k3d/share/shaders/k3d_ambientlight.sl:6: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_antialiasedchecks.sl:5: *   Makes a checkered surface, fully antialiased!  This sucker should
k3d/share/shaders/k3d_background.sl:6:// This program is free software; you can redistribute it and/or
k3d/share/shaders/k3d_brick.sl:6: *   looking staggered brick masonry.  It is especially convincing when
k3d/share/shaders/k3d_brick.sl:8: *   identical parameters).  Every other row of bricks is staggered.
k3d/share/shaders/k3d_brick.sl:14: *    brickcolor, mortarcolor	Pretty obvious (default is red bricks)
k3d/share/shaders/k3d_brick.sl:86:      clamp(filteredpulse(MWF, 1 - MWF, ss, swidth), max(1 - MWF / swidth, 0),
k3d/share/shaders/k3d_brick.sl:92:      clamp(filteredpulse(MHF, 1 - MHF, tt, twidth), max(1 - MHF / twidth, 0),
k3d/share/shaders/k3d_brick3.sl:6: *   looking staggered brick masonry.  It is especially convincing when
k3d/share/shaders/k3d_brick3.sl:8: *   identical parameters).  Every other row of bricks is staggered.
k3d/share/shaders/k3d_brick3.sl:14: *    brickcolor, mortarcolor	Pretty obvious (default is red bricks)
k3d/share/shaders/k3d_brickanti.sl:65:    /* This is the preferred antialiasing using integrals. */
k3d/share/shaders/k3d_bubbly.sl:6: *  basicly it's F1 squared as described in 
k3d/share/shaders/k3d_ceramictiles.sl:76:  return filteredpulsetrain(groovewidth, 1, ss + groovewidth / 2,
k3d/share/shaders/k3d_ceramictiles.sl:77:			    ds) * filteredpulsetrain(grooveheight, 1,
k3d/share/shaders/k3d_ceramictiles.sl:123:      float specky = filteredsnoise(noisep, speckfreq * dst);
k3d/share/shaders/k3d_checkerboard.sl:25:	filters = filteredpulse(1.0 - filterwidths, 1.0 + filterwidths, filters, filterwidths);
k3d/share/shaders/k3d_checkerboard.sl:26:	filtert = filteredpulse(1.0 - filterwidtht, 1.0 + filterwidtht, filtert, filterwidtht);
k3d/share/shaders/k3d_constant.sl:6: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_contacshadow.sl:19:    float maxdist = 10000;      /* how far is considered infinity */  
k3d/share/shaders/k3d_corktile.sl:16: * gap - the size of the gap or groove between tiles, measured as a proportion of the tile,
k3d/share/shaders/k3d_corktile.sl:108:	Cg = color( .20, 0, 0) + filteredsnoise(PP * txtscale, filtwidth * txtscale) * .2;
k3d/share/shaders/k3d_craters.sl:21:   float amp=1.91341;    /* amplitude reduction between successive octaves */
k3d/share/shaders/k3d_craters.sl:65:		    r = ss*ss + tt*tt; /* r is distance from center squared */
k3d/share/shaders/k3d_craters.sl:67:		      /* rad is size of crater squared */
k3d/share/shaders/k3d_craters.sl:77:		      /* rad is size of crater squared */
k3d/share/shaders/k3d_crayon.sl:18:	density0 - controls the amount of topcolor seen - measured as a proportion - 
k3d/share/shaders/k3d_decalplastic.sl:6:// This program is free software; you can redistribute it and/or
k3d/share/shaders/k3d_defaultsurface.sl:5: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_dented.sl:25: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_depthcue.sl:6: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_depthcue_surf.sl:1:/* k3d_depthcue_surf inspired by depthcue_surf.sl by Pixar
k3d/share/shaders/k3d_distantlight.sl:6: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_ember.sl:6: * to represent it's life. The desired effect is that of glowing particles that
k3d/share/shaders/k3d_eyeball.sl:37: *       8 Jan 95 (wave) - changed Ciris line to fix bug Larry figured out and changed defaults
k3d/share/shaders/k3d_eyeball.sl:38: *       27 Feb 95 (wave) - changed PO line to fix bug Larry figured out to actually *use* index
k3d/share/shaders/k3d_fire.sl:16:  color red = color (1, .3, .1);
k3d/share/shaders/k3d_fire.sl:45:  layer_color = spline(flame, red, red, red, red, orange, yellow, hot, hot);
k3d/share/shaders/k3d_fog.sl:6: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_fractal.sl:3: *    Conversion to Shading Language and minor modifications by Fredrik Brnnbacka.

