d_map_pattern_1.sl:2:string map1=""; 
k3d/share/shaders/k3d_map_pattern_1.sl:6:float samples1=1; 
k3d/share/shaders/k3d_map_pattern_1.sl:20:/** Surface main-code start **/
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:26:if (ss1 ==1) {temp_ss1=s;} else {temp_ss1=ss1;}
k3d/share/shaders/k3d_map_pattern_1.sl:27:if (tt1 ==1) {temp_tt1=t;} else {temp_tt1=tt1;}
k3d/share/shaders/k3d_map_pattern_1.sl:28:if ( map1=="" ) 
k3d/share/shaders/k3d_map_pattern_1.sl:30:temt_c1=0;
k3d/share/shaders/k3d_map_pattern_1.sl:36:temt_c1=texture(map1,temp_ss1,temp_tt1,"swidth",swidth1,"twidth",twidth1,"samples",samples1);
k3d/share/shaders/k3d_map_pattern_1.sl:40:temt_c1=texture(map1[channel1],temp_ss1,temp_tt1,"swidth",swidth1,"twidth",twidth1,"samples",samples1);
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:48:float my_t;
k3d/share/shaders/k3d_map_pattern_1.sl:49:color C_temp1;
k3d/share/shaders/k3d_map_pattern_1.sl:51:PP = txtscale * transform ("shader", P);
k3d/share/shaders/k3d_map_pattern_1.sl:53:my_t = zcomp(PP) / temp_f_3;
k3d/share/shaders/k3d_map_pattern_1.sl:54:PQ = point (xcomp(PP)*8, ycomp(PP)*8, zcomp(PP));
k3d/share/shaders/k3d_map_pattern_1.sl:55:my_t += noise (PQ) / 16;
k3d/share/shaders/k3d_map_pattern_1.sl:57:PQ = point (xcomp(PP), my_t, ycomp(PP)+12.93);
k3d/share/shaders/k3d_map_pattern_1.sl:58:r = temp_f_3 * noise (PQ);
k3d/share/shaders/k3d_map_pattern_1.sl:60:r = 0.2 + 0.8 * smoothstep(0.2, 0.55, r) * (1 - smoothstep(0.75, 0.8, r));
k3d/share/shaders/k3d_map_pattern_1.sl:62:PQ = point (xcomp(PP)*128+5, zcomp(PP)*8-3, ycomp(PP)*128+1);
k3d/share/shaders/k3d_map_pattern_1.sl:65:Ct = mix (lightwood, darkwood, r*r2*r2);
k3d/share/shaders/k3d_map_pattern_1.sl:67:/** Surface main-code end **/
k3d/share/shaders/k3d_map_pattern_1.sl:68:normal Nf = faceforward(normalize(N), I);
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_map_pattern_1.sl:70:Ci = mix (C_temp1, Ct, 0.5);
k3d/share/shaders/k3d_matte.sl:1:/* matte.sl - Standard matte surface for RenderMan Interface.
k3d/share/shaders/k3d_matte.sl:6: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_matte.sl:9:surface k3d_matte(float Ka = 1;
k3d/share/shaders/k3d_matte.sl:12:  normal Nf = faceforward(normalize(N), I);
k3d/share/shaders/k3d_matte.sl:14:  Ci = Os * Cs * (Ka * ambient() + Kd * diffuse(Nf));
k3d/share/shaders/k3d_metal.sl:1:/* metal.sl - Standard metal surface for RenderMan Interface.
k3d/share/shaders/k3d_metal.sl:6: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_metal.sl:9:surface k3d_metal(float Ka = 1;
k3d/share/shaders/k3d_metal.sl:13:  normal Nf = faceforward(normalize(N), I);
k3d/share/shaders/k3d_metal.sl:14:  vector V = -normalize(I);
k3d/share/shaders/k3d_metal.sl:16:  Ci = Os * Cs * (Ka * ambient() + Ks * specular(Nf, V, roughness));
k3d/share/shaders/k3d_mondometal.sl:2: * felipe@siggraph.org.mx

k3d/share/shaders/k3d_mondometal.sl:4: * Layered shader with mondo as a base and a metal modulated with a matte file.

k3d/share/shaders/k3d_mondometal.sl:6: * Version ampliada de Mondo.sl. Recibe un archivo B/N como mate, donde

k3d/share/shaders/k3d_mondometal.sl:7: * las partes blancas producen un efecto metalico y donde lo oscuro 

k3d/share/shaders/k3d_mondometal.sl:8: * se comporta igual que mondo simple.

k3d/share/shaders/k3d_mondometal.sl:12:k3d_mondometal(

k3d/share/shaders/k3d_mondometal.sl:38:    string abBumpMap = "";

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:47:    color Cmetal = color(0.0,0.76,0.79);

k3d/share/shaders/k3d_mondometal.sl:48:    string metalMatte = "";

k3d/share/shaders/k3d_mondometal.sl:59:    normal Nf;

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:67:    ss = vector(s, t, 1) . vector(transform("shader", STMatrix0));

k3d/share/shaders/k3d_mondometal.sl:68:    tt = vector(s, t, 1) . vector(transform("shader", STMatrix1));

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

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

k3d/share/shaders/k3d_mondometal.sl:95:    /* determine diffuse **/

k3d/share/shaders/k3d_mondometal.sl:107:    /* determine specular */

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

k3d/share/shaders/k3d_mondometal.sl:131:    /* determine roughness */

k3d/share/shaders/k3d_mondometal.sl:143:    /* determine opacity */

k3d/share/shaders/k3d_mondometal.sl:160:    /* determine incandescence */

k3d/share/shaders/k3d_mondometal.sl:173:    /* do the bump */

k3d/share/shaders/k3d_mondometal.sl:174:    if( abBumpMap != "" )

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

k3d/share/shaders/k3d_mondometal.sl:177:                            "swidth", abBumpMapBlur,

k3d/share/shaders/k3d_mondometal.sl:178:                            "twidth", abBumpMapBlur );

k3d/share/shaders/k3d_mondometal.sl:179:        PP = transform("shader", P);

k3d/share/shaders/k3d_mondometal.sl:180:        Nf = normalize( ntransform("shader", N) );

k3d/share/shaders/k3d_mondometal.sl:181:        PP += bmp * Nf;

k3d/share/shaders/k3d_mondometal.sl:182:        PP = transform("shader", "current", PP);

k3d/share/shaders/k3d_mondometal.sl:183:        Nf = calculatenormal(PP);

k3d/share/shaders/k3d_mondometal.sl:185:	if (abUseNormals == 1) {

k3d/share/shaders/k3d_mondometal.sl:186:	    normal deltaN = normalize(N) - normalize(Ng);

k3d/share/shaders/k3d_mondometal.sl:187:	    Nf = normalize(Nf) + deltaN;

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

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

k3d/share/shaders/k3d_mondometal.sl:198:    /* compute shading variables **/

k3d/share/shaders/k3d_mondometal.sl:199:    Nf = faceforward(normalize(Nf), I , normalize(Nf));

k3d/share/shaders/k3d_mondometal.sl:200:    V = -normalize(I);

k3d/share/shaders/k3d_mondometal.sl:202:    /* get reflection from environment map **/

k3d/share/shaders/k3d_mondometal.sl:206:        D = vtransform("worldspace", D);

k3d/share/shaders/k3d_mondometal.sl:209:            D = vector(-zcomp(D), xcomp(D), ycomp(D));

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

k3d/share/shaders/k3d_mondometal.sl:219:    /* Averiguamos si la textura es metlica o no */

k3d/share/shaders/k3d_mondometal.sl:220:    if(metalMatte != "")

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

k3d/share/shaders/k3d_mondometal.sl:232:    /* Textura normal de Mondo*/

k3d/share/shaders/k3d_mondometal.sl:233:    if(comp(Cmatte, 1) < 0.5){

k3d/share/shaders/k3d_mondometal.sl:234:      Ci = Os * Copac * (Csurf * (Cincand + ambient() + diff * diffuse(Nf)) + 

k3d/share/shaders/k3d_mondometal.sl:237:    /* Textura metlica */

k3d/share/shaders/k3d_mondometal.sl:239:      Ci = Cmetal * Oi * (Ka * ambient() + Kd * diffuse(Nf) +

k3d/share/shaders/k3d_mondometal.sl:240:            Ks * specular(Nf,-normalize(I),roughness));

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:10: *    Makes nice looking cumulous clouds like you would see in the sky

k3d/share/shaders/k3d_mysky.sl:11: *    on a bright sunny day.  Works as a basic thresholded fBm.  Since

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:24: *    None, but should be easy to add antialiasing simply by adaptively

k3d/share/shaders/k3d_mysky.sl:25: *    setting the "octaves" parameter based on distance from eye point.

k3d/share/shaders/k3d_mysky.sl:34: *    Academic Press, 1994.  ISBN 0-12-228760-6.

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

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

k3d/share/shaders/k3d_mysky.sl:64:  PP = txtscale * transform ("shader", P);

k3d/share/shaders/k3d_mysky.sl:66:  /* Use fractional Brownian motion to compute a value for this point */

k3d/share/shaders/k3d_mysky.sl:67:  /*  value = fBm (PP, omega, lambda, octaves); */

k3d/share/shaders/k3d_mysky.sl:72:      l *= 2;  o *= omega;

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:8:	     illuminance (PW) { li += Cl; }                                 \
k3d/share/shaders/k3d_noisysmoke.sl:11:             Psmoke = PP*freq;                                              \
k3d/share/shaders/k3d_noisysmoke.sl:12:             smoke = snoise (Psmoke);                                       \
k3d/share/shaders/k3d_noisysmoke.sl:13:             /* Optimize: one octave only if not lit */                     \
k3d/share/shaders/k3d_noisysmoke.sl:14:	     if (comp(li,0)+comp(li,1)+comp(li,2) > 0.01) {                 \
k3d/share/shaders/k3d_noisysmoke.sl:17:                      f *= 0.5;  Psmoke *= 2;                               \
k3d/share/shaders/k3d_noisysmoke.sl:18:                      smoke += f*snoise(Psmoke);                            \
k3d/share/shaders/k3d_noisysmoke.sl:21:             g = density * smoothstep(-1,1,smokevary*smoke);                \
k3d/share/shaders/k3d_noisysmoke.sl:30:volume k3d_noisysmoke(float density = 60;
k3d/share/shaders/k3d_noisysmoke.sl:35:		      float octaves = 3, freq = 1, smokevary = 1;
k3d/share/shaders/k3d_noisysmoke.sl:42:  vector incident = vtransform("shader", -I);
k3d/share/shaders/k3d_noisysmoke.sl:44:  /* But with BMRT 2.3.6 and later, they're the same... */
k3d/share/shaders/k3d_noisysmoke.sl:46:  vector incident = vtransform("shader", I);
k3d/share/shaders/k3d_noisysmoke.sl:48:  point origin = transform("shader", Worigin);
k3d/share/shaders/k3d_noisysmoke.sl:51:  color Cv = 0, Ov = 0;		/* net color & opacity of volume */
k3d/share/shaders/k3d_noisysmoke.sl:54:  float nsteps = 0;		/* record number of integration steps */
k3d/share/shaders/k3d_noisysmoke.sl:56:  point PP, PW, Psmoke;
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:61:  end = min(length(incident), integend) - 0.0001;
k3d/share/shaders/k3d_noisysmoke.sl:63:  /* Integrate forwards from the start point */
k3d/share/shaders/k3d_noisysmoke.sl:64:  d = integstart + random() * stepsize;
k3d/share/shaders/k3d_noisysmoke.sl:67:      IN = normalize(incident);
k3d/share/shaders/k3d_noisysmoke.sl:68:      WIN = vtransform("shader", "current", IN);
k3d/share/shaders/k3d_noisysmoke.sl:71:      GADD(PP, PW, li, dtau) ss = min(stepsize, end - d);
k3d/share/shaders/k3d_noisysmoke.sl:83:	     * of the portion of the volume covered by this step.
k3d/share/shaders/k3d_noisysmoke.sl:90:	    1 - color(exp(comp(scat, 0)), exp(comp(scat, 1)),
k3d/share/shaders/k3d_noisysmoke.sl:91:		      exp(comp(scat, 2)));
k3d/share/shaders/k3d_noisysmoke.sl:98:	  ss = max(min(ss, end - d), 0.005);
k3d/share/shaders/k3d_noisysmoke.sl:104:  /* Ci & Oi are the color (premultiplied by opacity) and opacity of 
k3d/share/shaders/k3d_noisysmoke.sl:105:   * the background element.
k3d/share/shaders/k3d_noisysmoke.sl:106:   * Now Cv is the light contributed by the volume itself, and Ov is the
k3d/share/shaders/k3d_noisysmoke.sl:107:   * opacity of the volume, i.e. (1-Ov)*Ci is the light from the background
k3d/share/shaders/k3d_noisysmoke.sl:108:   * which makes it through the volume.
k3d/share/shaders/k3d_null.sl:4: * Note: we include dummy Ka and Kd arguments to appease the radiosity
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:8: *    very much like oak.
k3d/share/shaders/k3d_oak.sl:10: * Parameters for the coordinate mapping: 
k3d/share/shaders/k3d_oak.sl:15: * Parameters for the color and pattern: 
k3d/share/shaders/k3d_oak.sl:18: *   ringfreq - mean frequency of ring spacing
k3d/share/shaders/k3d_oak.sl:21: *   ringnoise, ringnoisefreq - general warping of the domain
k3d/share/shaders/k3d_oak.sl:27: *       grain are weighted.  0 turns one off, 1 makes full effect.
k3d/share/shaders/k3d_oak.sl:28: *   divotdepth - depth (in shader units) of the displacement due to
k3d/share/shaders/k3d_oak.sl:30: *   truedisp - 1 for true displacement, 0 for bump mapping
k3d/share/shaders/k3d_oak.sl:32: * Parameters for illumination model:
k3d/share/shaders/k3d_oak.sl:33: *   Ka, Kd, Ks, roughness - the usual meaning
k3d/share/shaders/k3d_oak.sl:39: * Contacts:  lg@pixar.com
k3d/share/shaders/k3d_oak.sl:47:#include "k3d_material.h"
k3d/share/shaders/k3d_oak.sl:69:  normal Nf = faceforward(normalize(N), I);
k3d/share/shaders/k3d_oak.sl:76:  color Cwood = mix(Clightwood, Cdarkwood, wood);
k3d/share/shaders/k3d_oak.sl:79:  /* Illumination model - just use plastic */
k3d/share/shaders/k3d_oakplank.sl:4: * Description: makes procedural varnished wood planks.  The planks
k3d/share/shaders/k3d_oakplank.sl:7: *    a shifted version of the oaktexture function from oak.h.
k3d/share/shaders/k3d_oakplank.sl:9: * Parameters for the coordinate mapping: 
k3d/share/shaders/k3d_oakplank.sl:14: * Parameters for the pattern of the plank structure: 
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:25: *   ringfreq - mean frequency of ring spacing
k3d/share/shaders/k3d_oakplank.sl:28: *   ringnoise, ringnoisefreq - general warping of the domain
k3d/share/shaders/k3d_oakplank.sl:34: *       grain are weighted.  0 turns one off, 1 makes full effect.
k3d/share/shaders/k3d_oakplank.sl:35: *   divotdepth - depth (in shader units) of the displacement due to
k3d/share/shaders/k3d_oakplank.sl:37: *   truedisp - 1 for true displacement, 0 for bump mapping
k3d/share/shaders/k3d_oakplank.sl:39: * Parameters for illumination model:
k3d/share/shaders/k3d_oakplank.sl:40: *   Ka, Kd, Ks, roughness - the usual meaning
k3d/share/shaders/k3d_oakplank.sl:41: *   Kr, blur, eta - reflection parameters for the tile
k3d/share/shaders/k3d_oakplank.sl:42: *   envname, envspace, envrad - environment mapping controls
k3d/share/shaders/k3d_oakplank.sl:43: *   rayjitter, raysamples - ray tracing controls
k3d/share/shaders/k3d_oakplank.sl:44: *   varnishlump, arnishlumpfreq - amp & freq of lumpiness in the varnish
k3d/share/shaders/k3d_oakplank.sl:50: * Contacts:  lg@pixar.com
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:63:#include "k3d_material.h"
k3d/share/shaders/k3d_oakplank.sl:85:  /* Shift in t a random amount for each plank column */
k3d/share/shaders/k3d_oakplank.sl:90:  /* Calculate our "in-plank" value by multiplying two perpendicular
k3d/share/shaders/k3d_oakplank.sl:118:		     float varyhue = 0.015, varysat = 0.1, varylum = 0.5;
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:145:  color Cwood = mix(Clightwood, Cdarkwood, wood);
k3d/share/shaders/k3d_oakplank.sl:147:  Cwood = varyEach(Cwood, plankindex, varyhue, varysat, varylum);
k3d/share/shaders/k3d_oakplank.sl:148:  Cwood = mix(Cgroove, Cwood, inplank);
k3d/share/shaders/k3d_oakplank.sl:150:  /* Displacement: the edges of the planks displace down a bit, as do
k3d/share/shaders/k3d_oakplank.sl:153:  float edgedisp = smoothpulse(0, edgewidth, plankwidth - edgewidth,
k3d/share/shaders/k3d_oakplank.sl:156:    smoothpulse(0, edgewidth, planklength - edgewidth, planklength, tplank);
k3d/share/shaders/k3d_oakplank.sl:157:  normal Nf = faceforward(normalize(N), I);
k3d/share/shaders/k3d_oakplank.sl:160:    varnishlump * filteredsnoise(Pshad * varnishlumpfreq,
k3d/share/shaders/k3d_oakplank.sl:161:				 dPshad * varnishlumpfreq);
k3d/share/shaders/k3d_oakplank.sl:164:  /* Illumination model
k3d/share/shaders/k3d_oakplank.sl:165:   * Less specular in the grooves, more specular in the dark wood. 
k3d/share/shaders/k3d_orange.sl:2: * Actually it is a condensed version of the mango shader from Sig '92 "Writing RenderMan Shaders"
k3d/share/shaders/k3d_orange.sl:17: *	tal@SpamSucks_cs.caltech.edu
k3d/share/shaders/k3d_orange.sl:38:	setxcomp (p2, sin (2 * PI * s));
k3d/share/shaders/k3d_orange.sl:39:	setycomp (p2, 2*t);
k3d/share/shaders/k3d_orange.sl:40:	setzcomp (p2, cos (2 * PI * s));
k3d/share/shaders/k3d_orange.sl:44:	newP = calculatenormal (P + turb * normalize (N));
k3d/share/shaders/k3d_orange.sl:45:	Nf = faceforward (normalize (newP), I);
k3d/share/shaders/k3d_orange.sl:46:	V = -normalize (I);
k3d/share/shaders/k3d_orange.sl:49:	Ci = Cs * (Ka * ambient() + Kd * diffuse (Nf)) + Ks * specular (Nf, V, roughness);
k3d/share/shaders/k3d_orennayar.sl:1:/* renamed LG_orennayar.sl -- tal@SpamSucks_cs.caltech.edu */
k3d/share/shaders/k3d_orennayar.sl:8: *   Makes a rough surface using a BRDF which is more accurate than
k3d/share/shaders/k3d_orennayar.sl:9: *   Lambert.  Based on Oren & Nayar's model (see Proc. SIGGRAPH 94).
k3d/share/shaders/k3d_orennayar.sl:11: *   Lambertian (isotropic) BRDF is a simple approximation, but not
k3d/share/shaders/k3d_orennayar.sl:13: *   tend to act more like retroreflectors than like isotropic scatterers.
k3d/share/shaders/k3d_orennayar.sl:16: *   Ka, Kd - just like matte.sl
k3d/share/shaders/k3d_orennayar.sl:17: *   sigma - roughness (0 is lambertian, larger values are rougher)
k3d/share/shaders/k3d_orennayar.sl:22: *   Oren, Michael and Shree K. Nayar.  "Generalization of Lambert's
k3d/share/shaders/k3d_orennayar.sl:23: *         Reflectance Model," Computer Graphics Annual Conference
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:29: *      model to the result.  It could easily be packaged up as a macro
k3d/share/shaders/k3d_orennayar.sl:31: *   2. Examination of why rough surfaces are not Lambertian will lead
k3d/share/shaders/k3d_orennayar.sl:32: *      you to the solution to the famous "flat full moon" problem.
k3d/share/shaders/k3d_orennayar.sl:43:	   float sigma = 0.0; )
k3d/share/shaders/k3d_orennayar.sl:50:    float alpha, beta, sigma2, cos_phi_diff;
k3d/share/shaders/k3d_orennayar.sl:52:    Nf = faceforward (normalize(N),I);
k3d/share/shaders/k3d_orennayar.sl:53:    IN = normalize (I);
k3d/share/shaders/k3d_orennayar.sl:56:    sigma2 = sigma*sigma;
k3d/share/shaders/k3d_orennayar.sl:58:    illuminance (P, Nf, PI/2) {
k3d/share/shaders/k3d_orennayar.sl:59:	LN = normalize(L);
k3d/share/shaders/k3d_orennayar.sl:61:	cos_phi_diff = normalize(Eye-Nf*(Eye.Nf)) . normalize(LN - Nf*(LN.Nf));
k3d/share/shaders/k3d_orennayar.sl:63:	alpha = max (theta_i, theta_r);
k3d/share/shaders/k3d_orennayar.sl:64:	beta = min (theta_i, theta_r);
k3d/share/shaders/k3d_orennayar.sl:65:	C1 = 1 - 0.5 * sigma2/(sigma2+0.33);
k3d/share/shaders/k3d_orennayar.sl:66:	C2 = 0.45 * sigma2 / (sigma2 + 0.09);
k3d/share/shaders/k3d_orennayar.sl:70:	C3 = 0.125 * sigma2 / (sigma2+0.09) * pow ((4*alpha*beta)/(PI*PI),2);
k3d/share/shaders/k3d_orennayar.sl:73:	L2 = (Cs * Cs) * (0.17 * cos_theta_i * sigma2/(sigma2+0.13) *
k3d/share/shaders/k3d_orennayar.sl:79:    Ci = Os * (Cs * (Ka*ambient()) + Kd*lightC);
k3d/share/shaders/k3d_outlet.sl:6: *   patch to make a wall more interesting.  The patch should be
k3d/share/shaders/k3d_outlet.sl:7: *   twice as high as it is wide.  *Totally* cheesy if you see it from
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:9: *   I should probably add some bump mapping or other variation, but
k3d/share/shaders/k3d_outlet.sl:10: *   I'm lazy, okay?
k3d/share/shaders/k3d_outlet.sl:13: *   Ka, Kd 	   	work just like the matte shader
k3d/share/shaders/k3d_outlet.sl:14: *   screwKs            Ks parameter for the screw
k3d/share/shaders/k3d_outlet.sl:20: *      June 1992 -- first written by lg for the Kitchen image
k3d/share/shaders/k3d_outlet.sl:23: * last modified  17 Jan 1994 by Larry Gritz
k3d/share/shaders/k3d_outlet.sl:29:k3d_outlet ( float Ka = 1, Kd = 1, Km = 0.1;
k3d/share/shaders/k3d_outlet.sl:67:  /* Use the plastic illumination model */
k3d/share/shaders/k3d_outlet.sl:68:  Nf = faceforward (normalize(N),I);
k3d/share/shaders/k3d_outlet.sl:70:  Ci = Os * ( Ct * (Ka*ambient() + kd*diffuse(Nf)) +
k3d/share/shaders/k3d_outlet.sl:71:	      ks * specular(Nf,-normalize(I),roughness));
k3d/share/shaders/k3d_outline.sl:2: * it's the valdez algorithm. short and sweet.
k3d/share/shaders/k3d_outline.sl:9:  normal Nn = normalize (-N);
k3d/share/shaders/k3d_outline.sl:10:  float dot = Nn . normalize(I);
k3d/share/shaders/k3d_outline.sl:14:  Oi = smoothstep(-.01,0,dot);
k3d/share/shaders/k3d_painted_constant.sl:2:	string texturename = "";
k3d/share/shaders/k3d_painted_constant.sl:12:	if(texturename != "")
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:1:/* paintedplastic.sl - Standard texture map surface for RenderMan Interface.
k3d/share/shaders/k3d_paintedplastic.sl:6: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_paintedplastic.sl:9: *    Apply a texture map to a plastic surface, indexing the texture
k3d/share/shaders/k3d_paintedplastic.sl:10: *    by the s,t parameters of the surface.
k3d/share/shaders/k3d_paintedplastic.sl:13: *    Ka, Kd, Ks, roughness, specularcolor - the usual meaning.
k3d/share/shaders/k3d_paintedplastic.sl:14: *    texturename - the name of the texture file.
k3d/share/shaders/k3d_paintedplastic.sl:24:	string texturename = "";
k3d/share/shaders/k3d_paintedplastic.sl:34:	if(texturename != "")
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:43:	normal Nf = faceforward(normalize(N), I);
k3d/share/shaders/k3d_paintedplastic.sl:44:	vector V = -normalize(I);
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:7: *   is based on my "planks" shader.  This shader works best if "s" and "t"
k3d/share/shaders/k3d_parquet_plank.sl:8: *   units are both the same size in world space.
k3d/share/shaders/k3d_parquet_plank.sl:13: *   plankwidth - width of each plank (in terms of s/t)
k3d/share/shaders/k3d_parquet_plank.sl:14: *   plankspertile - number of planks in each parquet tile
k3d/share/shaders/k3d_parquet_plank.sl:17: *   groovewidth - width of the grooves between the planks (in terms of s/t)
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:27: * AUTHOR: Larry Gritz, email: lg@bmrt.org
k3d/share/shaders/k3d_parquet_plank.sl:44:#define boxstep(a,b,x) (clamp(((x)-(a))/((b)-(a)),0,1))
k3d/share/shaders/k3d_parquet_plank.sl:48:  normal Nf;
k3d/share/shaders/k3d_parquet_plank.sl:54:  float tmp, planklength;
k3d/share/shaders/k3d_parquet_plank.sl:62:  /* Determine how wide in s-t space one pixel projects to */
k3d/share/shaders/k3d_parquet_plank.sl:64:    (max(abs(Du(s) * du) + abs(Dv(s) * dv), MINFILTERWIDTH) / PGWIDTH) *
k3d/share/shaders/k3d_parquet_plank.sl:67:    (max(abs(Du(t) * du) + abs(Dv(t) * dv), MINFILTERWIDTH) / PGHEIGHT) *
k3d/share/shaders/k3d_parquet_plank.sl:69:  fwidth = max(swidth, twidth);
k3d/share/shaders/k3d_parquet_plank.sl:71:  Nf = faceforward(normalize(N), I);
k3d/share/shaders/k3d_parquet_plank.sl:77:  if(mod(whichrow / plankspertile + whichplank, 2) >= 1)
k3d/share/shaders/k3d_parquet_plank.sl:83:      tmp = swidth;
k3d/share/shaders/k3d_parquet_plank.sl:85:      twidth = tmp;
k3d/share/shaders/k3d_parquet_plank.sl:93:   * are grooves, 1 where the wood grain is visible.  Do some simple
k3d/share/shaders/k3d_parquet_plank.sl:100:      clamp(boxstep(GWF - swidth, GWF, ss), max(1 - GWF / swidth, 0),
k3d/share/shaders/k3d_parquet_plank.sl:101:	    1) - clamp(boxstep(1 - GWF - swidth, 1 - GWF, ss), 0,
k3d/share/shaders/k3d_parquet_plank.sl:107:      clamp(boxstep(GHF - twidth, GHF, tt), max(1 - GHF / twidth, 0),
k3d/share/shaders/k3d_parquet_plank.sl:108:	    1) - clamp(boxstep(1 - GHF - twidth, 1 - GHF, tt), 0,
k3d/share/shaders/k3d_parquet_plank.sl:120:  fade = smoothstep(1 / ringscale, 8 / ringscale, fwidth);
k3d/share/shaders/k3d_parquet_plank.sl:127:	0.3 + 0.7 * smoothstep(0.2, 0.55, r) * (1 - smoothstep(0.75, 0.8, r));
k3d/share/shaders/k3d_parquet_plank.sl:133:      fade = smoothstep(2 / grainscale, 8 / grainscale, fwidth);
k3d/share/shaders/k3d_parquet_plank.sl:148:  woodcolor = mix(lightwood, darkwood, r);
k3d/share/shaders/k3d_parquet_plank.sl:154:  Ct = mix(groovecolor, woodcolor, groovy);
k3d/share/shaders/k3d_parquet_plank.sl:156:  /* Use the plastic illumination model */
k3d/share/shaders/k3d_parquet_plank.sl:159:    Os * (Ct * (Ka * ambient() + Kd * diffuse(Nf)) +
k3d/share/shaders/k3d_parquet_plank.sl:160:	  specularcolor * Ks * specular(Nf, -normalize(I), roughness));
k3d/share/shaders/k3d_parquet_plank2.sl:8: *   is based on my "planks" shader.  This shader works best if "s" and "t"
k3d/share/shaders/k3d_parquet_plank2.sl:9: *   units are both the same size in world space.
k3d/share/shaders/k3d_parquet_plank2.sl:14: *   plankwidth - width of each plank (in terms of s/t)
k3d/share/shaders/k3d_parquet_plank2.sl:15: *   plankspertile - number of planks in each parquet tile
k3d/share/shaders/k3d_parquet_plank2.sl:18: *   groovewidth - width of the grooves between the planks (in terms of s/t)
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:29: *         email: gritz@SpamSucks_seas.gwu.edu
k3d/share/shaders/k3d_parquet_plank2.sl:31: *                801  22nd St. NW, Rm. T-624-G
k3d/share/shaders/k3d_parquet_plank2.sl:35: *    10 Feb 1995 - written by Larry Gritz, based on my "plank" shader.
k3d/share/shaders/k3d_parquet_plank2.sl:36: *    10 Feb 1995 - modified by wave to change the name
k3d/share/shaders/k3d_parquet_plank2.sl:38: * last modified 10 Feb 1995 by wave
k3d/share/shaders/k3d_parquet_plank2.sl:58:#define boxstep(a,b,x) (clamp(((x)-(a))/((b)-(a)),0,1))
k3d/share/shaders/k3d_parquet_plank2.sl:68:  float tilewidth, whichtile, tmp, planklength;
k3d/share/shaders/k3d_parquet_plank2.sl:76:  /* Determine how wide in s-t space one pixel projects to */
k3d/share/shaders/k3d_parquet_plank2.sl:77:  swidth = (max (abs(Du(s)*du) + abs(Dv(s)*dv), MINFILTERWIDTH) / PGWIDTH) * txtscale;
k3d/share/shaders/k3d_parquet_plank2.sl:78:  twidth = (max (abs(Du(t)*du) + abs(Dv(t)*dv), MINFILTERWIDTH) / PGHEIGHT) * txtscale;
k3d/share/shaders/k3d_parquet_plank2.sl:79:  fwidth = max(swidth,twidth);
k3d/share/shaders/k3d_parquet_plank2.sl:81:  Nf = faceforward (normalize(N),I);
k3d/share/shaders/k3d_parquet_plank2.sl:87:  if (mod (whichrow/plankspertile + whichplank, 2) >= 1) {
k3d/share/shaders/k3d_parquet_plank2.sl:92:      tmp = swidth;  swidth = twidth;  twidth = tmp;
k3d/share/shaders/k3d_parquet_plank2.sl:100:   * are grooves, 1 where the wood grain is visible.  Do some simple
k3d/share/shaders/k3d_parquet_plank2.sl:105:  else w = clamp (boxstep(GWF-swidth,GWF,ss), max(1-GWF/swidth,0), 1)
k3d/share/shaders/k3d_parquet_plank2.sl:106:	 - clamp (boxstep(1-GWF-swidth,1-GWF,ss), 0, 2*GWF/swidth);
k3d/share/shaders/k3d_parquet_plank2.sl:109:  else h = clamp (boxstep(GHF-twidth,GHF,tt), max(1-GHF/twidth,0),1)
k3d/share/shaders/k3d_parquet_plank2.sl:110:	 - clamp (boxstep(1-GHF-twidth,1-GHF,tt), 0, 2*GHF/twidth);
k3d/share/shaders/k3d_parquet_plank2.sl:121:  fade = smoothstep (1/ringscale, 8/ringscale, fwidth);
k3d/share/shaders/k3d_parquet_plank2.sl:126:      r = 0.3 + 0.7 * smoothstep(0.2, 0.55, r) * (1 - smoothstep(0.75, 0.8, r));
k3d/share/shaders/k3d_parquet_plank2.sl:132:      fade = smoothstep (2/grainscale, 8/grainscale, fwidth);
k3d/share/shaders/k3d_parquet_plank2.sl:144:  woodcolor = mix (lightwood, darkwood, r);
k3d/share/shaders/k3d_parquet_plank2.sl:149:  Ct = mix (groovecolor, woodcolor, groovy);
k3d/share/shaders/k3d_parquet_plank2.sl:151:  /* Use the plastic illumination model */
k3d/share/shaders/k3d_parquet_plank2.sl:153:  Ci = Os * ( Ct * (Ka*ambient() + Kd*diffuse(Nf)) +
k3d/share/shaders/k3d_parquet_plank2.sl:154:	      specularcolor * Ks*specular(Nf,-normalize(I),roughness));
k3d/share/shaders/k3d_parquet_tile.sl:9: *   is based on my "planks" shader.  This shader works best if "s" and "t"
k3d/share/shaders/k3d_parquet_tile.sl:10: *   units are both the same size in world space.
k3d/share/shaders/k3d_parquet_tile.sl:15: *   plankwidth - width of each plank (in terms of s/t)
k3d/share/shaders/k3d_parquet_tile.sl:16: *   plankspertile - number of planks in each parquet tile
k3d/share/shaders/k3d_parquet_tile.sl:19: *   groovewidth - width of the grooves between the planks (in terms of s/t)
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:30: *         email: gritz@SpamSucks_seas.gwu.edu
k3d/share/shaders/k3d_parquet_tile.sl:32: *                801  22nd St. NW, Rm. T-624-G
k3d/share/shaders/k3d_parquet_tile.sl:36: *    10 Feb 1995 - written by Larry Gritz, based on my "plank" shader.
k3d/share/shaders/k3d_parquet_tile.sl:37: *    10 Feb 1995 - modified by wave to change the name
k3d/share/shaders/k3d_parquet_tile.sl:39: * last modified 10 Feb 1995 by wave
k3d/share/shaders/k3d_parquet_tile.sl:42: * modified again by Dan Weeks <dan@SpamSucks_mango.sfasu.edu> on 08 Dec 1996
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:44: *   - comments appear where changes are made
k3d/share/shaders/k3d_parquet_tile.sl:45: *   - many thanks to Larry Gritz and wave for creating the original
k3d/share/shaders/k3d_parquet_tile.sl:53: *   - name from LGParquetPlank to DWParquetTile
k3d/share/shaders/k3d_parquet_tile.sl:54: *   - ringscale from 15 to 25
k3d/share/shaders/k3d_parquet_tile.sl:55: *   - grainscale from 60 to 55
k3d/share/shaders/k3d_parquet_tile.sl:56: *   - plankspertile from 4 to 1
k3d/share/shaders/k3d_parquet_tile.sl:57: *   - plankwidth from .05 to .2
k3d/share/shaders/k3d_parquet_tile.sl:73:#define boxstep(a,b,x) (clamp(((x)-(a))/((b)-(a)),0,1))
k3d/share/shaders/k3d_parquet_tile.sl:83:  float tilewidth, whichtile, tmp, planklength;
k3d/share/shaders/k3d_parquet_tile.sl:91:  /* Determine how wide in s-t space one pixel projects to */
k3d/share/shaders/k3d_parquet_tile.sl:92:  swidth = (max (abs(Du(s)*du) + abs(Dv(s)*dv), MINFILTERWIDTH) / PGWIDTH) * txtscale;
k3d/share/shaders/k3d_parquet_tile.sl:93:  twidth = (max (abs(Du(t)*du) + abs(Dv(t)*dv), MINFILTERWIDTH) / PGHEIGHT) * txtscale;
k3d/share/shaders/k3d_parquet_tile.sl:94:  fwidth = max(swidth,twidth);
k3d/share/shaders/k3d_parquet_tile.sl:96:  Nf = faceforward (normalize(N),I);
k3d/share/shaders/k3d_parquet_tile.sl:102:  if (mod (whichrow/plankspertile + whichplank, 2) >= 1) {
k3d/share/shaders/k3d_parquet_tile.sl:107:      tmp = swidth;  swidth = twidth;  twidth = tmp;
k3d/share/shaders/k3d_parquet_tile.sl:115:   * are grooves, 1 where the wood grain is visible.  Do some simple
k3d/share/shaders/k3d_parquet_tile.sl:120:  else w = clamp (boxstep(GWF-swidth,GWF,ss), max(1-GWF/swidth,0), 1)
k3d/share/shaders/k3d_parquet_tile.sl:121:	 - clamp (boxstep(1-GWF-swidth,1-GWF,ss), 0, 2*GWF/swidth);
k3d/share/shaders/k3d_parquet_tile.sl:124:  else h = clamp (boxstep(GHF-twidth,GHF,tt), max(1-GHF/twidth,0),1)
k3d/share/shaders/k3d_parquet_tile.sl:125:	 - clamp (boxstep(1-GHF-twidth,1-GHF,tt), 0, 2*GHF/twidth);
k3d/share/shaders/k3d_parquet_tile.sl:136:  fade = smoothstep (1/ringscale, 8/ringscale, fwidth);
k3d/share/shaders/k3d_parquet_tile.sl:141:      r = 0.3 + 0.7 * smoothstep(0.2, 0.55, r) * (1 - smoothstep(0.75, 0.8, r));
k3d/share/shaders/k3d_parquet_tile.sl:147:      fade = smoothstep (2/grainscale, 8/grainscale, fwidth);
k3d/share/shaders/k3d_parquet_tile.sl:159:  woodcolor = mix (lightwood, darkwood, r);
k3d/share/shaders/k3d_parquet_tile.sl:164:  Ct = mix (groovecolor, woodcolor, groovy);
k3d/share/shaders/k3d_parquet_tile.sl:166:  /* Use the plastic illumination model */
k3d/share/shaders/k3d_parquet_tile.sl:168:  Ci = Os * ( Ct * (Ka*ambient() + Kd*diffuse(Nf)) +
k3d/share/shaders/k3d_parquet_tile.sl:169:	      specularcolor * Ks*specular(Nf,-normalize(I),roughness));
k3d/share/shaders/k3d_particle.sl:1:/** Copied from RenderMan AppNote #18 */
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:3: *                   an earth-like planetary model.
k3d/share/shaders/k3d_planetclouds.sl:7: *   make it look like the clouds surrounding an Earth-like planet.
k3d/share/shaders/k3d_planetclouds.sl:9: *   the surface, then modulating the opacity based on this function in
k3d/share/shaders/k3d_planetclouds.sl:14: *    Ka, Kd - the usual meaning
k3d/share/shaders/k3d_planetclouds.sl:15: *    distortionscale - controls the amount of texture distortion
k3d/share/shaders/k3d_planetclouds.sl:16: *    omega,lambda,octaves - the fractal characteristics of the clouds
k3d/share/shaders/k3d_planetclouds.sl:17: *    p4 - beats me
k3d/share/shaders/k3d_planetclouds.sl:35: *   3. The default values for the shader assume that the planet is
k3d/share/shaders/k3d_planetclouds.sl:36: *      represented by a unit sphere.  The texture space and/or parameters
k3d/share/shaders/k3d_planetclouds.sl:42: *    Conversion to Shading Language and other minor changes by Larry Gritz.
k3d/share/shaders/k3d_planetclouds.sl:47: *    Academic Press, 1994.  ISBN 0-12-228760-6.
k3d/share/shaders/k3d_planetclouds.sl:53: * last modified 1 March 1994 by lg
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: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:76:  /* Transform to texture coordinates */
k3d/share/shaders/k3d_planetclouds.sl:77:  PP = transform("shader", P);
k3d/share/shaders/k3d_planetclouds.sl:81:  /* Second cirrus: replace DNoise with vector fBm */
k3d/share/shaders/k3d_planetclouds.sl:84:  /* Compute VLfBm */
k3d/share/shaders/k3d_planetclouds.sl:91:      l *= lambda;
k3d/share/shaders/k3d_planetclouds.sl:92:      o *= omega;
k3d/share/shaders/k3d_planetclouds.sl:108:  /* Shade like matte, but with color scaled by cloud opacity */
k3d/share/shaders/k3d_planetclouds.sl:109:  Ci = Oi * (Ka * ambient() + Kd * diffuse(faceforward(normalize(N), I)));
k3d/share/shaders/k3d_plank.sl:13: *   plankwidth - width of each plank (in terms of s/t)
k3d/share/shaders/k3d_plank.sl:14: *   planklength - length of each plank (in terms of s/t)
k3d/share/shaders/k3d_plank.sl:15: *   groovewidth - width of the grooves between the planks (in terms of s/t)
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:25: * AUTHOR: Larry Gritz, lg@bmrt.org
k3d/share/shaders/k3d_plank.sl:41:#define boxstep(a,b,x) (clamp(((x)-(a))/((b)-(a)),0,1))
k3d/share/shaders/k3d_plank.sl:45:  normal Nf;
k3d/share/shaders/k3d_plank.sl:57:  /* Determine how wide in s-t space one pixel projects to */
k3d/share/shaders/k3d_plank.sl:59:    max(abs(Du(s) * du) + abs(Dv(s) * dv),
k3d/share/shaders/k3d_plank.sl:62:    max(abs(Du(t) * du) + abs(Dv(t) * dv),
k3d/share/shaders/k3d_plank.sl:64:  fwidth = max(swidth, twidth);
k3d/share/shaders/k3d_plank.sl:66:  Nf = faceforward(normalize(N), I);
k3d/share/shaders/k3d_plank.sl:79:   * are grooves, 1 where the wood grain is visible.  Do some simple
k3d/share/shaders/k3d_plank.sl:86:      clamp(boxstep(GWF - swidth, GWF, ss), max(1 - GWF / swidth, 0),
k3d/share/shaders/k3d_plank.sl:87:	    1) - clamp(boxstep(1 - GWF - swidth, 1 - GWF, ss), 0,
k3d/share/shaders/k3d_plank.sl:93:      clamp(boxstep(GHF - twidth, GHF, tt), max(1 - GHF / twidth, 0),
k3d/share/shaders/k3d_plank.sl:94:	    1) - clamp(boxstep(1 - GHF - twidth, 1 - GHF, tt), 0,
k3d/share/shaders/k3d_plank.sl:106:  fade = smoothstep(1 / ringscale, 8 / ringscale, fwidth);
k3d/share/shaders/k3d_plank.sl:113:	0.3 + 0.7 * smoothstep(0.2, 0.55, r) * (1 - smoothstep(0.75, 0.8, r));
k3d/share/shaders/k3d_plank.sl:119:      fade = smoothstep(2 / grainscale, 8 / grainscale, fwidth);
k3d/share/shaders/k3d_plank.sl:134:  woodcolor = mix(lightwood, darkwood, r);
k3d/share/shaders/k3d_plank.sl:140:  Ct = mix(groovecolor, woodcolor, groovy);
k3d/share/shaders/k3d_plank.sl:143:   * Use the plastic illumination model
k3d/share/shaders/k3d_plank.sl:147:    Os * (Ct * (Ka * ambient() + Kd * diffuse(Nf)) +
k3d/share/shaders/k3d_plank.sl:148:	  specularcolor * Ks * specular(Nf, -normalize(I), roughness));
k3d/share/shaders/k3d_plastic.sl:6: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_plastic.sl:14:  normal Nf = faceforward(normalize(N), I);
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:1:/* I took wave's lead and renamed plastic to DPPlastic.sl -- tal@SpamSucks_cs.caltech.edu */
k3d/share/shaders/k3d_plastic2.sl:11: *    Academic Press, 1994.  ISBN 0-12-228760-6.
k3d/share/shaders/k3d_plastic2.sl:19:    point Nf = faceforward(normalize(N), I);
k3d/share/shaders/k3d_plastic2.sl:20:    point V = normalize(-I);
k3d/share/shaders/k3d_plastic2.sl:23:    Ci = Os * (Cs * (Ka * ambient() + Kd * diffuse(Nf))
k3d/share/shaders/k3d_pointlight.sl:6: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_pointlight.sl:11:		     point from = point "shader"(0, 0, 0);)
k3d/share/shaders/k3d_pointlight.sl:13:  illuminate(from) Cl = intensity * lightcolor / (L.L);
k3d/share/shaders/k3d_projectionmap_plastic.sl:2:// Copyright (c) 1995-2004, Timothy M. Shead
k3d/share/shaders/k3d_projectionmap_plastic.sl:4:// Contact: tshead@k-3d.com
k3d/share/shaders/k3d_projectionmap_plastic.sl:6:// This program is free software; you can redistribute it and/or
k3d/share/shaders/k3d_projectionmap_plastic.sl:7:// modify it under the terms of the GNU General Public
k3d/share/shaders/k3d_projectionmap_plastic.sl:11:// This program is distributed in the hope that it will be useful,
k3d/share/shaders/k3d_projectionmap_plastic.sl:12:// but WITHOUT ANY WARRANTY; without even the implied warranty of
k3d/share/shaders/k3d_projectionmap_plastic.sl:14:// General Public License for more details.
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:18:// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
k3d/share/shaders/k3d_projectionmap_plastic.sl:21:		\author Tim Shead (tshead@k-3d.com)
k3d/share/shaders/k3d_projectionmap_plastic.sl:24:surface k3d_projectionmap_plastic(
k3d/share/shaders/k3d_projectionmap_plastic.sl:30:	string texturename = "";
k3d/share/shaders/k3d_projectionmap_plastic.sl:45:	if(texturename != "")
k3d/share/shaders/k3d_projectionmap_plastic.sl:47:			point Pshad = transform("shader", P);
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:59:	normal Nf = faceforward(normalize(N), I);
k3d/share/shaders/k3d_projectionmap_plastic.sl:60:	vector V = -normalize(I);
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:8: *    Makes nice looking cumulous clouds like you would see in the sky
k3d/share/shaders/k3d_puffyclouds.sl:9: *    on a bright sunny day.  Works as a basic thresholded fBm.  Since
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:22: *    None, but should be easy to add antialiasing simply by adaptively
k3d/share/shaders/k3d_puffyclouds.sl:23: *    setting the "octaves" parameter based on distance from eye point.
k3d/share/shaders/k3d_puffyclouds.sl:32: *    Academic Press, 1994.  ISBN 0-12-228760-6.
k3d/share/shaders/k3d_puffyclouds.sl:52:	     float octaves = 8, omega = 0.5, lambda = 2;
k3d/share/shaders/k3d_puffyclouds.sl:61:  PP = txtscale * transform ("shader", P);
k3d/share/shaders/k3d_puffyclouds.sl:63:  /* Use fractional Brownian motion to compute a value for this point */
k3d/share/shaders/k3d_puffyclouds.sl:64:/*  value = fBm (PP, omega, lambda, octaves); */
k3d/share/shaders/k3d_puffyclouds.sl:69:      l *= 2;  o *= omega;
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_puffyclouds.sl:78:  /* Uncomment the next line if you want the surface to actually be lit */
k3d/share/shaders/k3d_puffyclouds.sl:79:/*  Ci = Ct * (Ka * ambient() + Kd * diffuse(faceforward(N,I))); */
k3d/share/shaders/k3d_redapple.sl:2: * Renamed to JMredapple.sl for RMR -- talrmr@SpamSucks_pacbell.net  7/18/99
k3d/share/shaders/k3d_redapple.sl:11: * for specific geometry, but can very easily be adjusted to fit any
k3d/share/shaders/k3d_redapple.sl:13: * texture parameter running equatorialy around them (like latitude
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:16: * don't mind the simple lerping I used to fade to green at the poles.
k3d/share/shaders/k3d_redapple.sl:18: * Look out for the "txtscale" parameter: some noise calculations are
k3d/share/shaders/k3d_redapple.sl:19: * done using shader space, instead of "s" and "t" parameters (I think
k3d/share/shaders/k3d_redapple.sl:20: * my apple's parameters are stretched a bit?), so if you use
k3d/share/shaders/k3d_redapple.sl:21: * different size apples, make sure to change txtscale appropriately.
k3d/share/shaders/k3d_redapple.sl:24: * email me your praises, notification of my credits in big motion
k3d/share/shaders/k3d_redapple.sl:25: * pictures, job offers at Pixar, etc... to:  jmerritt@SpamSucks_warpax.com   :-)
k3d/share/shaders/k3d_redapple.sl:48:	float Ka = 1;             /* Ambient light 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:54:	                          /*  2 = almost complete red.     */
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:82:	PP = transform("shader", P);
k3d/share/shaders/k3d_redapple.sl:83:	V = normalize(-I);
k3d/share/shaders/k3d_redapple.sl:92:	 * goes to 1 or 0) are colored more and more green.
k3d/share/shaders/k3d_redapple.sl:94:	 * The apple geometry is such that lines of constant
k3d/share/shaders/k3d_redapple.sl:95:	 * "t" are lines of longditude (from pole to pole).
k3d/share/shaders/k3d_redapple.sl:101:	#define BASE_NF          100    /* scaling factor for small noise  */
k3d/share/shaders/k3d_redapple.sl:102:	#define BASE_NOISE_AMP   0.2    /* small noise color mix amplitude */
k3d/share/shaders/k3d_redapple.sl:103:	#define BASE_GRC         0.4    /* shift factor for more red       */
k3d/share/shaders/k3d_redapple.sl:112:	small_noise = snoise(BASE_NF*PP*txtscale/TSCALE);
k3d/share/shaders/k3d_redapple.sl:113:	small_speckle = mix(red, green, BASE_GRC+
k3d/share/shaders/k3d_redapple.sl:114:	                    (small_noise*BASE_NOISE_AMP));
k3d/share/shaders/k3d_redapple.sl:124:	                    small_speckle, small_speckle,
k3d/share/shaders/k3d_redapple.sl:125:	                    small_speckle);
k3d/share/shaders/k3d_redapple.sl:131:	 * The blotch color is finally determined by mixing,
k3d/share/shaders/k3d_redapple.sl:134:	 * really simple noise routine.
k3d/share/shaders/k3d_redapple.sl:145:	blotch = blotch * (1+small_noise) +
k3d/share/shaders/k3d_redapple.sl:146:	         small_noise * BLOTCH_SPECK_COEFF;
k3d/share/shaders/k3d_redapple.sl:153:	 * The apple has brown speckles on it, set by mixing
k3d/share/shaders/k3d_redapple.sl:156:	 * dottiness technique is stolen from LG's starfield 
k3d/share/shaders/k3d_redapple.sl:161:	speck = pow(smoothstep(SPECK_CUTOFF, 1,
k3d/share/shaders/k3d_redapple.sl:165:	 * Determine where the apple goes black at the poles.
k3d/share/shaders/k3d_redapple.sl:166:	 * This simulates the spots where the stalk would be
k3d/share/shaders/k3d_redapple.sl:167:	 * attached, and where the wierd bit at the very bottom
k3d/share/shaders/k3d_redapple.sl:172:	blackness = 1-(smoothstep(BEDGE, BEDGE+BWIDTH, t)*
k3d/share/shaders/k3d_redapple.sl:173:	               smoothstep(BEDGE, BEDGE+BWIDTH, 1-t));
k3d/share/shaders/k3d_redapple.sl:177:	 * Combine what we have so far to set the surface
k3d/share/shaders/k3d_redapple.sl:180:	cs = mix(base_color, dred, blotch);
k3d/share/shaders/k3d_redapple.sl:181:	cs = mix(cs, brown, speck);
k3d/share/shaders/k3d_redapple.sl:182:	cs = mix(cs, black, blackness);
k3d/share/shaders/k3d_redapple.sl:186:	 * Set the shading surface normal.
k3d/share/shaders/k3d_redapple.sl:188:	 * Here we set the surface normal to fix up the specular
k3d/share/shaders/k3d_redapple.sl:189:	 * highlights. We'd like them perturbed by the small
k3d/share/shaders/k3d_redapple.sl:196:	#define DISP_DENT_AMP     (1/15)   /* dent amplitude          */
k3d/share/shaders/k3d_redapple.sl:197:	#define DISP_SMNOISE_AMP  (1/1000) /* small noise amplitude   */
k3d/share/shaders/k3d_redapple.sl:198:	#define DISP_SPECK_AMP    (1/40)   /* speckle disp. amplitude */
k3d/share/shaders/k3d_redapple.sl:201:	disp += small_noise * DISP_SMNOISE_AMP * txtscale / TSCALE;
k3d/share/shaders/k3d_redapple.sl:203:	newP = calculatenormal(P + disp * normalize(N));
k3d/share/shaders/k3d_redapple.sl:204:	Nf = faceforward(normalize(newP), I);
k3d/share/shaders/k3d_redapple.sl:210:	 * Here, we raytrace for the slight mirrored reflections
k3d/share/shaders/k3d_redapple.sl:211:	 * in the surface of an apple. They don't add much, but
k3d/share/shaders/k3d_redapple.sl:212:	 * may be needed for the 'perfect' apple :-).
k3d/share/shaders/k3d_redapple.sl:219:		Rdir = normalize(reflect(normalize(I), Nf));
k3d/share/shaders/k3d_redapple.sl:230:	 * Combine everything to get Ci, in the standard form.
k3d/share/shaders/k3d_redapple.sl:233:	Ci = Os * (cs * (Ka*ambient() + Kd*diffuse(Nf)) +
k3d/share/shaders/k3d_ridged_multifractal.sl:3: *    Conversion to Shading Language and minor modifications by Fredrik Brnnbacka.

