k3d/share/shaders/k3d_bluemarble.sl:40:    uniform float texturescale = 2.5;
k3d/share/shaders/k3d_bluemarble.sl:50:    PP = transform("shader", P) * texturescale;
k3d/share/shaders/k3d_bubbles.sl:11:	float Kmag = 1;       /* scale                                */
k3d/share/shaders/k3d_bubbly.sl:19: *  Nzscale - scale of the noise that randomizes the location of 
k3d/share/shaders/k3d_bubbly.sl:30:         Nzscale = 1,
k3d/share/shaders/k3d_bubbly.sl:53:	nzcell = surrcell + ((vector cellnoise(surrcell)-.5)*Nzscale);
k3d/share/shaders/k3d_castucco.sl:40:  /* Threshold the fBm and scale it */
k3d/share/shaders/k3d_corktile.sl:12: * txtscale - the amount of detail / magnification of the image, this also determines
k3d/share/shaders/k3d_corktile.sl:14: * tiles - the number of tiles in a unit square of texture before txtscale is applied
k3d/share/shaders/k3d_corktile.sl:15: *	 (this means the number of tiles actually seen is the square of txtscale * tiles)
k3d/share/shaders/k3d_corktile.sl:44:							float txtscale, filtwidth)
k3d/share/shaders/k3d_corktile.sl:52:		point PT = P2 * txtscale;
k3d/share/shaders/k3d_corktile.sl:53:		float fw = filtwidth * txtscale;
k3d/share/shaders/k3d_corktile.sl:55:		float f = fnoise(PT, fw) + fnoise((P2 + 0.553) * txtscale, fw); 
k3d/share/shaders/k3d_corktile.sl:59:		g = fBm((P2 + 8.654) * txtscale, fw, 4, 2, .5);
k3d/share/shaders/k3d_corktile.sl:84:	 					float	txtscale = 1;
k3d/share/shaders/k3d_corktile.sl:94:	uniform float tilewidth = 1 / (tiles * txtscale); 
k3d/share/shaders/k3d_corktile.sl:106:	Ct = cork( P, txtscale, filtwidth);	
k3d/share/shaders/k3d_corktile.sl:108:	Cg = color( .20, 0, 0) + filteredsnoise(PP * txtscale, filtwidth * txtscale) * .2;
k3d/share/shaders/k3d_corktile.sl:113:	disp = (tileheight + fnoise(PP * txtscale * bumpfreq + 3, filtwidth * txtscale) * (1 - tileheight)) 
k3d/share/shaders/k3d_craters.sl:19:   float octaves=9;      /* number of scales used - use lower numbers for cartoony effects */
k3d/share/shaders/k3d_craters.sl:36:    float	rmax1=1000000,rmax2=1000000,rrad1=0,rrad2=0,cellsizescale,ilac;
k3d/share/shaders/k3d_craters.sl:48:	cellsizescale = swidth/sc;
k3d/share/shaders/k3d_craters.sl:61:		    sctr = cellsizescale * (scell + 0.5 + jitter * cellnoise(scell+0.5, tcell+0.5));
k3d/share/shaders/k3d_craters.sl:62:		    tctr = cellsizescale * (tcell + 0.5 + jitter * cellnoise(scell+3.5, tcell+8.5));
k3d/share/shaders/k3d_craters.sl:94:	/* Seem crater perturbations for each scale */
k3d/share/shaders/k3d_crayon.sl:13:	txtscale  - an overall scaling factor
k3d/share/shaders/k3d_crayon.sl:14:	width - the width of the crayon strokes - this is scaled by txtscale
k3d/share/shaders/k3d_crayon.sl:60:			float txtscale = 1;
k3d/share/shaders/k3d_crayon.sl:81:	float smks = aanoise(txtscale * s * micro / width, txtscale * t * micro / width,
k3d/share/shaders/k3d_crayon.sl:82:	 		txtscale * fw * micro / width);
k3d/share/shaders/k3d_crayon.sl:83:	float lmks = (aanoise(txtscale * s / width, txtscale * t / (width * stretch), 
k3d/share/shaders/k3d_crayon.sl:84:		txtscale * fw / width) + 1) / 2;
k3d/share/shaders/k3d_cyclone.sl:6:#define VLNoise(Pt,scale) (snoise(DNoise(Pt)+(scale*Pt)))
k3d/share/shaders/k3d_cyclone.sl:11:		    float twist = 0.5; float scale = .7, offset = .5;
k3d/share/shaders/k3d_cyclone.sl:63:      value = abs(eye_weight * (offset + scale * a));
k3d/share/shaders/k3d_cyclone.sl:71:  /* Shade like matte, but with color scaled by cloud opacity */
k3d/share/shaders/k3d_ember.sl:5: * It is designed for use with particle systems where the particle is scaled
k3d/share/shaders/k3d_flame.sl:9: *    chaosscale, chaosoffset, octaves - control the fBm
k3d/share/shaders/k3d_flame.sl:34:#define VLNoise(p, scale) (snoise(p + scale * DNoise(p)))
k3d/share/shaders/k3d_flame.sl:37:		  float chaosscale = 1; float chaosoffset = 0;
k3d/share/shaders/k3d_flame.sl:56:  chaos = abs(chaosscale * chaos + chaosoffset);
k3d/share/shaders/k3d_gmarbtile_polish.sl:11: *   txtscale - overall scaling for the texture
k3d/share/shaders/k3d_gmarbtile_polish.sl:31:			     float txtscale = 1;
k3d/share/shaders/k3d_gmarbtile_polish.sl:53:  point PP = txtscale * transform("shader", P);
k3d/share/shaders/k3d_graphic_lines.sl:12:				float line_scale_master=1.0;
k3d/share/shaders/k3d_graphic_lines.sl:15:        float line_scale_highlight=16.0;
k3d/share/shaders/k3d_graphic_lines.sl:38:        float line_scale_paint=16.0;
k3d/share/shaders/k3d_graphic_lines.sl:61:        float line_scale_ink=16.0;
k3d/share/shaders/k3d_graphic_lines.sl:116:		z_highlight*=line_scale_highlight*line_scale_master;
k3d/share/shaders/k3d_graphic_lines.sl:121:		y_highlight*=line_scale_highlight*line_scale_master;
k3d/share/shaders/k3d_graphic_lines.sl:125:		x_highlight*=line_scale_highlight*line_scale_master;
k3d/share/shaders/k3d_graphic_lines.sl:156:	float spacescale_highlight=length(vtransform("shader",normalize(N_highlight)));
k3d/share/shaders/k3d_graphic_lines.sl:157:	vector Ndisp_highlight=normalize(N_highlight)*(0/max(spacescale_highlight,1e-6));
k3d/share/shaders/k3d_graphic_lines.sl:192:		z_paint*=line_scale_paint*line_scale_master;
k3d/share/shaders/k3d_graphic_lines.sl:197:		y_paint*=line_scale_paint*line_scale_master;
k3d/share/shaders/k3d_graphic_lines.sl:201:		x_paint*=line_scale_paint*line_scale_master;
k3d/share/shaders/k3d_graphic_lines.sl:229:	float spacescale1=length(vtransform("shader",normalize(N_paint)));
k3d/share/shaders/k3d_graphic_lines.sl:230:	vector Ndisp1=normalize(N_paint)*(0/max(spacescale1,1e-6));
k3d/share/shaders/k3d_graphic_lines.sl:264:		z_ink*=line_scale_ink*line_scale_master;
k3d/share/shaders/k3d_graphic_lines.sl:269:		y_ink*=line_scale_ink*line_scale_master;
k3d/share/shaders/k3d_graphic_lines.sl:273:		x_ink*=line_scale_ink*line_scale_master;
k3d/share/shaders/k3d_graphic_lines.sl:301:	float spacescale2=length(vtransform("shader",normalize(N_ink)));
k3d/share/shaders/k3d_graphic_lines.sl:302:	vector Ndisp2=normalize(N_ink)*(0/max(spacescale2,1e-6));
k3d/share/shaders/k3d_grass_displace.sl:23:  float noiscale = 0.4;

