k3d/share/shaders/k3d_celld.sl:21:				   then the result is 0. } */
k3d/share/shaders/k3d_fractal.sl:17:	float result, signal, weight, i, exponent;

k3d/share/shaders/k3d_fractal.sl:31:          		result = signal;

k3d/share/shaders/k3d_fractal.sl:58:          		result += signal * exponent;

k3d/share/shaders/k3d_fractal.sl:62:	P+= Nn*result*Kt;

k3d/share/shaders/k3d_hexatile_bump.sl:105:			/* TileScaleTT */ 1,/* f1_result */ f1_out_15,spos1_out_15, tpos1_out_15,
k3d/share/shaders/k3d_hexatile_bump.sl:106:				/* f2_result */ f2_out_15,spos2_out_15,tpos2_out_15);
k3d/share/shaders/k3d_lensflare.sl:7: *   a bright light source, resulting in interreflections within the
k3d/share/shaders/k3d_orennayar.sl:29: *      model to the result.  It could easily be packaged up as a macro
k3d/share/shaders/k3d_planetclouds.sl:74:  float result;			/* Fractal sum is stored here */
k3d/share/shaders/k3d_planetclouds.sl:94:  result = a;
k3d/share/shaders/k3d_planetclouds.sl:97:  result += offset;
k3d/share/shaders/k3d_planetclouds.sl:99:  if(result < 0)
k3d/share/shaders/k3d_planetclouds.sl:100:    result = 0;
k3d/share/shaders/k3d_planetclouds.sl:103:  result /= (1 + offset);
k3d/share/shaders/k3d_planetclouds.sl:106:  Oi = result * Os;
k3d/share/shaders/k3d_ridged_multifractal.sl:17:	float result, signal, weight, i, exponent;

k3d/share/shaders/k3d_ridged_multifractal.sl:31:          		result = signal;

k3d/share/shaders/k3d_ridged_multifractal.sl:58:          		result += signal * exponent;

k3d/share/shaders/k3d_ridged_multifractal.sl:62:	P+= Nn*result*Kt;

k3d/share/shaders/k3d_softboxes.sl:66:    varying float result;
k3d/share/shaders/k3d_softboxes.sl:70:	result = 1 - (1-smoothstep(a,A,x)) * (1-smoothstep(b,B,y));
k3d/share/shaders/k3d_softboxes.sl:76:	result = smoothstep (q, r, 1);
k3d/share/shaders/k3d_softboxes.sl:78:    return result;
k3d/share/shaders/k3d_spacecloud.sl:29: *      I was never happy with the results.  So now am just using noise over
k3d/share/shaders/k3d_terran2.sl:42: *       For best results, use with the "terranbump" displacement shader,
k3d/share/shaders/k3d_translucency.sl:23:*	 If you use it in some production please email me the result.
k3d/share/shaders/k3d_uberlight.sl:232:  float result = 0;
k3d/share/shaders/k3d_uberlight.sl:239:	  result = 1 - (1 - smoothstep(a, A, x)) * (1 - smoothstep(b, B, y));
k3d/share/shaders/k3d_uberlight.sl:250:	  result = smoothstep(q, r, 1);
k3d/share/shaders/k3d_uberlight.sl:258:	  result = smoothstep(q, r, 1);
k3d/share/shaders/k3d_uberlight.sl:261:  return result;
k3d/share/shaders/k3d_volcube.sl:175:    normal result; 
k3d/share/shaders/k3d_volcube.sl:178:    result = normalize(NN1 * N1_mag + NN2 * N2_mag);
k3d/share/shaders/k3d_volcube.sl:179:    return result;