k3d/share/shaders/k3d_ridged_multifractal.sl:9: *    Academic Press, 1998.  ISBN 0-12-228730-4.

k3d/share/shaders/k3d_ridged_multifractal.sl:14:displacement

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

k3d/share/shaders/k3d_ridged_multifractal.sl:18:	point PP =transform("shader",P);

k3d/share/shaders/k3d_ridged_multifractal.sl:19:	normal Nn = normalize(N);	

k3d/share/shaders/k3d_ridged_multifractal.sl:44:          		weight = clamp(weight,0,1)    ;    		

k3d/share/shaders/k3d_ridged_multifractal.sl:63:  	N = calculatenormal(P);	

k3d/share/shaders/k3d_ripple.sl:3: *  Note: I modified a given code from Renderman Interface 3.1

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

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

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

k3d/share/shaders/k3d_ripple.sl:20:  P += 1 + N * amplitude * (2 - abs (sin(2*PI*(s/wavelength))));

k3d/share/shaders/k3d_ripple.sl:21:  N = calculatenormal(P);

k3d/share/shaders/k3d_roughmetal.sl:2: * roughmetal.sl
k3d/share/shaders/k3d_roughmetal.sl:5: *   Rough metal without coherent reflections
k3d/share/shaders/k3d_roughmetal.sl:7: * Parameters:
k3d/share/shaders/k3d_roughmetal.sl:8: *   Ka, Kd, Ks - ambient, diffuse, specular weights
k3d/share/shaders/k3d_roughmetal.sl:13: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_roughmetal.sl:16:#include "k3d_material.h"
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_roughmetal.sl:21:  normal Nf = faceforward(normalize(N), I);
k3d/share/shaders/k3d_round.sl:2:/* From the RenderMan Companion p.364 */
k3d/share/shaders/k3d_round.sl:3:/* Listing 16.23  Displacement shader for bevelling perpendicular bilinear patches*/
k3d/share/shaders/k3d_round.sl:9:displacement
k3d/share/shaders/k3d_round.sl:20:	/* Find the distance in parameter space from the nearest edge in
k3d/share/shaders/k3d_round.sl:21:	   u and in v, and the directions away from those edges. */
k3d/share/shaders/k3d_round.sl:37:	/* Find the distances from the edges in the current space. */
k3d/share/shaders/k3d_round.sl:45:	 *  moved. This center is on the center line of a cylinder, if we 
k3d/share/shaders/k3d_round.sl:47:	 *  sphere, if we are. We move `center' to the nearest inflection 
k3d/share/shaders/k3d_round.sl:52:			center = (radius-lu) * normalize(dpdu);
k3d/share/shaders/k3d_round.sl:54:			center += (radius-lv) * normalize(dpdv);
k3d/share/shaders/k3d_round.sl:56:		center += P - radius*normalize(N);
k3d/share/shaders/k3d_round.sl:58:                 * from 'center' to P */
k3d/share/shaders/k3d_round.sl:59:		P = center + radius*normalize( P-center );
k3d/share/shaders/k3d_round.sl:61:	N = calculatenormal(P);
k3d/share/shaders/k3d_rubber.sl:2:/* From the RenderMan Companion p.385 */
k3d/share/shaders/k3d_rubber.sl:6: * rubber(): This shader generates a rubber surface. It is a matte shader that
k3d/share/shaders/k3d_rubber.sl:7: * adds in a little white dust to mimic the dust on a new eraser.
k3d/share/shaders/k3d_rubber.sl:15:	point	Nf = faceforward(normalize(N),I), 
k3d/share/shaders/k3d_rubber.sl:16:		Ploc = transform("shader", P);  /* Move to shader space */
k3d/share/shaders/k3d_rubber.sl:19:	/* Mix in some white dust. */
k3d/share/shaders/k3d_rubber.sl:20:	cout = mix(Cs, white, .05* (float noise(txtscale*Ploc)));
k3d/share/shaders/k3d_rubber.sl:22:	/* Compute a matte surface. */
k3d/share/shaders/k3d_rubber.sl:24:	Ci = Os * cout * ( Ka*ambient() + Kd*diffuse(Nf) ) ;
k3d/share/shaders/k3d_ruledpaper.sl:6: *   the margin, binder holes and writing (as an image texture).
k3d/share/shaders/k3d_ruledpaper.sl:12: *   texturename - name of image to map onto paper (optional)
k3d/share/shaders/k3d_ruledpaper.sl:14: * ANTIALIASING: no antialiasing. This can be a real problem because of the
k3d/share/shaders/k3d_ruledpaper.sl:17: * AUTHOR: written by Emil Mikulic
k3d/share/shaders/k3d_ruledpaper.sl:18: *         email: darkmoon@SpamSucks_connexus.apana.org.au
k3d/share/shaders/k3d_ruledpaper.sl:23: *   15 Nov 1997 - translated to Renderman SL in Linux
k3d/share/shaders/k3d_ruledpaper.sl:25: * last modified 15 Nov 1997 by Emil Mikulic
k3d/share/shaders/k3d_ruledpaper.sl:28: *   Don't worry about the paper anatomy settings. I moved them to
k3d/share/shaders/k3d_ruledpaper.sl:30: *   (initcode) instead of being re-calced for every sample.
k3d/share/shaders/k3d_ruledpaper.sl:32: *   I don't know how many holes there were in paper when _YOU_ were a kid
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:34: *   and got all the measurements with a ruler. This is the real thing!!
k3d/share/shaders/k3d_ruledpaper.sl:36: *   The paper shader works for A4 pieces of paper, so remeber to make your
k3d/share/shaders/k3d_ruledpaper.sl:37: *   patch 21x29.7 units or at least with an approximate aspect ratio. 
k3d/share/shaders/k3d_ruledpaper.sl:46:	string texturename = "";
k3d/share/shaders/k3d_ruledpaper.sl:48:	/* Paper anatomy settings */
k3d/share/shaders/k3d_ruledpaper.sl:61:	// Top and bottom margins for lines
k3d/share/shaders/k3d_ruledpaper.sl:62:		margt = 2 / ph,
k3d/share/shaders/k3d_ruledpaper.sl:63:		margb = 1 - (1.35 / ph),
k3d/share/shaders/k3d_ruledpaper.sl:64:	// Where does the vertical line (margin) start and end?
k3d/share/shaders/k3d_ruledpaper.sl:68:	// Circle center along page (ss coordinate system)
k3d/share/shaders/k3d_ruledpaper.sl:69:		circms = 1.25,
k3d/share/shaders/k3d_ruledpaper.sl:70:	// Circle radius in ss/tt coord. system
k3d/share/shaders/k3d_ruledpaper.sl:73:		boundl = (circms-circr)/pw,
k3d/share/shaders/k3d_ruledpaper.sl:74:		boundr = (circms+circr)/pw;	)
k3d/share/shaders/k3d_ruledpaper.sl:77:// Fancy macro checks ss/tt coords against bounding box and [if inside]
k3d/share/shaders/k3d_ruledpaper.sl:79:// becomes black and the opacity becomes 0.
k3d/share/shaders/k3d_ruledpaper.sl:81:#define circle(sm,tm) { \
k3d/share/shaders/k3d_ruledpaper.sl:82:	if ((tt>(tm-circr)/ph) && (tt>(tm+circr)/ph))	\
k3d/share/shaders/k3d_ruledpaper.sl:84:		if (distance( point(ss,tt,0), point(sm,tm,0) ) <= circr)	\
k3d/share/shaders/k3d_ruledpaper.sl:94:    Nf = faceforward(normalize(N), I);
k3d/share/shaders/k3d_ruledpaper.sl:95:    V = normalize(-I);
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:100:	if (texturename != "")
k3d/share/shaders/k3d_ruledpaper.sl:101:		tex = color texture(texturename);
k3d/share/shaders/k3d_ruledpaper.sl:105:	// If we're inside the borders/margins
k3d/share/shaders/k3d_ruledpaper.sl:106:	if ( (s>linef) && (t>margt) && (t<margb) )
k3d/share/shaders/k3d_ruledpaper.sl:108:	if ( (mod(t, lines)<=linet) || ((s>=verts) && (s<=verte)) )
k3d/share/shaders/k3d_ruledpaper.sl:122:		// I wrote this handy macro to automate it!
k3d/share/shaders/k3d_ruledpaper.sl:123:		circle(circms,2.7);
k3d/share/shaders/k3d_ruledpaper.sl:124:		circle(circms,4.05);
k3d/share/shaders/k3d_ruledpaper.sl:125:		circle(circms,10.7);
k3d/share/shaders/k3d_ruledpaper.sl:126:		circle(circms,14.75);
k3d/share/shaders/k3d_ruledpaper.sl:127:		circle(circms,18.75);
k3d/share/shaders/k3d_ruledpaper.sl:128:		circle(circms,25.45);
k3d/share/shaders/k3d_ruledpaper.sl:129:		circle(circms,26.75);
k3d/share/shaders/k3d_ruledpaper.sl:135:			// If inside plasticky reinforcement strip then
k3d/share/shaders/k3d_ruledpaper.sl:136:			// use plastic shading model.
k3d/share/shaders/k3d_ruledpaper.sl:137:			Ci = Oi * (tex * (Ka * ambient() + Kd * diffuse(Nf)) + 
k3d/share/shaders/k3d_ruledpaper.sl:141:			Ci = Oi * tex * (Ka * ambient() + Kd * diffuse(Nf));
k3d/share/shaders/k3d_rustymetal.sl:2: * rustymetal.sl -- metal with specks of rust
k3d/share/shaders/k3d_rustymetal.sl:5: *   A rough metal surface with controllable rust spots.  The rust pattern
k3d/share/shaders/k3d_rustymetal.sl:6: *   is basically thresholded turbulence (summed abs(snoise)).  Where it's
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:9: *   regular metal.  All computations are done in shader space.
k3d/share/shaders/k3d_rustymetal.sl:12: *   metalKa, metalKs, metalroughness - control the appearance of the metal.
k3d/share/shaders/k3d_rustymetal.sl:15: *   rusty - 0=no rust, larger for more rust, 1=completely rusty
k3d/share/shaders/k3d_rustymetal.sl:16: *   rustbump - controls the "bumpiness" of the rusty areas.
k3d/share/shaders/k3d_rustymetal.sl:19: *   The fractal sum used to determine the rust pattern chooses a number of
k3d/share/shaders/k3d_rustymetal.sl:20: *   octaves to sum based on the shader sampling rate.  This helps to keep
k3d/share/shaders/k3d_rustymetal.sl:23: * AUTHOR: Larry Gritz, gritz@SpamSucks_seas.gwu.edu
k3d/share/shaders/k3d_rustymetal.sl:29: *   last modified 19 Jan 95 
k3d/share/shaders/k3d_rustymetal.sl:34:/* Signed noise varies from -1 to 1 (like Perlin uses) */
k3d/share/shaders/k3d_rustymetal.sl:37:/* Maximum number of octaves */
k3d/share/shaders/k3d_rustymetal.sl:44:k3d_rustymetal (float metalKa = 1, metalKs = 1, metalroughness = .1;
k3d/share/shaders/k3d_rustymetal.sl:49:	    float rustbump = 0.035;
k3d/share/shaders/k3d_rustymetal.sl:52:  point Nf, V;                 /* normal and view vector used for shading */
k3d/share/shaders/k3d_rustymetal.sl:53:  point Nrust;                 /* perturbed normal for the rusty areas */
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:58:  color Cmetal = 0, Crust = 0; /* Computed colors of metal & rust */
k3d/share/shaders/k3d_rustymetal.sl:60:  /* Sum several octaves of abs(snoise), i.e. turbulence.  Limit the
k3d/share/shaders/k3d_rustymetal.sl:61:   * number of octaves by the estimated change in PP between adjacent
k3d/share/shaders/k3d_rustymetal.sl:62:   * shading samples.
k3d/share/shaders/k3d_rustymetal.sl:64:  PP = txtscale * transform ("shader", P);
k3d/share/shaders/k3d_rustymetal.sl:65:  alimit = sqrt (area(PP));
k3d/share/shaders/k3d_rustymetal.sl:66:  for (i = 0;  i < MAXOCTAVES  &&  a > alimit;  i += 1) {
k3d/share/shaders/k3d_rustymetal.sl:67:      sum += a * abs(snoise(PP));
k3d/share/shaders/k3d_rustymetal.sl:71:  /* If it's rusty, also add a high frequency bumpiness to the normal */
k3d/share/shaders/k3d_rustymetal.sl:72:  Nrust = calculatenormal (P + rustbump * snoise(PP) * normalize(N));
k3d/share/shaders/k3d_rustymetal.sl:74:  /* Scale the rust appropriately, modulate it by another noise 
k3d/share/shaders/k3d_rustymetal.sl:75:   * computation, then sharpen it by squaring its value.
k3d/share/shaders/k3d_rustymetal.sl:77:  rustiness = step (1-rusty, clamp (sum,0,1));
k3d/share/shaders/k3d_rustymetal.sl:78:  rustiness *= clamp (abs(snoise(PP)), 0, .08) / 0.08;
k3d/share/shaders/k3d_rustymetal.sl:82:   * account the perturbed normal and shading like matte.
k3d/share/shaders/k3d_rustymetal.sl:85:      Nf = faceforward (normalize(Nrust),I);
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:89:   * original (smooth) normal and the usual metal illumination model.
k3d/share/shaders/k3d_rustymetal.sl:92:      Nf = faceforward (normalize(N),I);
k3d/share/shaders/k3d_rustymetal.sl:93:      V = -normalize(I);
k3d/share/shaders/k3d_rustymetal.sl:94:      Cmetal = Cs * (metalKa*ambient() + metalKs*specular(Nf,V,metalroughness));
k3d/share/shaders/k3d_rustymetal.sl:97:  /* Now blend the metal and rust colors depending on the computed value
k3d/share/shaders/k3d_rustymetal.sl:101:  Ci = Oi * mix (Cmetal, Crust, rustiness);
k3d/share/shaders/k3d_saturn.sl:1:/* This was terran.sl from Larry Gritz and Ken Musgrave.  But there isn't much of it left.
k3d/share/shaders/k3d_saturn.sl:15: *    Ka, Kd - the usual meaning
k3d/share/shaders/k3d_saturn.sl:16: *    dist_scale - scaling for multifractal distortion
k3d/share/shaders/k3d_saturn.sl:17: *    lat_scale,  map_exp - control scaling of 
k3d/share/shaders/k3d_saturn.sl:22: *   Assumes being used on a sphere.  Haven't really tried it by using other
k3d/share/shaders/k3d_saturn.sl:23: *   than the default arguments.
k3d/share/shaders/k3d_saturn.sl:26: *    Conversion to Shading Language and minor modifications by Larry Gritz.
k3d/share/shaders/k3d_saturn.sl:33: *    This started out as L. Gritz's terran.sl shader.  But I think he may be
k3d/share/shaders/k3d_saturn.sl:35: *    23 May 1995 - Changed name from terran.sl to TLSaturn.sl and
k3d/share/shaders/k3d_saturn.sl:36: *        Did major hacking to make it a Saturn-like shader by Tal Lancaster 
k3d/share/shaders/k3d_saturn.sl:37: *        tal@SpamSucks_cs.caltech.edu
k3d/share/shaders/k3d_saturn.sl:39: * last modified 23 May 1995 by Tal
k3d/share/shaders/k3d_saturn.sl:47:	  float map_exp = 0;)
k3d/share/shaders/k3d_saturn.sl:56:  Ptexture = transform ("shader", P);
k3d/share/shaders/k3d_saturn.sl:57:  PtN = normalize (Ptexture);      /* Version of Ptexture with radius 1 */
k3d/share/shaders/k3d_saturn.sl:60:   * Step 2: Assign a climite type, roughly by latitude.
k3d/share/shaders/k3d_saturn.sl:63:  /* make climate symmetric about equator */
k3d/share/shaders/k3d_saturn.sl:64:  latitude = abs (zcomp (PtN));
k3d/share/shaders/k3d_saturn.sl:66:  if (map_exp > 0)
k3d/share/shaders/k3d_saturn.sl:67:       latitude = lat_scale * pow(latitude,map_exp);
k3d/share/shaders/k3d_saturn.sl:70:  	/* Color map for Saturn */
k3d/share/shaders/k3d_saturn.sl:84:  /* Shade using matte model */
k3d/share/shaders/k3d_saturn.sl:86:  Ci = Os * Ct * (Ka * ambient() + Kd * diffuse(faceforward(normalize(N),I)));
k3d/share/shaders/k3d_saturnring.sl:12: *	opacity - the opacity of the rings (may not be used anymore)
k3d/share/shaders/k3d_saturnring.sl:15: *	The default values assume that the disk has a radius of one.  If it is
k3d/share/shaders/k3d_saturnring.sl:19: *	tal@SpamSucks_cs.caltech.edu
k3d/share/shaders/k3d_saturnring.sl:25:#define RING1 0.83    /* Relative spacing for outermost ring */
k3d/share/shaders/k3d_saturnring.sl:26:#define RING2 0.77    /* Relative spacing for next outermost ring */    
k3d/share/shaders/k3d_saturnring.sl:27:#define RING3 0.62    /* Relative spacing for   "  outermost ring */
k3d/share/shaders/k3d_saturnring.sl:28:#define RING4 0.58    /* Relative spacing for   "  outermost ring */
k3d/share/shaders/k3d_saturnring.sl:29:#define RING5 0.55    /* Relative spacing for   "  outermost ring */
k3d/share/shaders/k3d_saturnring.sl:31:/* Grabbed from one of Larry Gritz's many shaders */
k3d/share/shaders/k3d_saturnring.sl:35:/* prman noise has less range */
k3d/share/shaders/k3d_saturnring.sl:42:	point PP;       /* Transformed point */
k3d/share/shaders/k3d_saturnring.sl:43:	point Nf;       /* Forward facing Normalized vector of incident light */
k3d/share/shaders/k3d_saturnring.sl:52:	color mutedgreen = color (.531, .531, .398); /* A shade of muted green */
k3d/share/shaders/k3d_saturnring.sl:54:	PP = transform ("shader", P);
k3d/share/shaders/k3d_saturnring.sl:77:		/* Create some gaps of completely transparent rings */
k3d/share/shaders/k3d_saturnring.sl:101:			cs = mutedgreen;	
k3d/share/shaders/k3d_saturnring.sl:105:			/* A Matte model */
k3d/share/shaders/k3d_saturnring.sl:106:			Nf = faceforward (normalize(N), I);
k3d/share/shaders/k3d_saturnring.sl:107:			Ci = Oi * (cs * (Ka*ambient() + Kd*diffuse(Nf) ));
k3d/share/shaders/k3d_scartissue.sl:2: *  an unremarkable recursive noise to make scartissue
k3d/share/shaders/k3d_scartissue.sl:4: *  in any way you see fit, but please leave my name near the top
k3d/share/shaders/k3d_scartissue.sl:14:	point Psh = transform("object",P);
k3d/share/shaders/k3d_scartissue.sl:15:	uniform float i, freq = 2.0, offset = 0;
k3d/share/shaders/k3d_scartissue.sl:20:	normal Nn = normalize(N);
k3d/share/shaders/k3d_scartissue.sl:21:	normal Nf = faceforward(normalize(N), I );
k3d/share/shaders/k3d_scartissue.sl:22:	vector V = normalize(-I);
k3d/share/shaders/k3d_scartissue.sl:29:	base = mix(dark,light,nz);
k3d/share/shaders/k3d_scartissue.sl:31:	N = calculatenormal(P);
k3d/share/shaders/k3d_scartissue.sl:32:	Nf = faceforward(normalize(N), I );
k3d/share/shaders/k3d_screen.sl:1:/* screen.sl - RenderMan compatible shader for a metalic screen.
k3d/share/shaders/k3d_screen.sl:2: * (c) Pixar (appears in _RenderMan Companion_)
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:8: *   to change the material appearance.
k3d/share/shaders/k3d_screen.sl:12: *   frequency - how many cycles of screen in st space
k3d/share/shaders/k3d_screen.sl:13: *   density - how much of each cycle is opaque?
k3d/share/shaders/k3d_screen.sl:16: *   No antialiasing is performed here.
k3d/share/shaders/k3d_screen.sl:20: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_screen.sl:28:  normal Nf;
k3d/share/shaders/k3d_screen.sl:30:  if(mod(s * frequency, 1) < density || mod(t * frequency, 1) < density)
k3d/share/shaders/k3d_screen.sl:33:      Nf = faceforward(normalize(N), I);
k3d/share/shaders/k3d_screen.sl:35:	Os * (Cs * (Ka * ambient() + Kd * diffuse(Nf)) +
k3d/share/shaders/k3d_screen.sl:36:	      specularcolor * Ks * specular(Nf, -normalize(I), roughness));
k3d/share/shaders/k3d_screen_aa.sl:2: * screen_aa.sl -- RenderMan compatible shader for a metalic screen.
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:7: *   to change the material appearance.  This texture antialiases pretty
k3d/share/shaders/k3d_screen_aa.sl:8: *   well, even with only one sample per pixel.
k3d/share/shaders/k3d_screen_aa.sl:12: *   frequency - how many cycles of screen in st space
k3d/share/shaders/k3d_screen_aa.sl:13: *   density - how much of each cycle is opaque?
k3d/share/shaders/k3d_screen_aa.sl:17: * last modified  31 Jan 1994 by Larry Gritz
k3d/share/shaders/k3d_screen_aa.sl:22: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_screen_aa.sl:25:#define boxstep(a,b,x) (clamp(((x)-(a))/((b)-(a)),0,1))
k3d/share/shaders/k3d_screen_aa.sl:34:  normal Nf;			/* Forward facing Normal vector */
k3d/share/shaders/k3d_screen_aa.sl:35:  vector IN;			/* normalized incident vector */
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:40:  /* Compute a forward facing normal */
k3d/share/shaders/k3d_screen_aa.sl:41:  IN = normalize(I);
k3d/share/shaders/k3d_screen_aa.sl:42:  Nf = faceforward(normalize(N), I);
k3d/share/shaders/k3d_screen_aa.sl:44:  /* Determine how wide in s-t space one pixel projects to */
k3d/share/shaders/k3d_screen_aa.sl:45:  swidth = max(abs(Du(s) * du) + abs(Dv(s) * dv), MINFILTERWIDTH) * frequency;
k3d/share/shaders/k3d_screen_aa.sl:46:  twidth = max(abs(Du(t) * du) + abs(Dv(t) * dv), MINFILTERWIDTH) * frequency;
k3d/share/shaders/k3d_screen_aa.sl:49:  ss = mod(frequency * s, 1);
k3d/share/shaders/k3d_screen_aa.sl:50:  tt = mod(frequency * t, 1);
k3d/share/shaders/k3d_screen_aa.sl:52:  /* Figure out where the strips are. Do some simple antialiasing. */
k3d/share/shaders/k3d_screen_aa.sl:58:      clamp(boxstep(GWF - swidth, GWF, ss), max(1 - GWF / swidth, 0),
k3d/share/shaders/k3d_screen_aa.sl:59:	    1) - clamp(boxstep(1 - GWF - swidth, 1 - GWF, ss), 0,
k3d/share/shaders/k3d_screen_aa.sl:65:      clamp(boxstep(GWF - twidth, GWF, tt), max(1 - GWF / twidth, 0),
k3d/share/shaders/k3d_screen_aa.sl:66:	    1) - clamp(boxstep(1 - GWF - twidth, 1 - GWF, tt), 0,
k3d/share/shaders/k3d_screen_aa.sl:78:	Oi * (Cs * (Ka * ambient() + Kd * diffuse(Nf)) +
k3d/share/shaders/k3d_sdixon.sl:2:/* From the RenderMan Companion p.384 */
k3d/share/shaders/k3d_sdixon.sl:16:	string	texturename	= "")
k3d/share/shaders/k3d_sdixon.sl:18:	point Nf = faceforward(normalize(N),I);
k3d/share/shaders/k3d_sdixon.sl:19:	point V = normalize(-I);
k3d/share/shaders/k3d_sdixon.sl:23:	/* This shader uses a single-channel texture map to apply a 
k3d/share/shaders/k3d_sdixon.sl:24:	 *   metallic-green ink to a matte-yellow background. */
k3d/share/shaders/k3d_sdixon.sl:26:	/* Get the amount of ink from texture file. */
k3d/share/shaders/k3d_sdixon.sl:27:	ink = texture(texturename, s, t);
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_sdixon.sl:33:	   one, the diffuse component goes to zero and the specular 
k3d/share/shaders/k3d_sdixon.sl:34:	   component is increased. This has the effect of transitioning
k3d/share/shaders/k3d_sdixon.sl:35:	   from a matte surface to a metallic one as ink is added. */
k3d/share/shaders/k3d_sdixon.sl:37:	Ci = Os * cout * ( Ka*ambient() + (1-ink)*Kd*diffuse(Nf) +
k3d/share/shaders/k3d_shadowdistant_rim.sl:1:/* renamed from MKshadowdistant_rim.sl */
k3d/share/shaders/k3d_shadowdistant_rim.sl:4:k3d_shadowdistant_rim( 
k3d/share/shaders/k3d_shadowdistant_rim.sl:7:    point from = point "shader" (0,0,0) ;
k3d/share/shaders/k3d_shadowdistant_rim.sl:9:    string shadowname="";
k3d/share/shaders/k3d_shadowdistant_rim.sl:10:    float samples=16;
k3d/share/shaders/k3d_shadowdistant_rim.sl:12:    float __rimlight = 0;
k3d/share/shaders/k3d_shadowdistant_rim.sl:17:    solar( to - from, 0.0 ) {
k3d/share/shaders/k3d_shadowdistant_rim.sl:19:        if (shadowname != "") {
k3d/share/shaders/k3d_shadowdistant_rim.sl:20:                Cl *= 1 - shadow(shadowname, Ps, "samples", samples,
k3d/share/shaders/k3d_shadowspot.sl:2:/* From the RenderMan Companion p.380 */
k3d/share/shaders/k3d_shadowspot.sl:3:/* Listing 16.33  Spotlight using shadow map*/
k3d/share/shaders/k3d_shadowspot.sl:6: *  shadowspot(): spotlight with an optional shadow map
k3d/share/shaders/k3d_shadowspot.sl:11:	point from = point "shader" (0, 0, 0);
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:21:	point A = (to - from) / length(to - from); /* direction */
k3d/share/shaders/k3d_shadowspot.sl:24:	float	attenuation, 	/* falloff from center of illumination cone */
k3d/share/shaders/k3d_shadowspot.sl:27:	illuminate( from, A, coneangle ) {
k3d/share/shaders/k3d_shadowspot.sl:28:		cosangle = L.A / length(L);	/* A is already normalized */
k3d/share/shaders/k3d_shadowspot.sl:29:		attenuation = pow(cosangle, beamdistribution) / (L.L);
k3d/share/shaders/k3d_shadowspot.sl:30:		attenuation *= smoothstep( cosoutside, cosinside, cosangle );
k3d/share/shaders/k3d_shadowspot.sl:32:		    attenuation *= (1.0 - shadow( shadowfile, Ps, "samples", samples, "blur", blur, "bias", bias ));
k3d/share/shaders/k3d_shifteddrtile.sl:11: *	fuzz -       Amount to blur edge
k3d/share/shaders/k3d_shifteddrtile.sl:20: *	The center varible should really be placed in the parameter list 
k3d/share/shaders/k3d_shifteddrtile.sl:21: *      (remember to set the right space)
k3d/share/shaders/k3d_shifteddrtile.sl:24: *  Another thing that might be useful is to add a parameter to 
k3d/share/shaders/k3d_shifteddrtile.sl:28: *	tal@SpamSucks_cs.caltech.edu
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:38:	(mod (pos * freq, 1) )
k3d/share/shaders/k3d_shifteddrtile.sl:44:	((mod(x,2) == 1) ? 1 : 0)
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:61:	uniform point center;      /* Center of disk */
k3d/share/shaders/k3d_shifteddrtile.sl:63:	float mix_opacity; /* How much to mix between the surfaces */
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:69:	Nf = faceforward (normalize(N),I);
k3d/share/shaders/k3d_shifteddrtile.sl:73:	                         /* put in the paramter list */
k3d/share/shaders/k3d_shifteddrtile.sl:78:		ss = mod (s * sfreq + 0.5, 1);
k3d/share/shaders/k3d_shifteddrtile.sl:91:		mix_opacity = smoothPulse (innerRadius, outerRadius, fuzz, d);
k3d/share/shaders/k3d_shifteddrtile.sl:94:		mix_opacity = 1 - smoothstep (outerRadius-fuzz, outerRadius+fuzz, d);
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:2: * TLShiftedMoonTile.sl -- shifted tile of cresent moons
k3d/share/shaders/k3d_shiftedmoontile.sl:5: *	Tile of shifted  cresent moons (disks)
k3d/share/shaders/k3d_shiftedmoontile.sl:10: *	fuzz -      Amount to blur edge
k3d/share/shaders/k3d_shiftedmoontile.sl:11: *	radius -    Radis of disk (moon)
k3d/share/shaders/k3d_shiftedmoontile.sl:19: *	Really should move center to the paramter list so both centers 
k3d/share/shaders/k3d_shiftedmoontile.sl:23: *	tal@SpamSucks_cs.caltech.edu
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:33:	(mod (pos * freq, 1) )
k3d/share/shaders/k3d_shiftedmoontile.sl:39:	((mod(x,2) == 1) ? 1 : 0)
k3d/share/shaders/k3d_shiftedmoontile.sl:44:k3d_shiftedmoontile (
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:53:	uniform point eclipseCenter = point "current" (0.6, 0.5, 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:58:	uniform point center;            /* Center of disk */
k3d/share/shaders/k3d_shiftedmoontile.sl:60:	float mix_opacity;       /* How much to mix between the surfaces */
k3d/share/shaders/k3d_shiftedmoontile.sl:64:	float d, d2;             /* Point distance from circle1, circle2 */
k3d/share/shaders/k3d_shiftedmoontile.sl:66:	Nf = faceforward (normalize(N),I);
k3d/share/shaders/k3d_shiftedmoontile.sl:68:	center = (0.5, 0.5, 0);  /* This should really be moved */
k3d/share/shaders/k3d_shiftedmoontile.sl:69:	                         /*  to the paramter list */
k3d/share/shaders/k3d_shiftedmoontile.sl:73:		ss = mod (s * sfreq + 0.5, 1);
k3d/share/shaders/k3d_shiftedmoontile.sl:82:	circle1 = 1 - smoothstep (radius - fuzz, radius + fuzz, d);
k3d/share/shaders/k3d_shiftedmoontile.sl:83:	circle2 = 1 - smoothstep (radius - fuzz, radius + fuzz, d2);
k3d/share/shaders/k3d_shiftedmoontile.sl:84:	mix_opacity = difference (circle1, circle2);
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:2: * shiny.sl -- Shiny metal surface
k3d/share/shaders/k3d_shiny.sl:4: * Parameters:
k3d/share/shaders/k3d_shiny.sl:5: *    Ka, Kd, Ks, roughness - The usual meaning
k3d/share/shaders/k3d_shiny.sl:6: *    Kr - coefficient for mirror-like reflections of environment