k3d/share/shaders/k3d_grass_displace.sl:27:  ss = s + snoise(noi + 912) * noiscale;

k3d/share/shaders/k3d_grass_displace.sl:28:  tt = t + snoise(noi + 333) * noiscale;

k3d/share/shaders/k3d_grass_surface.sl:20:  float noiscale = 0.4;

k3d/share/shaders/k3d_grass_surface.sl:24:  ss = s + snoise(noi + 912) * noiscale;

k3d/share/shaders/k3d_grass_surface.sl:25:  tt = t + snoise(noi + 333) * noiscale;

k3d/share/shaders/k3d_greenmarble.sl:9: *   txtscale - overall scaling for the texture
k3d/share/shaders/k3d_greenmarble.sl:31:			float sharpness = 25; float txtscale = 1;
k3d/share/shaders/k3d_greenmarble.sl:38:  point PP = txtscale * transform("shader", P);
k3d/share/shaders/k3d_grids_disp.sl:7: float spacescale = length(vtransform("shader", dir));
k3d/share/shaders/k3d_grids_disp.sl:8: vector Ndisp = dir * (amp / max(spacescale,1e-6));
k3d/share/shaders/k3d_hexatile_bump.sl:19:*	float mx[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1}  --- 16 float for scale,rotate,translate.
k3d/share/shaders/k3d_hexatile_bump.sl:42:Worley2D_f1f2 (float ss, tt; float jitter, seed, c1, c2, hexagon, scale_ss, scale_tt; 
k3d/share/shaders/k3d_hexatile_bump.sl:62:	float soffset = (spos - ss) * scale_ss;
k3d/share/shaders/k3d_hexatile_bump.sl:63:	float toffset = (tpos - tt) * scale_tt;
k3d/share/shaders/k3d_hexatile_bump.sl:101:float scale1 = ScaleSS * SS;
k3d/share/shaders/k3d_hexatile_bump.sl:102:float scale2 = ScaleTT * TT;
k3d/share/shaders/k3d_hexatile_bump.sl:104:Worley2D_f1f2 (scale1,scale2,/* Jitter */ 0,/* Seed */ 0,C1,C2,/* Hexagon */ 1,/* TileScaleSS */ 1,
k3d/share/shaders/k3d_hexatile_bump.sl:125:	float spacescale = length(space);
k3d/share/shaders/k3d_hexatile_bump.sl:126:	vector Ndisp = dir * (amp / max(spacescale,1e-6));
k3d/share/shaders/k3d_imagelayerclouds.sl:5:surface k3d_imagelayerclouds(float txtscale = 1;
k3d/share/shaders/k3d_imagelayerclouds.sl:16://  PP = txtscale * transform ("shader", P);
k3d/share/shaders/k3d_imagelayerclouds.sl:17:  PP = txtscale * point(s, t, s);
k3d/share/shaders/k3d_leather.sl:36:	float txtscale = .05;     	/* Ugly kludge (see above...)    */

