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:28:  if(radius < max_radius)
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:39:      if(radius < 0.05 * max_radius)
k3d/share/shaders/k3d_cyclone.sl:41:	  eye_weight = (.1 * max_radius - radius) * 10;	/* normalize */