k3d/share/shaders/k3d_shiny.sl:8: *    envname, envspace, envrad - controls for using environment maps
k3d/share/shaders/k3d_shiny.sl:9: *    rayjitter, raysamples - ray tracing controls for reflection
k3d/share/shaders/k3d_shiny.sl:11: *        only the "outside" (where the surface normal points) will
k3d/share/shaders/k3d_shiny.sl:12: *        spawn rays.  This can be an important optimization, especially
k3d/share/shaders/k3d_shiny.sl:17: * Author: Larry Gritz (gritzl@acm.org).
k3d/share/shaders/k3d_shiny.sl:21: *   by Anthony A. Apodaca and Larry Gritz, Morgan Kaufmann, 1999.
k3d/share/shaders/k3d_shiny.sl:29:#include "k3d_material.h"
k3d/share/shaders/k3d_shiny.sl:37:  normal Nf = faceforward(normalize(N), I);
k3d/share/shaders/k3d_shinymetal.sl:1:/* shinymetal.sl - Standard metal with environment mapping for
k3d/share/shaders/k3d_shinymetal.sl:7: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_shinymetal.sl:10:surface k3d_shinymetal(float Ka = 1;
k3d/share/shaders/k3d_shinymetal.sl:12:		       string texturename = "";)
k3d/share/shaders/k3d_shinymetal.sl:14:  normal Nf;
k3d/share/shaders/k3d_shinymetal.sl:18:  V = normalize(I);
k3d/share/shaders/k3d_shinymetal.sl:19:  Nf = faceforward(normalize(N), V);
k3d/share/shaders/k3d_shinymetal.sl:21:  D = vtransform("world", D);
k3d/share/shaders/k3d_shinymetal.sl:23:  if(texturename != "")
k3d/share/shaders/k3d_shinymetal.sl:24:    env = Kr * color environment(texturename, D);
k3d/share/shaders/k3d_shinymetal.sl:29:  Ci = Os * Cs * (Ka * ambient() + Ks * specular(Nf, -V, roughness) + env);
k3d/share/shaders/k3d_shinyplastic.sl:4: * Parameters:
k3d/share/shaders/k3d_shinyplastic.sl:5: *    Ka, Kd, Ks, roughness - The usual meaning
k3d/share/shaders/k3d_shinyplastic.sl:6: *    Kr - coefficient for mirror-like reflections of environment
k3d/share/shaders/k3d_shinyplastic.sl:8: *    ior - index of refraction (1.5 is a good estimate for most plastics)
k3d/share/shaders/k3d_shinyplastic.sl:9: *    envname, envspace, envrad - controls for using environment maps
k3d/share/shaders/k3d_shinyplastic.sl:10: *    rayjitter, raysamples - ray tracing controls for reflection
k3d/share/shaders/k3d_shinyplastic.sl:12: *        only the "outside" (where the surface normal points) will
k3d/share/shaders/k3d_shinyplastic.sl:13: *        spawn rays.  This can be an important optimization, especially
k3d/share/shaders/k3d_shinyplastic.sl:18: * Author: Larry Gritz (lg@bmrt.org)
k3d/share/shaders/k3d_shinyplastic.sl:25:#include "k3d_material.h"
k3d/share/shaders/k3d_shinyplastic.sl:33:  normal Nf = faceforward(normalize(N), I);
k3d/share/shaders/k3d_show_st.sl:2:/* From the RenderMan Companion p.344 */
k3d/share/shaders/k3d_show_st.sl:3:/* Listing 16.11  Shader mapping texture-space coordinates to colors */
k3d/share/shaders/k3d_skin1.sl:4: * Copyright (C) 2002, Rudy Cortes   rcortes@hntb.com
k3d/share/shaders/k3d_skin1.sl:7: * This software is placed in the public domain and is provided as is 
k3d/share/shaders/k3d_skin1.sl:8: * without express or implied warranty. 
k3d/share/shaders/k3d_skin1.sl:10: * Surface shader that implements a shading model that should have a visual 
k3d/share/shaders/k3d_skin1.sl:11: * appearence generall similar to that of skin. 
k3d/share/shaders/k3d_skin1.sl:14: * everywhere, Just list me on the credits under "Shading Team"
k3d/share/shaders/k3d_skin1.sl:17: * Kd = the amount of uniform diffusion applyied to the skin
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:20: * sheencolor, shinmap = the color of the skin at grazing angles. Using a map overrides
k3d/share/shaders/k3d_skin1.sl:22: * blemishfreq, blemishthresh,blemhishopac = control the freqency, threshold and opacity
k3d/share/shaders/k3d_skin1.sl:23: * of blemishes on the skin. Use to give skin a little variation.
k3d/share/shaders/k3d_skin1.sl:24: * blemishmap = Use a grayscale map to control where the belmishes will be more visible
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:27: * oiliness.---Note--- teh oiliy parameter is multiplied with the map.
k3d/share/shaders/k3d_skin1.sl:34: * #include "locilum.h" and #include "noises.h".
k3d/share/shaders/k3d_skin1.sl:35: * NOTE- you must copy the entire subsurface skin function to your
k3d/share/shaders/k3d_skin1.sl:36: * "locIllum.h" file
k3d/share/shaders/k3d_skin1.sl:42: *     Renamed RudyCSkin for RMR.
k3d/share/shaders/k3d_skin1.sl:43: *     Made changes so would compile.
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:55: * The derivation and formulae can be found in:  Ward, Gregory J.
k3d/share/shaders/k3d_skin1.sl:56: * "Measuring and Modeling Anisotropic Reflection," ACM Computer 
k3d/share/shaders/k3d_skin1.sl:61:LocIllumWardAnisotropic (normal N;  vector V;
k3d/share/shaders/k3d_skin1.sl:66:    float cos_theta_r = clamp (N.V, 0.0001, 1);
k3d/share/shaders/k3d_skin1.sl:72:    illuminance (P, N, PI/2) {
k3d/share/shaders/k3d_skin1.sl:78:      vector LN = normalize (L);
k3d/share/shaders/k3d_skin1.sl:81:    vector H = normalize (V + LN);
k3d/share/shaders/k3d_skin1.sl:89:}    /*---locillum.h ends---*/
k3d/share/shaders/k3d_skin1.sl:94: * Surface shader that implements a shading model that should have a visual 
k3d/share/shaders/k3d_skin1.sl:95: * appearence generall similar to that of skin.  Based on phenomenological 
k3d/share/shaders/k3d_skin1.sl:96: * information about skin reflectance from Hanrahan and Krueger, 
k3d/share/shaders/k3d_skin1.sl:97: * "Reflection from layered surfaces due to subsurface scattering", 
k3d/share/shaders/k3d_skin1.sl:101:   an asymmetry value g.  v1 and v2 should be normalized and g should 
k3d/share/shaders/k3d_skin1.sl:102:   be in the range (-1, 1).  Negative values of g correspond to more
k3d/share/shaders/k3d_skin1.sl:103:   back-scattering and positive values correspond to more forward scattering.
k3d/share/shaders/k3d_skin1.sl:110:/* Compute a the single-scattering approximation to scattering from
k3d/share/shaders/k3d_skin1.sl:111:   a one-dimensional volumetric surface.  Given incident and outgoing
k3d/share/shaders/k3d_skin1.sl:112:   directions wi and wo, surface normal n, asymmetry value g (see above),
k3d/share/shaders/k3d_skin1.sl:113:   scattering albedo (between 0 and 1 for physically-valid volumes),
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:115:   equation to approximate overall 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:125:vector efresnel(vector II; normal NN; float eta; output float Kr, Kt;) {
k3d/share/shaders/k3d_skin1.sl:128:    Kr = smoothstep(0., .5, Kr);
k3d/share/shaders/k3d_skin1.sl:130:    return normalize(T);
k3d/share/shaders/k3d_skin1.sl:133:/* Implements overall skin subsurface shading model.  Takes viewing and
k3d/share/shaders/k3d_skin1.sl:134:   surface normal information, the base color of the skin, a
k3d/share/shaders/k3d_skin1.sl:137:color subsurfaceSkin(vector Vf; normal Nn; color skinColor, sheenColor;
k3d/share/shaders/k3d_skin1.sl:145:  illuminance(P, Nn, PI/2) {
k3d/share/shaders/k3d_skin1.sl:146:      vector Ln = normalize(L);
k3d/share/shaders/k3d_skin1.sl:148:      vector H = normalize(Ln + Vf);
k3d/share/shaders/k3d_skin1.sl:173:  string skinmap = "";
k3d/share/shaders/k3d_skin1.sl:175:  string sheenmap = "";
k3d/share/shaders/k3d_skin1.sl:176:  float blemishfreq  = 12,
k3d/share/shaders/k3d_skin1.sl:177:        belmishthresh = 4,
k3d/share/shaders/k3d_skin1.sl:178:        blemishopac = 1;
k3d/share/shaders/k3d_skin1.sl:179:  string blemishmap = "";
k3d/share/shaders/k3d_skin1.sl:185:  string oilmap = "";
k3d/share/shaders/k3d_skin1.sl:196:  normal Nf, NN;
k3d/share/shaders/k3d_skin1.sl:197:  vector Vf = -normalize(I);
k3d/share/shaders/k3d_skin1.sl:202:  float maxfreq = 8;
k3d/share/shaders/k3d_skin1.sl:211:  PP = transform ("shader",P) * poresfreq;
k3d/share/shaders/k3d_skin1.sl:213:  for (f = 1; f< maxfreq; f *= 2)
k3d/share/shaders/k3d_skin1.sl:219:  /* displace normals*/
k3d/share/shaders/k3d_skin1.sl:220:  NN = calculatenormal(P + turb * normalize(N));
k3d/share/shaders/k3d_skin1.sl:221:  Nf = faceforward(normalize(NN),I);
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:227:  if (skinmap != "")
k3d/share/shaders/k3d_skin1.sl:228:      Cskin = color texture(skinmap);
k3d/share/shaders/k3d_skin1.sl:230:  if ( sheenmap != "")
k3d/share/shaders/k3d_skin1.sl:231:      Csheen = color texture(sheenmap);
k3d/share/shaders/k3d_skin1.sl:235:  /* layer 2 - create small skin blemishes over the skin. Use a map to control
k3d/share/shaders/k3d_skin1.sl:236:   * where the blemishes are visible */
k3d/share/shaders/k3d_skin1.sl:238:  PP = transform ("shader",P) * blemishfreq;
k3d/share/shaders/k3d_skin1.sl:240:  for (f = 1; f< maxfreq; f *= 2)
k3d/share/shaders/k3d_skin1.sl:243:  turb = pow(turb, belmishthresh );
k3d/share/shaders/k3d_skin1.sl:251:  color blemishcol = color spline ( turb,
k3d/share/shaders/k3d_skin1.sl:264:  lc =  subsurfaceSkin(Vf, Nf, blemishcol, Csheen, 1/eta, thickness);
k3d/share/shaders/k3d_skin1.sl:265:  lo = 1 * (blemishopac) ;
k3d/share/shaders/k3d_skin1.sl:267:  if (blemishmap != "")
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:272:  /* --Layer 3-- apply an Anisotropic BRDF to simulate the oil layer that lies
k3d/share/shaders/k3d_skin1.sl:280:    matrix rot = rotate(matrix 1, radians(angle),Nf);
k3d/share/shaders/k3d_skin1.sl:281:    anisoDir = vtransform(rot,anisoDir);
k3d/share/shaders/k3d_skin1.sl:283:  lc = LocIllumWardAnisotropic(Nf,Vf,anisoDir,xroughness,yroughness);
k3d/share/shaders/k3d_skin1.sl:285:  if (oilmap != "")
k3d/share/shaders/k3d_skin1.sl:286:      oilVal *= float texture(oilmap);
k3d/share/shaders/k3d_skin2.sl:4: * Copyright (C) 2000-2001, Matt Pharr <mmp@SpamSucks_Exluna.com> 
k3d/share/shaders/k3d_skin2.sl:6: * This software is placed in the public domain and is provided as is 
k3d/share/shaders/k3d_skin2.sl:7: * without express or implied warranty. 
k3d/share/shaders/k3d_skin2.sl:9: * Surface shader that implements a shading model that should have a visual 
k3d/share/shaders/k3d_skin2.sl:10: * appearence generall similar to that of skin.  Based on phenomenological 
k3d/share/shaders/k3d_skin2.sl:11: * information about skin reflectance from Hanrahan and Krueger, 
k3d/share/shaders/k3d_skin2.sl:12: * "Reflection from layered surfaces due to subsurface scattering", 
k3d/share/shaders/k3d_skin2.sl:16: * for notes and background information.
k3d/share/shaders/k3d_skin2.sl:20:   an asymmetry value g.  v1 and v2 should be normalized and g should 
k3d/share/shaders/k3d_skin2.sl:21:   be in the range (-1, 1).  Negative values of g correspond to more
k3d/share/shaders/k3d_skin2.sl:22:   back-scattering and positive values correspond to more forward scattering.
k3d/share/shaders/k3d_skin2.sl:29:/* Compute a the single-scattering approximation to scattering from
k3d/share/shaders/k3d_skin2.sl:30:   a one-dimensional volumetric surface.  Given incident and outgoing
k3d/share/shaders/k3d_skin2.sl:31:   directions wi and wo, surface normal n, asymmetry value g (see above),
k3d/share/shaders/k3d_skin2.sl:32:   scattering albedo (between 0 and 1 for physically-valid volumes),
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:34:   equation to approximate overall 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:45:vector efresnel(vector II; normal NN; float eta; output float Kr, Kt;) {
k3d/share/shaders/k3d_skin2.sl:48:    Kr = smoothstep(0., .5, Kr);
k3d/share/shaders/k3d_skin2.sl:50:    return normalize(T);
k3d/share/shaders/k3d_skin2.sl:54:/* Implements overall skin subsurface shading model.  Takes viewing and
k3d/share/shaders/k3d_skin2.sl:55:   surface normal information, the base color of the skin, a
k3d/share/shaders/k3d_skin2.sl:57:   refraction of the incoming ray (typically ~1 for air) to the index
k3d/share/shaders/k3d_skin2.sl:58:   of refraction for the transmitted ray (say something like 1.4 for
k3d/share/shaders/k3d_skin2.sl:60:   over light sources with illuminance() and computes the reflected
k3d/share/shaders/k3d_skin2.sl:63:color subsurfaceSkin(vector Vf; normal Nn; color skinColor, sheenColor;
k3d/share/shaders/k3d_skin2.sl:71:	illuminance(P, Nn, PI/2) {
k3d/share/shaders/k3d_skin2.sl:72:	    vector Ln = normalize(L);
k3d/share/shaders/k3d_skin2.sl:74:	    vector H = normalize(Ln + Vf);
k3d/share/shaders/k3d_skin2.sl:88:/* Basic surface shader that uses the skin reflection model implemented
k3d/share/shaders/k3d_skin2.sl:94:	normal Nn = faceforward(normalize(N), I);
k3d/share/shaders/k3d_skin2.sl:95:	vector Vf = -normalize(I);
k3d/share/shaders/k3d_skymetal.sl:1:/* skymetal shader 
k3d/share/shaders/k3d_skymetal.sl:2: * from p. 103 of Siggraph 1991 Course 21
k3d/share/shaders/k3d_skymetal.sl:5: * NOTE: This shader was created at a time when the shading lanuage
k3d/share/shaders/k3d_skymetal.sl:8: * A more general version with some explainations can be found in my
k3d/share/shaders/k3d_skymetal.sl:9: * TLSkymetal shader.  Actually, I never could get this oneto work right,
k3d/share/shaders/k3d_skymetal.sl:12: * tal@SpamSucks_cs.caltech.edu
k3d/share/shaders/k3d_skymetal.sl:15:surface k3d_skymetal (
k3d/share/shaders/k3d_skymetal.sl:18:    point up = normalize (point "world" (0, 1, 0) - point "world"  (0, 0, 0)); 
k3d/share/shaders/k3d_skymetal.sl:19:             /* actually should be vector and vtransform if using 3.5 or 
k3d/share/shaders/k3d_skymetal.sl:33:	Nf = normalize (faceforward (N, I));
k3d/share/shaders/k3d_skymetal.sl:35:	costheta = normalize (reflect (I, Nf)) . up;
k3d/share/shaders/k3d_skymetal.sl:38:		refl = mix (sky_horiz, sky_zenith, costheta);
k3d/share/shaders/k3d_skymetal.sl:40:		refl = mix (land_horiz, land_zenith, -costheta);
k3d/share/shaders/k3d_skymetal.sl:43:	Ci = Os * Cs * (Kr*refl + (1-Kr) * (Ka * ambient () +
k3d/share/shaders/k3d_slateroof.sl:1:/* Renamed to PQslateroof.sl for RMR -- talrmr@SpamSucks_pacbell.net */
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:7:	You must bear this in mind when modelling - to avoid the roof ending
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:10:	darker than the next Parameters:
k3d/share/shaders/k3d_slateroof.sl:12:   Ka: Coefficient of ambient light;
k3d/share/shaders/k3d_slateroof.sl:14:   sfreq: number of tiles on the s direction
k3d/share/shaders/k3d_slateroof.sl:15:   tfreq: number of tiles in the t direction
k3d/share/shaders/k3d_slateroof.sl:16: 	maxadd: the maximum amount of overlap of one tile and another
k3d/share/shaders/k3d_slateroof.sl:17: 	ramp: the amount of a tile used for the initial rise to the maximum height
k3d/share/shaders/k3d_slateroof.sl:20: 		measured as a proportion of the tile (so the value of gap must lie between 0 
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:25: 		the smaller the detail on the tile pattern
k3d/share/shaders/k3d_slateroof.sl:26: 	factor: a seed used for adjusting the randomness - if you have two roofs with
k3d/share/shaders/k3d_slateroof.sl:27: 		the same sfreq, tfreq change the value of factor to ensure they have a 
k3d/share/shaders/k3d_slateroof.sl:28: 		different random patterning. A value > 20 works best
k3d/share/shaders/k3d_slateroof.sl:37:	Nb. This shader would normally be used with the slateroofd shader to
k3d/share/shaders/k3d_slateroof.sl:38:	produce an appropriate displacement and message passing from the
k3d/share/shaders/k3d_slateroof.sl:39:	displacement shader would eliminate the need for a lot of the
k3d/share/shaders/k3d_slateroof.sl:41:	message passing, so to produce the test image the code has been
k3d/share/shaders/k3d_slateroof.sl:52:				   		maxadd = .5,
k3d/share/shaders/k3d_slateroof.sl:53:							ramp = .1,
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:63:                 offset = swidth / 2,		/* the amount by which alternate rows are offset */
k3d/share/shaders/k3d_slateroof.sl:64:					  Km = 1;
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:70:   float add, 										/* Add, between 0 and 1, hold the amount the current tile overlaps the next */
k3d/share/shaders/k3d_slateroof.sl:72:			disps, dispt, disp, dispo,      	/* Displacements - s direction, t direction, final displacement, and 
k3d/share/shaders/k3d_slateroof.sl:73:										  					displacement for the non-overlapping tile */
k3d/share/shaders/k3d_slateroof.sl:74:			temp_s_offset, 
k3d/share/shaders/k3d_slateroof.sl:75:			temp_t_offset, newadd;			 
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:82:	normal Nf = normalize(faceforward(N,I));
k3d/share/shaders/k3d_slateroof.sl:87:	if (mod(ttile,2) >= 1)
k3d/share/shaders/k3d_slateroof.sl:95:	/* Work out the displacement assuming the point is in the 
k3d/share/shaders/k3d_slateroof.sl:99:	/* the noise function is always taken at the same point in the tile 
k3d/share/shaders/k3d_slateroof.sl:100:	 * normally the center, except in the short tiles which lie at the
k3d/share/shaders/k3d_slateroof.sl:101:	 * start and end of an offset row, where the middle of the left side 
k3d/share/shaders/k3d_slateroof.sl:105:	if ((mod(ct,2) >= 1)  && ((stile == 0) || (stile == sfreq)))
k3d/share/shaders/k3d_slateroof.sl:106:	/* An offset row, so we must deal with the half tiles */
k3d/share/shaders/k3d_slateroof.sl:109:		add = noise(cs * factor, ct * factor) * maxadd;
k3d/share/shaders/k3d_slateroof.sl:112:	ocolorvary = (noise(cs * colorfactor, ct * colorfactor) - 1) * 2 * maxcolorvary;
k3d/share/shaders/k3d_slateroof.sl:114:	/* now calculate the displacement */
k3d/share/shaders/k3d_slateroof.sl:115:	temp_t_offset = t_offset / (1 + add); 
k3d/share/shaders/k3d_slateroof.sl:116:	if (1 - temp_t_offset <= ramp / (1 + add))
k3d/share/shaders/k3d_slateroof.sl:117:   	dispt = Km / 2 + smoothstep(0, ramp / (1 + add), (1 - temp_t_offset)) * Km / 2;
k3d/share/shaders/k3d_slateroof.sl:119:	   dispt = Km / 2 + smoothstep( 0, 1 - ramp /(1 + add), temp_t_offset) * Km / 2;
k3d/share/shaders/k3d_slateroof.sl:121:	   temp_s_offset = 1 - s_offset;
k3d/share/shaders/k3d_slateroof.sl:123:		temp_s_offset = s_offset;
k3d/share/shaders/k3d_slateroof.sl:124:	if (temp_s_offset < gap * (1 + add))
k3d/share/shaders/k3d_slateroof.sl:125:	   disps = smoothstep(0, gap * (1 + add), temp_s_offset) * Km;
k3d/share/shaders/k3d_slateroof.sl:127:   	disps = Km;
k3d/share/shaders/k3d_slateroof.sl:128:	dispo = min(disps, dispt);
k3d/share/shaders/k3d_slateroof.sl:135:	if ((t_offset <= maxadd) && (ttile >= 1))
k3d/share/shaders/k3d_slateroof.sl:137:			/* the point might be in another tile */
k3d/share/shaders/k3d_slateroof.sl:138:			if (mod(ttile,2) >= 1)
k3d/share/shaders/k3d_slateroof.sl:150:			if ((mod(ct,2) >= 1) && ((newstile == 0) || (newstile == sfreq)))
k3d/share/shaders/k3d_slateroof.sl:151:			/* An offset row, so we must deal with the half tiles */
k3d/share/shaders/k3d_slateroof.sl:153:			newadd = noise(cs * factor, ct * factor) * maxadd;
k3d/share/shaders/k3d_slateroof.sl:154:			newcolorvary =  (noise(cs * colorfactor, ct * colorfactor) - 1) * 2 * maxcolorvary;
k3d/share/shaders/k3d_slateroof.sl:158:					/* set parameters to overlapping tile */
k3d/share/shaders/k3d_slateroof.sl:167:	/* calculate the displacement again */
k3d/share/shaders/k3d_slateroof.sl:169:	if (1 - t_offset <= ramp / (1 + add))
k3d/share/shaders/k3d_slateroof.sl:170:			dispt = Km / 2 + smoothstep(0, ramp / (1 + add), (1 - t_offset)) * Km / 2;
k3d/share/shaders/k3d_slateroof.sl:172:		    dispt = Km / 2 + smoothstep( 0, 1 - ramp /(1 + add), t_offset) * Km / 2;
k3d/share/shaders/k3d_slateroof.sl:176:		disps = Km * smoothstep(0, gap / (1 + add), s_offset);
k3d/share/shaders/k3d_slateroof.sl:178:		disps = Km;
k3d/share/shaders/k3d_slateroof.sl:179:	disp = min(disps, dispt);
k3d/share/shaders/k3d_slateroof.sl:199:	Ci = Ct * (Ka * ambient() + Kd * diffuse(faceforward( normalize(N), I )));
k3d/share/shaders/k3d_slateroofd.sl:1:/* Renamed to PQslateroofd.sl for RMR -- talrmr@SpamSucks_pacbell.net */
k3d/share/shaders/k3d_slateroofd.sl:4:  slateroofd.sl - a displacement shader to produce tiles on a roof
k3d/share/shaders/k3d_slateroofd.sl:7:    	Parameters:
k3d/share/shaders/k3d_slateroofd.sl:9:    	Km: Maximum displacement of tiles;
k3d/share/shaders/k3d_slateroofd.sl:10:    	sfreq: number of tiles on the s direction
k3d/share/shaders/k3d_slateroofd.sl:11:    	tfreq: number of tiles in the t direction
k3d/share/shaders/k3d_slateroofd.sl:12: 		maxadd: the maximum amount of overlap of one tile and another
k3d/share/shaders/k3d_slateroofd.sl:13: 		ramp: the amount of a tile used for the initial rise to the maximum height
k3d/share/shaders/k3d_slateroofd.sl:16: 			measured as a proportion of the tile (so the value of gap must lie between 0 
k3d/share/shaders/k3d_slateroofd.sl:18: 		factor: a seed used for adjusting the randomness - if you have two roofs with
k3d/share/shaders/k3d_slateroofd.sl:19: 			the same sfreq, tfreq change the value of factor to ensure they have a 
k3d/share/shaders/k3d_slateroofd.sl:20: 			different random patterning. A value > 20 works best
k3d/share/shaders/k3d_slateroofd.sl:24:		This routine produces a random tiled effect. In the s direction the
k3d/share/shaders/k3d_slateroofd.sl:26:		normal roof tiles would be. Each tile is expanded by a random amount in
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:28:		is incorporated in the s direction, which remains regular. The routine
k3d/share/shaders/k3d_slateroofd.sl:29:		first determines the dimensions of the current tile, and then works out
k3d/share/shaders/k3d_slateroofd.sl:30:		the surface displacement according to a simple formula: a sharp ridge at
k3d/share/shaders/k3d_slateroofd.sl:31:		the bottom of the tile, gaps to either side and the whole tile gently
k3d/share/shaders/k3d_slateroofd.sl:34:		tile 'above' the current one. If it is we replace the displacement we are
k3d/share/shaders/k3d_slateroofd.sl:36:		careful to ensure there are no sudden jumps in displacement.
k3d/share/shaders/k3d_slateroofd.sl:43: displacement
k3d/share/shaders/k3d_slateroofd.sl:44:k3d_slateroofd(  float 	Km = 1.0,
k3d/share/shaders/k3d_slateroofd.sl:47:							maxadd = .5,
k3d/share/shaders/k3d_slateroofd.sl:48:							ramp = .1,
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:56:                 offset = swidth / 2;		/* the amount by which alternate rows are offset */
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:62:   float add,	 									/* Add, between 0 and 1, hold the amount the current tile overlaps the next */
k3d/share/shaders/k3d_slateroofd.sl:64:			disps, dispt, disp, dispo,      	/* Displacements - s direction, t direction, final displacement, and 
k3d/share/shaders/k3d_slateroofd.sl:65:										 				 	displacement for the non-overlapping tile */
k3d/share/shaders/k3d_slateroofd.sl:66:			temp_s_offset, 
k3d/share/shaders/k3d_slateroofd.sl:67:			temp_t_offset, newadd;			 
k3d/share/shaders/k3d_slateroofd.sl:69:	normal Nf = normalize(N);
k3d/share/shaders/k3d_slateroofd.sl:70:	float spacescale = length(vtransform("shader", Nf));
k3d/share/shaders/k3d_slateroofd.sl:71:   vector Ndisp = Nf * (1 / max(spacescale,1e-6));
k3d/share/shaders/k3d_slateroofd.sl:78:	if (mod(ttile,2) >= 1)
k3d/share/shaders/k3d_slateroofd.sl:86:	/* Work out the displacement assuming the point is in the 
k3d/share/shaders/k3d_slateroofd.sl:91:   	/* the noise function is always taken at the same point in the tile 
k3d/share/shaders/k3d_slateroofd.sl:92:   		normally the center, except in the short tiles which lie at the
k3d/share/shaders/k3d_slateroofd.sl:93:			start and end of an offset row, where the middle of the left side 
k3d/share/shaders/k3d_slateroofd.sl:97:   		if ((mod(ct,2) >= 1)  && ((stile == 0) || (stile == sfreq)))
k3d/share/shaders/k3d_slateroofd.sl:98:			/* An offset row, so we must deal with the half tiles */
k3d/share/shaders/k3d_slateroofd.sl:100:   		add = noise(cs * factor, ct * factor) * maxadd;
k3d/share/shaders/k3d_slateroofd.sl:103: 		/* the very bottom row cannot expand */
k3d/share/shaders/k3d_slateroofd.sl:105:	/* now calculate the displacement */
k3d/share/shaders/k3d_slateroofd.sl:106:	temp_t_offset = t_offset / (1 + add); 
k3d/share/shaders/k3d_slateroofd.sl:107:	/* the above adjusts t_offset so that it runs from 0 to 1 within the expanded tile */
k3d/share/shaders/k3d_slateroofd.sl:108:   if (1 - temp_t_offset <= ramp / (1 + add))
k3d/share/shaders/k3d_slateroofd.sl:109:		dispt = Km / 2 + smoothstep(0, ramp / (1 + add), (1 - temp_t_offset)) * Km / 2;
k3d/share/shaders/k3d_slateroofd.sl:111:	   dispt = Km / 2 + smoothstep( 0, 1 - ramp /(1 + add), temp_t_offset) * Km / 2;
k3d/share/shaders/k3d_slateroofd.sl:113:	   temp_s_offset = 1 - s_offset;
k3d/share/shaders/k3d_slateroofd.sl:115:		temp_s_offset = s_offset;
k3d/share/shaders/k3d_slateroofd.sl:116:	if (temp_s_offset < gap * (1 + add))
k3d/share/shaders/k3d_slateroofd.sl:117:	   disps = smoothstep(0, gap * (1 + add), temp_s_offset) * Km;
k3d/share/shaders/k3d_slateroofd.sl:119:     	disps = Km;
k3d/share/shaders/k3d_slateroofd.sl:120:	dispo = min(disps, dispt);
k3d/share/shaders/k3d_slateroofd.sl:127:	if ((t_offset <= maxadd) && (ttile >= 1))
k3d/share/shaders/k3d_slateroofd.sl:129:			/* the point might be in another tile */
k3d/share/shaders/k3d_slateroofd.sl:130:			if (mod(ttile,2) >= 1)
k3d/share/shaders/k3d_slateroofd.sl:142:			if ((mod(ct,2) >= 1) && ((newstile == 0) || (newstile == sfreq)))
k3d/share/shaders/k3d_slateroofd.sl:143:				/* An offset row, so we must deal with the half tiles */