k3d/share/shaders/k3d_leather.sl:88:	small_noise = snoise(BASE_NF*PP*txtscale/TSCALE);

k3d/share/shaders/k3d_leather.sl:138:	            noise(SPECK_NF*PP*txtscale/TSCALE)), 3);

k3d/share/shaders/k3d_leather.sl:176:	              DISP_TF*t + label) * DISP_DENT_AMP * txtscale / TSCALE;

k3d/share/shaders/k3d_leather.sl:177:	disp += small_noise * DISP_SMNOISE_AMP * txtscale / TSCALE;

k3d/share/shaders/k3d_leather.sl:178:	disp -= speck * DISP_SPECK_AMP * txtscale / TSCALE;

k3d/share/shaders/k3d_lensflare.sl:13: *   intensity - overall scale of intensity of all lens flare effects
k3d/share/shaders/k3d_lensflare.sl:28: *   spotintensity - overall intensity scale for the spots
k3d/share/shaders/k3d_lensflare.sl:29: *   spotvarycolor - scale the color variation of the spots
k3d/share/shaders/k3d_luna.sl:7: *    the scale for human naked-eye viewing from earth.
k3d/share/shaders/k3d_luna.sl:29:#define VLNoise(Pt,scale) (snoise(Pt + scale*DNoise(Pt)))
k3d/share/shaders/k3d_luna.sl:55:  float uu, ht, freq, scale;
k3d/share/shaders/k3d_luna.sl:139:	  scale = 1;
k3d/share/shaders/k3d_luna.sl:143:	      ht += scale * snoise(freq * vv);
k3d/share/shaders/k3d_luna.sl:145:	      scale *= 0.833;
k3d/share/shaders/k3d_luna.sl:154:	  scale = 1;
k3d/share/shaders/k3d_luna.sl:158:	      ht += scale * snoise(freq * vv);
k3d/share/shaders/k3d_luna.sl:160:	      scale *= 0.833;
k3d/share/shaders/k3d_lunette.sl:23: *   noiseScale - scale factor for the fBm noise relative to the grid size
k3d/share/shaders/k3d_lunette.sl:49: *                           and tt directions.  Also scales the noise in both
k3d/share/shaders/k3d_lunette.sl:80:	float noiseScale;	/* scale of the noise relative to the grid */
k3d/share/shaders/k3d_map_pattern_1.sl:9:float txtscale=1; 
k3d/share/shaders/k3d_map_pattern_1.sl:51:PP = txtscale * transform ("shader", P);
k3d/share/shaders/k3d_mysky.sl:18: *    txtscale - overall scaling factor

k3d/share/shaders/k3d_mysky.sl:52:	     float txtscale = 1;

k3d/share/shaders/k3d_mysky.sl:64:  PP = txtscale * transform ("shader", P);

