k3d/share/shaders/k3d_bluemarble.sl:54:        marble += snoise(PP * f)/f;
k3d/share/shaders/k3d_brick.sl:69:    raggedamp * snoisexy((s + tbrick * 5.15) * raggedfreq,
k3d/share/shaders/k3d_brick.sl:72:    raggedamp * snoisexy((s + tbrick * 11.4) * raggedfreq,
k3d/share/shaders/k3d_brick.sl:75:    raggedamp / 2 * snoisexy((s + tbrick * 5.15) * raggedfreq * 2,
k3d/share/shaders/k3d_brick.sl:78:    raggedamp / 2 * snoisexy((s + tbrick * 11.4) * raggedfreq * 2,
k3d/share/shaders/k3d_brick.sl:131:  bcolor = brickcolor * (1 + (brickvary * snoise(whichbrick + 0.5)));
k3d/share/shaders/k3d_brick3.sl:52:#define snoise(x) (2 * noise((x)) - 1)
k3d/share/shaders/k3d_brick3.sl:102:  bcolor = brickcolor * (1 + (brickvary * snoise (tbrick+(100*sbrick)+0.5)));
k3d/share/shaders/k3d_brickbump3.sl:62:#define snoise(x) (2 * noise((x)) - 1)
k3d/share/shaders/k3d_brickperturb.sl:47:    ss += 0.1 * snoise(tbrick+0.5);
k3d/share/shaders/k3d_ceramictiles.sl:123:      float specky = filteredsnoise(noisep, speckfreq * dst);
k3d/share/shaders/k3d_corktile.sl:108:	Cg = color( .20, 0, 0) + filteredsnoise(PP * txtscale, filtwidth * txtscale) * .2;
k3d/share/shaders/k3d_crayon.sl:32:#define snoise(x,y) ((noise(x,y) - 0.5) * 2)
k3d/share/shaders/k3d_crayon.sl:44:	ns  = mag * snoise(sp / f, tp / f) * (1 - smoothstep(0, .5, width / f))
k3d/share/shaders/k3d_crayon.sl:45:		+ snoise(sp / (f * 1.33), tp / (f * 1.33)) * mag * .25 * smoothstep(0, .5, width / f);
k3d/share/shaders/k3d_cyclone.sl:4:#define snoise(x) ((2*noise(x))-1)
k3d/share/shaders/k3d_cyclone.sl:6:#define VLNoise(Pt,scale) (snoise(DNoise(Pt)+(scale*Pt)))
k3d/share/shaders/k3d_dturb.sl:23:    turb += abs(snoise(PP * f)) / f;
k3d/share/shaders/k3d_dturb.sl:25:  turb += fade * abs(snoise(PP * f)) / f;
k3d/share/shaders/k3d_eyeball.sl:60:#define snoise(P) (2*noise(P)-1)
k3d/share/shaders/k3d_eyeball.sl:97:	  newturb = 1 - abs (snoise(PO*freq + point(0,0,20*freq)));
k3d/share/shaders/k3d_eyeball.sl:114:	  turb += snoise (PO*f2 + point(0,0,20*f2)) / freq;
k3d/share/shaders/k3d_fire.sl:36:    turb += abs(snoise2(ss * f, tt * f)) / f;
k3d/share/shaders/k3d_fire.sl:38:  turb += fade * abs(snoise2(ss * f, tt * f)) / f;
k3d/share/shaders/k3d_flame.sl:32:#define snoise(p) (2 * float noise(p) - 1)
k3d/share/shaders/k3d_flame.sl:34:#define VLNoise(p, scale) (snoise(p + scale * DNoise(p)))
k3d/share/shaders/k3d_fractal.sl:12:#define snoise(x) (2.5*(noise(x)-0.5))

k3d/share/shaders/k3d_fractal.sl:24:          		signal = snoise( PP );

k3d/share/shaders/k3d_fractal.sl:45:          		signal = snoise( PP );