k3d/share/shaders/k3d_slateroofd.sl:145:			newadd = noise(cs * factor, ct * factor) * maxadd;
k3d/share/shaders/k3d_slateroofd.sl:149:					/* set parameters to overlapping tile */
k3d/share/shaders/k3d_slateroofd.sl:156:			/* calculate the displacement again */
k3d/share/shaders/k3d_slateroofd.sl:158:			if (1 - t_offset <= ramp / (1 + add))
k3d/share/shaders/k3d_slateroofd.sl:160:					dispt = Km / 2 + smoothstep(0, ramp / (1 + add), (1 - t_offset)) * Km / 2;
k3d/share/shaders/k3d_slateroofd.sl:163:				dispt = Km / 2 +  smoothstep( 0, 1 - ramp, t_offset) * Km / 2;
k3d/share/shaders/k3d_slateroofd.sl:167:				disps = Km * smoothstep(0, gap / (1 + add), s_offset);
k3d/share/shaders/k3d_slateroofd.sl:169:				disps = Km;
k3d/share/shaders/k3d_slateroofd.sl:170:			disp = min(disps, dispt);
k3d/share/shaders/k3d_slateroofd.sl:171:			disp = max(dispo,disp);
k3d/share/shaders/k3d_slateroofd.sl:172:			/* taking the maximum of dispo, disp ensures that there
k3d/share/shaders/k3d_slateroofd.sl:176:	P += Nf * (disp / max(spacescale, 1e-6));
k3d/share/shaders/k3d_slateroofd.sl:178:   N = calculatenormal(P);
k3d/share/shaders/k3d_slideprojector.sl:3:			 point from = point(0, 0, 0);
k3d/share/shaders/k3d_slideprojector.sl:6:			 float conedeltaangle = 5; float beamdistribution = 2;
k3d/share/shaders/k3d_slideprojector.sl:7:			 string slidename = "")
k3d/share/shaders/k3d_slideprojector.sl:9:  uniform vector Z = normalize(to - from);
k3d/share/shaders/k3d_slideprojector.sl:10:  uniform vector X = Z ^ up;
k3d/share/shaders/k3d_slideprojector.sl:11:  uniform vector Y = normalize(X ^ Z);
k3d/share/shaders/k3d_slideprojector.sl:12:  X = normalize(Y ^ Z);
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:23:  illuminate(from, Z, rconeangle)
k3d/share/shaders/k3d_slideprojector.sl:25:    L = Ps - from;
k3d/share/shaders/k3d_slideprojector.sl:36:    attenuation = pow(cosangle, beamdistribution) / (L.L);
k3d/share/shaders/k3d_slideprojector.sl:38:      smoothstep(cos(rconeangle), cos(rconeangle - rconedeltaangle),
k3d/share/shaders/k3d_slideprojector.sl:41:    if(slidename == "")
k3d/share/shaders/k3d_slideprojector.sl:47:	Ct = color texture(slidename, sloc, tloc);
k3d/share/shaders/k3d_smoke.sl:2: * smoke.sl
k3d/share/shaders/k3d_smoke.sl:5: *    This is a volume shader for smoke.  Trapezoidal integration is
k3d/share/shaders/k3d_smoke.sl:8: * Parameters:
k3d/share/shaders/k3d_smoke.sl:9: *   opacdensity - overall smoke density control as it affects its ability
k3d/share/shaders/k3d_smoke.sl:10: *          to block light from behind it.
k3d/share/shaders/k3d_smoke.sl:11: *   lightdensity - smoke density control as it affects light scattering
k3d/share/shaders/k3d_smoke.sl:14: *          integration of atmospheric effects.
k3d/share/shaders/k3d_smoke.sl:16: *   smokefreq, smokeoctaves, smokevary - control the fBm of the noisy smoke
k3d/share/shaders/k3d_smoke.sl:17: *          If either smokeoctaves or smokevary is 0, there is no noise
k3d/share/shaders/k3d_smoke.sl:18: *          to the smoke.
k3d/share/shaders/k3d_smoke.sl:31: * coordinates), gather illumination from the light sources and
k3d/share/shaders/k3d_smoke.sl:32: * compute the smoke density at that point.  Only count lights tagged
k3d/share/shaders/k3d_smoke.sl:33: * with the "__foglight" parameter.  
k3d/share/shaders/k3d_smoke.sl:35:void smokedensity(point Pcur, Pshad;
k3d/share/shaders/k3d_smoke.sl:36:		  uniform float smokevary, smokefreq, smokeoctaves;
k3d/share/shaders/k3d_smoke.sl:38:		  output color Lscatter; output float smoke)
k3d/share/shaders/k3d_smoke.sl:41:  illuminance(Pcur)
k3d/share/shaders/k3d_smoke.sl:49:  if(smokeoctaves > 0 && smokevary > 0)
k3d/share/shaders/k3d_smoke.sl:51:      point Psmoke = Pshad * smokefreq;
k3d/share/shaders/k3d_smoke.sl:52:#pragma nolint
k3d/share/shaders/k3d_smoke.sl:53:      smoke = snoise(Psmoke);
k3d/share/shaders/k3d_smoke.sl:54:      /* Optimize: one octave only if not lit */
k3d/share/shaders/k3d_smoke.sl:55:      if(comp(Lscatter, 0) + comp(Lscatter, 1) + comp(Lscatter, 2) > 0.01)
k3d/share/shaders/k3d_smoke.sl:56:	smoke +=
k3d/share/shaders/k3d_smoke.sl:57:	  0.5 * fBm(Psmoke * 2, stepsize * 2, smokeoctaves - 1, 2, 0.5);
k3d/share/shaders/k3d_smoke.sl:58:      smoke = smoothstep(-1, 1, smokevary * smoke);
k3d/share/shaders/k3d_smoke.sl:62:      smoke = 0.5;
k3d/share/shaders/k3d_smoke.sl:68:/* Return a component-by-component exp() of a color */
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:79:		 float stepsize = 0.1, maxsteps = 100;
k3d/share/shaders/k3d_smoke.sl:81:		 float smokeoctaves = 0, smokefreq = 1, smokevary = 1;)
k3d/share/shaders/k3d_smoke.sl:83:  point Worigin = P - I;	/* Origin of volume ray */
k3d/share/shaders/k3d_smoke.sl:84:  point origin = transform("shader", Worigin);
k3d/share/shaders/k3d_smoke.sl:88:  /* Integrate forwards from the start point */
k3d/share/shaders/k3d_smoke.sl:89:  float d = integstart + random() * stepsize;
k3d/share/shaders/k3d_smoke.sl:90:  vector IN = normalize(vtransform("shader", I));
k3d/share/shaders/k3d_smoke.sl:91:  vector WIN = vtransform("shader", "current", IN);
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:99:  smokedensity(Worigin + d * WIN, origin + d * IN, smokevary, smokefreq,
k3d/share/shaders/k3d_smoke.sl:100:	       smokeoctaves, ss, last_li, last_dtau);
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:106:      ss = clamp(ss, 0.005, end - d);
k3d/share/shaders/k3d_smoke.sl:108:      smokedensity(Worigin + d * WIN, origin + d * IN, smokevary, smokefreq,
k3d/share/shaders/k3d_smoke.sl:109:		   smokeoctaves, ss, li, dtau);
k3d/share/shaders/k3d_smoke.sl:112:       * the portion of the volume covered by this step.
k3d/share/shaders/k3d_smoke.sl:118:      /* Composite with exponential extinction of background light */
k3d/share/shaders/k3d_smoke.sl:125:  /* Ci & Oi are the color and opacity of the background element.
k3d/share/shaders/k3d_smoke.sl:126:   * Now Cv is the light contributed by the volume itself, and Ov is the
k3d/share/shaders/k3d_smoke.sl:127:   * opacity of the volume, i.e. (1-Ov)*Ci is the light from the background
k3d/share/shaders/k3d_smoke.sl:128:   * which makes it through the volume.  So just composite!
k3d/share/shaders/k3d_smoke2.sl:2: * TLSmoke.sl -- This is really Larry's noisysmoke.sl.  I only took out the
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:6: *    This is a volume shader for smoke.  Trapezoidal integration is
k3d/share/shaders/k3d_smoke2.sl:9: * Parameters:
k3d/share/shaders/k3d_smoke2.sl:10: *   density - overall smoke density control
k3d/share/shaders/k3d_smoke2.sl:12: *          integration of atmospheric effects.
k3d/share/shaders/k3d_smoke2.sl:16: *   use_noise - makes the smoke noisy (nonuniform) when nonzero
k3d/share/shaders/k3d_smoke2.sl:17: *   freq, octaves, smokevary - control the fBm of the noisy smoke
k3d/share/shaders/k3d_smoke2.sl:18: *   lightscale - multiplier for light scattered toward viewer in volume
k3d/share/shaders/k3d_smoke2.sl:24: *   9/4/96 tal -- took out random call and renamed to TLSmoke
k3d/share/shaders/k3d_smoke2.sl:28: * $Log: k3d_smoke2.sl,v $
k3d/share/shaders/k3d_smoke2.sl:36: * Eliminated duplicate local variable declarations
k3d/share/shaders/k3d_smoke2.sl:39: * Compute only one octave of noise when not lit (big speedup)
k3d/share/shaders/k3d_smoke2.sl:54:	     illuminance (PW, point(0,0,1), PI) { li += Cl; }               \
k3d/share/shaders/k3d_smoke2.sl:57:             Psmoke = PP*freq;                                              \
k3d/share/shaders/k3d_smoke2.sl:58:             smoke = snoise (Psmoke);                                       \
k3d/share/shaders/k3d_smoke2.sl:59:             /* Optimize: one octave only if not lit */                     \
k3d/share/shaders/k3d_smoke2.sl:60:	     if (comp(li,0)+comp(li,1)+comp(li,2) > 0.01) {                 \
k3d/share/shaders/k3d_smoke2.sl:63:                      f *= 0.5;  Psmoke *= 2;                               \
k3d/share/shaders/k3d_smoke2.sl:64:                      smoke += f*snoise(Psmoke);                            \
k3d/share/shaders/k3d_smoke2.sl:67:             g = density * smoothstep(-1,1,smokevary*smoke);                \
k3d/share/shaders/k3d_smoke2.sl:76:volume
k3d/share/shaders/k3d_smoke2.sl:77:k3d_smoke2 (float density = 60;
k3d/share/shaders/k3d_smoke2.sl:84:	    float octaves = 3, freq = 1, smokevary = 1;
k3d/share/shaders/k3d_smoke2.sl:90:  point incident = vtransform ("shader", -I);
k3d/share/shaders/k3d_smoke2.sl:93:  point incident = vtransform ("shader", I);
k3d/share/shaders/k3d_smoke2.sl:95:  point origin = transform ("shader", Worigin);
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:101:  float nsteps = 0;          /* record number of integration steps */
k3d/share/shaders/k3d_smoke2.sl:103:  point PP, PW, Psmoke;
k3d/share/shaders/k3d_smoke2.sl:105:  float f, i, smoke;
k3d/share/shaders/k3d_smoke2.sl:107:  end = min (length (incident), integend) - 0.0001;
k3d/share/shaders/k3d_smoke2.sl:109:  /* Integrate forwards from the start point */
k3d/share/shaders/k3d_smoke2.sl:110:  d = integstart + /*random()* */ stepsize;
k3d/share/shaders/k3d_smoke2.sl:112:      IN = normalize (incident);
k3d/share/shaders/k3d_smoke2.sl:113:      WIN = vtransform ("shader", "current", IN);
k3d/share/shaders/k3d_smoke2.sl:117:      ss = min (stepsize, end-d);
k3d/share/shaders/k3d_smoke2.sl:128:	   * of the portion of the volume covered by this step.
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:141:	  ss = max (min (ss, end-d), 0.005);
k3d/share/shaders/k3d_smoke2.sl:147:  /* Ci & Oi are the color (premultiplied by opacity) and opacity of 
k3d/share/shaders/k3d_smoke2.sl:148:   * the background element.
k3d/share/shaders/k3d_smoke2.sl:149:   * Now Cv is the light contributed by the volume itself, and Ov is the
k3d/share/shaders/k3d_smoke2.sl:150:   * opacity of the volume, i.e. (1-Ov)*Ci is the light from the background
k3d/share/shaders/k3d_smoke2.sl:151:   * which makes it through the volume.
k3d/share/shaders/k3d_softboxes.sl:10:* To do: accomodate negative widths. twosided/onesided cards.
k3d/share/shaders/k3d_softboxes.sl:16:** Derived from softbox3 v1.2 - Author Bjorke for all
k3d/share/shaders/k3d_softboxes.sl:18:** Full RCS log in .slm4 file
k3d/share/shaders/k3d_softboxes.sl:50:/*   - the equations of two superellipses (with major/minor axes given	***/
k3d/share/shaders/k3d_softboxes.sl:55:/*   - smoothly varying from 0 to 1 in between				***/
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:67:    varying float x = abs(xcomp(Q)), y = abs(ycomp(Q));
k3d/share/shaders/k3d_softboxes.sl:69:	/* Simpler case of a square */
k3d/share/shaders/k3d_softboxes.sl:70:	result = 1 - (1-smoothstep(a,A,x)) * (1-smoothstep(b,B,y));
k3d/share/shaders/k3d_softboxes.sl:72:	/* more-difficult rounded corner case */
k3d/share/shaders/k3d_softboxes.sl:76:	result = smoothstep (q, r, 1);
k3d/share/shaders/k3d_softboxes.sl:88:    uniform string	boxCoords;
k3d/share/shaders/k3d_softboxes.sl:89:    uniform string	boxTexture;
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:105:    uniform string filtTypes[4] = {"gaussian","box","radial-bspline","disk"};
k3d/share/shaders/k3d_softboxes.sl:106:    uniform string theFilterName = filtTypes[clamp(boxFilter,0,3)];
k3d/share/shaders/k3d_softboxes.sl:111:    varying point Pb1 = transform (boxCoords, surfPt);
k3d/share/shaders/k3d_softboxes.sl:112:    varying vector Vlight = vtransform (boxCoords, reflVect);
k3d/share/shaders/k3d_softboxes.sl:113:    varying float zv = zcomp(Vlight);
k3d/share/shaders/k3d_softboxes.sl:114:    varying point Pplane = Pb1 - Vlight*(zcomp(Pb1)/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:130:    if (sign(zcomp(Pb1)) == sign(zcomp(Vlight))) {
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:141:	    theS = min(2,max(-1,theS));
k3d/share/shaders/k3d_softboxes.sl:142:	    theT = min(2,max(-1,theT));
k3d/share/shaders/k3d_softboxes.sl:145:			    "filter",	theFilterName,
k3d/share/shaders/k3d_softboxes.sl:152:		uniform float alphaChan;
k3d/share/shaders/k3d_softboxes.sl:159:			    "filter",	theFilterName,
k3d/share/shaders/k3d_softboxes.sl:164:#pragma nolint
k3d/share/shaders/k3d_softboxes.sl:165:    varying point ppC = transform(boxCoords,"world",Pplane);
k3d/share/shaders/k3d_softboxes.sl:166:    varying point spw = transform("world",surfPt);
k3d/share/shaders/k3d_softboxes.sl:170:    theColor = contrib * ct * boxColor / pow(pDist,decayExp);	/* premultiplied!!!!! */
k3d/share/shaders/k3d_softboxes.sl:178:    uniform string	theName;
k3d/share/shaders/k3d_softboxes.sl:180:    uniform ENUM	theFilt;
k3d/share/shaders/k3d_softboxes.sl:181:    uniform float	theBlur,
k3d/share/shaders/k3d_softboxes.sl:182:			theSamples,
k3d/share/shaders/k3d_softboxes.sl:185:    uniform string filtTypes[2] = {"box", "gaussian"};
k3d/share/shaders/k3d_softboxes.sl:186:    uniform string theFilterName = filtTypes[clamp(theFilt,0,1)];
k3d/share/shaders/k3d_softboxes.sl:187:    varying float inShadow = shadow (theName,
k3d/share/shaders/k3d_softboxes.sl:189:			    "filter",	theFilterName,
k3d/share/shaders/k3d_softboxes.sl:191:			    "samples",	theSamples,
k3d/share/shaders/k3d_softboxes.sl:201:    string	Comment = "";
k3d/share/shaders/k3d_softboxes.sl:204:    string	NodeName = "";
k3d/share/shaders/k3d_softboxes.sl:205:#else /* !BMRT -- slc compiler doesn't like these definitions */
k3d/share/shaders/k3d_softboxes.sl:207:    string	NodeName = "$OBJNAME";
k3d/share/shaders/k3d_softboxes.sl:212:    float	meterDistance = 1;
k3d/share/shaders/k3d_softboxes.sl:213:    string	meterSpace = "";
k3d/share/shaders/k3d_softboxes.sl:218:    color	boxColor1	= color (1,1,1),	/* multiplied by lightcolor&intensity */
k3d/share/shaders/k3d_softboxes.sl:230:    color	boxColor2	= color (1,1,1),	/* multiplied by lightcolor&intensity */
k3d/share/shaders/k3d_softboxes.sl:242:    color	boxColor3	= color (1,1,1),	/* multiplied by lightcolor&intensity */
k3d/share/shaders/k3d_softboxes.sl:254:    color	boxColor4	= color (1,1,1),	/* multiplied by lightcolor&intensity */
k3d/share/shaders/k3d_softboxes.sl:265:    uniform string	envTexName = "";
k3d/share/shaders/k3d_softboxes.sl:266:    uniform float	EnvType = CLASSIC;
k3d/share/shaders/k3d_softboxes.sl:267:    uniform float	MapType = CUBEFACE;
k3d/share/shaders/k3d_softboxes.sl:268:    uniform float envTexIntensity	= 1;
k3d/share/shaders/k3d_softboxes.sl:269:    uniform float envTexBlur	= 0;
k3d/share/shaders/k3d_softboxes.sl:270:    uniform float envTexStr	= 1;
k3d/share/shaders/k3d_softboxes.sl:271:    uniform float envTexFilter	= 0;
k3d/share/shaders/k3d_softboxes.sl:272:    uniform string envReflSpace	= "";
k3d/share/shaders/k3d_softboxes.sl:275:    string shadowname = "";
k3d/share/shaders/k3d_softboxes.sl:279:	    shadowsamples = 16;
k3d/share/shaders/k3d_softboxes.sl:280:    string shadownameb = "";
k3d/share/shaders/k3d_softboxes.sl:284:	    shadowsamplesb = 16;
k3d/share/shaders/k3d_softboxes.sl:285:    string shadownamec = "";
k3d/share/shaders/k3d_softboxes.sl:289:	    shadowsamplesc = 16;
k3d/share/shaders/k3d_softboxes.sl:290:    string shadownamed = "";
k3d/share/shaders/k3d_softboxes.sl:294:	    shadowsamplesd = 16;
k3d/share/shaders/k3d_softboxes.sl:304:    uniform string rcsInfo = "$Id: k3d_softboxes.sl,v 1.1 2004/05/19 18:15:20 tshead Exp $";
k3d/share/shaders/k3d_softboxes.sl:305:    uniform string filtTypes[4] = {"gaussian","box","radial-bspline","disk"};
k3d/share/shaders/k3d_softboxes.sl:306:    uniform string theFilterName = filtTypes[clamp(envTexFilter,0,3)];
k3d/share/shaders/k3d_softboxes.sl:307:    normal Nf = faceforward(normalize(N),I);
k3d/share/shaders/k3d_softboxes.sl:309:    uniform float edgeLimVal = cos(radians(90-clamp(edgeAngle,0,90)));
k3d/share/shaders/k3d_softboxes.sl:310:    uniform string theEnvSpace;
k3d/share/shaders/k3d_softboxes.sl:316:    uniform float adjMeterDistance;
k3d/share/shaders/k3d_softboxes.sl:317:    if (meterSpace == "") {
k3d/share/shaders/k3d_softboxes.sl:318:	adjMeterDistance = meterDistance;
k3d/share/shaders/k3d_softboxes.sl:320:	uniform point metP = transform(meterSpace,"shader",point (0,0,0));
k3d/share/shaders/k3d_softboxes.sl:321:	adjMeterDistance = length(metP) + meterDistance;
k3d/share/shaders/k3d_softboxes.sl:323:    uniform float adjIntensity = pow(adjMeterDistance,decayRate)*intensity;
k3d/share/shaders/k3d_softboxes.sl:325:    uniform float materiaRefl = 1;
k3d/share/shaders/k3d_softboxes.sl:326:    uniform float materiaBlur = 0;
k3d/share/shaders/k3d_softboxes.sl:332:	if (surface("Reflectivity",materiaRefl) == 0) {
k3d/share/shaders/k3d_softboxes.sl:333:	    if (surface("abReflectivity",materiaRefl) == 0) {
k3d/share/shaders/k3d_softboxes.sl:334:		if (surface("reflectivity",materiaRefl) == 0) {
k3d/share/shaders/k3d_softboxes.sl:335:		    if (surface("Kr",materiaRefl) == 0) {
k3d/share/shaders/k3d_softboxes.sl:336:			materiaRefl = 0;
k3d/share/shaders/k3d_softboxes.sl:343:	if (surface("ReflectionMapBlur",materiaBlur) == 0) {
k3d/share/shaders/k3d_softboxes.sl:344:	    if (surface("abReflectionMapBlur",materiaBlur) == 0) {
k3d/share/shaders/k3d_softboxes.sl:345:		if (surface("reflectionMapBlur",materiaBlur) == 0) {
k3d/share/shaders/k3d_softboxes.sl:346:		    materiaBlur = 0;
k3d/share/shaders/k3d_softboxes.sl:352:	if (materiaRefl != 0) {
k3d/share/shaders/k3d_softboxes.sl:353:	    uniform float boxCt=0;
k3d/share/shaders/k3d_softboxes.sl:363:(boxTexBlur1+materiaBlur),boxFilter1,
k3d/share/shaders/k3d_softboxes.sl:375:(boxTexBlur2+materiaBlur),boxFilter2,
k3d/share/shaders/k3d_softboxes.sl:387:(boxTexBlur3+materiaBlur),boxFilter3,
k3d/share/shaders/k3d_softboxes.sl:399:(boxTexBlur4+materiaBlur),boxFilter4,
k3d/share/shaders/k3d_softboxes.sl:408:	    if (envTexName != "") {
k3d/share/shaders/k3d_softboxes.sl:409:#pragma nolint
k3d/share/shaders/k3d_softboxes.sl:410:		varying vector Rs = normalize (vtransform (theEnvSpace, normalize(-L)));
k3d/share/shaders/k3d_softboxes.sl:412:#pragma nolint
k3d/share/shaders/k3d_softboxes.sl:413:		    varying point PShd = transform (theEnvSpace, Ps);
k3d/share/shaders/k3d_softboxes.sl:419:		    Rs = vector (-zcomp (Rs), xcomp (Rs), ycomp (Rs));
k3d/share/shaders/k3d_softboxes.sl:421:		Cl = color environment (envTexName, Rs,
k3d/share/shaders/k3d_softboxes.sl:422:					    "filter", theFilterName,
k3d/share/shaders/k3d_softboxes.sl:423:					    "blur", (envTexBlur+materiaBlur));
k3d/share/shaders/k3d_softboxes.sl:430:		uniform float i, j, k;
k3d/share/shaders/k3d_softboxes.sl:454:	    /* Apply shadow mapped shadows */
k3d/share/shaders/k3d_softboxes.sl:455:	    varying vector Ln = normalize(L);
k3d/share/shaders/k3d_softboxes.sl:456:	    varying vector Nn = normalize(N);
k3d/share/shaders/k3d_softboxes.sl:457:	    varying vector In = normalize(I);
k3d/share/shaders/k3d_softboxes.sl:461:		q = In.Nn/edgeLimVal;
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:466:	    if (shadowname != "") {
k3d/share/shaders/k3d_softboxes.sl:467:	    shadowed = sbShadow(shadowname,Ps,shadowfilt,
k3d/share/shaders/k3d_softboxes.sl:468:			shadowblur,shadowsamples,shadowbias);
k3d/share/shaders/k3d_softboxes.sl:469:	    fullShad = max(fullShad,shadowed);
k3d/share/shaders/k3d_softboxes.sl:471:	    if (shadownameb != "") {
k3d/share/shaders/k3d_softboxes.sl:472:	    shadowed = sbShadow(shadownameb,Ps,shadowfiltb,
k3d/share/shaders/k3d_softboxes.sl:473:			shadowblurb,shadowsamplesb,shadowbiasb);
k3d/share/shaders/k3d_softboxes.sl:474:	    fullShad = max(fullShad,shadowed);
k3d/share/shaders/k3d_softboxes.sl:476:	    if (shadownamec != "") {
k3d/share/shaders/k3d_softboxes.sl:477:	    shadowed = sbShadow(shadownamec,Ps,shadowfiltc,
k3d/share/shaders/k3d_softboxes.sl:478:			shadowblurc,shadowsamplesc,shadowbiasc);
k3d/share/shaders/k3d_softboxes.sl:479:	    fullShad = max(fullShad,shadowed);
k3d/share/shaders/k3d_softboxes.sl:481:	    if (shadownamed != "") {
k3d/share/shaders/k3d_softboxes.sl:482:	    shadowed = sbShadow(shadownamed,Ps,shadowfiltd,
k3d/share/shaders/k3d_softboxes.sl:483:			shadowblurd,shadowsamplesd,shadowbiasd);
k3d/share/shaders/k3d_softboxes.sl:484:	    fullShad = max(fullShad,shadowed);
k3d/share/shaders/k3d_softboxes.sl:489:    if (materiaRefl > 0) {
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:3: *    texture-map and try to make it not so obvious that it is a texture-map.
k3d/share/shaders/k3d_spacecloud.sl:10: *   txtFile -- texture map
k3d/share/shaders/k3d_spacecloud.sl:13: *   fuzz -- amount to blur the edges of the pulse
k3d/share/shaders/k3d_spacecloud.sl:14: *   minAdjust -- amount that can be subtracted from value
k3d/share/shaders/k3d_spacecloud.sl:15: *   maxAdjust -- amount that can be added to the value
k3d/share/shaders/k3d_spacecloud.sl:16: *   maxOpacity -- maximin opacity for the surface
k3d/share/shaders/k3d_spacecloud.sl:27: *  tal 3/2/97  -- Cleaned up code, removed many constants, added comments
k3d/share/shaders/k3d_spacecloud.sl:28: *  tal 2/23/97 -- Originally tried using fBm to create turbulence.  But
k3d/share/shaders/k3d_spacecloud.sl:29: *      I was never happy with the results.  So now am just using noise over
k3d/share/shaders/k3d_spacecloud.sl:39:#define adjustNoise2(x, y, minVal, maxVal) \
k3d/share/shaders/k3d_spacecloud.sl:40:	snoise2 (x,y) * ((maxVal)-(minVal)+(minVal))
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: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:72:	PP = transform ("object", P);
k3d/share/shaders/k3d_spacecloud.sl:73:  /* fractalsum */
k3d/share/shaders/k3d_spacecloud.sl:82:	fBm (P, noiseScale, octaves, PP, freq, i, size, adjust);
k3d/share/shaders/k3d_spacecloud.sl:86:	adjust = adjustNoise2 (u, v, minAdjust, maxAdjust);
k3d/share/shaders/k3d_spacecloud.sl:92:	Oi = value * smoothPulse2Fuzz (startPulse, endPulse, afuzz, afuzz, ss) * 
k3d/share/shaders/k3d_spacecloud.sl:93:		smoothPulse2Fuzz (startPulse, endPulse, bfuzz, afuzz, tt);
k3d/share/shaders/k3d_spacecloud.sl:95:	Oi *= maxOpacity;
k3d/share/shaders/k3d_spaceshiphull1.sl:4:float fractalsum(point Q)
k3d/share/shaders/k3d_spaceshiphull1.sl:23:	float lumavary = .4;
k3d/share/shaders/k3d_spaceshiphull1.sl:25:	float grime = 0.1)
k3d/share/shaders/k3d_spaceshiphull1.sl:42:  platecolor = Cs - (lumavary * float noise(splate + 0.4, tplate + 0.5));
k3d/share/shaders/k3d_spaceshiphull1.sl:44:  // Add grime
k3d/share/shaders/k3d_spaceshiphull1.sl:45:  platecolor -= grime * fractalsum(P);
k3d/share/shaders/k3d_spaceshiphull1.sl:50:  Nf = faceforward(normalize(N), I);
k3d/share/shaders/k3d_spaceshiphull1.sl:51:  V = normalize(-I);
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:6: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_spotlight.sl:11:		    point from = point "shader"(0, 0, 0);
k3d/share/shaders/k3d_spotlight.sl:15:		    float beamdistribution = 2;)
k3d/share/shaders/k3d_spotlight.sl:18:  uniform vector A = normalize(to - from);
k3d/share/shaders/k3d_spotlight.sl:20:  illuminate(from, A, coneangle)
k3d/share/shaders/k3d_spotlight.sl:23:    atten = pow(cosangle, beamdistribution) / (L.L);
k3d/share/shaders/k3d_spotlight.sl:25:      smoothstep(cos(coneangle), cos(coneangle - conedeltaangle), cosangle);
k3d/share/shaders/k3d_square_ridges.sl:2:// Copyright (c) 1995-2004, Timothy M. Shead
k3d/share/shaders/k3d_square_ridges.sl:4:// Contact: tshead@k-3d.com
k3d/share/shaders/k3d_square_ridges.sl:6:// This program is free software; you can redistribute it and/or
k3d/share/shaders/k3d_square_ridges.sl:7:// modify it under the terms of the GNU General Public
k3d/share/shaders/k3d_square_ridges.sl:11:// This program is distributed in the hope that it will be useful,
k3d/share/shaders/k3d_square_ridges.sl:12:// but WITHOUT ANY WARRANTY; without even the implied warranty of
k3d/share/shaders/k3d_square_ridges.sl:14:// General Public License for more details.
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:18:// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
k3d/share/shaders/k3d_square_ridges.sl:21:		\author Tim Shead (tshead@k-3d.com)
k3d/share/shaders/k3d_square_ridges.sl:27:#define filter_width(x) max(abs(Du(x)*du) + abs(Dv(x)*dv), MIN_FILTER_WIDTH)
k3d/share/shaders/k3d_square_ridges.sl:37:	return pulse(edge, period, mod(x, period));
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:57:displacement k3d_square_ridges(
k3d/share/shaders/k3d_square_ridges.sl:58:	float Km = 1.0;
k3d/share/shaders/k3d_square_ridges.sl:66:	vector Nn = normalize(N);
k3d/share/shaders/k3d_square_ridges.sl:67:	P += Nn * ((Km * ridge_position) / length(vtransform("shader", Nn)));
k3d/share/shaders/k3d_square_ridges.sl:68://	P += Km * ridge_position * N;
k3d/share/shaders/k3d_square_ridges.sl:69:	N = calculatenormal(P);
k3d/share/shaders/k3d_srfdeformation.sl:1:/* renamed shader to SIG2k_srf_deformation to be consistent with RMR 
k3d/share/shaders/k3d_srfdeformation.sl:2: *    -- tal@SpamSucks_renderman.org
k3d/share/shaders/k3d_srfdeformation.sl:7:   deformation surface shader
k3d/share/shaders/k3d_srfdeformation.sl:9:   projects a texture through the camera onto the Pref
k3d/share/shaders/k3d_srfdeformation.sl:10:   object and deforms it to the P position
k3d/share/shaders/k3d_srfdeformation.sl:13:   measured by the change in diffuse lighting from the Pref to P.
k3d/share/shaders/k3d_srfdeformation.sl:22:fnc_mydiffuse (color Cl; 
k3d/share/shaders/k3d_srfdeformation.sl:24:	       normal N) 