k3d/share/shaders/k3d_noisysmoke.sl:36:		      float lightscale = 15;
k3d/share/shaders/k3d_noisysmoke.sl:110:  Ci = lightscale * Cv + (1 - Ov) * Ci;
k3d/share/shaders/k3d_oak.sl:26: *   ringy, grainy - overall scale on the degree to which rings and
k3d/share/shaders/k3d_oakplank.sl:33: *   ringy, grainy - overall scale on the degree to which rings and
k3d/share/shaders/k3d_parquet_plank.sl:12: *   txtscale - overall scaling factor for the texture
k3d/share/shaders/k3d_parquet_plank.sl:15: *   ringscale - scaling for the ring spacing
k3d/share/shaders/k3d_parquet_plank.sl:16: *   grainscale - scaling for the fine grain
k3d/share/shaders/k3d_parquet_plank.sl:33:			  float ringscale = 15, grainscale = 60;
k3d/share/shaders/k3d_parquet_plank.sl:34:			  float txtscale = 1;
k3d/share/shaders/k3d_parquet_plank.sl:65:    txtscale;
k3d/share/shaders/k3d_parquet_plank.sl:68:    txtscale;
k3d/share/shaders/k3d_parquet_plank.sl:73:  ss = (txtscale * s) / PGWIDTH;
k3d/share/shaders/k3d_parquet_plank.sl:75:  tt = (txtscale * t) / PGHEIGHT;
k3d/share/shaders/k3d_parquet_plank.sl:79:      ss = txtscale * t / PGWIDTH;
k3d/share/shaders/k3d_parquet_plank.sl:81:      tt = txtscale * s / PGHEIGHT;
k3d/share/shaders/k3d_parquet_plank.sl:120:  fade = smoothstep(1 / ringscale, 8 / ringscale, fwidth);
k3d/share/shaders/k3d_parquet_plank.sl:124:      r = ringscale * noise(ss - whichplank, ttt);
k3d/share/shaders/k3d_parquet_plank.sl:133:      fade = smoothstep(2 / grainscale, 8 / grainscale, fwidth);
k3d/share/shaders/k3d_parquet_plank.sl:136:	  r2 = 1.3 - noise(ss * grainscale, (tt * grainscale / 4));
k3d/share/shaders/k3d_parquet_plank2.sl:13: *   txtscale - overall scaling factor for the texture
k3d/share/shaders/k3d_parquet_plank2.sl:16: *   ringscale - scaling for the ring spacing
k3d/share/shaders/k3d_parquet_plank2.sl:17: *   grainscale - scaling for the fine grain
k3d/share/shaders/k3d_parquet_plank2.sl:47:	       float ringscale = 15, grainscale = 60;
k3d/share/shaders/k3d_parquet_plank2.sl:48:	       float txtscale = 1;
k3d/share/shaders/k3d_parquet_plank2.sl:77:  swidth = (max (abs(Du(s)*du) + abs(Dv(s)*dv), MINFILTERWIDTH) / PGWIDTH) * txtscale;
k3d/share/shaders/k3d_parquet_plank2.sl:78:  twidth = (max (abs(Du(t)*du) + abs(Dv(t)*dv), MINFILTERWIDTH) / PGHEIGHT) * txtscale;
k3d/share/shaders/k3d_parquet_plank2.sl:83:  ss = (txtscale * s) / PGWIDTH;
k3d/share/shaders/k3d_parquet_plank2.sl:85:  tt = (txtscale * t) / PGHEIGHT;
k3d/share/shaders/k3d_parquet_plank2.sl:88:      ss = txtscale * t / PGWIDTH;
k3d/share/shaders/k3d_parquet_plank2.sl:90:      tt = txtscale * s / PGHEIGHT;
k3d/share/shaders/k3d_parquet_plank2.sl:121:  fade = smoothstep (1/ringscale, 8/ringscale, fwidth);
k3d/share/shaders/k3d_parquet_plank2.sl:124:      r = ringscale * noise (ss-whichplank, ttt);
k3d/share/shaders/k3d_parquet_plank2.sl:132:      fade = smoothstep (2/grainscale, 8/grainscale, fwidth);
k3d/share/shaders/k3d_parquet_plank2.sl:134:	  r2 = 1.3 - noise (ss*grainscale, (tt*grainscale/4));
k3d/share/shaders/k3d_parquet_tile.sl:14: *   txtscale - overall scaling factor for the texture
k3d/share/shaders/k3d_parquet_tile.sl:17: *   ringscale - scaling for the ring spacing
k3d/share/shaders/k3d_parquet_tile.sl:18: *   grainscale - scaling for the fine grain
k3d/share/shaders/k3d_parquet_tile.sl:54: *   - ringscale from 15 to 25
k3d/share/shaders/k3d_parquet_tile.sl:55: *   - grainscale from 60 to 55
k3d/share/shaders/k3d_parquet_tile.sl:62:	       float ringscale = 25, grainscale = 55;
k3d/share/shaders/k3d_parquet_tile.sl:63:	       float txtscale = 1;
k3d/share/shaders/k3d_parquet_tile.sl:92:  swidth = (max (abs(Du(s)*du) + abs(Dv(s)*dv), MINFILTERWIDTH) / PGWIDTH) * txtscale;
k3d/share/shaders/k3d_parquet_tile.sl:93:  twidth = (max (abs(Du(t)*du) + abs(Dv(t)*dv), MINFILTERWIDTH) / PGHEIGHT) * txtscale;
