k3d/share/shaders/k3d_bubbles.sl:17: float magnitud = 0;
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_dented.sl:33:	float magnitude = 0;
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_dturb.sl:10:  float magnitude, layer_mag;
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_eroded.sl:16:	      magnitude = 0.0,
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:35:	Oi = smoothstep (0.0001, 0.003, magnitude);
k3d/share/shaders/k3d_gloop.sl:16: * magnitude - how far to displace. probably fine set where it is.
k3d/share/shaders/k3d_gloop.sl:21: * 10*magnitude/freq
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_stucco.sl:19:  float magnitude;
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_threads.sl:16:	float magnitude;
k3d/share/shaders/k3d_threads.sl:19:	magnitude = (sin( PI*2*(t*frequency + s + phase))+offset) * Km;
k3d/share/shaders/k3d_threads.sl:23:		magnitude *= (1.0-t) / dampzone;
k3d/share/shaders/k3d_threads.sl:25:		magnitude *= t / dampzone;
k3d/share/shaders/k3d_threads.sl:28:	P += normalize(N) * magnitude;
