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_square_ridges.sl:64://	float ridge_position = pulse_train(0.5 / Frequency, 1.0 / Frequency, u, filter_width(u));
k3d/share/shaders/k3d_square_ridges.sl:67:	P += Nn * ((Km * ridge_position) / length(vtransform("shader", Nn)));
k3d/share/shaders/k3d_square_ridges.sl:68://	P += Km * ridge_position * N;
