k3d/share/shaders/k3d_noisysmoke.sl:21:             g = density * smoothstep(-1,1,smokevary*smoke);                \
k3d/share/shaders/k3d_noisysmoke.sl:35:		      float octaves = 3, freq = 1, smokevary = 1;
k3d/share/shaders/k3d_smoke.sl:16: *   smokefreq, smokeoctaves, smokevary - control the fBm of the noisy smoke
k3d/share/shaders/k3d_smoke.sl:17: *          If either smokeoctaves or smokevary is 0, there is no noise
k3d/share/shaders/k3d_smoke.sl:36:		  uniform float smokevary, smokefreq, smokeoctaves;
k3d/share/shaders/k3d_smoke.sl:49:  if(smokeoctaves > 0 && smokevary > 0)
k3d/share/shaders/k3d_smoke.sl:58:      smoke = smoothstep(-1, 1, smokevary * smoke);
k3d/share/shaders/k3d_smoke.sl:81:		 float smokeoctaves = 0, smokefreq = 1, smokevary = 1;)
k3d/share/shaders/k3d_smoke.sl:99:  smokedensity(Worigin + d * WIN, origin + d * IN, smokevary, smokefreq,
k3d/share/shaders/k3d_smoke.sl:108:      smokedensity(Worigin + d * WIN, origin + d * IN, smokevary, smokefreq,
k3d/share/shaders/k3d_smoke2.sl:17: *   freq, octaves, smokevary - control the fBm of the noisy smoke
k3d/share/shaders/k3d_smoke2.sl:67:             g = density * smoothstep(-1,1,smokevary*smoke);                \
k3d/share/shaders/k3d_smoke2.sl:84:	    float octaves = 3, freq = 1, smokevary = 1;