k3d/share/shaders/k3d_gmarbtile_polish.sl:87:      turb = abs(filteredsnoise(PP * freq, dPP * freq));
k3d/share/shaders/k3d_gmarbtile_polish.sl:94:	       filteredsnoise(2 * (PP + vector(-4.4, 8.34, 27.1)), 2 * dPP));
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: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:61:      turb = abs(filteredsnoise(PP * freq, dPP * freq));
k3d/share/shaders/k3d_greenmarble.sl:67:    smoothstep(-0.1, 0.05, snoise(2 * (PP + vector(-4.4, 8.34, 27.1))));
k3d/share/shaders/k3d_grids.sl:51:#define snoise(x) (2*noise(x)-1) 
k3d/share/shaders/k3d_hextile.sl:40:#define snoise(x) (2*noise(x)-1)
k3d/share/shaders/k3d_hextile.sl:41:#define snoise2(x,y) (2*noise((x),(y))-1)
k3d/share/shaders/k3d_hextile.sl:110:  Ctile = tilecolor * (1 + tilevary * snoise(tileindex+0.5));
k3d/share/shaders/k3d_imagelayerclouds.sl:2:#define snoise(x) ((2 * noise(x)) - 1)
k3d/share/shaders/k3d_imagelayerclouds.sl:27:      a += o * snoise(PP * l);
k3d/share/shaders/k3d_leather.sl:88:	small_noise = snoise(BASE_NF*PP*txtscale/TSCALE);

k3d/share/shaders/k3d_luna.sl:25:#define snoise(Pt) (2*noise(Pt) - 1)
k3d/share/shaders/k3d_luna.sl:29:#define VLNoise(Pt,scale) (snoise(Pt + scale*DNoise(Pt)))
k3d/share/shaders/k3d_luna.sl:73:      a += o * snoise(l * PP);
k3d/share/shaders/k3d_luna.sl:143:	      ht += scale * snoise(freq * vv);
k3d/share/shaders/k3d_luna.sl:158:	      ht += scale * snoise(freq * vv);
k3d/share/shaders/k3d_luna.sl:174:      lighten = smoothstep(.15, .5, snoise(62 * u));
k3d/share/shaders/k3d_luna.sl:175:      raydist = 0.2 + 0.2 * snoise(20 * mod(u + 0.022, 1));
k3d/share/shaders/k3d_mysky.sl:47:#define snoise(x) ((2*noise(x))-1)

k3d/share/shaders/k3d_mysky.sl:71:      a += o * snoise (PP*l);

k3d/share/shaders/k3d_noisysmoke.sl:1:#define snoise(p) (2*noise(p)-1)
k3d/share/shaders/k3d_noisysmoke.sl:12:             smoke = snoise (Psmoke);                                       \
k3d/share/shaders/k3d_noisysmoke.sl:18:                      smoke += f*snoise(Psmoke);                            \
k3d/share/shaders/k3d_oakplank.sl:160:    varnishlump * filteredsnoise(Pshad * varnishlumpfreq,
k3d/share/shaders/k3d_parquet_plank.sl:43:#define snoise(x) (2 * noise((x)) - 1)
k3d/share/shaders/k3d_parquet_plank2.sl:57:#define snoise(x) (2 * noise((x)) - 1)
k3d/share/shaders/k3d_parquet_tile.sl:72:#define snoise(x) (2 * noise((x)) - 1)
k3d/share/shaders/k3d_planetclouds.sl:59:#define snoise(x) ((2*noise(x))-1)
k3d/share/shaders/k3d_planetclouds.sl:61:#define VLNoise(Pt,scale) (snoise(DNoise(Pt)+(scale*Pt)))
k3d/share/shaders/k3d_plank.sl:40:#define snoise(x) (2 * (float noise((x))) - 1)
k3d/share/shaders/k3d_plank.sl:72:  tt = (txtscale * t / PGHEIGHT) + 10 * snoise(0.5 + whichrow);
k3d/share/shaders/k3d_puffyclouds.sl:44:#define snoise(x) ((2*noise(x))-1)
k3d/share/shaders/k3d_puffyclouds.sl:68:      a += o * snoise (PP*l);
k3d/share/shaders/k3d_redapple.sl:38:#ifndef snoise
k3d/share/shaders/k3d_redapple.sl:39:#define snoise(x) (2*noise(x)-1)  /* 1-D signed noise */
k3d/share/shaders/k3d_redapple.sl:112:	small_noise = snoise(BASE_NF*PP*txtscale/TSCALE);
k3d/share/shaders/k3d_ridged_multifractal.sl:12:#define snoise(x) (2.5*(noise(x)-0.5))

k3d/share/shaders/k3d_ridged_multifractal.sl:24:          		signal = snoise( PP );

k3d/share/shaders/k3d_ridged_multifractal.sl:45:          		signal = snoise( PP );