k3d/share/shaders/k3d_parquet_tile.sl:98:  ss = (txtscale * s) / PGWIDTH;
k3d/share/shaders/k3d_parquet_tile.sl:100:  tt = (txtscale * t) / PGHEIGHT;
k3d/share/shaders/k3d_parquet_tile.sl:103:      ss = txtscale * t / PGWIDTH;
k3d/share/shaders/k3d_parquet_tile.sl:105:      tt = txtscale * s / PGHEIGHT;
k3d/share/shaders/k3d_parquet_tile.sl:136:  fade = smoothstep (1/ringscale, 8/ringscale, fwidth);
k3d/share/shaders/k3d_parquet_tile.sl:139:      r = ringscale * noise (ss-whichplank, ttt);
k3d/share/shaders/k3d_parquet_tile.sl:147:      fade = smoothstep (2/grainscale, 8/grainscale, fwidth);
k3d/share/shaders/k3d_parquet_tile.sl:149:	  r2 = 1.3 - noise (ss*grainscale, (tt*grainscale/4));
k3d/share/shaders/k3d_planetclouds.sl:10: *   a way that looks like clouds on a planetary scale.
k3d/share/shaders/k3d_planetclouds.sl:15: *    distortionscale - controls the amount of texture distortion
k3d/share/shaders/k3d_planetclouds.sl:61:#define VLNoise(Pt,scale) (snoise(DNoise(Pt)+(scale*Pt)))
k3d/share/shaders/k3d_planetclouds.sl:67:			 float distortionscale = 1; float omega = 0.7;
k3d/share/shaders/k3d_planetclouds.sl:80:  Pdistortion = distortionscale * DNoise(PP);
k3d/share/shaders/k3d_planetclouds.sl:108:  /* Shade like matte, but with color scaled by cloud opacity */
k3d/share/shaders/k3d_plank.sl:10: *   txtscale - overall scaling factor for the texture
k3d/share/shaders/k3d_plank.sl:11: *   ringscale - scaling for the ring spacing
k3d/share/shaders/k3d_plank.sl:12: *   grainscale - scaling for the fine grain
k3d/share/shaders/k3d_plank.sl:31:		  float ringscale = 15, grainscale = 60;
k3d/share/shaders/k3d_plank.sl:32:		  float txtscale = 1;
k3d/share/shaders/k3d_plank.sl:60:	MINFILTERWIDTH) / PGWIDTH * txtscale;
k3d/share/shaders/k3d_plank.sl:63:	MINFILTERWIDTH) / PGHEIGHT * txtscale;
k3d/share/shaders/k3d_plank.sl:68:  ss = txtscale * s / PGWIDTH;
k3d/share/shaders/k3d_plank.sl:72:  tt = (txtscale * t / PGHEIGHT) + 10 * snoise(0.5 + whichrow);
k3d/share/shaders/k3d_plank.sl:106:  fade = smoothstep(1 / ringscale, 8 / ringscale, fwidth);
k3d/share/shaders/k3d_plank.sl:110:      r = ringscale * noise(ss - whichplank, ttt);
k3d/share/shaders/k3d_plank.sl:119:      fade = smoothstep(2 / grainscale, 8 / grainscale, fwidth);
k3d/share/shaders/k3d_plank.sl:122:	  r2 = 1.3 - noise(ss * grainscale, (tt * grainscale));
k3d/share/shaders/k3d_puffyclouds.sl:16: *    txtscale - overall scaling factor
k3d/share/shaders/k3d_puffyclouds.sl:49:	     float txtscale = 1;
k3d/share/shaders/k3d_puffyclouds.sl:61:  PP = txtscale * transform ("shader", P);
k3d/share/shaders/k3d_redapple.sl:18: * Look out for the "txtscale" parameter: some noise calculations are
k3d/share/shaders/k3d_redapple.sl:21: * different size apples, make sure to change txtscale appropriately.
k3d/share/shaders/k3d_redapple.sl:55:	float txtscale = .05;     /* Ugly kludge (see above...)    */
k3d/share/shaders/k3d_redapple.sl:112:	small_noise = snoise(BASE_NF*PP*txtscale/TSCALE);
k3d/share/shaders/k3d_redapple.sl:162:	            noise(SPECK_NF*PP*txtscale/TSCALE)), 3);
k3d/share/shaders/k3d_redapple.sl:200:	              DISP_TF*t + label) * DISP_DENT_AMP * txtscale / TSCALE;
k3d/share/shaders/k3d_redapple.sl:201:	disp += small_noise * DISP_SMNOISE_AMP * txtscale / TSCALE;
k3d/share/shaders/k3d_redapple.sl:202:	disp -= speck * DISP_SPECK_AMP * txtscale / TSCALE;
k3d/share/shaders/k3d_rubber.sl:13:		txtscale	= 1.5 )
k3d/share/shaders/k3d_rubber.sl:20:	cout = mix(Cs, white, .05* (float noise(txtscale*Ploc)));
k3d/share/shaders/k3d_rustymetal.sl:14: *   txtscale - overall scaling factor of the rust pattern.
k3d/share/shaders/k3d_rustymetal.sl:47:	    float txtscale = 1;
k3d/share/shaders/k3d_rustymetal.sl:64:  PP = txtscale * transform ("shader", P);
