k3d/share/shaders/k3d_ambientlight.sl:1:/* ambientlight.sl - Standard ambient light source for RenderMan Interface.
k3d/share/shaders/k3d_arealight.sl:2: * arealight.sl - light source shader appropriate for an area light source.
k3d/share/shaders/k3d_arealight.sl:5: *   Makes light with cosine falloff from the normal of the light source
k3d/share/shaders/k3d_arealight.sl:6: *   surface.  This is perfect for using with area light sources.
k3d/share/shaders/k3d_arealight.sl:24:  /* This is so if we use one of these lights in PRMan, it will
k3d/share/shaders/k3d_arealight.sl:25:   * approximately work for a flat light source whose normal points
k3d/share/shaders/k3d_background.sl:6:// This program is free software; you can redistribute it and/or
k3d/share/shaders/k3d_bluescreen.sl:15:float resolution[3];
k3d/share/shaders/k3d_bluescreen.sl:19:    if (option("Format", resolution) == 1.0) {
k3d/share/shaders/k3d_bluescreen.sl:20:       lenx = xcomp(P)/ resolution[0];
k3d/share/shaders/k3d_bluescreen.sl:21:       leny = ycomp(P)/ resolution[1];
k3d/share/shaders/k3d_brick.sl:6: *   looking staggered brick masonry.  It is especially convincing when
k3d/share/shaders/k3d_brick3.sl:6: *   looking staggered brick masonry.  It is especially convincing when
k3d/share/shaders/k3d_brushedmetal.sl:5: *   Simple anisotropic metal shader.
k3d/share/shaders/k3d_brushedmetal2.sl:7: *  highlight, and also can use a reflection map.
k3d/share/shaders/k3d_brushedmetal2.sl:8: *  stochasticly spreads the map, so it looks a little grainy.
k3d/share/shaders/k3d_brushedmetal2.sl:9: *  based somewhat on LGbrushedmetal.sl
k3d/share/shaders/k3d_brushedmetal2.sl:12: *  then assume specspread is roughness, then you have something 
k3d/share/shaders/k3d_brushedmetal2.sl:26: *  twist		- allows you to twist the direction of anisotropy
k3d/share/shaders/k3d_brushedmetal2.sl:33:anisospecular (vector VA; float specspread; float specwidth)
k3d/share/shaders/k3d_brushedmetal2.sl:52:        lightsource ("__nonspecular", nonspec);
k3d/share/shaders/k3d_brushedmetal2.sl:105:	specularcolor * Ks * anisospecular(VA, specspread*2, specwidth*.1)) +
k3d/share/shaders/k3d_brushedmetal3.sl:4: * Greg Ward Larson's anisotropic specular local illumination model.
k3d/share/shaders/k3d_brushedmetal3.sl:6: * "Measuring and Modeling Anisotropic Reflection," ACM Computer
k3d/share/shaders/k3d_brushedmetal3.sl:12: *          direction for the anisotropy.
k3d/share/shaders/k3d_brushedmetal3.sl:18:LocIllumWardAnisotropic (normal N;  vector V;
k3d/share/shaders/k3d_brushedmetal3.sl:33:        lightsource ("__nonspecular", nonspec);
k3d/share/shaders/k3d_brushedmetal3.sl:60:    color spec = LocIllumWardAnisotropic (Nf, -normalize(I),
k3d/share/shaders/k3d_castucco.sl:37:  /* Compute some fractional Brownian motion */
k3d/share/shaders/k3d_ceramictiles.sl:190:   * Normalize everything so that the tiles are 1x1 units
k3d/share/shaders/k3d_ceramictiles.sl:211:   * the grooves between tiles.  Also, add just a little bit of
k3d/share/shaders/k3d_ceramictiles.sl:226:   * so every tile looks a little different.
k3d/share/shaders/k3d_ceramictiles.sl:236:   * scaling it by some high frequency fBm.
k3d/share/shaders/k3d_checkerboard_solid.sl:2:surface k3d_checkerboard_solid(
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:101:			sw, tw, so, to;
k3d/share/shaders/k3d_corktile.sl:104:	float ingap = tile(s, t, tilewidth, tilewidth, swidth, twidth, gap, gap, sw, tw, so, to);
k3d/share/shaders/k3d_corktile.sl:109:	so = so > .5 ? 1 - so : so;
k3d/share/shaders/k3d_corktile.sl:111:	adjust = (1 - min(smoothstep(gap * .3, gap * .7, so), smoothstep(gap * .3, gap * .7, to))) * 
k3d/share/shaders/k3d_decalplastic.sl:6:// This program is free software; you can redistribute it and/or
k3d/share/shaders/k3d_distant_shadow.sl:12:		solar( to - from, 0.0 ) {
k3d/share/shaders/k3d_distantlight.sl:1:/* distantlight.sl - Standard distant light source for RenderMan Interface.
k3d/share/shaders/k3d_distantlight.sl:14:  solar(to - from, 0) Cl = intensity * lightcolor;
k3d/share/shaders/k3d_easysurface.sl:3:/* Listing 16.22  Surface shader for use without a light source*/
k3d/share/shaders/k3d_easysurface.sl:6: * easysurface(): orientation-sensitive surface shading without a light source
k3d/share/shaders/k3d_ember.sl:40:	// basically, the standard specular function, but so that the highlight is
k3d/share/shaders/k3d_eyeball.sl:36: *       7 Jan 95 (wave) - changed name to LGEyeBall for namespace reasons...
k3d/share/shaders/k3d_eyeball.sl:40: * last modified  8 Jan 95 by Michael B. Johnson (wave)
k3d/share/shaders/k3d_eyeball.sl:49:	 color irisoutercolor = color (.403882, .343944, .68276);
k3d/share/shaders/k3d_eyeball.sl:87:  /* If we're somewhere in the white part and it's potentially bloody,
k3d/share/shaders/k3d_eyeball.sl:107:  Ciris = mix (iriscolor, irisoutercolor, smoothstep (irissize*.8, irissize, tt));
k3d/share/shaders/k3d_eyeball.sl:108:  /* If we're somewhere in the iris, calculate the iris pattern, which is
k3d/share/shaders/k3d_flame.sl:5: *    Makes something that looks like fire.
k3d/share/shaders/k3d_flame.sl:9: *    chaosscale, chaosoffset, octaves - control the fBm
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_fractal.sl:47:          		/* get absolute value of signal*/