k3d/share/shaders/k3d_srfdeformation.sl:26:    normal Nn; 
k3d/share/shaders/k3d_srfdeformation.sl:29:    Nn = normalize(N);
k3d/share/shaders/k3d_srfdeformation.sl:30:    Ln = normalize(L);
k3d/share/shaders/k3d_srfdeformation.sl:31:    return Cl * max(Ln.Nn,0);   
k3d/share/shaders/k3d_srfdeformation.sl:36:fnc_projectCurrentCamera(point P;
k3d/share/shaders/k3d_srfdeformation.sl:39:    point Pndc = transform("NDC", P);
k3d/share/shaders/k3d_srfdeformation.sl:41:    X = xcomp(Pndc);
k3d/share/shaders/k3d_srfdeformation.sl:42:    Y = ycomp(Pndc);
k3d/share/shaders/k3d_srfdeformation.sl:47:k3d_srfdeformation(
k3d/share/shaders/k3d_srfdeformation.sl:48:    string texname = "";        /* Texture to project */
k3d/share/shaders/k3d_srfdeformation.sl:49:    float debug = 0;            /* 0 = deformed lit image
k3d/share/shaders/k3d_srfdeformation.sl:50:				   1 = texture deformed with no lighting
k3d/share/shaders/k3d_srfdeformation.sl:61:    normal N1, N2;
k3d/share/shaders/k3d_srfdeformation.sl:62:    float illum_width = 180;
k3d/share/shaders/k3d_srfdeformation.sl:66:    fnc_projectCurrentCamera(Pref, x, y);
k3d/share/shaders/k3d_srfdeformation.sl:68:    if (texname != "") {
k3d/share/shaders/k3d_srfdeformation.sl:69:	Ci0 = texture(texname, x, y);
k3d/share/shaders/k3d_srfdeformation.sl:75:    N = normalize(calculatenormal(P));
k3d/share/shaders/k3d_srfdeformation.sl:76:    N1 = faceforward(normalize(N),I);
k3d/share/shaders/k3d_srfdeformation.sl:77:    N = normalize(calculatenormal(Porig));
k3d/share/shaders/k3d_srfdeformation.sl:78:    N2 = faceforward(normalize(N),I);
k3d/share/shaders/k3d_srfdeformation.sl:83:       specular or reflection maps if needed */
k3d/share/shaders/k3d_srfdeformation.sl:85:    illuminance(P, N1, radians(illum_width)) {
k3d/share/shaders/k3d_srfdeformation.sl:86:	Ci1 += Kd * fnc_mydiffuse(Cl,L,N1);
k3d/share/shaders/k3d_srfdeformation.sl:89:    illuminance(Porig, N2, radians(illum_width)) {
k3d/share/shaders/k3d_srfdeformation.sl:90:	Ci2 += Kd * fnc_mydiffuse(Cl,L,N2);
k3d/share/shaders/k3d_star.sl:1:/* I took wave's lead and renamed star to DPStar.sl -- tal@SpamSucks_cs.caltech.edu */
k3d/share/shaders/k3d_star.sl:11: *    Academic Press, 1994.  ISBN 0-12-228760-6.
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:26:    point Nf = normalize(faceforward(N, I));
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:31:    uniform point p0 = rmax*(cos(0),sin(0),0);
k3d/share/shaders/k3d_star.sl:32:    uniform point p1 = rmin*
k3d/share/shaders/k3d_star.sl:34:    uniform point d0 = p1 - p0;
k3d/share/shaders/k3d_star.sl:40:    a = mod(angle, starangle)/starangle;
k3d/share/shaders/k3d_star.sl:45:    in_out = step(0, zcomp(d0^d1));
k3d/share/shaders/k3d_star.sl:46:    Ct = mix(Cs, starcolor, in_out);
k3d/share/shaders/k3d_star.sl:48:    /* diffuse ("matte") shading model */
k3d/share/shaders/k3d_star.sl:50:    Ci = Os * Ct * (Ka * ambient() + Kd * diffuse(Nf));
k3d/share/shaders/k3d_starfield.sl:8:	AUTHOR: written by Timothy M. Shead
k3d/share/shaders/k3d_starfield.sl:14:	point PP = transform("object", frequency * P);
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:24:	float inside_star = 1 - smoothstep(0.0, size, star_distance);
k3d/share/shaders/k3d_stones.sl:5: * Copyright (C) 2002, Rudy Cortes   rcortes@hntb.com
k3d/share/shaders/k3d_stones.sl:8: * This software is placed in the public domain and is provided as is 
k3d/share/shaders/k3d_stones.sl:9: * without express or implied warranty.
k3d/share/shaders/k3d_stones.sl:16: * everywhere, Just list me on the credits under "Shading Team" if you use the
k3d/share/shaders/k3d_stones.sl:17: *  hader as is, or under "shader info" if you do any minor modifications to
k3d/share/shaders/k3d_stones.sl:22: * Km = amount of displacement
k3d/share/shaders/k3d_stones.sl:23: * displace = should the surface be bumped(0) or displaced (1)?
k3d/share/shaders/k3d_stones.sl:24: * minfreq & maxfreq = limits to the rock loop excecution
k3d/share/shaders/k3d_stones.sl:27: * varyhue, varysat,varylum  = how much will the color change?
k3d/share/shaders/k3d_stones.sl:31: * modified 10/17/02 Changed algorithms arround to make it render a little faster.
k3d/share/shaders/k3d_stones.sl:33: * NOTE .- This shader is VERY SLOW when you enable bumping, even SLOWER with
k3d/share/shaders/k3d_stones.sl:34: * displacements.
k3d/share/shaders/k3d_stones.sl:39:#define repeat(x,freq)    (mod((x) * (freq), 1.0))
k3d/share/shaders/k3d_stones.sl:46:#define fuzzpulse(a,b,fuzz,x) (smoothstep((a)-(fuzz),(a),(x)) - \
k3d/share/shaders/k3d_stones.sl:47:         smoothstep((b)-(fuzz),(b),(x)))
k3d/share/shaders/k3d_stones.sl:53:#define filterwidth_point(p) (max(sqrt(area(p)), MINFILTERWIDTH))
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:58: * separately to add some variation.  Hue, saturation, and lightness
k3d/share/shaders/k3d_stones.sl:60: * lightness multiply.
k3d/share/shaders/k3d_stones.sl:65:    /* Convert to "hsv" space, it's more convenient */
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:73:    /* Clamp hsl and transform back to rgb space */
k3d/share/shaders/k3d_stones.sl:74:    return ctransform ("hsv", "rgb", clamp(Chsv,color 0, color 1));
k3d/share/shaders/k3d_stones.sl:85:          Km = 0.01,
k3d/share/shaders/k3d_stones.sl:87:    float minfreq = 1,
k3d/share/shaders/k3d_stones.sl:88:          maxfreq = 10,
k3d/share/shaders/k3d_stones.sl:93:   float varyhue = .03, varysat = .2, varylum = .25;)
k3d/share/shaders/k3d_stones.sl:99: float freq,mag;
k3d/share/shaders/k3d_stones.sl:106: normal Nf;
k3d/share/shaders/k3d_stones.sl:110: float surface_mag = 0;
k3d/share/shaders/k3d_stones.sl:113: for (freq = maxfreq ; freq>minfreq;freq -=0.5)
k3d/share/shaders/k3d_stones.sl:115:   angle = PI * snoise(freq * 16.31456);  /*randomize angle index*/
k3d/share/shaders/k3d_stones.sl:117:   rotate2d(s,t,angle,0.5,0.5,cx,cy);    /*randomize rotations*/
k3d/share/shaders/k3d_stones.sl:139:   /*mag= ((0.5 * .8 - abs(bub - 0.5)) / .8) * 60 *(.09 - d * d) *
k3d/share/shaders/k3d_stones.sl:140:              ((maxfreq - freq)/maxfreq); */
k3d/share/shaders/k3d_stones.sl:141:   mag= (0.5 - abs(bub - 0.5)) * 90 *(.09 - d * d)*((maxfreq - freq)/maxfreq);
k3d/share/shaders/k3d_stones.sl:143:   layer_opac = clamp( mag,0,1);
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:149:   /*calculate displacement if Km > .01*/
k3d/share/shaders/k3d_stones.sl:150:     if(Km != 0)
k3d/share/shaders/k3d_stones.sl:152:    surface_mag = max(surface_mag,mag);
k3d/share/shaders/k3d_stones.sl:159:      /* compute turbulence  for grunge*/
k3d/share/shaders/k3d_stones.sl:160:       point PP = transform("shader", P) * grungefreq;
k3d/share/shaders/k3d_stones.sl:162:       float cutoff = clamp(0.5 / width, 0, maxfreq);
k3d/share/shaders/k3d_stones.sl:167:        float fade = clamp(2 * (cutoff - f) / cutoff, 0, 1);
k3d/share/shaders/k3d_stones.sl:171:        surface_mag += grunge * grunginess;
k3d/share/shaders/k3d_stones.sl:177:  P += Km * surface_mag * normalize(N);
k3d/share/shaders/k3d_stones.sl:178:  N = normalize(calculatenormal(P)); 
k3d/share/shaders/k3d_stones.sl:181:  N = normalize(calculatenormal(P + Km * surface_mag * normalize(N)));
k3d/share/shaders/k3d_stones.sl:183: /*compute normals and vectors for shading*/
k3d/share/shaders/k3d_stones.sl:184:  Nf = faceforward(normalize(N),I);
k3d/share/shaders/k3d_stones.sl:185:  V = - normalize(I);
k3d/share/shaders/k3d_stones.sl:190:Ci = surface_color * Oi * (Ka * ambient() + Kd * diffuse(Nf))+
k3d/share/shaders/k3d_strata.sl:2: * strata.sl -- surface shader for sedimentary rock strata
k3d/share/shaders/k3d_strata.sl:5: *    Makes sedimentary rock strata, useful for rendering landscapes.
k3d/share/shaders/k3d_strata.sl:8: *    Ka, Kd - the usual meaning
k3d/share/shaders/k3d_strata.sl:13: *    octaves - number of octaves of noise to sum for the turbulence
k3d/share/shaders/k3d_strata.sl:26: *    Academic Press, 1994.  ISBN 0-12-228760-6.
k3d/share/shaders/k3d_strata.sl:44:  float cmap;
k3d/share/shaders/k3d_strata.sl:47:  PP = txtscale * transform("shader", P);
k3d/share/shaders/k3d_strata.sl:57:  cmap = yscale * ycomp(PP) + turbscale * turb - offset;
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:82:  /* Shade like matte, but with color scaled by cloudcolor and opacity */
k3d/share/shaders/k3d_strata.sl:85:    Cs * Ct * (Ka * ambient() + Kd * diffuse(faceforward(normalize(N), I)));
k3d/share/shaders/k3d_stucco.sl:2: * stucco.sl -- displacement shader for stucco
k3d/share/shaders/k3d_stucco.sl:5: *   Displacees a surface to make it look like stucco.
k3d/share/shaders/k3d_stucco.sl:8: *   Km 	   	the amplitude of the stucco pimples
k3d/share/shaders/k3d_stucco.sl:9: *   power	   	controls the shape of the pimples
k3d/share/shaders/k3d_stucco.sl:10: *   frequency  	the frequency of the pimples
k3d/share/shaders/k3d_stucco.sl:13: * AUTHOR: written by Larry Gritz (lg@bmrt.org)
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_stucco.sl:22:  PP = transform("shader", P);
k3d/share/shaders/k3d_stucco.sl:23:  magnitude = Km * pow(noise(PP * frequency), power);
k3d/share/shaders/k3d_stucco.sl:24:  P += magnitude * normalize(N);
k3d/share/shaders/k3d_stucco.sl:25:  N = calculatenormal(P);
k3d/share/shaders/k3d_superkagee.sl:14:    uniform string      theName;
k3d/share/shaders/k3d_superkagee.sl:16:    uniform ENUM        theFilt;
k3d/share/shaders/k3d_superkagee.sl:17:    uniform float       theBlur,
k3d/share/shaders/k3d_superkagee.sl:18:                        theSamples,
k3d/share/shaders/k3d_superkagee.sl:21:    uniform string filtTypes[2] = {"box", "gaussian"};
k3d/share/shaders/k3d_superkagee.sl:22:    uniform string theFilterName = filtTypes[clamp(theFilt,0,1)];
k3d/share/shaders/k3d_superkagee.sl:25:    inShadow = shadow (theName,
k3d/share/shaders/k3d_superkagee.sl:27:                            "filter",   theFilterName,
k3d/share/shaders/k3d_superkagee.sl:29:                            "samples",  theSamples,
k3d/share/shaders/k3d_superkagee.sl:41:    string     shadownamea = "";
k3d/share/shaders/k3d_superkagee.sl:45:                        shadowsamplesa = 16,
k3d/share/shaders/k3d_superkagee.sl:48:    string     shadownameb = "";
k3d/share/shaders/k3d_superkagee.sl:52:                        shadowsamplesb = 16,
k3d/share/shaders/k3d_superkagee.sl:55:    string     shadownamec = "";
k3d/share/shaders/k3d_superkagee.sl:59:                        shadowsamplesc = 16,
k3d/share/shaders/k3d_superkagee.sl:62:    string     shadownamed = "";
k3d/share/shaders/k3d_superkagee.sl:66:                        shadowsamplesd = 16,
k3d/share/shaders/k3d_superkagee.sl:71:    uniform string rcsInfo =
k3d/share/shaders/k3d_superkagee.sl:75:    if (shadownamea != "") {
k3d/share/shaders/k3d_superkagee.sl:77:        shadowed = clamp(shadowdensitya,0,1) * do_shadow6(shadownamea,P,
k3d/share/shaders/k3d_superkagee.sl:78:                    shadowfilta,shadowblura,shadowsamplesa,shadowbiasa
k3d/share/shaders/k3d_superkagee.sl:81:        fullShad = max(fullShad,shadowed);
k3d/share/shaders/k3d_superkagee.sl:82:    }if (shadownameb != "") {
k3d/share/shaders/k3d_superkagee.sl:84:        shadowed = clamp(shadowdensityb,0,1) * do_shadow6(shadownameb,P,
k3d/share/shaders/k3d_superkagee.sl:85:                    shadowfiltb,shadowblurb,shadowsamplesb,shadowbiasb
k3d/share/shaders/k3d_superkagee.sl:88:        fullShad = max(fullShad,shadowed);
k3d/share/shaders/k3d_superkagee.sl:89:    }if (shadownamec != "") {
k3d/share/shaders/k3d_superkagee.sl:91:        shadowed = clamp(shadowdensityc,0,1) * do_shadow6(shadownamec,P,
k3d/share/shaders/k3d_superkagee.sl:92:                    shadowfiltc,shadowblurc,shadowsamplesc,shadowbiasc
k3d/share/shaders/k3d_superkagee.sl:95:        fullShad = max(fullShad,shadowed);
k3d/share/shaders/k3d_superkagee.sl:96:    }if (shadownamed != "") {
k3d/share/shaders/k3d_superkagee.sl:98:        shadowed = clamp(shadowdensityd,0,1) * do_shadow6(shadownamed,P,
k3d/share/shaders/k3d_superkagee.sl:99:                    shadowfiltd,shadowblurd,shadowsamplesd,shadowbiasd
k3d/share/shaders/k3d_superkagee.sl:102:        fullShad = max(fullShad,shadowed);
k3d/share/shaders/k3d_superkagee.sl:105:    Ci = Oi * mix(Cs,shadColor,fullShad);
k3d/share/shaders/k3d_superplank.sl:7: *   reflections (either traced or via reflection map), and bumps.
k3d/share/shaders/k3d_superplank.sl:8: *   It can make the plank pattern as either straight staggered planks
k3d/share/shaders/k3d_superplank.sl:11: * Parameters:
k3d/share/shaders/k3d_superplank.sl:13: *   Kr, eta - reflection amount and index of refraction (for fresnel)
k3d/share/shaders/k3d_superplank.sl:14: *   Ktrace, Krefl, reflmap - const for trace, for refl map, filename
k3d/share/shaders/k3d_superplank.sl:16: *   Km - overall scaling factor for bumpiness.
k3d/share/shaders/k3d_superplank.sl:17: *   lightwood - wood-like color from which the various shades are derived.
k3d/share/shaders/k3d_superplank.sl:18: *   plankwidth - width of each plank (in terms of s/t)
k3d/share/shaders/k3d_superplank.sl:19: *   planklength - length of each plank (in terms of s/t)
k3d/share/shaders/k3d_superplank.sl:20: *   groovewidth - width of the grooves between the planks (in terms of s/t)
k3d/share/shaders/k3d_superplank.sl:24: *   plankspertile - for parquet, number of sub-planks
k3d/share/shaders/k3d_superplank.sl:25: *   plankstagger - for staggered, how much are the rows of planks staggered
k3d/share/shaders/k3d_superplank.sl:26: *   plankvary - controls how much wood color varies from plank to plank
k3d/share/shaders/k3d_superplank.sl:33: *   varnishbumpfreq - frequency of bumps in the varnish coating
k3d/share/shaders/k3d_superplank.sl:34: *   varnishbumpamp - height of bumps in the varnish coating
k3d/share/shaders/k3d_superplank.sl:37: *   even with low sampling densities.
k3d/share/shaders/k3d_superplank.sl:40: *          current contact address: gritzl@acm.org
k3d/share/shaders/k3d_superplank.sl:52:surface k3d_superplank(		/* Parameters: */
k3d/share/shaders/k3d_superplank.sl:54:			float Ka = 1, Kd = 1;	/* Overall ambient & diffuse response */
k3d/share/shaders/k3d_superplank.sl:58:			float Ktrace = 1, Krefl = 0;	/* trace and reflection map */
k3d/share/shaders/k3d_superplank.sl:59:			string reflmap = "";
k3d/share/shaders/k3d_superplank.sl:62:			float Km = 1;	/* Overall bumpiness factor */
k3d/share/shaders/k3d_superplank.sl:72:			float plankstagger = 1;	/* How much should rows be staggered */
k3d/share/shaders/k3d_superplank.sl:75:			float ringscale = 25;	/* Larger makes more, thinner rings */
k3d/share/shaders/k3d_superplank.sl:77:			float wavy = 0.08;	/* Larger makes rings more wavy */
k3d/share/shaders/k3d_superplank.sl:79:			float grainscale = 60;	/* Larger makes smaller "grains" */
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:85:  /* mapping coordinates */
k3d/share/shaders/k3d_superplank.sl:92:  uniform float PGWIDTH, PGHEIGHT, GWF, GHF;
k3d/share/shaders/k3d_superplank.sl:94:  float w, h;			/* temporaries */
k3d/share/shaders/k3d_superplank.sl:102:  /* Illumination model */
k3d/share/shaders/k3d_superplank.sl:104:  vector IN;			/* normalized I vector */
k3d/share/shaders/k3d_superplank.sl:105:  normal NN;			/* normalized N for displacing */
k3d/share/shaders/k3d_superplank.sl:106:  normal Nf;			/* forward facing, normalized normal */
k3d/share/shaders/k3d_superplank.sl:107:  vector R, T_dummy;		/* Refl (and tummy transmit) from fresnel */
k3d/share/shaders/k3d_superplank.sl:110:  float disp;			/* accumulate displacement here */
k3d/share/shaders/k3d_superplank.sl:115:  float tmp;
k3d/share/shaders/k3d_superplank.sl:120:   * Determine the basic mapping, filter sizes for antialiasing, other
k3d/share/shaders/k3d_superplank.sl:124:  /* First, determine the basic mapping */
k3d/share/shaders/k3d_superplank.sl:127:  /* Compute the basic filter size for antialiasing */
k3d/share/shaders/k3d_superplank.sl:130:  fwidth = max(swidth, twidth);
k3d/share/shaders/k3d_superplank.sl:132:  /* How much current space corresponds to a unit of s or t?
k3d/share/shaders/k3d_superplank.sl:133:   * We will use this later to help scale the displacement, this making
k3d/share/shaders/k3d_superplank.sl:134:   * the bumps scale relative to the overall pattern, rather than being
k3d/share/shaders/k3d_superplank.sl:143:   * Determine which row and plank we're on, and come up with an
k3d/share/shaders/k3d_superplank.sl:144:   * antialiased term for whether we're in or out of a groove.
k3d/share/shaders/k3d_superplank.sl:166:      if(mod((whichrow / plankspertile) + whichplank, 2) >= 1)
k3d/share/shaders/k3d_superplank.sl:172:	  tmp = ss;
k3d/share/shaders/k3d_superplank.sl:174:	  tt = tmp;
k3d/share/shaders/k3d_superplank.sl:175:	  tmp = swidth;
k3d/share/shaders/k3d_superplank.sl:177:	  twidth = tmp;
k3d/share/shaders/k3d_superplank.sl:183:   * are grooves, 1 where the wood grain is visible.  Do some simple
k3d/share/shaders/k3d_superplank.sl:187:  /* compute half width & length of groove as fraction of plank size */
k3d/share/shaders/k3d_superplank.sl:203:   * 3. Ring and grain patterns, color and specularity adjustment.
k3d/share/shaders/k3d_superplank.sl:209:  /* Compute the filter width first, so we don't bother with more if
k3d/share/shaders/k3d_superplank.sl:210:   * the rings are too small to see.
k3d/share/shaders/k3d_superplank.sl:212:  fwidth = max(swidth * ringscale, twidth * ringscale);
k3d/share/shaders/k3d_superplank.sl:213:  fade = smoothstep(.75, 4, fwidth);
k3d/share/shaders/k3d_superplank.sl:222:	0.3 + 0.7 * smoothstep(.55 - .35 * ringwidth, 0.55,
k3d/share/shaders/k3d_superplank.sl:223:			       ring) * (1 - smoothstep(0.75, 0.8, ring));
k3d/share/shaders/k3d_superplank.sl:227:      fwidth = max(swidth * grainscale, twidth * grainscale);
k3d/share/shaders/k3d_superplank.sl:228:      fade = smoothstep(.75, 4, fwidth);
k3d/share/shaders/k3d_superplank.sl:249:  /* Add some plank-to-plank variation in overall color */
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:256:  /* Less specular in the grooves, more specular in the dark wood. */
k3d/share/shaders/k3d_superplank.sl:261:   * 4. Bumps
k3d/share/shaders/k3d_superplank.sl:263:   * We do some bump mapping to make the grooves and grain depressed,
k3d/share/shaders/k3d_superplank.sl:264:   * and add some general lumpiness to the varnish layer.
k3d/share/shaders/k3d_superplank.sl:266:  if(Km > 0)
k3d/share/shaders/k3d_superplank.sl:270:      /* Random bumps on the varnish */
k3d/share/shaders/k3d_superplank.sl:271:      if(varnishbumpamp > 0)
k3d/share/shaders/k3d_superplank.sl:273:	  varnishbumpamp * (2 *
k3d/share/shaders/k3d_superplank.sl:274:			    noise(varnishbumpfreq * ss,
k3d/share/shaders/k3d_superplank.sl:275:				  varnishbumpfreq * tt) - 1);
k3d/share/shaders/k3d_superplank.sl:279:      NN = normalize(N);
k3d/share/shaders/k3d_superplank.sl:280:      shadlen = overallscale / length(ntransform("shader", NN));
k3d/share/shaders/k3d_superplank.sl:283:      N = calculatenormal(P + (Km * shadlen * disp) * NN);
k3d/share/shaders/k3d_superplank.sl:290:   * using the fresnel formula (grazing angles reflect like mirrors).
k3d/share/shaders/k3d_superplank.sl:291:   * Have some subtle interaction between grain and specularity.
k3d/share/shaders/k3d_superplank.sl:294:  IN = normalize(I);
k3d/share/shaders/k3d_superplank.sl:296:  Nf = faceforward(normalize(N), I);
k3d/share/shaders/k3d_superplank.sl:297:  fresnel(IN, Nf, 1 / eta, fresnelKr, fresnelKt, R, T_dummy);
k3d/share/shaders/k3d_superplank.sl:300:  illuminance(P, Nf, PI / 2)
k3d/share/shaders/k3d_superplank.sl:306:	vector H = normalize(normalize(L) + V);
k3d/share/shaders/k3d_superplank.sl:309:		smoothstep(.6, .85, pow(max(0, Nf.H), 8 / roughness)));
k3d/share/shaders/k3d_superplank.sl:313:    (1 - fresnelKr) * (Ct * (Ka * ambient() + Kd * diffuse(Nf))) +
k3d/share/shaders/k3d_superplank.sl:316:  /* Only compute reflections if Kr > 0 */
k3d/share/shaders/k3d_superplank.sl:319:      if(Krefl > 0 && reflmap != "")
k3d/share/shaders/k3d_superplank.sl:321:	  Pndc = transform("NDC", P);
k3d/share/shaders/k3d_superplank.sl:323:	    fresnelKr * specularcolor * texture(reflmap, xcomp(Pndc),
k3d/share/shaders/k3d_superplank.sl:324:						1 - ycomp(Pndc));
k3d/share/shaders/k3d_superpplastic.sl:1:/* paintedplastic.sl - Standard texture map surface for RenderMan Interface.
k3d/share/shaders/k3d_superpplastic.sl:6: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_superpplastic.sl:9: *    Apply a texture map to a plastic surface, indexing the texture
k3d/share/shaders/k3d_superpplastic.sl:10: *    by the s,t parameters of the surface.
k3d/share/shaders/k3d_superpplastic.sl:13: *    Ka, Kd, Ks, roughness, specularcolor - the usual meaning.
k3d/share/shaders/k3d_superpplastic.sl:14: *    texturename - the name of the texture file.
k3d/share/shaders/k3d_superpplastic.sl:18:/* Modified to support filter type and aize, amount of image blur, nuber samples
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:22:			  color specularcolor = 1; string texturename = "";
k3d/share/shaders/k3d_superpplastic.sl:24:			  float fidelity = 1; float samples = 1;
k3d/share/shaders/k3d_superpplastic.sl:27:  normal Nf;
k3d/share/shaders/k3d_superpplastic.sl:35:  filter = "catmull-rom";
k3d/share/shaders/k3d_superpplastic.sl:45:  if(texturename != "")
k3d/share/shaders/k3d_superpplastic.sl:47:      color texture(texturename, s, t, "filter", filter, "fidelity", fidelity,
k3d/share/shaders/k3d_superpplastic.sl:48:		    "samples", samples, "swidth", Swidth, "twidth", Twidth,
k3d/share/shaders/k3d_superpplastic.sl:53:  Nf = faceforward(normalize(N), I);
k3d/share/shaders/k3d_superpplastic.sl:54:  V = -normalize(I);
k3d/share/shaders/k3d_superpplastic.sl:57:    Os * (Cs * Ct * (Ka * ambient() + Kd * diffuse(Nf)) +
k3d/share/shaders/k3d_supertexmap.sl:2: * supertexmap.sl
k3d/share/shaders/k3d_supertexmap.sl:5: *    Apply a texture map (possibly with associated alpha) 
k3d/share/shaders/k3d_supertexmap.sl:6: *    to a plastic surface.  This is essentially a replacement for the
k3d/share/shaders/k3d_supertexmap.sl:7: *    standard "paintedplastic", but with much more flexibility in the
k3d/share/shaders/k3d_supertexmap.sl:8: *    coordinate mapping of the texture.
k3d/share/shaders/k3d_supertexmap.sl:10: * Parameters:
k3d/share/shaders/k3d_supertexmap.sl:11: *    Ka, Kd, Ks, roughness, specularcolor - the usual meaning.
k3d/share/shaders/k3d_supertexmap.sl:12: *    texturename - the name of the texture file.
k3d/share/shaders/k3d_supertexmap.sl:17: *                named coordinate system.
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:20: *    truedisp - 1 for true displacement, 0 for bump mapping
k3d/share/shaders/k3d_supertexmap.sl:22: * Author: Larry Gritz (gritzl@acm.org)
k3d/share/shaders/k3d_supertexmap.sl:26: *   by Anthony A. Apodaca and Larry Gritz, Morgan Kaufmann, 1999.
k3d/share/shaders/k3d_supertexmap.sl:33:#include "k3d_material.h"
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:38:			string Csmapname = "", Csproj = "st", Csspace =
k3d/share/shaders/k3d_supertexmap.sl:40:			float Csmx[16] =
k3d/share/shaders/k3d_supertexmap.sl:45:			string Osmapname = "", Osproj = "st", Osspace =
k3d/share/shaders/k3d_supertexmap.sl:47:			float Osmx[16] =
k3d/share/shaders/k3d_supertexmap.sl:52:			string Ksmapname = "", Ksproj = "st", Ksspace =
k3d/share/shaders/k3d_supertexmap.sl:54:			float Ksmx[16] =
k3d/share/shaders/k3d_supertexmap.sl:58:			/* displacement */
k3d/share/shaders/k3d_supertexmap.sl:59:			string dispmapname = "", dispproj = "st", dispspace =
k3d/share/shaders/k3d_supertexmap.sl:61:			float dispmx[16] =
k3d/share/shaders/k3d_supertexmap.sl:68:  /* Start out with the regular plastic parameters, unless overridden
k3d/share/shaders/k3d_supertexmap.sl:69:   * by maps.
k3d/share/shaders/k3d_supertexmap.sl:75:  /* Color mapping */
k3d/share/shaders/k3d_supertexmap.sl:76:  if(Csmapname != "")
k3d/share/shaders/k3d_supertexmap.sl:78:      ApplyColorTextureOver(Ct, Csmapname, Csproj, P, Csspace,
k3d/share/shaders/k3d_supertexmap.sl:79:			    array_to_mx(Csmx), Csblur);
k3d/share/shaders/k3d_supertexmap.sl:81:  /* Opacity mapping */
k3d/share/shaders/k3d_supertexmap.sl:82:  if(Osmapname != "")
k3d/share/shaders/k3d_supertexmap.sl:84:      ApplyColorTextureOver(Ct, Osmapname, Osproj, P, Osspace,
k3d/share/shaders/k3d_supertexmap.sl:85:			    array_to_mx(Osmx), Osblur);
k3d/share/shaders/k3d_supertexmap.sl:87:  /* specularity mapping */
k3d/share/shaders/k3d_supertexmap.sl:88:  if(Ksmapname != "")
k3d/share/shaders/k3d_supertexmap.sl:90:      ApplyFloatTextureOver(Ks, Ksmapname, Ksproj, P, Ksspace,
k3d/share/shaders/k3d_supertexmap.sl:91:			    array_to_mx(Ksmx), Ksblur);
k3d/share/shaders/k3d_supertexmap.sl:93:  /* displacement mapping */
k3d/share/shaders/k3d_supertexmap.sl:94:  if(dispmapname != "")
k3d/share/shaders/k3d_supertexmap.sl:97:	ApplyFloatTextureOver(disp, dispmapname, dispproj, P, dispspace,
k3d/share/shaders/k3d_supertexmap.sl:98:			      array_to_mx(dispmx), dispblur);
k3d/share/shaders/k3d_supertexmap.sl:99:      N = Displace(normalize(N), dispspace, disp, truedisp);
k3d/share/shaders/k3d_supertexmap.sl:102:  /* Illumination model - just use plastic */
k3d/share/shaders/k3d_supertexmap.sl:103:  normal Nf = faceforward(normalize(N), I);
k3d/share/shaders/k3d_supertoon.sl:2: * <felipe@siggraph.org.mx>, abril 2002

