k3d/share/shaders/k3d_cloudplane.sl:26:    float x, fx, xfreq, xphase;
k3d/share/shaders/k3d_cloudplane.sl:27:    float y, fy, yfreq, yphase;
k3d/share/shaders/k3d_cloudplane.sl:36:    xphase = 0.9; /* arbitrary */
k3d/share/shaders/k3d_cloudplane.sl:37:    yphase = 0.7; /* arbitrary */
k3d/share/shaders/k3d_cloudplane.sl:44:            (offset + cos(xfreq * (x + xphase)));
k3d/share/shaders/k3d_cloudplane.sl:46:            (offset + cos(yfreq * (y + yphase)));
k3d/share/shaders/k3d_cloudplane.sl:48:        xphase = PI/2 * 0.9 * cos(yfreq * y);
k3d/share/shaders/k3d_cloudplane.sl:49:        yphase = PI/2 * 1.1 * cos(xfreq * x);
k3d/share/shaders/k3d_filament.sl:11:		phase 		= 0.0, 
k3d/share/shaders/k3d_filament.sl:15:	float offset = mod((t*frequency + s + phase), 1.0);
k3d/share/shaders/k3d_flame.sl:39:		  float flameamplitude = 2.0; float phase = 0.0)
k3d/share/shaders/k3d_flame.sl:45:  PP = point(s, t, phase);
k3d/share/shaders/k3d_screen_aa.sl:37:  float ss, tt;			/* s,t, parameters in phase */
k3d/share/shaders/k3d_skin1.sl:100:/* Evaluate the Henyey-Greenstein phase function for two vectors with
k3d/share/shaders/k3d_skin1.sl:105:float phase(vector v1, v2; float g) {
k3d/share/shaders/k3d_skin1.sl:121:    return albedo * phase(wo, wi, g) / (win + won) *
k3d/share/shaders/k3d_skin2.sl:19:/* Evaluate the Henyey-Greenstein phase function for two vectors with
k3d/share/shaders/k3d_skin2.sl:24:float phase(vector v1, v2; float g) {
k3d/share/shaders/k3d_skin2.sl:40:    return albedo * phase(wo, wi, g) / (win + won) *
k3d/share/shaders/k3d_threads.sl:12:		phase		=  .0,
k3d/share/shaders/k3d_threads.sl:19:	magnitude = (sin( PI*2*(t*frequency + s + phase))+offset) * Km;
k3d/share/shaders/k3d_waterlight.sl:14:	float phase = 0;