k3d/share/shaders/k3d_funkyglass.sl:1:/* funkyglass.sl - randomly colored "glass" (transparent, but no refl/refr).
k3d/share/shaders/k3d_funkyglass.sl:6: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_gmarbtile_polish.sl:87:      turb = abs(filteredsnoise(PP * freq, dPP * freq));
k3d/share/shaders/k3d_gmarbtile_polish.sl:94:	       filteredsnoise(2 * (PP + vector(-4.4, 8.34, 27.1)), 2 * dPP));
k3d/share/shaders/k3d_greenmarble.sl:61:      turb = abs(filteredsnoise(PP * freq, dPP * freq));
k3d/share/shaders/k3d_hdr_light.sl:69:		/*Else bright red colour warns if light is not picking up texture*/

k3d/share/shaders/k3d_hexatile_bump.sl:28:* Author: Fredrik Gustafsson, gusten@SpamSucks_algonet.se
k3d/share/shaders/k3d_indirect.sl:8: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_leather.sl:4: * I have done this shader from JMredapple.sl for RMR

k3d/share/shaders/k3d_leather.sl:8: *and offer you this shader, it was done (JMredapple.sl) by Jonathan Merritt

k3d/share/shaders/k3d_leather.sl:24:	color red   = color(0.8,0.6,0.4);

k3d/share/shaders/k3d_leather.sl:25:	color dred  = color(0.5,0.3,0.10);

k3d/share/shaders/k3d_leather.sl:66:	 * and patches of finely speckled red and green. These

k3d/share/shaders/k3d_leather.sl:68:	 * goes to 1 or 0) are colored more and more green.

k3d/share/shaders/k3d_leather.sl:79:	#define BASE_GRC         0.4    /* shift factor for more red       */

k3d/share/shaders/k3d_leather.sl:81:	#define T2               0.18   /* lerp s.t. T1->T2 => green->red  */

k3d/share/shaders/k3d_leather.sl:82:	#define T3               0.8    /* T2->T3 => red can exist here    */

k3d/share/shaders/k3d_leather.sl:83:	#define T4               1.0    /* lerp s.t. T3->T4 => red->green  */

k3d/share/shaders/k3d_leather.sl:87:	base_turb = pow(base_turb, (1/redness));

k3d/share/shaders/k3d_leather.sl:89:	small_speckle = mix(red, green, BASE_GRC+

k3d/share/shaders/k3d_leather.sl:156:	cs = mix(base_color, dred, blotch);

k3d/share/shaders/k3d_leather.sl:187:	 * Here, we raytrace for the slight mirrored reflections

k3d/share/shaders/k3d_lensflare.sl:79:  return filteredpulse(0, 1, x, dx) * spline(x, V, V, Ii, B, G, Y, O, R, R);
k3d/share/shaders/k3d_lensflare.sl:140:     * the bloom, a small red ring flare, and the triple starburst.
k3d/share/shaders/k3d_lensflare.sl:205:	    int = filteredpulse(radius, radius + 0.05 * axisdist,
k3d/share/shaders/k3d_lunette.sl:97:	float pulsess = filteredpulsetrain(
k3d/share/shaders/k3d_lunette.sl:100:	float pulsett = filteredpulsetrain(
k3d/share/shaders/k3d_matte.sl:6: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_metal.sl:6: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_mondometal.sl:4: * Layered shader with mondo as a base and a metal modulated with a matte file.

