k3d/share/shaders/k3d_brushedmetal2.sl:82:	float i, numsamples = 20;
k3d/share/shaders/k3d_brushedmetal2.sl:84:	float Jspread = PI*(1/numsamples)*mapspread;
k3d/share/shaders/k3d_brushedmetal2.sl:92:	    for(i=0;i<=numsamples;i=i+1){
k3d/share/shaders/k3d_brushedmetal2.sl:94:	      angle = PI*((i/numsamples)-.5)*mapspread;
k3d/share/shaders/k3d_brushedmetal2.sl:98:	      ev += environment(mapname, D)*(.5-abs((i/numsamples)-.5))*.25;
k3d/share/shaders/k3d_castucco.sl:30:  float fwidth;			/* Estimated change in P between image samples */
k3d/share/shaders/k3d_causticlight.sl:10:	       float  samples = 16;
k3d/share/shaders/k3d_causticlight.sl:26:            float caustic = shadow (shadowname, Ps, "samples", samples,
k3d/share/shaders/k3d_ceramictiles.sl:37: *   rayjitter, raysamples - ray tracing controls
k3d/share/shaders/k3d_contacshadow.sl:16:    float samples = 10;         /* how many samples to take per Z lookup */  
k3d/share/shaders/k3d_contacshadow.sl:45:	float mapdist = float texture(shadowname, ss, tt, "samples", samples);
k3d/share/shaders/k3d_distant_shadow.sl:7:	float  samples=16;
k3d/share/shaders/k3d_distant_shadow.sl:16:				Cl *= 1 - shadow(shadowname, Ps, "samples", samples,
k3d/share/shaders/k3d_glass.sl:13: *    rayjitter, raysamples - ray tracing controls for reflection
k3d/share/shaders/k3d_glass.sl:18: *    reflrayjitter, refrraysamples - ray tracing controls for refraction
k3d/share/shaders/k3d_glass.sl:41:		  float refrrayjitter = 0, refrraysamples = 1;)
k3d/share/shaders/k3d_glass.sl:46:		  eta, transmitcolor, refrrayjitter, refrraysamples,
k3d/share/shaders/k3d_gmarbtile_polish.sl:42:			     0, raysamples = 1;
k3d/share/shaders/k3d_hdr_light.sl:50:	float shadowsamples = 16.0;

k3d/share/shaders/k3d_hdr_light.sl:95:		            Cl *= 1 - shadow(shadowname, Ps, "samples", shadowsamples, "blur", shadowblur, "bias", shadowbias);

