k3d/share/shaders/k3d_fur2.sl:78:    vector norm_hair;
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:115:    illuminance (P, norm_hair, radians(illum_width)) {
k3d/share/shaders/k3d_fur2.sl:143:	Cdiff += clump_darkening * fnc_diffuselgt(Cl, L, norm_hair);