k3d/share/shaders/k3d_noisysmoke.sl:83:	     * of the portion of the volume covered by this step.
k3d/share/shaders/k3d_oakplank.sl:91:   * filtered pulsetrain functions.
k3d/share/shaders/k3d_oakplank.sl:93:  return filteredpulsetrain(groovewidth, plankwidth, ss + groovewidth / 2,
k3d/share/shaders/k3d_oakplank.sl:94:			    ds) * filteredpulsetrain(grooveheight,
k3d/share/shaders/k3d_oakplank.sl:160:    varnishlump * filteredsnoise(Pshad * varnishlumpfreq,
k3d/share/shaders/k3d_paintedplastic.sl:6: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_planetclouds.sl:23: *      spheres represent a planet.  The inner one is colored like the
k3d/share/shaders/k3d_planetclouds.sl:37: *      to this shader will need to be altered if the size of your planet
k3d/share/shaders/k3d_planetclouds.sl:74:  float result;			/* Fractal sum is stored here */
k3d/share/shaders/k3d_plastic.sl:6: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_pointlight.sl:6: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_projectionmap_plastic.sl:6:// This program is free software; you can redistribute it and/or
k3d/share/shaders/k3d_redapple.sl:2: * Renamed to JMredapple.sl for RMR -- talrmr@SpamSucks_pacbell.net  7/18/99
k3d/share/shaders/k3d_redapple.sl:4: * redapple.sl - A nice shader for reddy-green apples.
k3d/share/shaders/k3d_redapple.sl:10: * This shader creates a nice skin for red-green apples. It _is_ tuned
k3d/share/shaders/k3d_redapple.sl:12: * apple you care to lay it on. Apples are requred to have the "s"
k3d/share/shaders/k3d_redapple.sl:24: * email me your praises, notification of my credits in big motion
k3d/share/shaders/k3d_redapple.sl:45:k3d_redapple (
k3d/share/shaders/k3d_redapple.sl:52:	float redness = 1;        /* Amount of 'redness' - higher  */
k3d/share/shaders/k3d_redapple.sl:53:	                          /*  values give redder apples.   */
k3d/share/shaders/k3d_redapple.sl:54:	                          /*  2 = almost complete red.     */
k3d/share/shaders/k3d_redapple.sl:70:	 * Some nice colors for our red apple
k3d/share/shaders/k3d_redapple.sl:72:	color red   = color(0.52,0.00,0.00);
k3d/share/shaders/k3d_redapple.sl:73:	color dred  = color(0.40,0.00,0.00);
k3d/share/shaders/k3d_redapple.sl:90:	 * and patches of finely speckled red and green. These
k3d/share/shaders/k3d_redapple.sl:92:	 * goes to 1 or 0) are colored more and more green.
k3d/share/shaders/k3d_redapple.sl:103:	#define BASE_GRC         0.4    /* shift factor for more red       */
k3d/share/shaders/k3d_redapple.sl:105:	#define T2               0.18   /* lerp s.t. T1->T2 => green->red  */
k3d/share/shaders/k3d_redapple.sl:106:	#define T3               0.8    /* T2->T3 => red can exist here    */
k3d/share/shaders/k3d_redapple.sl:107:	#define T4               1.0    /* lerp s.t. T3->T4 => red->green  */
k3d/share/shaders/k3d_redapple.sl:111:	base_turb = pow(base_turb, (1/redness));
k3d/share/shaders/k3d_redapple.sl:113:	small_speckle = mix(red, green, BASE_GRC+
k3d/share/shaders/k3d_redapple.sl:180:	cs = mix(base_color, dred, blotch);
k3d/share/shaders/k3d_redapple.sl:210:	 * Here, we raytrace for the slight mirrored reflections
k3d/share/shaders/k3d_ridged_multifractal.sl:3: *    Conversion to Shading Language and minor modifications by Fredrik Brnnbacka.