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:6: * hace en tres puntos definidos por lim2, lim3 y lim4. A falta de antialiasing

k3d/share/shaders/k3d_supertoon.sl:7: * analitico se utiliza delta para determinar el nivel de antialiasing del shader.

k3d/share/shaders/k3d_supertoon.sl:9: * Toon shader with non-analitic antialiasing (controlled by delta). Difusion is modulated with

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

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

k3d/share/shaders/k3d_supertoon.sl: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:34:                        lim2 = 0.3,      /* inflection points  */

k3d/share/shaders/k3d_supertoon.sl:35:                        lim3 = 0.7,

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

k3d/share/shaders/k3d_supertoon.sl:39:    normal Nf = normalize(N);

k3d/share/shaders/k3d_supertoon.sl:40:    vector NI = normalize(I);

k3d/share/shaders/k3d_supertoon.sl:44:    if(Ks != 0){ /* Some optimization. If the multiplier is zero, why call an expensive function? */

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_terran.sl:2:mottle_limit, mottle_scale, moddle_dim, mottle_mag - control the
k3d/share/shaders/k3d_terran.sl:3:           mottling that adds detail to lower latitude regions.
k3d/share/shaders/k3d_terran.sl:23:		   float multifractal = 0; float dist_scale = .2;
k3d/share/shaders/k3d_terran.sl:26:		   float mtn_scale = 1;
k3d/share/shaders/k3d_terran.sl:29:		   float purt_scale = .9; float map_exp = 0;
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: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:44:  Ptexture = transform("shader", P);
k3d/share/shaders/k3d_terran.sl:45:  PtN = normalize(Ptexture);	/* Version of Ptexture with radius 1 */
k3d/share/shaders/k3d_terran.sl:48:   * First, figure out where we are in relation to the oceans/mountains.
k3d/share/shaders/k3d_terran.sl:49:   * Note: this section of code must be identical to "terranbump" if you
k3d/share/shaders/k3d_terran.sl:53:  if(multifractal == 0)
k3d/share/shaders/k3d_terran.sl:54:    {				/* use a "standard" fBm bump function */
k3d/share/shaders/k3d_terran.sl:57:      bumpy = 0;
k3d/share/shaders/k3d_terran.sl:60:	  bumpy += o * snoise(l * Ptexture);
k3d/share/shaders/k3d_terran.sl:66:    {				/* use a "multifractal" fBm bump function */
k3d/share/shaders/k3d_terran.sl:69:      /* compute bump vector using MfBm with displaced point */
k3d/share/shaders/k3d_terran.sl:73:      bumpy = weight * snoise(tp);
k3d/share/shaders/k3d_terran.sl:79:	  weight = clamp(abs(weight), 0, 1);
k3d/share/shaders/k3d_terran.sl:80:	  bumpy += snoise(tp) * min(weight, spectral_exp);
k3d/share/shaders/k3d_terran.sl:85:  /* get the "height" of the bump, displacing by offset */
k3d/share/shaders/k3d_terran.sl:86:  chaos = bumpy + offset;
k3d/share/shaders/k3d_terran.sl:87:  /* set bump for land masses (i.e., areas above "sea level") */
k3d/share/shaders/k3d_terran.sl:90:      chaos *= mtn_scale;
k3d/share/shaders/k3d_terran.sl:91:/*      sea_level *= mtn_scale; */
k3d/share/shaders/k3d_terran.sl:96:   * Step 2: Assign a climite type, roughly by latitude.
k3d/share/shaders/k3d_terran.sl:99:  /* make climate symmetric about equator -- use the "v" parameter */
k3d/share/shaders/k3d_terran.sl:100:  latitude = abs(ycomp(PtN));
k3d/share/shaders/k3d_terran.sl:102:  /* fractally purturb color map offset using "chaos" */
k3d/share/shaders/k3d_terran.sl:106:  if(map_exp > 0)
k3d/share/shaders/k3d_terran.sl:107:    latitude = lat_scale * pow(latitude, map_exp);
k3d/share/shaders/k3d_terran.sl:116:       * so I used a scanned photo of the real Earth to select some
k3d/share/shaders/k3d_terran.sl:141:      /* mottle the color some */
k3d/share/shaders/k3d_terran.sl:142:      if(latitude < mottle_limit)
k3d/share/shaders/k3d_terran.sl:144:	  PP = mottle_scale * Ptexture;
k3d/share/shaders/k3d_terran.sl:151:	      o *= mottle_dim;
k3d/share/shaders/k3d_terran.sl:153:	  Ct += (mottle_mag * purt) * (color(0.5, 0.175, 0.5));
k3d/share/shaders/k3d_terran.sl:167:	  chaos = max(chaos, -depth_max);
k3d/share/shaders/k3d_terran.sl:172:  /* Shade using matte model */
k3d/share/shaders/k3d_terran.sl:175:    Os * Ct * (Ka * ambient() + Kd * diffuse(faceforward(normalize(N), I)));
k3d/share/shaders/k3d_terran2.sl:2:  -- tal@SpamSucks_cs.caltech.edu */
k3d/share/shaders/k3d_terran2.sl:11: *   turbulence and mottling techniques.
k3d/share/shaders/k3d_terran2.sl:12: *      Note that there is a companion displacement shader "terranbump"
k3d/share/shaders/k3d_terran2.sl:14: *   important that the parameters common to "terran" and "terranbump"
k3d/share/shaders/k3d_terran2.sl:15: *   both be set to the same values.  Otherwise you get bumpy mountains
k3d/share/shaders/k3d_terran2.sl:16: *   in the middle of the ocean.
k3d/share/shaders/k3d_terran2.sl:20: *    Ka, Kd - the usual meaning
k3d/share/shaders/k3d_terran2.sl:22: *                of the bump pattern.
k3d/share/shaders/k3d_terran2.sl:23: *    bump_scale - scaling of the mountains
k3d/share/shaders/k3d_terran2.sl:24: *    multifractal - zero uses fBm noise, nonzero uses multifractal
k3d/share/shaders/k3d_terran2.sl:25: *    dist_scale - scaling for multifractal distortion
k3d/share/shaders/k3d_terran2.sl:28: *    mtn_scale - scaling factor for mountains
k3d/share/shaders/k3d_terran2.sl:29: *    lat_scale, nonlinear, purt_scale, map_exp - control scaling of 
k3d/share/shaders/k3d_terran2.sl:31: *    ice_caps - latitude at which ice caps tend to form on the oceans
k3d/share/shaders/k3d_terran2.sl:32: *    depth_scale, depth_max - scaling factor and max depth of oceans
k3d/share/shaders/k3d_terran2.sl:33: *    mottle_limit, mottle_scale, moddle_dim, mottle_mag - control the
k3d/share/shaders/k3d_terran2.sl:34: *               mottling that adds detail to lower latitude regions.
k3d/share/shaders/k3d_terran2.sl:38: *       The default values for the shader assume that the planet is
k3d/share/shaders/k3d_terran2.sl:39: *    represented by a unit sphere.  The texture space and/or parameters
k3d/share/shaders/k3d_terran2.sl:42: *       For best results, use with the "terranbump" displacement shader,
k3d/share/shaders/k3d_terran2.sl:47: *    Conversion to Shading Language and minor modifications by Larry Gritz.
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:58: *       tal@SpamSucks_cs.caltech.edu
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:85:	  float mtn_scale = 1;
k3d/share/shaders/k3d_terran2.sl:89:	  float map_exp = 0;
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: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:107:  Ptexture = transform ("shader", P);
k3d/share/shaders/k3d_terran2.sl:108:  PtN = normalize (Ptexture);      /* Version of Ptexture with radius 1 */
k3d/share/shaders/k3d_terran2.sl:111:   * First, figure out where we are in relation to the oceans/mountains.
k3d/share/shaders/k3d_terran2.sl:112:   * Note: this section of code must be identical to "terranbump" if you
k3d/share/shaders/k3d_terran2.sl:116:  if (multifractal == 0) {	/* use a "standard" fBm bump function */
k3d/share/shaders/k3d_terran2.sl:117:      o = 1;  l = 1;  bumpy = 0;
k3d/share/shaders/k3d_terran2.sl:119:	  bumpy += o * snoise (l * Ptexture);
k3d/share/shaders/k3d_terran2.sl:124:  else {			/* use a "multifractal" fBm bump function */
k3d/share/shaders/k3d_terran2.sl:127:      /* compute bump vector using MfBm with displaced point */
k3d/share/shaders/k3d_terran2.sl:130:      bumpy = weight * snoise (tp);
k3d/share/shaders/k3d_terran2.sl:135:	  weight = clamp (abs(weight), 0, 1);
k3d/share/shaders/k3d_terran2.sl:136:	  bumpy += snoise(tp) * min (weight, spectral_exp);
k3d/share/shaders/k3d_terran2.sl:141:  /* get the "height" of the bump, displacing by offset */
k3d/share/shaders/k3d_terran2.sl:142:  chaos = bumpy + offset;
k3d/share/shaders/k3d_terran2.sl:143:  /* set bump for land masses (i.e., areas above "sea level") */
k3d/share/shaders/k3d_terran2.sl:145:      chaos *= mtn_scale;
k3d/share/shaders/k3d_terran2.sl:146:/*      sea_level *= mtn_scale; */
k3d/share/shaders/k3d_terran2.sl:151:   * Step 2: Assign a climite type, roughly by latitude.
k3d/share/shaders/k3d_terran2.sl:154:  /* make climate symmetric about equator -- use the "v" parameter */
k3d/share/shaders/k3d_terran2.sl:155:  latitude = abs (zcomp (PtN));
k3d/share/shaders/k3d_terran2.sl:157:  /* fractally purturb color map offset using "chaos" */
k3d/share/shaders/k3d_terran2.sl:161:  if (map_exp > 0)
k3d/share/shaders/k3d_terran2.sl:162:       latitude = lat_scale * pow(latitude,map_exp);
k3d/share/shaders/k3d_terran2.sl:169:       * so I used a scanned photo of the real Earth to select some
k3d/share/shaders/k3d_terran2.sl:201:     /* mottle the color some */
k3d/share/shaders/k3d_terran2.sl:202:     if (latitude < mottle_limit) {
k3d/share/shaders/k3d_terran2.sl:203:         PP = mottle_scale * Ptexture;
k3d/share/shaders/k3d_terran2.sl:208:	     o *= mottle_dim;
k3d/share/shaders/k3d_terran2.sl:210:	 Ct += (mottle_mag * purt) * (color (0.5,0.175,0.5));
k3d/share/shaders/k3d_terran2.sl:222:	  chaos = max (chaos, -depth_max);
k3d/share/shaders/k3d_terran2.sl:227:  /* Shade using matte model */
k3d/share/shaders/k3d_terran2.sl:229:  Ci = Os * Ct * (Ka * ambient() + Kd * diffuse(faceforward(normalize(N),I)));
k3d/share/shaders/k3d_terranbump.sl:17:displacement k3d_terranbump(float spectral_exp = 0.5;
k3d/share/shaders/k3d_terranbump.sl:19:			    float bump_scale = 0.04; float multifractal = 0;
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:29:  Ptexture = transform("shader", P);
k3d/share/shaders/k3d_terranbump.sl:31:  if(multifractal == 0)
k3d/share/shaders/k3d_terranbump.sl:32:    {				/* use a "standard" fBm bump function */
k3d/share/shaders/k3d_terranbump.sl:35:      bumpy = 0;
k3d/share/shaders/k3d_terranbump.sl:38:	  bumpy += o * snoise(l * Ptexture);
k3d/share/shaders/k3d_terranbump.sl:44:    {				/* use a "multifractal" fBm bump function */
k3d/share/shaders/k3d_terranbump.sl:47:      /* compute bump vector using MfBm with displaced point */
k3d/share/shaders/k3d_terranbump.sl:51:      bumpy = weight * snoise(tp);
k3d/share/shaders/k3d_terranbump.sl:57:	  weight = clamp(abs(weight), 0, 1);
k3d/share/shaders/k3d_terranbump.sl:58:	  bumpy += snoise(tp) * min(weight, spectral_exp);
k3d/share/shaders/k3d_terranbump.sl:63:  /* get the "height" of the bump, displacing by offset */
k3d/share/shaders/k3d_terranbump.sl:64:  chaos = bumpy + offset;
k3d/share/shaders/k3d_terranbump.sl:66:  /* set bump for land masses (i.e., areas above "sea level") */
k3d/share/shaders/k3d_terranbump.sl:68:    P += (bump_scale * bumpy) * normalize(Ng);
k3d/share/shaders/k3d_terranbump.sl:70:  /* Recalculate the surface normal (this is where all the real magic is!) */
k3d/share/shaders/k3d_terranbump.sl:71:  N = calculatenormal(P);
k3d/share/shaders/k3d_texblender.sl:6:#include "k3d_material.h"
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:15:    return (basecolor * ( Ka*ambient() + Kd*diffuse(Nf)+selft*selftcolor ) )
k3d/share/shaders/k3d_texblender.sl:17:     + Ks*specular(Nf,-normalize(I),roughness);
k3d/share/shaders/k3d_texblender.sl:21:myEnvironment (point P;  vector R;  float Kr, blur;  DECLARE_ENVPARAMS;)
k3d/share/shaders/k3d_texblender.sl:25:    if (envname != "") {
k3d/share/shaders/k3d_texblender.sl:27:            C = ReflMap (envname, P, blur, alpha);
k3d/share/shaders/k3d_texblender.sl:29:            C = Environment (envname, envspace, envrad, P, R, blur, 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:44:	x=abs(xcomp(p));
k3d/share/shaders/k3d_texblender.sl:45:	x+=abs(ycomp(p));
k3d/share/shaders/k3d_texblender.sl:46:	x+=abs(zcomp(p));
k3d/share/shaders/k3d_texblender.sl:52:	hx=mod(x,1000000)/1000;
k3d/share/shaders/k3d_texblender.sl:53:	x=mod(x+hx+x*100,1000);
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:65:		//val=val*(1-Karm)+Karm*snoise(arm*P);
k3d/share/shaders/k3d_texblender.sl:66:		val=val+Karm*snoise(arm*P);
k3d/share/shaders/k3d_texblender.sl:67:		Karm*=0.8;
k3d/share/shaders/k3d_texblender.sl:68:		arm*=2;
k3d/share/shaders/k3d_texblender.sl:70:	return clamp((val+1)/2,0,1);
k3d/share/shaders/k3d_texblender.sl:77:    float my_t = zcomp(PP) / ringscale;
k3d/share/shaders/k3d_texblender.sl:78:    point PQ = point (xcomp(PP)*8, ycomp(PP)*8, zcomp(PP));
k3d/share/shaders/k3d_texblender.sl:79:    my_t += noise (PQ) / 16;
k3d/share/shaders/k3d_texblender.sl:81:    PQ = point (xcomp(PP), my_t, ycomp(PP)+12.93);
k3d/share/shaders/k3d_texblender.sl:84:    r = 0.2 + 0.8 * smoothstep(0.2, 0.55, r) * (1 - smoothstep(0.75, 0.8, r));
k3d/share/shaders/k3d_texblender.sl:85:    PQ = point (xcomp(PP)*128+5, zcomp(PP)*8-3, ycomp(PP)*128+1);
k3d/share/shaders/k3d_texblender.sl:88:	return clamp(r*r2*r2,0,1);
k3d/share/shaders/k3d_texblender.sl:91:color colorMap(string mapname, space; 
k3d/share/shaders/k3d_texblender.sl:97:	transp=transform(space,P)*vector (scalex, scaley, scalez);
k3d/share/shaders/k3d_texblender.sl:99:	if (mapname=="clouds")
k3d/share/shaders/k3d_texblender.sl:101:	else if (mapname=="noise")
k3d/share/shaders/k3d_texblender.sl:102:		newc=myrand(transp);
k3d/share/shaders/k3d_texblender.sl:103:	else if (mapname=="wood")
k3d/share/shaders/k3d_texblender.sl:107:		newc=texture(mapname,s*scalex,t*scaley,"blur",blur,"fill",-1,"width",0);
k3d/share/shaders/k3d_texblender.sl:108:    if (comp(newc,1)==-1) newc=comp(newc,0); /* treat a 1-channel texture map as a greyscale */
k3d/share/shaders/k3d_texblender.sl:113:color BlendColor(string mode; float K; color newc, oldc)
k3d/share/shaders/k3d_texblender.sl:116:  if (mode=="m") res+=K*newc;
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:125: if (mode=="m") res=(res+K*newf)/(1+K);
k3d/share/shaders/k3d_texblender.sl:126: if (mode=="f") res*= ((1-K)+K*newf);
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: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:149:		string Gmapname[5]={"","","","",""};
k3d/share/shaders/k3d_texblender.sl:151:		string Gmode[5]={"m","m","m","m","m"};
k3d/share/shaders/k3d_texblender.sl:161:    normal Nf =normalize( faceforward(normalize(N),I));
k3d/share/shaders/k3d_texblender.sl:162:    dispDir=normalize( faceforward(normalize(Ng),I));
k3d/share/shaders/k3d_texblender.sl:165:	for(i=0;i<nGmap;i=i+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:171:		string mode=Gmode[i];
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:185:			ndir=normalize(corr+Displace(dispDir,"shader",disp,0));
k3d/share/shaders/k3d_texblender.sl:186:			ndir=normalize(ndir-(Nf*(ndir.Nf)));
k3d/share/shaders/k3d_texblender.sl:187:			ndir=normalize(Nf+ndir);
k3d/share/shaders/k3d_texblender.sl:188:			ndir=normalize(ndir-(Nf*(ndir.Nf)));
k3d/share/shaders/k3d_texblender.sl:189:			Nf+=disp*(normalize(ndir));
k3d/share/shaders/k3d_texblender.sl:190:			Nf=normalize(Nf);
k3d/share/shaders/k3d_texblender.sl:194:	float olds=raysamples;
k3d/share/shaders/k3d_texblender.sl:195:	V = normalize(I);
k3d/share/shaders/k3d_texblender.sl:199:		if(Rblur==0) raysamples=1;
k3d/share/shaders/k3d_texblender.sl:200:		env=myEnvironment(P,normalize(reflect(V,Nf)),1,Rblur,ENVPARAMS);
k3d/share/shaders/k3d_texblender.sl:204:		if(RFblur==0) raysamples=1;
k3d/share/shaders/k3d_texblender.sl:205:		else raysamples=olds;
k3d/share/shaders/k3d_texblender.sl:206:		benv=myEnvironment(P,refract(V,Nf,(V.Nf > 0) ? 1.0/eta : eta),1,RFblur,ENVPARAMS);
k3d/share/shaders/k3d_threads.sl:2:/* From the RenderMan Companion p.367 */
k3d/share/shaders/k3d_threads.sl:3:/* Listing 16.24  Displacement shader providing light-bulb threads to cylinder */
k3d/share/shaders/k3d_threads.sl:8:displacement 
k3d/share/shaders/k3d_threads.sl:10:	float   Km		=  .1,
k3d/share/shaders/k3d_threads.sl:14:		dampzone	=  .05 )
k3d/share/shaders/k3d_threads.sl:16:	float magnitude;
k3d/share/shaders/k3d_threads.sl:18:	/* Calculate the undamped displacement */
k3d/share/shaders/k3d_threads.sl:19:	magnitude = (sin( PI*2*(t*frequency + s + phase))+offset) * Km;
k3d/share/shaders/k3d_threads.sl:21:	/* Damp the displacement to 0 at each end */
k3d/share/shaders/k3d_threads.sl:22:	if( t > (1-dampzone)) 
k3d/share/shaders/k3d_threads.sl:23:		magnitude *= (1.0-t) / dampzone;
k3d/share/shaders/k3d_threads.sl:24:	else if( t < dampzone )
k3d/share/shaders/k3d_threads.sl:25:		magnitude *= t / dampzone;
k3d/share/shaders/k3d_threads.sl:27:	/* Do the displacement */
k3d/share/shaders/k3d_threads.sl:28:	P += normalize(N) * magnitude;
k3d/share/shaders/k3d_threads.sl:29:	N = calculatenormal(P);
k3d/share/shaders/k3d_tooledsteel.sl:2: *  ivan@SpamSucks_martian-tools.com
k3d/share/shaders/k3d_tooledsteel.sl:4: *  in any way you see fit, but please leave my name near the top
k3d/share/shaders/k3d_tooledsteel.sl:6: *  a combination of IDbrushedmetal.sl and the Worley-esque
k3d/share/shaders/k3d_tooledsteel.sl:7: *  F1 from bubbly.sl adapted to happen in parameter space.
k3d/share/shaders/k3d_tooledsteel.sl:8: *  A vector is computed from the gradient of the distance function,
k3d/share/shaders/k3d_tooledsteel.sl:9: *  and then used as the vector of anisotropy. works best on parametric
k3d/share/shaders/k3d_tooledsteel.sl:10: *  surfaces where you don't care about the seams. 
k3d/share/shaders/k3d_tooledsteel.sl:12: *  thanks to Jos Stam whose animated cube motivated this thing.
k3d/share/shaders/k3d_tooledsteel.sl:16: *  mult    		- multiples of swirls per unit
k3d/share/shaders/k3d_tooledsteel.sl:17: *  Nzscale 		- scale of the noise that randomizes the location of 
k3d/share/shaders/k3d_tooledsteel.sl:21: *  Ka			- coefficient of ambient
k3d/share/shaders/k3d_tooledsteel.sl:24: * 			  maxes out at 10
k3d/share/shaders/k3d_tooledsteel.sl:26: *			  maxes out at .5
k3d/share/shaders/k3d_tooledsteel.sl:27: *  mapspread		- the spread of the reflection map streaking
k3d/share/shaders/k3d_tooledsteel.sl:28: *			  maxes out at .5
k3d/share/shaders/k3d_tooledsteel.sl:31: *  mapname		- name of the environment map
k3d/share/shaders/k3d_tooledsteel.sl:36:getvec(float  mult; float Nzscale)
k3d/share/shaders/k3d_tooledsteel.sl:49:  point Po = point(s*mult,t*mult,0);
k3d/share/shaders/k3d_tooledsteel.sl:58:  float ncells = floor(mult);
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:63:  setzcomp(trucell,0);
k3d/share/shaders/k3d_tooledsteel.sl:72:	setzcomp(nzoff,0);
k3d/share/shaders/k3d_tooledsteel.sl:84:  out  = normalize((udir*chu)+(vdir*chv));
k3d/share/shaders/k3d_tooledsteel.sl:93:    extern normal N;
k3d/share/shaders/k3d_tooledsteel.sl:97:    vector V = normalize(-I);
k3d/share/shaders/k3d_tooledsteel.sl:98:    normal NN = normalize(N);
k3d/share/shaders/k3d_tooledsteel.sl:99:    normal Nf = faceforward(NN,-V);
k3d/share/shaders/k3d_tooledsteel.sl:103:    illuminance (P, Nf, PI*.5) {
k3d/share/shaders/k3d_tooledsteel.sl:110:            vector LN = normalize (L);
k3d/share/shaders/k3d_tooledsteel.sl:111:	    vector H = normalize (V + LN);
k3d/share/shaders/k3d_tooledsteel.sl:123:	float	mult		=  3,
k3d/share/shaders/k3d_tooledsteel.sl:131:		mapspread 	= .2,
k3d/share/shaders/k3d_tooledsteel.sl:133:	string	mapname 	= "";
k3d/share/shaders/k3d_tooledsteel.sl:136:        vector VA = getvec(mult,Nzscale);
k3d/share/shaders/k3d_tooledsteel.sl:137:	point Po = transform("object",P);
k3d/share/shaders/k3d_tooledsteel.sl:139:	vector D, V= normalize(-I);
k3d/share/shaders/k3d_tooledsteel.sl:140:	vector Nf, Ntmp;
k3d/share/shaders/k3d_tooledsteel.sl:142:	float i, numsamples = 20;
k3d/share/shaders/k3d_tooledsteel.sl:144:	float Jspread = PI*(1/numsamples)*mapspread;
k3d/share/shaders/k3d_tooledsteel.sl:146:	VA = rotate(VA, twist, zro, normalize(N));
k3d/share/shaders/k3d_tooledsteel.sl:149:	Nf = faceforward(normalize(N), -I);
k3d/share/shaders/k3d_tooledsteel.sl:150:        Ntmp = Nf;
k3d/share/shaders/k3d_tooledsteel.sl:152:	if( mapname != "" ) {
k3d/share/shaders/k3d_tooledsteel.sl:153:	    for(i=0;i<=numsamples;i=i+1){
k3d/share/shaders/k3d_tooledsteel.sl:154:	      jitter = (random()-.5)*Jspread;
k3d/share/shaders/k3d_tooledsteel.sl:155:	      angle = PI*((i/numsamples)-.5)*mapspread;
k3d/share/shaders/k3d_tooledsteel.sl:156:	      Ntmp = rotate(Nf,angle+jitter,zro,VA);
k3d/share/shaders/k3d_tooledsteel.sl:157:	      D = reflect(-V, Ntmp);
k3d/share/shaders/k3d_tooledsteel.sl:158:	      D = vtransform("world", D);
k3d/share/shaders/k3d_tooledsteel.sl:159:	      ev += environment(mapname, D)*(.5-abs((i/numsamples)-.5))*.25;
k3d/share/shaders/k3d_tooledsteel.sl:165:	Ci = Oi * (Cs * (Ka * ambient() + Kd * diffuse(-Nf)) + 
k3d/share/shaders/k3d_toonmap.sl:3:surface k3d_toonmap (
k3d/share/shaders/k3d_toonmap.sl:14:float samples4=1; 
k3d/share/shaders/k3d_toonmap.sl:22:float samples3=1; 
k3d/share/shaders/k3d_toonmap.sl:35:float samples2=1; 
k3d/share/shaders/k3d_toonmap.sl:39:/** Surface main-code start **/
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:45:if (ss4 ==1) {temp_ss4=s;} else {temp_ss4=ss4;}
k3d/share/shaders/k3d_toonmap.sl:46:if (tt4 ==1) {temp_tt4=t;} else {temp_tt4=tt4;}
k3d/share/shaders/k3d_toonmap.sl:49:temt_c4=Highlight_Color;
k3d/share/shaders/k3d_toonmap.sl:55:temt_c4=texture(Highlight_Map,temp_ss4,temp_tt4,"swidth",swidth4,"twidth",twidth4,"samples",samples4);
k3d/share/shaders/k3d_toonmap.sl:59:temt_c4=texture(Highlight_Map[channel4],temp_ss4,temp_tt4,"swidth",swidth4,"twidth",twidth4,"samples",samples4);
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:66:if (ss3 ==1) {temp_ss3=s;} else {temp_ss3=ss3;}
k3d/share/shaders/k3d_toonmap.sl:67:if (tt3 ==1) {temp_tt3=t;} else {temp_tt3=tt3;}
k3d/share/shaders/k3d_toonmap.sl:70:temt_c3=Paint_Color;
k3d/share/shaders/k3d_toonmap.sl:76:temt_c3=texture(Paint_Map,temp_ss3,temp_tt3,"swidth",swidth3,"twidth",twidth3,"samples",samples3);
k3d/share/shaders/k3d_toonmap.sl:80:temt_c3=texture(Paint_Map[channel3],temp_ss3,temp_tt3,"swidth",swidth3,"twidth",twidth3,"samples",samples3);
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:87:if (ss2 ==1) {temp_ss2=s;} else {temp_ss2=ss2;}
k3d/share/shaders/k3d_toonmap.sl:88:if (tt2 ==1) {temp_tt2=t;} else {temp_tt2=tt2;}
k3d/share/shaders/k3d_toonmap.sl:91:temt_c2=Ink_Color;
k3d/share/shaders/k3d_toonmap.sl:97:temt_c2=texture(Ink_Map,temp_ss2,temp_tt2,"swidth",swidth2,"twidth",twidth2,"samples",samples2);
k3d/share/shaders/k3d_toonmap.sl:101:temt_c2=texture(Ink_Map[channel2],temp_ss2,temp_tt2,"swidth",swidth2,"twidth",twidth2,"samples",samples2);
k3d/share/shaders/k3d_toonmap.sl:113:illuminance(P, N, PI/2) {
k3d/share/shaders/k3d_toonmap.sl:114:H = normalize(normalize(L)+V);
k3d/share/shaders/k3d_toonmap.sl:122:normal Nf;
k3d/share/shaders/k3d_toonmap.sl:123:vector normI, half;
k3d/share/shaders/k3d_toonmap.sl:128:Nf = faceforward(normalize(N), I);
k3d/share/shaders/k3d_toonmap.sl:129:normI = normalize(I);
k3d/share/shaders/k3d_toonmap.sl:137:/* only care about percentage illumination */
k3d/share/shaders/k3d_toonmap.sl:139:illuminance(P, Nf, PI/2)
k3d/share/shaders/k3d_toonmap.sl:140:diff += normalize(L).Nf; 
k3d/share/shaders/k3d_toonmap.sl:143:diff = smoothstep(paint_trans - paint_fuzz/2, paint_trans + paint_fuzz/2, diff);
k3d/share/shaders/k3d_toonmap.sl:146:spec = toonspec(Nf, -normalize(I), roughness);
k3d/share/shaders/k3d_toonmap.sl:147:spec = smoothstep(paint_spec - paint_fuzz/2, paint_spec + paint_fuzz/2, spec);
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:157:cos_here = normalize(Nf).normI;
k3d/share/shaders/k3d_toonmap.sl:160:layer_opac = 1 - smoothstep(ink_thresh - ink_fuzz/2, ink_thresh + ink_fuzz/2, abs(cos_here));
k3d/share/shaders/k3d_toonmap.sl:163:layer_color = temt_c2;
k3d/share/shaders/k3d_toonmap.sl:173:/** Surface main-code end **/
k3d/share/shaders/k3d_translucency.sl:6:* Author: Xavier Matia Bernasconi - The Chimney Pot -
k3d/share/shaders/k3d_translucency.sl:13:*		It also implement the Stephen H. Westin velvet
k3d/share/shaders/k3d_translucency.sl:14:*		illuminance loop.	
k3d/share/shaders/k3d_translucency.sl:22:* Notes: Please send me any kind of suggestions or bugs.
k3d/share/shaders/k3d_translucency.sl:23:*	 If you use it in some production please email me the result.
k3d/share/shaders/k3d_translucency.sl:60:	/*Velvet illuminance loop variable*/
k3d/share/shaders/k3d_translucency.sl:69:	/*XMB vector assignment*/
k3d/share/shaders/k3d_translucency.sl:71:	normal Nf = faceforward(normalize(N),I);
k3d/share/shaders/k3d_translucency.sl:72:	vector V = -normalize(I);
k3d/share/shaders/k3d_translucency.sl:113:	/*Velvet illuminance loop*/
k3d/share/shaders/k3d_translucency.sl:117:	illuminance (P, Nf, 1.57079632679489661923){
k3d/share/shaders/k3d_translucency.sl:118:		ln = normalize(L);
k3d/share/shaders/k3d_translucency.sl:119:		cosine = max (-Nf.V,0);
k3d/share/shaders/k3d_translucency.sl:121:		cosine = max (Nf.V, 0);
k3d/share/shaders/k3d_translucency.sl:127:	Ci = Ct * (Ka*ambient() + Kd*diffuse(Nf) + Kt*diffuse(-Nf)) + Ks*specular(Nf,V,roughness) + shiny;
k3d/share/shaders/k3d_uberlight.sl:2: * uberlight.sl - a light with many fun controls.
k3d/share/shaders/k3d_uberlight.sl:5: *   Based on Ronen Barzel's paper "Lighting Controls for Computer
k3d/share/shaders/k3d_uberlight.sl:6: *   Cinematography" (in Journal of Graphics Tools, vol. 2, no. 1: 1-20).
k3d/share/shaders/k3d_uberlight.sl:8: * Rather than explicitly pass "from" and "to" points to indicate the
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:12: * orient the light source, you must translate and rotate the
k3d/share/shaders/k3d_uberlight.sl:13: * coordinate system in effect when the light source is declared.
k3d/share/shaders/k3d_uberlight.sl:14: * Perhaps this is a new idea for some users, but it isn't really
k3d/share/shaders/k3d_uberlight.sl:15: * hard, and it vastly simplifies the math in the shader.
k3d/share/shaders/k3d_uberlight.sl:22: *   lighttype - one of "spot", "omni", or "arealight".  Spot lights are
k3d/share/shaders/k3d_uberlight.sl:24: *       space, for this light).  Omni lights throw light in all directions.
k3d/share/shaders/k3d_uberlight.sl:25: *       Area lights are emitted from actual geometry (this only works on
k3d/share/shaders/k3d_uberlight.sl:26: *       BMRT area lights for the time being).
k3d/share/shaders/k3d_uberlight.sl:29: *   cuton, cutoff - define the depth range (z range from the origin, in
k3d/share/shaders/k3d_uberlight.sl:31: *       this range, no energy is transmitted.
k3d/share/shaders/k3d_uberlight.sl:33: *       for the cuton and cutoff.  The transitions will be smooth.
k3d/share/shaders/k3d_uberlight.sl:35: *       default) indicates that the light is the same brightness
k3d/share/shaders/k3d_uberlight.sl:36: *       regardless of distance from the source.  Falloff==1 indicates
k3d/share/shaders/k3d_uberlight.sl:39: *       sometimes hard to use).
k3d/share/shaders/k3d_uberlight.sl:43: *   maxintensity - to prevent the light from becoming unboundedly
k3d/share/shaders/k3d_uberlight.sl:45: *       smoothly clamped to this maximum value.
k3d/share/shaders/k3d_uberlight.sl:46: *   parallelrays - when 0 (the default), the light appears to emanate
k3d/share/shaders/k3d_uberlight.sl:47: *       from a single point (i.e., the rays diverge).  When nonzero, 
k3d/share/shaders/k3d_uberlight.sl:48: *       the light rays are parallel, as if from an infinitely distant
k3d/share/shaders/k3d_uberlight.sl:54: *   shearx, sheary - define the amount of shear applied to the light
k3d/share/shaders/k3d_uberlight.sl:55: *       cone direction.  Default is 0, meaning that the center of the
k3d/share/shaders/k3d_uberlight.sl:57: *   width, height - define the dimensions of the "barn door" opening.
k3d/share/shaders/k3d_uberlight.sl:58: *       They are the cross-sectional dimensions at a distance of 1
k3d/share/shaders/k3d_uberlight.sl:59: *       from the light.  In other words, width==height==1 indicates a
k3d/share/shaders/k3d_uberlight.sl:61: *   wedge, hedge - the amount of width and height edge fuzz,
k3d/share/shaders/k3d_uberlight.sl:62: *       respectively.  Values of 0 will make a sharp cutoff, larger
k3d/share/shaders/k3d_uberlight.sl:63: *       values (up to 1) will make the edge softer.
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:73: *       cosine falloff happens automatically, so 0 is the right physical
k3d/share/shaders/k3d_uberlight.sl:74: *       value to use.  In either case, you may use larger values to
k3d/share/shaders/k3d_uberlight.sl:75: *       make the spot more bright in the center than the outskirts.
k3d/share/shaders/k3d_uberlight.sl:76: *       This parameter has no effect for omni lights.
k3d/share/shaders/k3d_uberlight.sl:79: *   slidename - if a filename is supplied, a texture lookup will be
k3d/share/shaders/k3d_uberlight.sl:80: *       done and the light emitted from the source will be filtered
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:84: *       simplicity, the shader assumes that the texture file will
k3d/share/shaders/k3d_uberlight.sl:88: *   noiseamp - amplitude of the noise.  A value of 0 (the default) 
k3d/share/shaders/k3d_uberlight.sl:89: *       means not to use noise.  Larger values increase the blotchiness
k3d/share/shaders/k3d_uberlight.sl:92: *   noiseoffset - spatial offset of the noise.  This can be animated,