k3d/share/shaders/k3d_rustymetal.sl:6: *   is basically thresholded turbulence (summed abs(snoise)).  Where it's
k3d/share/shaders/k3d_rustymetal.sl:35:#define snoise(x) (2*noise(x)-1)
k3d/share/shaders/k3d_rustymetal.sl:60:  /* Sum several octaves of abs(snoise), i.e. turbulence.  Limit the
k3d/share/shaders/k3d_rustymetal.sl:67:      sum += a * abs(snoise(PP));
k3d/share/shaders/k3d_rustymetal.sl:72:  Nrust = calculatenormal (P + rustbump * snoise(PP) * normalize(N));
k3d/share/shaders/k3d_rustymetal.sl:78:  rustiness *= clamp (abs(snoise(PP)), 0, .08) / 0.08;
k3d/share/shaders/k3d_saturnring.sl:33:#define snoise(x) (2 * noise(x) - 1)	
k3d/share/shaders/k3d_saturnring.sl:36:#define snoise(x) (2.5 * (noise(x) - 1))
k3d/share/shaders/k3d_saturnring.sl:70:		oi =  (relpos + snoise (40* relpos) - floor(relpos) );
k3d/share/shaders/k3d_skin1.sl:164:#define snoise(p) (2 * (float noise(p)) - 1)
k3d/share/shaders/k3d_skin1.sl:214:  turb += abs(snoise(PP * f)) / f;
k3d/share/shaders/k3d_skin1.sl:241:  turb += abs(snoise(PP * f)) / f;
k3d/share/shaders/k3d_smoke.sl:53:      smoke = snoise(Psmoke);
k3d/share/shaders/k3d_smoke2.sl:47:#define snoise(p) (2*noise(p)-1)
k3d/share/shaders/k3d_smoke2.sl:58:             smoke = snoise (Psmoke);                                       \
k3d/share/shaders/k3d_smoke2.sl:64:                      smoke += f*snoise(Psmoke);                            \
k3d/share/shaders/k3d_spacecloud.sl:36:#define snoise(x) (2 * noise(x) - 1)
k3d/share/shaders/k3d_spacecloud.sl:37:#define snoise2(x, y) (2 * noise(x, y) - 1)
k3d/share/shaders/k3d_spacecloud.sl:40:	snoise2 (x,y) * ((maxVal)-(minVal)+(minVal))
k3d/share/shaders/k3d_spacecloud.sl:75:    value += abs(snoise (PP * f))/f;
k3d/share/shaders/k3d_spaceshiphull1.sl:1:#define snoise(x) (2 * noise(x) - 1)
k3d/share/shaders/k3d_spaceshiphull1.sl:10:		value += snoise(Q * f) / f;
k3d/share/shaders/k3d_stones.sl:49:#define snoise(x)    (noise(x) * 2 - 1)
k3d/share/shaders/k3d_stones.sl:50:#define snoise2(x,y) (noise(x,y) * 2 - 1)
k3d/share/shaders/k3d_stones.sl:115:   angle = PI * snoise(freq * 16.31456);  /*randomize angle index*/
k3d/share/shaders/k3d_stones.sl:129:   bub = 0.5 + snoise2(10 * freq,10 * freq);
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_stones.sl:132:   /*cx = 0.5 + 0.1 * snoise2( 12.312,  21.773);
k3d/share/shaders/k3d_stones.sl:133:   cy = 0.5 + 0.1 * snoise2( 28.398, 62.112); */
k3d/share/shaders/k3d_stones.sl:134:   cx = 0.5 + 0.1 * snoise2( freq * 8.456, freq * 18.773);
k3d/share/shaders/k3d_stones.sl:135:   cy = 0.5 + 0.1 * snoise2( freq * 28.398, freq * 42.112);
k3d/share/shaders/k3d_stones.sl:166:        turb += abs(snoise(PP * f)) / f;
k3d/share/shaders/k3d_stones.sl:168:        turb += fade * abs(snoise(PP * f)) / f;
k3d/share/shaders/k3d_strata.sl:35:#define snoise(Pt) (2*noise(Pt) - 1)
k3d/share/shaders/k3d_strata.sl:53:      turb += abs(snoise(PP * freq) / freq);