k3d/share/shaders/k3d_roughmetal.sl:13: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_rustymetal.sl:7: *   rusty, shade like rust colored matte, and also make it bumpy (like
k3d/share/shaders/k3d_screen.sl:20: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_screen_aa.sl:22: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_shinymetal.sl:7: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_skin1.sl:14: * everywhere, Just list me on the credits under "Shading Team"
k3d/share/shaders/k3d_skin1.sl:97: * "Reflection from layered surfaces due to subsurface scattering", 
k3d/share/shaders/k3d_skin1.sl:223:  /* layer 1 .- apply a subsurface scattered BRDF to the surface.
k3d/share/shaders/k3d_skin1.sl:245:  color red01 = Cskin + 0.05,
k3d/share/shaders/k3d_skin1.sl:246:        red02 = red01 - 0.05,
k3d/share/shaders/k3d_skin1.sl:247:        darkred01 = Cskin - 0.05,
k3d/share/shaders/k3d_skin1.sl:248:        darkred02 = darkred01 - 0.05;
k3d/share/shaders/k3d_skin1.sl:252:                                    red01,
k3d/share/shaders/k3d_skin1.sl:253:                                    red02,
k3d/share/shaders/k3d_skin1.sl:254:                                    darkred01,
k3d/share/shaders/k3d_skin1.sl:255:                                    red01,
k3d/share/shaders/k3d_skin1.sl:256:                                    darkred01,
k3d/share/shaders/k3d_skin1.sl:257:                                    red02,
k3d/share/shaders/k3d_skin1.sl:258:                                    darkred01,
k3d/share/shaders/k3d_skin1.sl:259:                                    darkred02,
k3d/share/shaders/k3d_skin1.sl:260:                                    darkred01,
k3d/share/shaders/k3d_skin1.sl:261:                                    darkred02,
k3d/share/shaders/k3d_skin1.sl:262:                                    red01);
k3d/share/shaders/k3d_skin2.sl:12: * "Reflection from layered surfaces due to subsurface scattering", 
k3d/share/shaders/k3d_slateroof.sl:20: 		measured as a proportion of the tile (so the value of gap must lie between 0 
k3d/share/shaders/k3d_slateroofd.sl:16: 			measured as a proportion of the tile (so the value of gap must lie between 0 
k3d/share/shaders/k3d_smoke.sl:96:  /* Get the in-scattered light and the local smoke density for the
k3d/share/shaders/k3d_smoke.sl:105:      /* Take a step and get the local scattered light and smoke density */
k3d/share/shaders/k3d_smoke.sl:112:       * the portion of the volume covered by this step.
k3d/share/shaders/k3d_smoke2.sl:18: *   lightscale - multiplier for light scattered toward viewer in volume
k3d/share/shaders/k3d_smoke2.sl:128:	   * of the portion of the volume covered by this step.
k3d/share/shaders/k3d_spotlight.sl:6: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_square_ridges.sl:6:// This program is free software; you can redistribute it and/or
k3d/share/shaders/k3d_square_ridges.sl:41:float filtered_pulse_train(float edge, period, x, dx)
k3d/share/shaders/k3d_square_ridges.sl:63:	float ridge_position = filtered_pulse_train(0.5 / Frequency, 1.0 / Frequency, t + (Offset / Frequency), filter_width(t));
k3d/share/shaders/k3d_srfdeformation.sl:13:   measured by the change in diffuse lighting from the Pref to P.
k3d/share/shaders/k3d_srfdeformation.sl:18:   by Rob Bredow and Scott Stokdyk 