k3d/share/shaders/k3d_uberlight.sl:93: *       for example, you can use the noise to simulate the
k3d/share/shaders/k3d_uberlight.sl:97: * Shadow mapped shadows.  For PRMan (and perhaps other renderers),
k3d/share/shaders/k3d_uberlight.sl:98: * shadows are mainly computed by shadow maps.  Please consult the
k3d/share/shaders/k3d_uberlight.sl:99: * PRMan documentation for more information on the meanings of these
k3d/share/shaders/k3d_uberlight.sl:100: * parameters.
k3d/share/shaders/k3d_uberlight.sl:101: *   shadowmap - the name of the texture containing the shadow map.  If
k3d/share/shaders/k3d_uberlight.sl:102: *       this value is "" (the default), no shadow map will be used.
k3d/share/shaders/k3d_uberlight.sl:103: *   shadowblur - how soft to make the shadow edge, expressed as a
k3d/share/shaders/k3d_uberlight.sl:104: *       percentage of the width of the entire shadow map.
k3d/share/shaders/k3d_uberlight.sl:105: *   shadowbias - the amount of shadow bias to add to the lookup.
k3d/share/shaders/k3d_uberlight.sl:106: *   shadownsamps - the number of samples to use.
k3d/share/shaders/k3d_uberlight.sl:111: *   nshadowrays - The number of rays to trace to determine shadowing.
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:114: *       were someplace else, but without changing the area
k3d/share/shaders/k3d_uberlight.sl:115: *       illuminated or the appearance of highlights, etc.
k3d/share/shaders/k3d_uberlight.sl:117: * "Fake" shadows from a blocker object.  A blocker is a superellipse
k3d/share/shaders/k3d_uberlight.sl:119: * geometry, the shader just does the intersection with the
k3d/share/shaders/k3d_uberlight.sl:121: * its own coordinate system (which obviously needs to be defined in
k3d/share/shaders/k3d_uberlight.sl:122: * the RIB file using the CoordinateSystem command).
k3d/share/shaders/k3d_uberlight.sl:123: *   blockercoords - the name of the coordinate system that defines the
k3d/share/shaders/k3d_uberlight.sl:126: *   blockerwidth, blockerheight - define the dimensions of the blocker's
k3d/share/shaders/k3d_uberlight.sl:129: *   blockerround - how round the corners of the blocker are (same
k3d/share/shaders/k3d_uberlight.sl:130: *       control as the "roundness" parameter that affects the light
k3d/share/shaders/k3d_uberlight.sl:135: *       defined by any or all of the shadow map, ray cast, or
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:141: *       their full brightness but not go completely dark.  Another
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:144: *       somewhat bluish.  Another effect of shadows is to set the
k3d/share/shaders/k3d_uberlight.sl:150: *       specular highlights!  The default is 0, which means it makes
k3d/share/shaders/k3d_uberlight.sl:153: *       meant to be fill lights, rather than key lights.
k3d/share/shaders/k3d_uberlight.sl:155: *       correctly acting upon, this parameter.  The built-in functions
k3d/share/shaders/k3d_uberlight.sl:158: *       your own illuminance loops in your surface shader, you've got
k3d/share/shaders/k3d_uberlight.sl:159: *       to account for it yourself.  The PRMan user manual explains how
k3d/share/shaders/k3d_uberlight.sl:163: *       diffuse light.  This is useful for making a light that only
k3d/share/shaders/k3d_uberlight.sl:164: *       makes specular highlights, without affecting the rest of the
k3d/share/shaders/k3d_uberlight.sl:165: *       illumination in the scene.  All the same caveats apply with
k3d/share/shaders/k3d_uberlight.sl:168: *   __foglight - the "noisysmoke" shader distributed with BMRT will add
k3d/share/shaders/k3d_uberlight.sl:169: *       atmospheric scattering only for those lights that have this
k3d/share/shaders/k3d_uberlight.sl:170: *       parameter set to 1 (the default).  In other words, if you use
k3d/share/shaders/k3d_uberlight.sl:171: *       this light with noisysmoke, you can set this flag to 0 to
k3d/share/shaders/k3d_uberlight.sl:172: *       make a particular light *not* cause illumination in the fog.
k3d/share/shaders/k3d_uberlight.sl:173: *       Note that the noisysmoke shader is distributed with BMRT but
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:177: * noise texture.  Some advanced users may want more than one of some or
k3d/share/shaders/k3d_uberlight.sl:178: * all of these.  It is left as an exercise for the reader to make such
k3d/share/shaders/k3d_uberlight.sl:184: * SIGGRAPH '98, course 11, "Advanced RenderMan: Beyond the Companion"
k3d/share/shaders/k3d_uberlight.sl:187: * original attribution and all comments.
k3d/share/shaders/k3d_uberlight.sl:192: * older versions of these renderers, but I do make liberal use of the
k3d/share/shaders/k3d_uberlight.sl:196: * substitute "point" for all occurrances of "vector", and move the
k3d/share/shaders/k3d_uberlight.sl:202: * Contacts:  {lg|ronen}@pixar.com
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:219: *   - the equations of two superellipses (with major/minor axes given by
k3d/share/shaders/k3d_uberlight.sl:224: *   - smoothly varying from 0 to 1 in between
k3d/share/shaders/k3d_uberlight.sl:229:		       float roundness;	/* Same roundness for both ellipses */
k3d/share/shaders/k3d_uberlight.sl:233:  float x = abs(xcomp(Q)), y = abs(ycomp(Q));
k3d/share/shaders/k3d_uberlight.sl:238:	  /* Simpler case of a square */
k3d/share/shaders/k3d_uberlight.sl:239:	  result = 1 - (1 - smoothstep(a, A, x)) * (1 - smoothstep(b, B, y));
k3d/share/shaders/k3d_uberlight.sl:243:	  /* Simple case of a circle */
k3d/share/shaders/k3d_uberlight.sl:250:	  result = smoothstep(q, r, 1);
k3d/share/shaders/k3d_uberlight.sl:258:	  result = smoothstep(q, r, 1);
k3d/share/shaders/k3d_uberlight.sl:268:/* Volumetric light shaping
k3d/share/shaders/k3d_uberlight.sl:271: *   - all information about the light shaping, including z smooth depth
k3d/share/shaders/k3d_uberlight.sl:276:float ShapeLightVolume(point PL;	/* Point in light space */
k3d/share/shaders/k3d_uberlight.sl:282:		       float maxintensity;
k3d/share/shaders/k3d_uberlight.sl:286:		       float beamdistribution;	/* angle falloff */
k3d/share/shaders/k3d_uberlight.sl:289:  /* Examine the z depth of PL to apply the (possibly smooth) cuton and
k3d/share/shaders/k3d_uberlight.sl:297:      Pz = zcomp(PL);
k3d/share/shaders/k3d_uberlight.sl:301:      /* For omni or area lights, use distance from the light */
k3d/share/shaders/k3d_uberlight.sl:304:  atten *= smoothstep(znear - nearedge, znear, Pz);
k3d/share/shaders/k3d_uberlight.sl:305:  atten *= 1 - smoothstep(zfar, zfar + faredge, Pz);
k3d/share/shaders/k3d_uberlight.sl:316:	  float s = log(1 / maxintensity);
k3d/share/shaders/k3d_uberlight.sl:318:	  atten *= (maxintensity * exp(s * pow(PLlen / falloffdist, beta)));
k3d/share/shaders/k3d_uberlight.sl:323:  if(lighttype != "omni" && beamdistribution > 0)
k3d/share/shaders/k3d_uberlight.sl:324:    atten *= pow(zcomp(normalize(vector PL)), beamdistribution);
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:354:  if(zcomp(Pb2) * zcomp(Pb1) < 0)
k3d/share/shaders/k3d_uberlight.sl:357:      point Pplane = Pb1 - Vlight * (zcomp(Pb1) / zcomp(Vlight));
k3d/share/shaders/k3d_uberlight.sl:376:		     float falloff = 0, falloffdist = 1, maxintensity = 1;
k3d/share/shaders/k3d_uberlight.sl:382:		     float beamdistribution = 0;
k3d/share/shaders/k3d_uberlight.sl:384:		     string slidename = "";
k3d/share/shaders/k3d_uberlight.sl:386:		     float noiseamp = 0, noisefreq = 4;
k3d/share/shaders/k3d_uberlight.sl:388:		     /* Shadow mapped shadows */
k3d/share/shaders/k3d_uberlight.sl:389:		     string shadowmap = "";
k3d/share/shaders/k3d_uberlight.sl:390:		     float shadowblur = 0.01, shadowbias = .01, shadownsamps =
k3d/share/shaders/k3d_uberlight.sl:407:  /* For simplicity, assume that the light is at the origin of shader
k3d/share/shaders/k3d_uberlight.sl:408:   * space and aimed in the +z direction.  So to move or orient the
k3d/share/shaders/k3d_uberlight.sl:409:   * light, you transform the coordinate system in the RIB stream, prior
k3d/share/shaders/k3d_uberlight.sl:410:   * to instancing the light shader.  But that sure simplifies the
k3d/share/shaders/k3d_uberlight.sl:415:  point PL = transform("shader", Ps);
k3d/share/shaders/k3d_uberlight.sl:417:  /* If it's an area light, we want the point and normal of the light
k3d/share/shaders/k3d_uberlight.sl:418:   * geometry.  If not an area light, BMRT guarantees P,N will be the
k3d/share/shaders/k3d_uberlight.sl:421:  point from = P;
k3d/share/shaders/k3d_uberlight.sl:422:  vector axis = normalize(N);
k3d/share/shaders/k3d_uberlight.sl:425:  point from = point "shader"(0, 0, 0);
k3d/share/shaders/k3d_uberlight.sl:426:  vector axis = normalize(vector "shader"(0, 0, 1));
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:433:      angle = atan(maxradius);
k3d/share/shaders/k3d_uberlight.sl:440:    {				/* Omnidirectional light */
k3d/share/shaders/k3d_uberlight.sl:445:  illuminate(from, axis, angle)
k3d/share/shaders/k3d_uberlight.sl:447:    /* Accumulate attenuation of the light as it is affected by various
k3d/share/shaders/k3d_uberlight.sl:449:     * multiplicative attenuation of 1.
k3d/share/shaders/k3d_uberlight.sl:454:    /* Basic light shaping - the volumetric shaping is all encapsulated
k3d/share/shaders/k3d_uberlight.sl:455:     * in the ShapeLightVolume function.
k3d/share/shaders/k3d_uberlight.sl:458:      ShapeLightVolume(PL, lighttype, axis, cuton, cutoff, nearedge, faredge,
k3d/share/shaders/k3d_uberlight.sl:459:		       falloff, falloffdist, maxintensity / intensity, shearx,
k3d/share/shaders/k3d_uberlight.sl:461:		       beamdistribution);
k3d/share/shaders/k3d_uberlight.sl:464:    if(slidename != "")
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:473:    /* If the volume says we aren't being lit, skip the remaining tests */
k3d/share/shaders/k3d_uberlight.sl:477:	if(noiseamp > 0)
k3d/share/shaders/k3d_uberlight.sl:479:#pragma nolint
k3d/share/shaders/k3d_uberlight.sl:481:	    n = smoothstep(0, 1, 0.5 + noiseamp * (n - 0.5));
k3d/share/shaders/k3d_uberlight.sl:485:	/* Apply shadow mapped shadows */
k3d/share/shaders/k3d_uberlight.sl:487:	if(shadowmap != "")
k3d/share/shaders/k3d_uberlight.sl:489:	    1 - shadow(shadowmap, Ps, "blur", shadowblur, "samples",
k3d/share/shaders/k3d_uberlight.sl:490:		       shadownsamps, "bias", shadowbias);
k3d/share/shaders/k3d_uberlight.sl:493:	  shadoworigin = from;
k3d/share/shaders/k3d_uberlight.sl:495:	  shadoworigin = point "shader"(xcomp(PL), ycomp(PL), cuton);
k3d/share/shaders/k3d_uberlight.sl:498:	 * we're in BMRT and the user wanted a shadow map.
k3d/share/shaders/k3d_uberlight.sl:503:	    uniform float i;
k3d/share/shaders/k3d_uberlight.sl:507:	    unoccluded *= (comp(vis, 0) + comp(vis, 1) + comp(vis, 2)) / 3;
k3d/share/shaders/k3d_uberlight.sl:518:	lcol = mix(shadowcolor, lcol, unoccluded);
k3d/share/shaders/k3d_uberlight.sl:523:      L = axis * length(Ps - from);
k3d/share/shaders/k3d_urbermap.sl:3:surface k3d_urbermap (
k3d/share/shaders/k3d_urbermap.sl:30:string abBumpMap="I:/ArtWorks/Textures/Curlitron_1.1.tif"; 
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:38:/** Surface main-code start **/
k3d/share/shaders/k3d_urbermap.sl:40:normal Nf;
k3d/share/shaders/k3d_urbermap.sl:44:float ss, tt, roughness, diff, spec, bmp;
k3d/share/shaders/k3d_urbermap.sl:47:ss = vector(s, t, 1) . vector(transform("shader", STMatrix0));
k3d/share/shaders/k3d_urbermap.sl:48:tt = vector(s, t, 1) . vector(transform("shader", STMatrix1));
k3d/share/shaders/k3d_urbermap.sl:154:if( abBumpMap != "" )
k3d/share/shaders/k3d_urbermap.sl:156:bmp = abBumpScale * float texture( abBumpMap, ss, tt,
k3d/share/shaders/k3d_urbermap.sl:157:"swidth", abBumpMapBlur,
k3d/share/shaders/k3d_urbermap.sl:158:"twidth", abBumpMapBlur );
k3d/share/shaders/k3d_urbermap.sl:159:PP = transform("shader", P);
k3d/share/shaders/k3d_urbermap.sl:160:Nf = normalize( ntransform("shader", N) );
k3d/share/shaders/k3d_urbermap.sl:161:PP += bmp * Nf;
k3d/share/shaders/k3d_urbermap.sl:162:PP = transform("shader", "current", PP);
k3d/share/shaders/k3d_urbermap.sl:163:Nf = calculatenormal(PP);
k3d/share/shaders/k3d_urbermap.sl:165:if (abUseNormals == 1) {
k3d/share/shaders/k3d_urbermap.sl:166:normal deltaN = normalize(N) - normalize(Ng);
k3d/share/shaders/k3d_urbermap.sl:167:Nf = normalize(Nf) + deltaN;
k3d/share/shaders/k3d_urbermap.sl:170:if( abDoDisplacement == 1.0 )
k3d/share/shaders/k3d_urbermap.sl:179:Nf = faceforward( normalize(Nf), I );
k3d/share/shaders/k3d_urbermap.sl:180:V = -normalize(I);
k3d/share/shaders/k3d_urbermap.sl:186:D = vtransform("worldspace", D);
k3d/share/shaders/k3d_urbermap.sl:189:D = vector(-zcomp(D), xcomp(D), ycomp(D));
k3d/share/shaders/k3d_urbermap.sl:192:color environment(abReflectionMap, D,
k3d/share/shaders/k3d_urbermap.sl:199:/** Surface main-code end **/
k3d/share/shaders/k3d_urbermap.sl:201:Ci = Csurf * (Cincand + ambient() + diff * diffuse(Nf)) + (spec * Cspec * (specular(Nf, V, roughness) + Crefl));
k3d/share/shaders/k3d_veinedmarble.sl:2: * veinedmarble.sl -- surface shader for a nice veined marble.
k3d/share/shaders/k3d_veinedmarble.sl:5: *   Makes solid marble texture with strong veins.  The "veincolor" parameter
k3d/share/shaders/k3d_veinedmarble.sl:10: *   Ka, Kd, Ks, roughness, specularcolor - same as plastic
k3d/share/shaders/k3d_veinedmarble.sl:12: *   veinlevels - how many "levels" of vein tendrills it has
k3d/share/shaders/k3d_veinedmarble.sl:13: *   warpfreq - lowest frequency of the turbulent warping in the marble
k3d/share/shaders/k3d_veinedmarble.sl:14: *   warping - controls how much turbulent warping there will be
k3d/share/shaders/k3d_veinedmarble.sl:20: *         email: gritz@seas.gwu.edu
k3d/share/shaders/k3d_veinedmarble.sl:24: * last modified  29 Jun 1994 by Larry Gritz
k3d/share/shaders/k3d_veinedmarble.sl:29:#include "k3d_material.h"
k3d/share/shaders/k3d_veinedmarble.sl:32:surface k3d_veinedmarble(float Ka = .5;
k3d/share/shaders/k3d_veinedmarble.sl:48:  float turbsum;
k3d/share/shaders/k3d_veinedmarble.sl:50:  point PP = transform("shader", P);
k3d/share/shaders/k3d_veinedmarble.sl:53:  PP += 0.5 * vfBm(PP, dPP, 6, 2, 0.5);
k3d/share/shaders/k3d_veinedmarble.sl:56:  turbsum = 0;
k3d/share/shaders/k3d_veinedmarble.sl:62:      turb = pow(smoothstep(0.8, 1, 1 - turb), sharpness) / freq;
k3d/share/shaders/k3d_veinedmarble.sl:63:      turbsum += (1 - turbsum) * turb;
k3d/share/shaders/k3d_veinedmarble.sl:68:  Ct = mix(Cs, veincolor, turbsum);
k3d/share/shaders/k3d_veinedmarble.sl:70:  normal Nf = faceforward(normalize(N), I);
k3d/share/shaders/k3d_velvet.sl:1:/* Renamed to SHW_velvet.sl -- tal@SpamSucks_cs.caltech.edu */
k3d/share/shaders/k3d_velvet.sl:7: *   An attempt at a velvet surface.
k3d/share/shaders/k3d_velvet.sl:8: *   This phenomenological model contains three compnents:
k3d/share/shaders/k3d_velvet.sl:16: *   Ka:	ambient component (affects diffuse color only)
k3d/share/shaders/k3d_velvet.sl:22: * AUTHOR: written by Stephen H. Westin, Ford Motor Company
k3d/share/shaders/k3d_velvet.sl:25: * 	2001.02.01	westin@SpamSucks_graphics.cornell.edu
k3d/share/shaders/k3d_velvet.sl:27: *			"backscatter" parameter to control it; added
k3d/share/shaders/k3d_velvet.sl:28: *			"edginess" parameter to control horizon scatter;
k3d/share/shaders/k3d_velvet.sl:31: * prev modified  28 January 1997 S. H. Westin
k3d/share/shaders/k3d_velvet.sl:46:  normal Nf;                     /* Normalized normal vector */
k3d/share/shaders/k3d_velvet.sl:47:  vector V;                      /* Normalized eye vector */
k3d/share/shaders/k3d_velvet.sl:49:  vector Ln;                     /* Normalized vector to light */
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:53:  Nf = faceforward (normalize(N), I);
k3d/share/shaders/k3d_velvet.sl:54:  V = -normalize (I);
k3d/share/shaders/k3d_velvet.sl:57:  illuminance ( P, Nf, 1.57079632679489661923 /* Hemisphere */ ) {
k3d/share/shaders/k3d_velvet.sl:58:    Ln = normalize ( L );
k3d/share/shaders/k3d_velvet.sl:60:    cosine = max ( Ln.V, 0 );
k3d/share/shaders/k3d_velvet.sl:64:    cosine = max ( Nf.V, 0 );
k3d/share/shaders/k3d_velvet.sl:71:  Ci = Os * (Ka*ambient() + Kd*diffuse(Nf)) * Cs + shiny;
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:15: *    Ka, Kd - the usual meaning
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:23: *    The default values for the shader assume that the planet is
k3d/share/shaders/k3d_venus.sl:24: *    represented by a unit sphere.  The texture space and/or parameters
k3d/share/shaders/k3d_venus.sl:30: *    Conversion to Shading Language and minor modifications by Larry Gritz.
k3d/share/shaders/k3d_venus.sl:36: *    Academic Press, 1994.  ISBN 0-12-228760-6.
k3d/share/shaders/k3d_venus.sl:43: * last modified 1 March 1994 by lg
k3d/share/shaders/k3d_venus.sl:56:		  float omega = 0.65;
k3d/share/shaders/k3d_venus.sl:60:  point PtN;			/* normalized version of Ptexture */
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:68:  /* Transform to texture coordinates */
k3d/share/shaders/k3d_venus.sl:69:  Ptexture = transform("shader", P);
k3d/share/shaders/k3d_venus.sl:72:  PtN = normalize(Ptexture);
k3d/share/shaders/k3d_venus.sl:73:  rsq = xcomp(PtN) * xcomp(PtN) + ycomp(PtN) * ycomp(PtN);
k3d/share/shaders/k3d_venus.sl:78:    point(xcomp(Ptexture) * cosine - ycomp(Ptexture) * sine,
k3d/share/shaders/k3d_venus.sl:79:	  xcomp(Ptexture) * sine + ycomp(Ptexture) * cosine, zcomp(Ptexture));
k3d/share/shaders/k3d_venus.sl:81:  /* Compute VLfBm */
k3d/share/shaders/k3d_venus.sl:89:      o *= omega;
k3d/share/shaders/k3d_venus.sl:94:  /* Shade like matte, but with color scaled by cloud color */
k3d/share/shaders/k3d_venus.sl:97:    Os * (value * Cs) * (Ka * ambient() +
k3d/share/shaders/k3d_venus.sl:98:			 Kd * diffuse(faceforward(normalize(N), I)));
k3d/share/shaders/k3d_venus2.sl:1:/* I renamed the shader to MBVenus.sl -- tal@SpamSucks_cs.caltech.edu */
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:17: *    Ka, Kd - the usual meaning
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:26: *    Conversion to Shading Language and minor modifications by Larry Gritz.
k3d/share/shaders/k3d_venus2.sl:27: *    Planet radius param added by Mark Beckwith.
k3d/share/shaders/k3d_venus2.sl:32: *    Academic Press, 1994.  ISBN 0-12-228760-6.
k3d/share/shaders/k3d_venus2.sl:38: *    Dec 1996 - Added radius of planet as a parameter by Mark Beckwith
k3d/share/shaders/k3d_venus2.sl:39: *        (mark@SpamSucks_intrig.com)
k3d/share/shaders/k3d_venus2.sl:57:       float omega = 0.65;
k3d/share/shaders/k3d_venus2.sl:62:  point PtN;                /* normalized version of Ptexture */
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:70:  /* Transform to texture coordinates and map to nit sphere */
k3d/share/shaders/k3d_venus2.sl:71:  Ptexture = transform ("shader", P) / radius;
k3d/share/shaders/k3d_venus2.sl:74:  PtN = normalize (Ptexture);
k3d/share/shaders/k3d_venus2.sl:75:  rsq = xcomp(PtN)*xcomp(PtN) + ycomp(PtN)*ycomp(PtN);
k3d/share/shaders/k3d_venus2.sl:79:  PP = point (xcomp(Ptexture)*cosine - ycomp(Ptexture)*sine,
k3d/share/shaders/k3d_venus2.sl:80:	      xcomp(Ptexture)*sine + ycomp(Ptexture)*cosine,
k3d/share/shaders/k3d_venus2.sl:81:	      zcomp(Ptexture));
k3d/share/shaders/k3d_venus2.sl:83:  /* Compute VLfBm */
k3d/share/shaders/k3d_venus2.sl:88:      o *= omega;
k3d/share/shaders/k3d_venus2.sl:93:  /* Shade like matte, but with color scaled by cloud color */
k3d/share/shaders/k3d_venus2.sl:95:  Ci = Os * (value * Cs) * (Ka * ambient() +
k3d/share/shaders/k3d_venus2.sl:96:			    Kd * diffuse(faceforward(normalize(N),I)));
k3d/share/shaders/k3d_volcube.sl:1:/* srf_vol_cube - Brian Steiner - Sony Pictures Imageworks
k3d/share/shaders/k3d_volcube.sl:4:   and then ray marches through the volume
k3d/share/shaders/k3d_volcube.sl:5:   StepSize            - distance between sample points.
k3d/share/shaders/k3d_volcube.sl:6:   StepJitter          - 0-1 jitter the sample position.
k3d/share/shaders/k3d_volcube.sl:7:   Density             - volume thickes per unit.
k3d/share/shaders/k3d_volcube.sl:8:   Epsilon             - offset for calculating gradient normal. 
k3d/share/shaders/k3d_volcube.sl:9:   Vol_Mult, Vol_Offset - animation controls.
k3d/share/shaders/k3d_volcube.sl:11:   SurfNormalDepth     - the mixing depth from surface
k3d/share/shaders/k3d_volcube.sl:12:                         normal to volume normal.
k3d/share/shaders/k3d_volcube.sl:13:   Additive            - if 1 add samples, if 0 over samples . 
k3d/share/shaders/k3d_volcube.sl:14:   ShowActiveVol       - if 1 show the active volume instead of density.
k3d/share/shaders/k3d_volcube.sl:34:    extern normal N;
k3d/share/shaders/k3d_volcube.sl:41:    normal NN;
k3d/share/shaders/k3d_volcube.sl:43:    IN = normalize(I);
k3d/share/shaders/k3d_volcube.sl:44:    NN = normalize(N);
k3d/share/shaders/k3d_volcube.sl:45:    Rd = vtransform(refractSpace,IN);
k3d/share/shaders/k3d_volcube.sl:46:    Ro = transform(refractSpace,P);
k3d/share/shaders/k3d_volcube.sl:48:    /*plane_z_min*/
k3d/share/shaders/k3d_volcube.sl:56:    /*plane_z_max*/
k3d/share/shaders/k3d_volcube.sl:64:    /*plane_x_min*/
k3d/share/shaders/k3d_volcube.sl:72:    /*plane_x_max*/
k3d/share/shaders/k3d_volcube.sl:80:    /*plane_y_min*/
k3d/share/shaders/k3d_volcube.sl:88:    /*plane_y_max*/
k3d/share/shaders/k3d_volcube.sl:102:/* active_volume - controls animation in the volume */
k3d/share/shaders/k3d_volcube.sl:104:active_volume(point Pos; float vol_mult, vol_offset;)
k3d/share/shaders/k3d_volcube.sl:106:    return (noise((Pos+30.445)*2)-.5+vol_offset)*vol_mult;
k3d/share/shaders/k3d_volcube.sl:112:/* density function will return the final volume density */
k3d/share/shaders/k3d_volcube.sl:114:get_density(point Pos; float vol_mult, vol_offset;)
k3d/share/shaders/k3d_volcube.sl:119:    float mult_active = 20;
k3d/share/shaders/k3d_volcube.sl:120:    activeVol = active_volume(Pos,vol_mult,vol_offset);
k3d/share/shaders/k3d_volcube.sl:128:/* normal calculation inside the volume */
k3d/share/shaders/k3d_volcube.sl:129:normal calcGradeNorm(point Pos; float vol_mult, vol_offset, dens, epsilon;)
k3d/share/shaders/k3d_volcube.sl:131:    normal Nd;
k3d/share/shaders/k3d_volcube.sl:132:    Nd = normal (get_density(point (xcomp(Pos) - epsilon, ycomp(Pos),
k3d/share/shaders/k3d_volcube.sl:133:				    zcomp(Pos)),vol_mult,vol_offset) - dens,
k3d/share/shaders/k3d_volcube.sl:134:		 get_density(point (xcomp(Pos),
k3d/share/shaders/k3d_volcube.sl:135:				    ycomp(Pos) - epsilon, zcomp(Pos)),vol_mult,vol_offset) - dens,
k3d/share/shaders/k3d_volcube.sl:136:		 get_density(point (xcomp(Pos),
k3d/share/shaders/k3d_volcube.sl:137:				    ycomp(Pos), zcomp(Pos) - epsilon),vol_mult,vol_offset) - dens);
k3d/share/shaders/k3d_volcube.sl:138:    Nd = ntransform("object","current",Nd);
k3d/share/shaders/k3d_volcube.sl:148:		  normal Nf;
k3d/share/shaders/k3d_volcube.sl:158:    illuminance (Pos, Nf, radians(90)){
k3d/share/shaders/k3d_volcube.sl:159:	diff += Cl * max(0,normalize(L).Nf);
k3d/share/shaders/k3d_volcube.sl:167:/* nomal mixer */
k3d/share/shaders/k3d_volcube.sl:168:normal 
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:173:    normal NN1 = normalize(N1);
k3d/share/shaders/k3d_volcube.sl:174:    normal NN2 = normalize(N2);
k3d/share/shaders/k3d_volcube.sl:175:    normal result; 
k3d/share/shaders/k3d_volcube.sl:176:    N1_mag *= 1-mixer;
k3d/share/shaders/k3d_volcube.sl:177:    N2_mag *= mixer;
k3d/share/shaders/k3d_volcube.sl:178:    result = normalize(NN1 * N1_mag + NN2 * N2_mag);
k3d/share/shaders/k3d_volcube.sl:185:/* main ray marching shader  */
k3d/share/shaders/k3d_volcube.sl:194:	     float  SurfNormalDepth = .05;
k3d/share/shaders/k3d_volcube.sl:200:    point  inPoint_obj  = transform("object",P);
k3d/share/shaders/k3d_volcube.sl:202:    vector V  = normalize(-I);
k3d/share/shaders/k3d_volcube.sl:203:    normal Nf = normalize(N);
k3d/share/shaders/k3d_volcube.sl:208:    float  numOfSteps   = vol_length/StepSize;
k3d/share/shaders/k3d_volcube.sl:209:    vector step_obj     = (outPoint_obj-inPoint_obj)/numOfSteps;
k3d/share/shaders/k3d_volcube.sl:210:    vector step_cur     = vtransform("object","current",step_obj);
k3d/share/shaders/k3d_volcube.sl: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:219:    float  jitter       = (random() - .5) * StepJitter;
k3d/share/shaders/k3d_volcube.sl:229:    while(curStep < numOfSteps && density_sum < 1){
k3d/share/shaders/k3d_volcube.sl:235:	    cur_density = active_volume(Pcur_obj,Vol_Mult,Vol_Offset);
k3d/share/shaders/k3d_volcube.sl:245:		    normal Vol_Nf = calcGradeNorm(Pcur_obj,Vol_Mult,Vol_Offset,
k3d/share/shaders/k3d_volcube.sl:247:		    Vol_Nf = normalize(Vol_Nf);
k3d/share/shaders/k3d_volcube.sl:248:		    Nf = fnc_normalMix(Nf,Vol_Nf,clamp(cur_depth/SurfNormalDepth,0,1));
k3d/share/shaders/k3d_volcube.sl:254:	    /*---- if sample is not a full step ----*/
k3d/share/shaders/k3d_volcube.sl:255:	    remainder = numOfSteps - curStep;
k3d/share/shaders/k3d_volcube.sl:256:	    if(remainder < 1){
k3d/share/shaders/k3d_volcube.sl:257:		cur_density *= remainder;
k3d/share/shaders/k3d_volcube.sl:261:	    cur_color *= clamp(cur_density,0,1);
k3d/share/shaders/k3d_volcube.sl:263:	    /*---- Composite Sample ----*/
k3d/share/shaders/k3d_volcube.sl:266:		density_sum += max(0,cur_density);
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:272:		cur_density = clamp(cur_density,0,1);
k3d/share/shaders/k3d_volcube.sl:273:		color_sum = ( cur_color) * (1-density_sum) + color_sum;
k3d/share/shaders/k3d_volcube.sl:274:		density_sum = (cur_density) * (1-density_sum) + density_sum;
k3d/share/shaders/k3d_volcube.sl:280:		shad_sum += max(0,cur_density);
k3d/share/shaders/k3d_volcube.sl:283:		cur_density = clamp(cur_density,0,1);
k3d/share/shaders/k3d_volcube.sl:284:		shad_sum = (cur_density) * (1-shad_sum) + shad_sum;
k3d/share/shaders/k3d_volcube.sl:286:	    if(shad_sum >= .5){
k3d/share/shaders/k3d_volcube.sl:287:		density_sum = 1;
k3d/share/shaders/k3d_volcube.sl:288:		color_sum = 1;
k3d/share/shaders/k3d_volcube.sl:291:            /* Displace Point To Current Sample */
k3d/share/shaders/k3d_volcube.sl:294:	/* jump to the next sample point */
k3d/share/shaders/k3d_volcube.sl:301:    Ci = color_sum;
k3d/share/shaders/k3d_volcube.sl:302:    Oi = density_sum;
k3d/share/shaders/k3d_wallpaper.sl:1:/* I took wave's lead and renamed wallpaper to DPWallpaper.sl -- tal@SpamSucks_cs.caltech.edu */
k3d/share/shaders/k3d_wallpaper.sl:11: *    Academic Press, 1994.  ISBN 0-12-228760-6.
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: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:34:    uniform point p0 = rmax*(cos(0),sin(0),0);
k3d/share/shaders/k3d_wallpaper.sl:35:    uniform point p1 = rmin*
k3d/share/shaders/k3d_wallpaper.sl:37:    uniform point d0 = p1 - p0;
k3d/share/shaders/k3d_wallpaper.sl:58:                a = mod(angle, starangle)/starangle;
k3d/share/shaders/k3d_wallpaper.sl:63:                in_out += step(0, zcomp(d0^d1));
k3d/share/shaders/k3d_wallpaper.sl:67:    Ct = mix(Cs, starcolor, step(0.5,in_out));
k3d/share/shaders/k3d_wallpaper.sl:69:    /* "matte" reflection model */
k3d/share/shaders/k3d_wallpaper.sl:70:    Nf = normalize(faceforward(N, I));
k3d/share/shaders/k3d_wallpaper.sl:72:    Ci = Os * Ct * (Ka * ambient() + Kd * diffuse(Nf));
k3d/share/shaders/k3d_wallpaper_2stripe.sl:20: * AUTHOR: written by Larry Gritz (email: lg@bmrt.org)
k3d/share/shaders/k3d_wallpaper_2stripe.sl:27:#include "k3d_material.h"
k3d/share/shaders/k3d_wallpaper_2stripe.sl:43:  color Ct = mix(Cs, stripecolor, stripe);
k3d/share/shaders/k3d_wallpaper_2stripe.sl:45:  normal Nf = faceforward(normalize(N), I);
k3d/share/shaders/k3d_warningstripes.sl:2:// Copyright (c) 1995-2004, Timothy M. Shead
k3d/share/shaders/k3d_warningstripes.sl:4:// Contact: tshead@k-3d.com
k3d/share/shaders/k3d_warningstripes.sl:6:// This program is free software; you can redistribute it and/or
k3d/share/shaders/k3d_warningstripes.sl:7:// modify it under the terms of the GNU General Public
k3d/share/shaders/k3d_warningstripes.sl:11:// This program is distributed in the hope that it will be useful,
k3d/share/shaders/k3d_warningstripes.sl:12:// but WITHOUT ANY WARRANTY; without even the implied warranty of
k3d/share/shaders/k3d_warningstripes.sl:14:// General Public License for more details.
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:18:// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
k3d/share/shaders/k3d_warningstripes.sl:21:		\author Tim Shead (tshead@k-3d.com)
k3d/share/shaders/k3d_warningstripes.sl:27:#define filter_width(x) max(abs(Du(x)*du) + abs(Dv(x)*dv), MIN_FILTER_WIDTH)
k3d/share/shaders/k3d_warningstripes.sl:39:		return ((1 - nedge) * floor(t) + max(0, t-floor(t)-nedge));
k3d/share/shaders/k3d_warningstripes.sl:52:	color Ct = mix(Cs, StripeColor, stripe_position);
k3d/share/shaders/k3d_warningstripes.sl:54:	vector Nf = normalize(faceforward(N, I));
k3d/share/shaders/k3d_warningstripes.sl:57:	Ci = (Os * Ct * (ambient() + diffuse(Nf)));
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:6: * note : This is very similar to shiny.sl with a slight modification to give it a