k3d/share/shaders/k3d_hdri2.sl:10:       float shadowsamples = 1;)
k3d/share/shaders/k3d_hdri2.sl:18:            Cl *= 1 - color shadow (shadowname, Ps, "samples", shadowsamples,
k3d/share/shaders/k3d_map_pattern_1.sl:6:float samples1=1; 
k3d/share/shaders/k3d_map_pattern_1.sl:36:temt_c1=texture(map1,temp_ss1,temp_tt1,"swidth",swidth1,"twidth",twidth1,"samples",samples1);
k3d/share/shaders/k3d_map_pattern_1.sl:40:temt_c1=texture(map1[channel1],temp_ss1,temp_tt1,"swidth",swidth1,"twidth",twidth1,"samples",samples1);
k3d/share/shaders/k3d_oakplank.sl:43: *   rayjitter, raysamples - ray tracing controls
k3d/share/shaders/k3d_rustymetal.sl:62:   * shading samples.
k3d/share/shaders/k3d_shadowdistant_rim.sl:10:    float samples=16;
k3d/share/shaders/k3d_shadowdistant_rim.sl:20:                Cl *= 1 - shadow(shadowname, Ps, "samples", samples,
k3d/share/shaders/k3d_shadowspot.sl:17:	float samples = 16;
k3d/share/shaders/k3d_shadowspot.sl:32:		    attenuation *= (1.0 - shadow( shadowfile, Ps, "samples", samples, "blur", blur, "bias", bias ));
k3d/share/shaders/k3d_shiny.sl:9: *    rayjitter, raysamples - ray tracing controls for reflection
k3d/share/shaders/k3d_shinyplastic.sl:10: *    rayjitter, raysamples - ray tracing controls for reflection
k3d/share/shaders/k3d_softboxes.sl:191:			    "samples",	theSamples,
k3d/share/shaders/k3d_softboxes.sl:279:	    shadowsamples = 16;
k3d/share/shaders/k3d_softboxes.sl:284:	    shadowsamplesb = 16;
k3d/share/shaders/k3d_softboxes.sl:289:	    shadowsamplesc = 16;
k3d/share/shaders/k3d_softboxes.sl:294:	    shadowsamplesd = 16;
k3d/share/shaders/k3d_softboxes.sl:468:			shadowblur,shadowsamples,shadowbias);
k3d/share/shaders/k3d_softboxes.sl:473:			shadowblurb,shadowsamplesb,shadowbiasb);
k3d/share/shaders/k3d_softboxes.sl:478:			shadowblurc,shadowsamplesc,shadowbiasc);
k3d/share/shaders/k3d_softboxes.sl:483:			shadowblurd,shadowsamplesd,shadowbiasd);
k3d/share/shaders/k3d_superkagee.sl:29:                            "samples",  theSamples,
k3d/share/shaders/k3d_superkagee.sl:45:                        shadowsamplesa = 16,
k3d/share/shaders/k3d_superkagee.sl:52:                        shadowsamplesb = 16,
k3d/share/shaders/k3d_superkagee.sl:59:                        shadowsamplesc = 16,
k3d/share/shaders/k3d_superkagee.sl:66:                        shadowsamplesd = 16,
k3d/share/shaders/k3d_superkagee.sl:78:                    shadowfilta,shadowblura,shadowsamplesa,shadowbiasa
k3d/share/shaders/k3d_superkagee.sl:85:                    shadowfiltb,shadowblurb,shadowsamplesb,shadowbiasb
k3d/share/shaders/k3d_superkagee.sl:92:                    shadowfiltc,shadowblurc,shadowsamplesc,shadowbiasc
k3d/share/shaders/k3d_superkagee.sl:99:                    shadowfiltd,shadowblurd,shadowsamplesd,shadowbiasd
k3d/share/shaders/k3d_superpplastic.sl:18:/* Modified to support filter type and aize, amount of image blur, nuber samples
k3d/share/shaders/k3d_superpplastic.sl:19:along S and T, fidelty and number of samples by Giueppe Zompatori joesunny@tiscalinet.it*/
k3d/share/shaders/k3d_superpplastic.sl:24:			  float fidelity = 1; float samples = 1;
k3d/share/shaders/k3d_superpplastic.sl:48:		    "samples", samples, "swidth", Swidth, "twidth", Twidth,
k3d/share/shaders/k3d_texblender.sl:34:    color Cray = RayTrace (P, R, Kr, sqrt(blur), rayjitter, raysamples, alpha);
k3d/share/shaders/k3d_texblender.sl:194:	float olds=raysamples;
k3d/share/shaders/k3d_texblender.sl:199:		if(Rblur==0) raysamples=1;
k3d/share/shaders/k3d_texblender.sl:204:		if(RFblur==0) raysamples=1;
k3d/share/shaders/k3d_texblender.sl:205:		else raysamples=olds;
k3d/share/shaders/k3d_tooledsteel.sl:142:	float i, numsamples = 20;
k3d/share/shaders/k3d_tooledsteel.sl:144:	float Jspread = PI*(1/numsamples)*mapspread;
k3d/share/shaders/k3d_tooledsteel.sl:153:	    for(i=0;i<=numsamples;i=i+1){
k3d/share/shaders/k3d_tooledsteel.sl:155:	      angle = PI*((i/numsamples)-.5)*mapspread;
k3d/share/shaders/k3d_tooledsteel.sl:159:	      ev += environment(mapname, D)*(.5-abs((i/numsamples)-.5))*.25;
k3d/share/shaders/k3d_toonmap.sl:14:float samples4=1; 
k3d/share/shaders/k3d_toonmap.sl:22:float samples3=1; 
k3d/share/shaders/k3d_toonmap.sl:35:float samples2=1; 
k3d/share/shaders/k3d_toonmap.sl:55:temt_c4=texture(Highlight_Map,temp_ss4,temp_tt4,"swidth",swidth4,"twidth",twidth4,"samples",samples4);
k3d/share/shaders/k3d_toonmap.sl:59:temt_c4=texture(Highlight_Map[channel4],temp_ss4,temp_tt4,"swidth",swidth4,"twidth",twidth4,"samples",samples4);
k3d/share/shaders/k3d_toonmap.sl:76:temt_c3=texture(Paint_Map,temp_ss3,temp_tt3,"swidth",swidth3,"twidth",twidth3,"samples",samples3);
k3d/share/shaders/k3d_toonmap.sl:80:temt_c3=texture(Paint_Map[channel3],temp_ss3,temp_tt3,"swidth",swidth3,"twidth",twidth3,"samples",samples3);
k3d/share/shaders/k3d_toonmap.sl:97:temt_c2=texture(Ink_Map,temp_ss2,temp_tt2,"swidth",swidth2,"twidth",twidth2,"samples",samples2);
k3d/share/shaders/k3d_toonmap.sl:101:temt_c2=texture(Ink_Map[channel2],temp_ss2,temp_tt2,"swidth",swidth2,"twidth",twidth2,"samples",samples2);
k3d/share/shaders/k3d_uberlight.sl:106: *   shadownsamps - the number of samples to use.
k3d/share/shaders/k3d_uberlight.sl:489:	    1 - shadow(shadowmap, Ps, "blur", shadowblur, "samples",
k3d/share/shaders/k3d_volcube.sl:13:   Additive            - if 1 add samples, if 0 over samples . 
k3d/share/shaders/k3d_water.sl:20: *    samples - set to higher than 1 for oversampling of blur

k3d/share/shaders/k3d_water.sl:39:	float samples = 0,

k3d/share/shaders/k3d_water.sl:69:	    for (i = 0;  i < samples;  i += 1) {

k3d/share/shaders/k3d_water.sl:70:		for (j = 0;  j < samples;  j += 1) {

k3d/share/shaders/k3d_water.sl:73:			((i + float random())/samples - 0.5) * uoffset +

k3d/share/shaders/k3d_water.sl:74:			((j + float random())/samples - 0.5) * voffset;

k3d/share/shaders/k3d_water.sl:78:	    ev *= Kr / (samples*samples);

k3d/share/shaders/k3d_waterlight.sl:17:	float  samples=16;
k3d/share/shaders/k3d_waterlight.sl:29:			Cl *= 1 - shadow(shadowname, Ps, "samples", samples, "blur", blur, "bias", bias);
