k3d/share/shaders/k3d_fakesky.sl:2: * fakesky.sl

k3d/share/shaders/k3d_fakesky.sl:6: * clear sky.

k3d/share/shaders/k3d_fakesky.sl:9:surface k3d_fakesky(vector up = (0,0,1); color skycolor = (.5, .6, 1.)) {

k3d/share/shaders/k3d_fakesky.sl:11:    Ci = Os * (.5 + .5 * max(0., (up . normalize(N)))) * 1.8 * skycolor;

k3d/share/shaders/k3d_imagelayerclouds.sl:6:			     color skycolor = color(.15, .15, .6);
k3d/share/shaders/k3d_imagelayerclouds.sl:33:  Ct = mix(skycolor, cloudcolor, smoothstep(threshold, 1, value));
k3d/share/shaders/k3d_imagelayergradient.sl:2:			       color sky = color(.5, .5, 1);
k3d/share/shaders/k3d_imagelayergradient.sl:10:      Ci = Cs * mix(zenith, sky, v * 2.0);
k3d/share/shaders/k3d_lensflare.sl:26: *   disky, ringy, blotty, bloony - give the relative proportions of
k3d/share/shaders/k3d_lensflare.sl:96:		      float nspots = 50; float disky = 3; float ringy = 1;
k3d/share/shaders/k3d_lensflare.sl:193:	uniform float alltypes = (disky + ringy + blotty + bloony);
k3d/share/shaders/k3d_lensflare.sl:198:	if(type < disky)
k3d/share/shaders/k3d_lensflare.sl:203:	else if(type < (disky + ringy))
k3d/share/shaders/k3d_lensflare.sl:208:	else if(type < (disky + ringy + blotty))
k3d/share/shaders/k3d_mysky.sl:10: *    Makes nice looking cumulous clouds like you would see in the sky

k3d/share/shaders/k3d_mysky.sl:19: *    skycolor, cloudcolor - the obvious meanings

k3d/share/shaders/k3d_mysky.sl:21: *    threshold - fBm sum below this level is just blue sky

k3d/share/shaders/k3d_mysky.sl:51:k3d_mysky (float Ka = 0, Kd = 0;

k3d/share/shaders/k3d_mysky.sl:53:	     color skycolor = color(.15, .15, .6);

k3d/share/shaders/k3d_mysky.sl:76:  Ct = mix (skycolor, cloudcolor, smoothstep (threshold, 1, value));

k3d/share/shaders/k3d_noisysmoke.sl:34:		      color scatter = 1;	/* for sky, try (1, 2.25, 21) */
k3d/share/shaders/k3d_puffyclouds.sl:8: *    Makes nice looking cumulous clouds like you would see in the sky
k3d/share/shaders/k3d_puffyclouds.sl:17: *    skycolor, cloudcolor - the obvious meanings
k3d/share/shaders/k3d_puffyclouds.sl:19: *    threshold - fBm sum below this level is just blue sky
k3d/share/shaders/k3d_puffyclouds.sl:50:	     color skycolor = color(.15, .15, .6);
k3d/share/shaders/k3d_puffyclouds.sl:73:  Ct = mix (skycolor, cloudcolor, smoothstep (threshold, 1, value));
k3d/share/shaders/k3d_skymetal.sl:1:/* skymetal shader 
k3d/share/shaders/k3d_skymetal.sl:15:surface k3d_skymetal (
k3d/share/shaders/k3d_skymetal.sl:28:	color sky_zenith = color (0.125, 0.162, 0.5);
k3d/share/shaders/k3d_skymetal.sl:29:	color sky_horiz = color (.4, .45, .8);
k3d/share/shaders/k3d_skymetal.sl:38:		refl = mix (sky_horiz, sky_zenith, costheta);
k3d/share/shaders/k3d_smoke.sl:80:		 color scatter = 1;	/* for sky, try (1, 2.25, 21) */
k3d/share/shaders/k3d_smoke2.sl:83:	    color scatter = 1;   /* for sky, try (1, 2.25, 21) */
k3d/share/shaders/k3d_watercolor.sl:12:	color sky = color(0.69,0.84,1);

k3d/share/shaders/k3d_watercolor.sl:43:		sky = color environment(envmap, nN);

k3d/share/shaders/k3d_watercolor.sl:45:	Ci = dist * ( reflectivity * sky + (1-reflectivity) * upwelling ) + (1-dist)* air;

