k3d/share/shaders/k3d_bubbles.sl:10:	float radius = 0.5;   /* values between -0.5 and 0.5          */
k3d/share/shaders/k3d_bubbles.sl:23: if (distance2point <= radius) 
k3d/share/shaders/k3d_bubbles.sl:24:    magnitud = sqrt((radius * radius) - (distance2point * distance2point));
k3d/share/shaders/k3d_bubbly.sl:24: *  bubsize - basicly the radius of the bubbles. distance in rVu's.
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:15:  float radius, dist, angle, sine, cosine, eye_weight, value;
k3d/share/shaders/k3d_cyclone.sl:26:  radius = sqrt(xcomp(PN) * xcomp(PN) + ycomp(PN) * ycomp(PN));
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 */
k3d/share/shaders/k3d_grass_surface.sl:34:      float radius = 0.35;           /* radius of disk */

k3d/share/shaders/k3d_grass_surface.sl:36:      color layer_opac = 1 - smoothstep(radius - fuzz, radius, d);

k3d/share/shaders/k3d_hextile.sl:19: *    tileradius - the "radius" (in s-t units) of a single tile
k3d/share/shaders/k3d_hextile.sl:52:	 float tileradius = 0.2;
k3d/share/shaders/k3d_hextile.sl:81:  tilewidth = tileradius * 1.7320508;  /* sqrt(3) */
k3d/share/shaders/k3d_hextile.sl:82:  tt = mod (t, 1.5*tileradius);
k3d/share/shaders/k3d_hextile.sl:83:  ttile = floor (t/(1.5*tileradius));
k3d/share/shaders/k3d_hextile.sl:91:  if (tt < tileradius) {
k3d/share/shaders/k3d_hextile.sl:97:      y = 1.7320508 * (tt - tileradius);
k3d/share/shaders/k3d_lensflare.sl:16: *   bloomradius, bloomfalloff - control the size & shape of the bloom
k3d/share/shaders/k3d_lensflare.sl:20: *   starburstradius, starburstnpoints, starburstfalloff - control the
k3d/share/shaders/k3d_lensflare.sl:23: *   rainbowradius, rainbowwidth - size of the rainbow
k3d/share/shaders/k3d_lensflare.sl:86:		      float bloomradius = 0.5;
k3d/share/shaders/k3d_lensflare.sl:91:		      float starburstradius = 0.5;
k3d/share/shaders/k3d_lensflare.sl:95:		      float rainbowradius = 0.5; float rainbowwidth = 0.2;
k3d/share/shaders/k3d_lensflare.sl:146:	float radius = sqrt(brightness) * 5 * mix(.2, bloomradius, urand());
k3d/share/shaders/k3d_lensflare.sl:149:	bloom = mix(1, bloom, smoothstep(0, 0.5, dist / radius));
k3d/share/shaders/k3d_lensflare.sl:150:	bloom = pow(1 - smoothstep(0.0, radius * bloom, dist), bloomfalloff);
k3d/share/shaders/k3d_lensflare.sl:157:	float radius =
k3d/share/shaders/k3d_lensflare.sl:158:	  sqrt(brightness) * 5 * mix(.2, starburstradius, urand());
k3d/share/shaders/k3d_lensflare.sl:162:	  pow(1 - smoothstep(0.0, radius * star, dist), starburstfalloff);
k3d/share/shaders/k3d_lensflare.sl:171:	  rainbow((dist / rainbowradius - 1) / rainbowwidth,
k3d/share/shaders/k3d_lensflare.sl:172:		  (dPndc / rainbowradius) / rainbowwidth);
k3d/share/shaders/k3d_lensflare.sl:186:	float radius = mix(0.04, .1,
k3d/share/shaders/k3d_lensflare.sl:190:	float bright = 1 - (2 * radius);
k3d/share/shaders/k3d_lensflare.sl:200:	    int = 1 - filterstep(radius, axisdist - dPndc / 2,
k3d/share/shaders/k3d_lensflare.sl:205:	    int = filteredpulse(radius, radius + 0.05 * axisdist,
k3d/share/shaders/k3d_lensflare.sl:210:	    int = 1 - smoothstep(0, radius, axisdist);
k3d/share/shaders/k3d_lensflare.sl:214:	    int = smoothstep(0, radius, axisdist) - filterstep(radius,
k3d/share/shaders/k3d_round.sl:10:k3d_round (float radius = .10 )
k3d/share/shaders/k3d_round.sl:41:	if (lu < radius || lv < radius) {	/* only if within radius of 
k3d/share/shaders/k3d_round.sl:51:		if (lu < radius)
k3d/share/shaders/k3d_round.sl:52:			center = (radius-lu) * normalize(dpdu);
k3d/share/shaders/k3d_round.sl:53:		if (lv < radius)
k3d/share/shaders/k3d_round.sl:54:			center += (radius-lv) * normalize(dpdv);
k3d/share/shaders/k3d_round.sl:56:		center += P - radius*normalize(N);
k3d/share/shaders/k3d_round.sl:57:		/* Make P be distance 'radius' along the line 
k3d/share/shaders/k3d_round.sl:59:		P = center + radius*normalize( P-center );
k3d/share/shaders/k3d_ruledpaper.sl:70:	// Circle radius in ss/tt coord. system
k3d/share/shaders/k3d_saturn.sl:57:  PtN = normalize (Ptexture);      /* Version of Ptexture with radius 1 */
k3d/share/shaders/k3d_saturnring.sl:10: *	cutoff - what point to start rings (radius of transparency)
k3d/share/shaders/k3d_saturnring.sl:11: *	ringrad - radius of ring
k3d/share/shaders/k3d_saturnring.sl:15: *	The default values assume that the disk has a radius of one.  If it is
k3d/share/shaders/k3d_shiftedmoontile.sl:11: *	radius -    Radis of disk (moon)
k3d/share/shaders/k3d_shiftedmoontile.sl:50:	uniform float radius = 0.45;
k3d/share/shaders/k3d_shiftedmoontile.sl:82:	circle1 = 1 - smoothstep (radius - fuzz, radius + fuzz, d);
k3d/share/shaders/k3d_shiftedmoontile.sl:83:	circle2 = 1 - smoothstep (radius - fuzz, radius + fuzz, d2);
k3d/share/shaders/k3d_terran.sl:45:  PtN = normalize(Ptexture);	/* Version of Ptexture with radius 1 */
k3d/share/shaders/k3d_terran2.sl:108:  PtN = normalize (Ptexture);      /* Version of Ptexture with radius 1 */
k3d/share/shaders/k3d_uberlight.sl:431:      uniform float maxradius = 1.4142136 * max(height + hedge + abs(sheary),
k3d/share/shaders/k3d_uberlight.sl:433:      angle = atan(maxradius);
k3d/share/shaders/k3d_venus2.sl:22: *    radius - radius of planet
k3d/share/shaders/k3d_venus2.sl:27: *    Planet radius param added by Mark Beckwith.
k3d/share/shaders/k3d_venus2.sl:38: *    Dec 1996 - Added radius of planet as a parameter by Mark Beckwith
k3d/share/shaders/k3d_venus2.sl:59:       float radius = 1)
k3d/share/shaders/k3d_venus2.sl:71:  Ptexture = transform ("shader", P) / radius;
k3d/share/shaders/k3d_water.sl:40:        radius = 8,           /* radius of ring */

k3d/share/shaders/k3d_water.sl:99:    layer_opac = pulse(radius - half_width, radius + half_width, fuzz, d);