k3d/share/shaders/k3d_saturn.sl:16: *    dist_scale - scaling for multifractal distortion
k3d/share/shaders/k3d_saturn.sl:17: *    lat_scale,  map_exp - control scaling of 
k3d/share/shaders/k3d_saturn.sl:44:	  float dist_scale = .2;
k3d/share/shaders/k3d_saturn.sl:46:	  float lat_scale = 0.95;
k3d/share/shaders/k3d_saturn.sl:67:       latitude = lat_scale * pow(latitude,map_exp);
k3d/share/shaders/k3d_saturn.sl:68:  else latitude *= lat_scale;
k3d/share/shaders/k3d_skin1.sl:24: * blemishmap = Use a grayscale map to control where the belmishes will be more visible
k3d/share/shaders/k3d_skin1.sl:26: * Oily,oilmap = controls how oily the skin looks. Use a grayscale map to contol
k3d/share/shaders/k3d_slateroof.sl:24: 	txtscale: a scaling factor for the slate coloration - the larger txtscale the
k3d/share/shaders/k3d_slateroof.sl:57:							txtscale = 1)
k3d/share/shaders/k3d_slateroof.sl:184:	ns = noise( s * txtscale * 59.8534 * sfreq, t * txtscale * 59.8534 * tfreq);
k3d/share/shaders/k3d_slateroofd.sl:70:	float spacescale = length(vtransform("shader", Nf));
k3d/share/shaders/k3d_slateroofd.sl:71:   vector Ndisp = Nf * (1 / max(spacescale,1e-6));
k3d/share/shaders/k3d_slateroofd.sl:176:	P += Nf * (disp / max(spacescale, 1e-6));
k3d/share/shaders/k3d_smoke2.sl:18: *   lightscale - multiplier for light scattered toward viewer in volume
k3d/share/shaders/k3d_smoke2.sl:85:	    float lightscale = 15;
k3d/share/shaders/k3d_smoke2.sl:153:  Ci = lightscale*Cv + (1-Ov)*Ci; 
k3d/share/shaders/k3d_stones.sl:68:    /* Modify Chsv by adding Cvary scaled by our separate h,s,v controls */
k3d/share/shaders/k3d_stones.sl:103: float noifreq = 10, noiscale = 0.3;
k3d/share/shaders/k3d_stones.sl:130:   ss += noiscale * snoise(snoise2(s * noifreq, t * noifreq) + 912);
k3d/share/shaders/k3d_stones.sl:131:   tt += noiscale * snoise(snoise2(s * noifreq, t * noifreq) + 333);
k3d/share/shaders/k3d_strata.sl:9: *    txtscale - overall scaling factor for the texture
k3d/share/shaders/k3d_strata.sl:10: *    zscale - scaling for the thickness of the layers
k3d/share/shaders/k3d_strata.sl:11: *    turbscale - how turbulent the layers are
k3d/share/shaders/k3d_strata.sl:37:surface k3d_strata(float Ka = 0.5, Kd = 1; float txtscale = 1;
k3d/share/shaders/k3d_strata.sl:38:		   float yscale = 2; float turbscale = 0.1; float offset = 0;
k3d/share/shaders/k3d_strata.sl:47:  PP = txtscale * transform("shader", P);
k3d/share/shaders/k3d_strata.sl:57:  cmap = yscale * ycomp(PP) + turbscale * turb - offset;
k3d/share/shaders/k3d_strata.sl:82:  /* Shade like matte, but with color scaled by cloudcolor and opacity */
k3d/share/shaders/k3d_superplank.sl:15: *   txtscale - overall scaling factor for the texture
k3d/share/shaders/k3d_superplank.sl:27: *   ringscale - scaling for the ring spacing
k3d/share/shaders/k3d_superplank.sl:31: *   grainscale - scaling for the fine grain
k3d/share/shaders/k3d_superplank.sl:61:			float txtscale = 1;	/* Overall scaling factor */
k3d/share/shaders/k3d_superplank.sl:75:			float ringscale = 25;	/* Larger makes more, thinner rings */
k3d/share/shaders/k3d_superplank.sl:79:			float grainscale = 60;	/* Larger makes smaller "grains" */
k3d/share/shaders/k3d_superplank.sl:90:  float sw, tw, overallscale;
k3d/share/shaders/k3d_superplank.sl:125:  ss = s * txtscale;
k3d/share/shaders/k3d_superplank.sl:126:  tt = t * txtscale;
k3d/share/shaders/k3d_superplank.sl:133:   * We will use this later to help scale the displacement, this making
k3d/share/shaders/k3d_superplank.sl:134:   * the bumps scale relative to the overall pattern, rather than being
k3d/share/shaders/k3d_superplank.sl:135:   * strictly tied to the scale of the object.
k3d/share/shaders/k3d_superplank.sl:137:  overallscale = (length(Deriv(P, ss)));
