k3d/share/shaders/k3d_antialiasedchecks.sl:10: *   color1, color2     these are the colors which make the pattern
k3d/share/shaders/k3d_antialiasedchecks.sl:27:	   color color1 = 0, color2 = 1; 
k3d/share/shaders/k3d_antialiasedchecks.sl:58:      checkcolor = mix (color1, color2, x*y + (1-x)*(1-y));
k3d/share/shaders/k3d_antialiasedchecks.sl:60:      Ci = mix (checkcolor, (color1+color2)/2, smoothstep (.125, .5, fuzzmax));
k3d/share/shaders/k3d_antialiasedchecks.sl:63:      Ci = (color1 + color2) / 2;
k3d/share/shaders/k3d_fur2.sl:39:k3d_fur2( /* Hair Shading... */
k3d/share/shaders/k3d_graphic_lines.sl:21:        color color_curve_highlight_color2=(0.1,0.05,0.0);
k3d/share/shaders/k3d_graphic_lines.sl:44:        color color_curve_paint_color2=(0.1,0.05,0.0);
k3d/share/shaders/k3d_graphic_lines.sl:67:        color color_curve_ink_color2=(0.1,0.05,0.0);
k3d/share/shaders/k3d_graphic_lines.sl:155:	color_curve_highlight=spline(color_val_highlight,color_curve_highlight_color1,color_curve_highlight_color2,color_curve_highlight_color3,color_curve_highlight_color4,color_curve_highlight_color5,color_curve_highlight_color6);
k3d/share/shaders/k3d_graphic_lines.sl:228:	color_curve_paint=spline(color_val1,color_curve_paint_color1,color_curve_paint_color2,color_curve_paint_color3,color_curve_paint_color4,color_curve_paint_color5,color_curve_paint_color6);
k3d/share/shaders/k3d_graphic_lines.sl:300:	color_curve_ink=spline(color_val2,color_curve_ink_color1,color_curve_ink_color2,color_curve_ink_color3,color_curve_ink_color4,color_curve_ink_color5,color_curve_ink_color6);
k3d/share/shaders/k3d_grass_surface.sl:16:  color color1 = color(0,1,0), color2 = color(0.5,0.5,0);

k3d/share/shaders/k3d_grass_surface.sl:37:      Ci = blend(color1, color2, layer_opac);

k3d/share/shaders/k3d_map_pattern_1.sl:47:float r, r2;
k3d/share/shaders/k3d_map_pattern_1.sl:63:r2 = grainy * (1.3 - noise (PQ)) + (1-grainy);
k3d/share/shaders/k3d_map_pattern_1.sl:65:Ct = mix (lightwood, darkwood, r*r2*r2);
k3d/share/shaders/k3d_parquet_plank.sl:47:  float r, r2;
k3d/share/shaders/k3d_parquet_plank.sl:136:	  r2 = 1.3 - noise(ss * grainscale, (tt * grainscale / 4));
k3d/share/shaders/k3d_parquet_plank.sl:137:	  r2 = grainy * r2 * r2 + (1 - grainy);
k3d/share/shaders/k3d_parquet_plank.sl:138:	  r *= (1 - fade) * r2 + (0.75 * fade);
k3d/share/shaders/k3d_parquet_plank2.sl:61:  float r, r2;
k3d/share/shaders/k3d_parquet_plank2.sl:134:	  r2 = 1.3 - noise (ss*grainscale, (tt*grainscale/4));
k3d/share/shaders/k3d_parquet_plank2.sl:135:	  r2 = grainy * r2*r2 + (1-grainy);
k3d/share/shaders/k3d_parquet_plank2.sl:136:	  r *= (1-fade)*r2 + (0.75*fade);
k3d/share/shaders/k3d_parquet_tile.sl:76:  float r, r2;
k3d/share/shaders/k3d_parquet_tile.sl:149:	  r2 = 1.3 - noise (ss*grainscale, (tt*grainscale/4));
k3d/share/shaders/k3d_parquet_tile.sl:150:	  r2 = grainy * r2*r2 + (1-grainy);
k3d/share/shaders/k3d_parquet_tile.sl:151:	  r *= (1-fade)*r2 + (0.75*fade);
k3d/share/shaders/k3d_plank.sl:44:  float r, r2;
k3d/share/shaders/k3d_plank.sl:122:	  r2 = 1.3 - noise(ss * grainscale, (tt * grainscale));
k3d/share/shaders/k3d_plank.sl:123:	  r2 = grainy * r2 * r2 + (1 - grainy);
k3d/share/shaders/k3d_plank.sl:124:	  r *= (1 - fade) * r2 + (0.75 * fade);
k3d/share/shaders/k3d_skin1.sl:140:  float Kr, Kt, Kr2, Kt2;
k3d/share/shaders/k3d_skin1.sl:153:      vector T2 = efresnel(-Ln, Nn, eta, Kr2, Kt2);
k3d/share/shaders/k3d_skin2.sl:66:	float Kr, Kt, Kr2, Kt2;
k3d/share/shaders/k3d_skin2.sl:79:	    vector T2 = efresnel(-Ln, Nn, eta, Kr2, Kt2);
k3d/share/shaders/k3d_softboxes.sl:230:    color	boxColor2	= color (1,1,1),	/* multiplied by lightcolor&intensity */
k3d/share/shaders/k3d_softboxes.sl:238:    float	boxFilter2	= TEX_GAUSSIAN_FILT,
k3d/share/shaders/k3d_softboxes.sl:239:		boxTexStr2	= 1,
k3d/share/shaders/k3d_softboxes.sl:240:		boxTexBlur2	= 0;
k3d/share/shaders/k3d_softboxes.sl:374:boxCoord2,boxTex2,boxTexStr2,
k3d/share/shaders/k3d_softboxes.sl:375:(boxTexBlur2+materiaBlur),boxFilter2,
k3d/share/shaders/k3d_softboxes.sl:377:		    boxRoundness2,boxColor2,boxOpacity2,decayRate,
k3d/share/shaders/k3d_superplank.sl:98:  float r2;
k3d/share/shaders/k3d_superplank.sl:233:	  r2 = 1.3 - noise(12 * grain_s, grain_t);
k3d/share/shaders/k3d_superplank.sl:234:	  r2 = grainy * r2 * r2 + (1 - grainy);
k3d/share/shaders/k3d_superplank.sl:235:	  grain = (1 - fade) * r2 + (0.75 * fade);
k3d/share/shaders/k3d_texblender.sl:86:    float r2 = grainy * (1.3 - noise (PQ)) + (1-grainy);
k3d/share/shaders/k3d_texblender.sl:88:	return clamp(r*r2*r2,0,1);
k3d/share/shaders/k3d_wood2.sl:32:  float r, r2;
k3d/share/shaders/k3d_wood2.sl:49:  r2 = grainy * (1.3 - noise(PQ)) + (1 - grainy);
k3d/share/shaders/k3d_wood2.sl:51:  Ct = mix(lightwood, darkwood, r * r2 * r2);