k3d/share/shaders/k3d_water.sl:9: * modified by Lawrence D. Chin, cs184-bo

k3d/share/shaders/k3d_water.sl:13: *   Makes a smoothly polished metal, using ray tracing to calculate

k3d/share/shaders/k3d_water.sl:14: *   reflections of the environment.

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

k3d/share/shaders/k3d_water.sl:18: *    Kr - coefficient for mirror-like reflections of environment

k3d/share/shaders/k3d_water.sl:20: *    samples - set to higher than 1 for oversampling of blur

k3d/share/shaders/k3d_water.sl:27: * last modified 25 Jan 1994 by Larry Gritz

k3d/share/shaders/k3d_water.sl:30:#define pulse(a,b,fuzz,x) (smoothstep((a)-(fuzz),(a),(x)) - \

k3d/share/shaders/k3d_water.sl:31:                           smoothstep((b)-(fuzz),(b),(x)))

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

k3d/share/shaders/k3d_water.sl:46:    normal Nf;               /* Forward facing normal vector */

k3d/share/shaders/k3d_water.sl:47:    vector IN;               /* normalized incident vector */

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

k3d/share/shaders/k3d_water.sl:54:    /* Construct a forward facing surface normal */

k3d/share/shaders/k3d_water.sl:55:    Nf = faceforward (normalize(N), I);

k3d/share/shaders/k3d_water.sl:56:    IN = normalize (I);

k3d/share/shaders/k3d_water.sl:62:	Rdir = normalize (reflect (IN, Nf));

k3d/share/shaders/k3d_water.sl:64:	    /* Construct orthogonal components to Rdir */

k3d/share/shaders/k3d_water.sl:65:	    uoffset = blur * normalize (vector (zcomp(Rdir) - ycomp(Rdir),

k3d/share/shaders/k3d_water.sl:66:					        xcomp(Rdir) - zcomp(Rdir),

k3d/share/shaders/k3d_water.sl:67:					        ycomp(Rdir) - xcomp(Rdir)));

k3d/share/shaders/k3d_water.sl:69:	    for (i = 0;  i < samples;  i += 1) {

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

k3d/share/shaders/k3d_water.sl:71:		    /* Add a random offset to the smooth reflection vector */

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:75:		    ev += trace (P, normalize(R));

k3d/share/shaders/k3d_water.sl:78:	    ev *= Kr / (samples*samples);

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

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

k3d/share/shaders/k3d_water.sl:88:    /* I added some current.  Note, it doesn't apppear horizontally. */

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:4: *	R, T, ^nr, and ^nt using the surface normal, incident direction

k3d/share/shaders/k3d_watercolor.sl:16:	string envmap = "";

k3d/share/shaders/k3d_watercolor.sl:20:	vector nI = normalize(I);

k3d/share/shaders/k3d_watercolor.sl:21:	vector nN = normalize(Ng);

k3d/share/shaders/k3d_watercolor.sl:41:	if(envmap != "")

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

k3d/share/shaders/k3d_waterdisplacement.sl:3: *	N			surface geometric normal

k3d/share/shaders/k3d_waterdisplacement.sl:5: *	Ng			surface geometric normal

k3d/share/shaders/k3d_waterdisplacement.sl:6: *	u,v			surface parameters

k3d/share/shaders/k3d_waterdisplacement.sl:9: *	I			direction of ray stricking a surface point (from the camera)

k3d/share/shaders/k3d_waterdisplacement.sl:10: *	E			position of the camera

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_waterdisplacement.sl:16:	point	norm;

k3d/share/shaders/k3d_waterdisplacement.sl:18:	/* STEP 1 - Make a copy of the surface normal */

k3d/share/shaders/k3d_waterdisplacement.sl:19:	norm = normalize (N);

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

k3d/share/shaders/k3d_waterdisplacement.sl:22:	if (bumpmap != "")

k3d/share/shaders/k3d_waterdisplacement.sl:23:		hump = texture(bumpmap, s, t);	

k3d/share/shaders/k3d_waterdisplacement.sl:26:	P = P - norm * hump * Km;

k3d/share/shaders/k3d_waterdisplacement.sl:28:	/* STEP 4 - Recalculate the surface normal */

k3d/share/shaders/k3d_waterdisplacement.sl:29:	N = calculatenormal (P);

k3d/share/shaders/k3d_waterlight.sl:3:Copyright (c) 1995-2004, Timothy M. Shead
k3d/share/shaders/k3d_waterlight.sl:5:A cheap trick to simulate underwater caustics - best used for deep-sea effects
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:16:	string shadowname="";
k3d/share/shaders/k3d_waterlight.sl:17:	float  samples=16;
k3d/share/shaders/k3d_waterlight.sl:24:			Cl = mix(minimum_intensity, maximum_intensity, float noise(frequency * Ps)) * lightcolor;
k3d/share/shaders/k3d_waterlight.sl:27:	if(shadowname != "")
k3d/share/shaders/k3d_waterlight.sl:29:			Cl *= 1 - shadow(shadowname, Ps, "samples", samples, "blur", blur, "bias", bias);
k3d/share/shaders/k3d_windowlight.sl:2: * windowlight.sl - make a window light (with crossbars)
k3d/share/shaders/k3d_windowlight.sl:5: *   Simulates light coming through a window.  The light doesn't
k3d/share/shaders/k3d_windowlight.sl:8: * Parameters:
k3d/share/shaders/k3d_windowlight.sl:13: *   from, to - the direction that the light falls
k3d/share/shaders/k3d_windowlight.sl:14: *   hpanes, vpanes - number of horizontal and vertical panes
k3d/share/shaders/k3d_windowlight.sl:17: *   framewidth, frameheight - how thick are the window frame "bars",
k3d/share/shaders/k3d_windowlight.sl:20: * Author:  Larry Gritz, with inspiration from [Upstill]
k3d/share/shaders/k3d_windowlight.sl:31:		      point from = point "shader"(0, 0, 0);
k3d/share/shaders/k3d_windowlight.sl:38:		      float framewidth = .1, frameheight = .1;
k3d/share/shaders/k3d_windowlight.sl:42:  uniform vector inv, right, upv;
k3d/share/shaders/k3d_windowlight.sl:43:  uniform vector path;
k3d/share/shaders/k3d_windowlight.sl:44:  float offset, modulus, yfract, xfract;
k3d/share/shaders/k3d_windowlight.sl:48:  path = normalize(from - to);
k3d/share/shaders/k3d_windowlight.sl:49:  inv = normalize(in);
k3d/share/shaders/k3d_windowlight.sl:51:  upv = normalize(inv ^ right);
k3d/share/shaders/k3d_windowlight.sl:54:  /* d is the depth "into" the room perpendicular to the pane plane */
k3d/share/shaders/k3d_windowlight.sl:58:  illuminate(PL, -path, .01)
k3d/share/shaders/k3d_windowlight.sl:63:	modulus = mod(offset, paneheight);
k3d/share/shaders/k3d_windowlight.sl:65:	  filteredpulse(frameheight / 2, paneheight - frameheight / 2,
k3d/share/shaders/k3d_windowlight.sl:66:			modulus, fuzz);
k3d/share/shaders/k3d_windowlight.sl:74:	modulus = mod(offset, panewidth);
k3d/share/shaders/k3d_windowlight.sl:76:	  filteredpulse(framewidth / 2, panewidth - framewidth / 2, modulus,
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:12:  PP = txtscale * windfreq * transform("shader", P);
k3d/share/shaders/k3d_windywave.sl:14:  offset = Km * (snoise(PP) + 0.5 * snoise(2 * PP));
k3d/share/shaders/k3d_windywave.sl:25:  wind = minwind + windamp * turb;
k3d/share/shaders/k3d_windywave.sl:27:/*  P += wind * offset * normalize(N); */
k3d/share/shaders/k3d_windywave.sl:28:  N = calculatenormal(P + wind * offset * normalize(N));
k3d/share/shaders/k3d_wood2.sl:14: * AUTHOR: written by Larry Gritz (lg@bmrt.org)
k3d/share/shaders/k3d_wood2.sl:29:  point PP, PQ;			/* shading space point to be computed */
k3d/share/shaders/k3d_wood2.sl:30:  normal Nf;			/* forward facing normal */
k3d/share/shaders/k3d_wood2.sl:33:  float my_t;
k3d/share/shaders/k3d_wood2.sl:36:  PP = txtscale * transform("shader", P);
k3d/share/shaders/k3d_wood2.sl:38:  my_t = zcomp(PP) / ringscale;
k3d/share/shaders/k3d_wood2.sl:39:  PQ = point(xcomp(PP) * 8, ycomp(PP) * 8, zcomp(PP));
k3d/share/shaders/k3d_wood2.sl:40:  my_t += noise(PQ) / 16;
k3d/share/shaders/k3d_wood2.sl:42:  PQ = point(xcomp(PP), my_t, ycomp(PP) + 12.93);
k3d/share/shaders/k3d_wood2.sl:45:  r = 0.2 + 0.8 * smoothstep(0.2, 0.55, r) * (1 - smoothstep(0.75, 0.8, r));
k3d/share/shaders/k3d_wood2.sl:48:  PQ = point(xcomp(PP) * 128 + 5, zcomp(PP) * 8 - 3, ycomp(PP) * 128 + 1);
k3d/share/shaders/k3d_wood2.sl:51:  Ct = mix(lightwood, darkwood, r * r2 * r2);
k3d/share/shaders/k3d_wood2.sl:55:   * Use the plastic illumination model
k3d/share/shaders/k3d_wood2.sl:57:  Nf = faceforward(normalize(N), I);
k3d/share/shaders/k3d_wood2.sl:60:    Os * (Ct * (Ka * ambient() + Kd * diffuse(Nf)) +
k3d/share/shaders/k3d_wood2.sl:61:	  specularcolor * Ks * specular(Nf, -normalize(I), roughness));
k3d/share/shaders/k3d_woodcut.sl:7:float random=0; 
k3d/share/shaders/k3d_woodcut.sl:10:#define pulse(a,b,fuzz,x) (smoothstep((a)-(fuzz),(a),(x)) - smoothstep((b)-(fuzz),(b),(x)))
k3d/share/shaders/k3d_woodcut.sl:16:float stripemin, stripemax, tt;
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:29:Psh = transform("shader", P);
k3d/share/shaders/k3d_woodcut.sl:31:Nf = faceforward( normalize(N), I );
k3d/share/shaders/k3d_woodcut.sl:32:V = -normalize(I); 
k3d/share/shaders/k3d_woodcut.sl:35:z = zcomp(Psh);
k3d/share/shaders/k3d_woodcut.sl:37:tt = mod(z,1);
k3d/share/shaders/k3d_woodcut.sl:40:y = ycomp(Psh);
k3d/share/shaders/k3d_woodcut.sl:42:tt = mod(y,1);
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:56:illumination = (illumination * contrast) + (1.0 - contrast)/2.0 + 
k3d/share/shaders/k3d_woodcut.sl:57:(brightness - 1.0) + n*random;
k3d/share/shaders/k3d_woodcut.sl:59:if (illumination < 0.01) {
k3d/share/shaders/k3d_woodcut.sl:63:else if (illumination > 0.99) {
k3d/share/shaders/k3d_woodcut.sl:74:stripemin = 0.5 - smoothstep(0.0, 1.0, illumination)/2.0;
k3d/share/shaders/k3d_woodcut.sl:75:stripemax = 0.5 + smoothstep(0.0, 1.0, illumination)/2.0;
k3d/share/shaders/k3d_woodcut.sl:76:float val = pulse(stripemin, stripemax, fuzz, tt);
k3d/share/shaders/k3d_woodcut.sl:79:float color_val = mix(0.0, 1.0, val);
k3d/share/shaders/k3d_woodcut.sl:87: float spacescale = length(vtransform("shader", normalize(N)));
k3d/share/shaders/k3d_woodcut.sl:88: vector Ndisp = normalize(N) * (0 / max(spacescale,1e-6));
k3d/share/shaders/k3d_woodcut.sl:90: N = normalize (calculatenormal (P + (1-0)*Ndisp)); 