k3d/share/shaders/k3d_superplank.sl:205:   * The wood has rings at one scale, grain at a finer scale.  They
k3d/share/shaders/k3d_superplank.sl:212:  fwidth = max(swidth * ringscale, twidth * ringscale);
k3d/share/shaders/k3d_superplank.sl:216:      ring_s = ss * ringscale;
k3d/share/shaders/k3d_superplank.sl:217:      ring_t = tt * ringscale;
k3d/share/shaders/k3d_superplank.sl:219:      ring = ringscale * noise(ring_s - whichplank * 4.18, ttt / 20);
k3d/share/shaders/k3d_superplank.sl:227:      fwidth = max(swidth * grainscale, twidth * grainscale);
k3d/share/shaders/k3d_superplank.sl:231:	  grain_s = ss * grainscale;
k3d/share/shaders/k3d_superplank.sl:232:	  grain_t = tt * grainscale;
k3d/share/shaders/k3d_superplank.sl:280:      shadlen = overallscale / length(ntransform("shader", NN));
k3d/share/shaders/k3d_terran.sl:2:mottle_limit, mottle_scale, moddle_dim, mottle_mag - control the
k3d/share/shaders/k3d_terran.sl:15:#define VLNoise(Pt,scale) (snoise(DNoise(Pt)+(scale*Pt)))
k3d/share/shaders/k3d_terran.sl:23:		   float multifractal = 0; float dist_scale = .2;
k3d/share/shaders/k3d_terran.sl:26:		   float mtn_scale = 1;
k3d/share/shaders/k3d_terran.sl:27:		   float lat_scale = 0.95;
k3d/share/shaders/k3d_terran.sl:29:		   float purt_scale = .9; float map_exp = 0;
k3d/share/shaders/k3d_terran.sl:30:		   float ice_caps = 0.9; float depth_scale = 1;
k3d/share/shaders/k3d_terran.sl:32:		   float mottle_scale = 20; float mottle_dim = .25;
k3d/share/shaders/k3d_terran.sl:68:      Ptexture += dist_scale * DNoise(Ptexture);
k3d/share/shaders/k3d_terran.sl:90:      chaos *= mtn_scale;
k3d/share/shaders/k3d_terran.sl:91:/*      sea_level *= mtn_scale; */
k3d/share/shaders/k3d_terran.sl:103:  /*  "nonlinear" scales purturbation-by-z */
k3d/share/shaders/k3d_terran.sl:104:  /*  "purt_scale" scales overall purturbation */
k3d/share/shaders/k3d_terran.sl:105:  latitude += chaos * (nonlinear * (1 - latitude) + purt_scale);
k3d/share/shaders/k3d_terran.sl:107:    latitude = lat_scale * pow(latitude, map_exp);
k3d/share/shaders/k3d_terran.sl:109:    latitude *= lat_scale;
k3d/share/shaders/k3d_terran.sl:144:	  PP = mottle_scale * Ptexture;
k3d/share/shaders/k3d_terran.sl:166:	  chaos *= depth_scale;
k3d/share/shaders/k3d_terran2.sl:23: *    bump_scale - scaling of the mountains
k3d/share/shaders/k3d_terran2.sl:25: *    dist_scale - scaling for multifractal distortion
k3d/share/shaders/k3d_terran2.sl:28: *    mtn_scale - scaling factor for mountains
k3d/share/shaders/k3d_terran2.sl:29: *    lat_scale, nonlinear, purt_scale, map_exp - control scaling of 
k3d/share/shaders/k3d_terran2.sl:32: *    depth_scale, depth_max - scaling factor and max depth of oceans
k3d/share/shaders/k3d_terran2.sl:33: *    mottle_limit, mottle_scale, moddle_dim, mottle_mag - control the
k3d/share/shaders/k3d_terran2.sl:71:#define VLNoise(Pt,scale) (snoise(DNoise(Pt)+(scale*Pt)))
k3d/share/shaders/k3d_terran2.sl:80:	  float bump_scale = 0.07;
k3d/share/shaders/k3d_terran2.sl:82:	  float dist_scale = .2;
k3d/share/shaders/k3d_terran2.sl:85:	  float mtn_scale = 1;
k3d/share/shaders/k3d_terran2.sl:86:	  float lat_scale = 0.95;
k3d/share/shaders/k3d_terran2.sl:88:	  float purt_scale = .9;
k3d/share/shaders/k3d_terran2.sl:91:	  float depth_scale = 1;
k3d/share/shaders/k3d_terran2.sl:94:	  float mottle_scale = 20;
k3d/share/shaders/k3d_terran2.sl:126:      Ptexture += dist_scale * DNoise (Ptexture);
k3d/share/shaders/k3d_terran2.sl:145:      chaos *= mtn_scale;
k3d/share/shaders/k3d_terran2.sl:146:/*      sea_level *= mtn_scale; */
k3d/share/shaders/k3d_terran2.sl:158:  /*  "nonlinear" scales purturbation-by-z */
k3d/share/shaders/k3d_terran2.sl:159:  /*  "purt_scale" scales overall purturbation */
k3d/share/shaders/k3d_terran2.sl:160:  latitude += chaos*(nonlinear*(1-latitude) + purt_scale);
