k3d/share/shaders/k3d_saturnring.sl:45:	float relpos;   /* relative position of PP on disk 
k3d/share/shaders/k3d_saturnring.sl:69:		relpos =  val / ringrad;
k3d/share/shaders/k3d_saturnring.sl:70:		oi =  (relpos + snoise (40* relpos) - floor(relpos) );
k3d/share/shaders/k3d_saturnring.sl:88:		if (relpos >  RING1) 
k3d/share/shaders/k3d_saturnring.sl:90:		else if (relpos >  RING2) {
k3d/share/shaders/k3d_saturnring.sl:95:		else if (relpos > RING3) {
k3d/share/shaders/k3d_saturnring.sl:98:		else if (relpos > RING4)