k3d/share/shaders/k3d_terran.sl:8:#define snoise(x) (2*(noise(x)-0.5))
k3d/share/shaders/k3d_terran.sl:11:#define snoise(x) (2.5*(noise(x)-0.5))
k3d/share/shaders/k3d_terran.sl:15:#define VLNoise(Pt,scale) (snoise(DNoise(Pt)+(scale*Pt)))
k3d/share/shaders/k3d_terran.sl:60:	  bumpy += o * snoise(l * Ptexture);
k3d/share/shaders/k3d_terran.sl:73:      bumpy = weight * snoise(tp);
k3d/share/shaders/k3d_terran.sl:78:	  weight *= o * (N_OFFSET + snoise(tp));
k3d/share/shaders/k3d_terran.sl:80:	  bumpy += snoise(tp) * min(weight, spectral_exp);
k3d/share/shaders/k3d_terran.sl:149:	      purt += o * snoise(l * PP);
k3d/share/shaders/k3d_terran2.sl:64:#define snoise(x) (2*(noise(x)-0.5))
k3d/share/shaders/k3d_terran2.sl:67:#define snoise(x) (2.5*(noise(x)-0.5))
k3d/share/shaders/k3d_terran2.sl:71:#define VLNoise(Pt,scale) (snoise(DNoise(Pt)+(scale*Pt)))
k3d/share/shaders/k3d_terran2.sl:119:	  bumpy += o * snoise (l * Ptexture);
k3d/share/shaders/k3d_terran2.sl:130:      bumpy = weight * snoise (tp);
k3d/share/shaders/k3d_terran2.sl:134:	  weight *= o * (N_OFFSET + snoise(tp));
k3d/share/shaders/k3d_terran2.sl:136:	  bumpy += snoise(tp) * min (weight, spectral_exp);
k3d/share/shaders/k3d_terran2.sl:206:	     purt += o * snoise (l * PP);
k3d/share/shaders/k3d_terranbump.sl:4:#define snoise(x) (2*(noise(x)-0.5))
k3d/share/shaders/k3d_terranbump.sl:7:#define snoise(x) (2.5*(noise(x)-0.5))
k3d/share/shaders/k3d_terranbump.sl:11:#define VLNoise(Pt,scale) (snoise(DNoise(Pt)+(scale*Pt)))
k3d/share/shaders/k3d_terranbump.sl:38:	  bumpy += o * snoise(l * Ptexture);
k3d/share/shaders/k3d_terranbump.sl:51:      bumpy = weight * snoise(tp);
k3d/share/shaders/k3d_terranbump.sl:56:	  weight *= o * (N_OFFSET + snoise(tp));
k3d/share/shaders/k3d_terranbump.sl:58:	  bumpy += snoise(tp) * min(weight, spectral_exp);
k3d/share/shaders/k3d_texblender.sl:65:		//val=val*(1-Karm)+Karm*snoise(arm*P);
k3d/share/shaders/k3d_texblender.sl:66:		val=val+Karm*snoise(arm*P);
k3d/share/shaders/k3d_veinedmarble.sl:61:      turb = abs(filteredsnoise(PP * freq, dPP * freq));
k3d/share/shaders/k3d_venus.sl:50:#define snoise(x) ((2*noise(x))-1)
k3d/share/shaders/k3d_venus.sl:87:      a += o * snoise(PP * l);
k3d/share/shaders/k3d_venus2.sl:48:#define snoise(x) ((2*noise(x))-1)
k3d/share/shaders/k3d_venus2.sl:86:      a += o * snoise (PP * l);
k3d/share/shaders/k3d_wallpaper.sl:16:#define snoise(s,t)	(2*noise((s),(t))-1)
k3d/share/shaders/k3d_wallpaper.sl:50:                     + 0.6 * snoise(scell+0.5, tcell+0.5));
k3d/share/shaders/k3d_wallpaper.sl:52:                     + 0.6 * snoise(scell+3.5, tcell+8.5));
k3d/share/shaders/k3d_windywave.sl:1:#define snoise(Pt) (2*noise(Pt) - 1)
k3d/share/shaders/k3d_windywave.sl:14:  offset = Km * (snoise(PP) + 0.5 * snoise(2 * PP));
k3d/share/shaders/k3d_windywave.sl:21:      turb += abs(a * snoise(PP));
k3d/share/shaders/k3d_woodcut.sl:9:#define snoise(x) (2*noise(x)-1) 
k3d/share/shaders/k3d_woodcut.sl:52:n += snoise(Psh * ns) / ns;