k3d/share/shaders/k3d_terran2.sl:162:       latitude = lat_scale * pow(latitude,map_exp);
k3d/share/shaders/k3d_terran2.sl:163:  else latitude *= lat_scale;
k3d/share/shaders/k3d_terran2.sl:203:         PP = mottle_scale * Ptexture;
k3d/share/shaders/k3d_terran2.sl:221:	  chaos *= depth_scale;
k3d/share/shaders/k3d_terranbump.sl:11:#define VLNoise(Pt,scale) (snoise(DNoise(Pt)+(scale*Pt)))
k3d/share/shaders/k3d_terranbump.sl:19:			    float bump_scale = 0.04; float multifractal = 0;
k3d/share/shaders/k3d_terranbump.sl:20:			    float dist_scale = .2; float offset = 0;
k3d/share/shaders/k3d_terranbump.sl:46:      Ptexture += dist_scale * DNoise(Ptexture);
k3d/share/shaders/k3d_terranbump.sl:68:    P += (bump_scale * bumpy) * normalize(Ng);
k3d/share/shaders/k3d_texblender.sl:73:float tex_wood(point PP; float ringscale)
k3d/share/shaders/k3d_texblender.sl:77:    float my_t = zcomp(PP) / ringscale;
k3d/share/shaders/k3d_texblender.sl:82:    float r = ringscale * noise (PQ);
k3d/share/shaders/k3d_texblender.sl:92:		float scalex, scaley, scalez, octaves, blur;)
k3d/share/shaders/k3d_texblender.sl:97:	transp=transform(space,P)*vector (scalex, scaley, scalez);
k3d/share/shaders/k3d_texblender.sl:107:		newc=texture(mapname,s*scalex,t*scaley,"blur",blur,"fill",-1,"width",0);
k3d/share/shaders/k3d_texblender.sl:108:    if (comp(newc,1)==-1) newc=comp(newc,0); /* treat a 1-channel texture map as a greyscale */
k3d/share/shaders/k3d_tooledsteel.sl:17: *  Nzscale 		- scale of the noise that randomizes the location of 
k3d/share/shaders/k3d_tooledsteel.sl:36:getvec(float  mult; float Nzscale)
k3d/share/shaders/k3d_tooledsteel.sl:71:	nzoff = ((vector cellnoise(surrcell)-.5)*Nzscale);
k3d/share/shaders/k3d_tooledsteel.sl:124:		Nzscale		=  1.5,
k3d/share/shaders/k3d_tooledsteel.sl:136:        vector VA = getvec(mult,Nzscale);
k3d/share/shaders/k3d_translucency.sl:18:*		 when a texture is present, as scale value for the texture.
k3d/share/shaders/k3d_velvet.sl:15: *   Kd:	scales diffuse color
k3d/share/shaders/k3d_venus.sl:16: *    offset, scale - control the linear scaling of the cloud value.
k3d/share/shaders/k3d_venus.sl:55:		  float offset = 1; float scale = 0.6; float twist = 0.22;
k3d/share/shaders/k3d_venus.sl:92:  value = abs(offset + scale * a);
k3d/share/shaders/k3d_venus.sl:94:  /* Shade like matte, but with color scaled by cloud color */
k3d/share/shaders/k3d_venus2.sl:18: *    offset, scale - control the linear scaling of the cloud value.
k3d/share/shaders/k3d_venus2.sl:55:       float scale = 0.6;
k3d/share/shaders/k3d_venus2.sl:91:  value = abs (offset + scale * a);
k3d/share/shaders/k3d_venus2.sl:93:  /* Shade like matte, but with color scaled by cloud color */
k3d/share/shaders/k3d_windywave.sl:3:displacement k3d_windywave(float Km = 0.1; float txtscale = 1;
k3d/share/shaders/k3d_windywave.sl:12:  PP = txtscale * windfreq * transform("shader", P);
k3d/share/shaders/k3d_wood2.sl:9: *   txtscale - overall scaling factor for the texture
k3d/share/shaders/k3d_wood2.sl:10: *   ringscale - scaling for the ring spacing
k3d/share/shaders/k3d_wood2.sl:24:		  float ringscale = 15;
k3d/share/shaders/k3d_wood2.sl:25:		  float txtscale = 1;
k3d/share/shaders/k3d_wood2.sl:36:  PP = txtscale * transform("shader", P);
k3d/share/shaders/k3d_wood2.sl:38:  my_t = zcomp(PP) / ringscale;
k3d/share/shaders/k3d_wood2.sl:43:  r = ringscale * noise(PQ);
k3d/share/shaders/k3d_woodcut.sl:4:float ringscale=5; 
k3d/share/shaders/k3d_woodcut.sl:36:z *= ringscale;
k3d/share/shaders/k3d_woodcut.sl:41:y *= ringscale;
k3d/share/shaders/k3d_woodcut.sl:87: float spacescale = length(vtransform("shader", normalize(N)));
k3d/share/shaders/k3d_woodcut.sl:88: vector Ndisp = normalize(N) * (0 / max(spacescale,1e-6));
