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:14:light k3d_indirect(output float __nonspecular = 1;)
k3d/share/shaders/k3d_indirect.sl:28:    Cl = rs_indirect(Ps, axis);
k3d/share/shaders/k3d_texblender.sl:159:    vector V ,D,badN,corr,dispDir,ndir;
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));