k3d/share/shaders/k3d_stones.sl:11: * Shader that creates a surface covered with stones of different sizes,
k3d/share/shaders/k3d_stones.sl:16: * everywhere, Just list me on the credits under "Shading Team" if you use the
k3d/share/shaders/k3d_superplank.sl:6: *   like varnished oak planks, with staggered planks, rings and grain,
k3d/share/shaders/k3d_superplank.sl:8: *   It can make the plank pattern as either straight staggered planks
k3d/share/shaders/k3d_superplank.sl:25: *   plankstagger - for staggered, how much are the rows of planks staggered
k3d/share/shaders/k3d_superplank.sl:72:			float plankstagger = 1;	/* How much should rows be staggered */
k3d/share/shaders/k3d_superplank.sl:148:      /* Straight, staggered planks */
k3d/share/shaders/k3d_superplank.sl:195:    w = filteredpulse(whichrow + GWF, whichrow + 1 - GWF, plank_s, sw);
k3d/share/shaders/k3d_superplank.sl:199:    h = filteredpulse(whichplank + GHF, whichplank + 1 - GHF, plank_t, tw);
k3d/share/shaders/k3d_superpplastic.sl:6: * RenderMan (R) is a registered trademark of Pixar.
k3d/share/shaders/k3d_terran2.sl:40: *    to this shader will need to be altered if the size of your planet
k3d/share/shaders/k3d_uberlight.sl:13: * coordinate system in effect when the light source is declared.
k3d/share/shaders/k3d_uberlight.sl:32: *   nearedge, faredge - define the width of the transition regions
k3d/share/shaders/k3d_uberlight.sl:80: *       done and the light emitted from the source will be filtered
k3d/share/shaders/k3d_uberlight.sl:185: * (co-chaired by Tony Apodaca and Larry Gritz).  Feel free to use and
k3d/share/shaders/k3d_uberlight.sl:280:		       float nearedge, faredge;
k3d/share/shaders/k3d_uberlight.sl:304:  atten *= smoothstep(znear - nearedge, znear, Pz);
k3d/share/shaders/k3d_uberlight.sl:305:  atten *= 1 - smoothstep(zfar, zfar + faredge, Pz);
k3d/share/shaders/k3d_uberlight.sl:374:		     float cuton = 0.01, cutoff = 1.0e6, nearedge =
k3d/share/shaders/k3d_uberlight.sl:375:		     0, faredge = 0;
k3d/share/shaders/k3d_uberlight.sl:458:      ShapeLightVolume(PL, lighttype, axis, cuton, cutoff, nearedge, faredge,
k3d/share/shaders/k3d_veinedmarble.sl:61:      turb = abs(filteredsnoise(PP * freq, dPP * freq));
k3d/share/shaders/k3d_venus.sl:25: *    to this shader will need to be altered if the size of your planet
k3d/share/shaders/k3d_venus.sl:66:  float value;			/* Fractal sum is stored here */
k3d/share/shaders/k3d_venus2.sl:68:  float value;              /* Fractal sum is stored here */
k3d/share/shaders/k3d_wallpaper_2stripe.sl:40:    (filteredpulsetrain(edge, 1, ss, ds) +
k3d/share/shaders/k3d_wallpaper_2stripe.sl:41:     filteredpulsetrain(edge, 1, ss + 2 * stripewidth, ds));
k3d/share/shaders/k3d_warningstripes.sl:6:// This program is free software; you can redistribute it and/or
k3d/share/shaders/k3d_warningstripes.sl:29:float filtered_pulse_train(float edge, period, x, dx)
k3d/share/shaders/k3d_warningstripes.sl:50:	float stripe_position = filtered_pulse_train(0.5 / Frequency, 1.0 / Frequency, u+v, filter_width(u+v));
k3d/share/shaders/k3d_windowlight.sl:65:	  filteredpulse(frameheight / 2, paneheight - frameheight / 2,
k3d/share/shaders/k3d_windowlight.sl:76:	  filteredpulse(framewidth / 2, panewidth - framewidth / 2, modulus,