k3d/share/shaders/k3d_fur2.sl:9:   by Clint Hanson and Armin Bruderlin
k3d/share/shaders/k3d_fur2.sl:133:	/* get light source parameters */
k3d/share/shaders/k3d_fur2.sl:134:	if ( lightsource("__nonspecular",nonspecular) == 0)
k3d/share/shaders/k3d_fur2.sl:136:	if ( lightsource("__SpecularColor",SpecularColor) == 0)
k3d/share/shaders/k3d_gloop.sl:12: *        will cause a larger displacement so you will 
k3d/share/shaders/k3d_gouge.sl:17:    *  amount for each pin so that similarity is not detected.  The texture 
k3d/share/shaders/k3d_graphic_lines.sl:351:	/* specular -- transition also antialiased */
k3d/share/shaders/k3d_grass_displace.sl:4: * I took used some of RManNotes function to assist in

k3d/share/shaders/k3d_hdr_light.sl:8:*This shader is made freely available under the proviso that this copyright

k3d/share/shaders/k3d_hdr_light.sl:63:	solar (-axis, 1.570796327) {

k3d/share/shaders/k3d_hdr_light.sl:66:		/*Use light ray direction as map lookup NB L points from surface to lightsource*/

k3d/share/shaders/k3d_hdr_surface.sl:8:*This shader is made freely available under the proviso that this copyright

k3d/share/shaders/k3d_hdri1.sl:3:    solar () {
k3d/share/shaders/k3d_hexatile_bump.sl:28:* Author: Fredrik Gustafsson, gusten@SpamSucks_algonet.se
k3d/share/shaders/k3d_hexatile_bump.sl:62:	float soffset = (spos - ss) * scale_ss;
k3d/share/shaders/k3d_hexatile_bump.sl:64:	float dist = soffset*soffset + toffset*toffset;
k3d/share/shaders/k3d_hextile.sl:9: *    color variation from tile to tile.  On top of that is some staining
k3d/share/shaders/k3d_hextile.sl:10: *    (presumably due to water or something), which darkens the tile or
k3d/share/shaders/k3d_indirect.sl:3: * This shader is never called from BMRT -- the "indirect" light source
k3d/share/shaders/k3d_indirect.sl:26:  solar(-axis, 0)
k3d/share/shaders/k3d_leather.sl:6: * add some parameter, change many thing

k3d/share/shaders/k3d_leather.sl:9: *without hes shader i wouldnt be able to do mine so send him flowers :)

k3d/share/shaders/k3d_leather.sl:30:	/*BLOTCH sont les zebrure*/

k3d/share/shaders/k3d_leather.sl:67:	 * are set up so that the poles of the apple (as "t"

k3d/share/shaders/k3d_leather.sl:153:	 * Combine what we have so far to set the surface

k3d/share/shaders/k3d_leather.sl:167:	 * also dented a bit (alas, no real apples are perfectly

k3d/share/shaders/k3d_lensflare.sl:7: *   a bright light source, resulting in interreflections within the
k3d/share/shaders/k3d_lensflare.sl:9: *   pretty plain looking and uninteresting; this shader takes some
k3d/share/shaders/k3d_lensflare.sl:213:	  {			/* Spot with soft hole in middle */
k3d/share/shaders/k3d_luna.sl:5: *    Makes a surface that looks sort of like Earth's moon.  It doesn't really
k3d/share/shaders/k3d_luna.sl:6: *    have craters, so it isn't good for closeups.  But it's pretty good at about
k3d/share/shaders/k3d_luna.sl:132:  /* Add some noise */
k3d/share/shaders/k3d_lunette.sl:12: *   which I believe has something to do with spectacles in French.  Hence the
k3d/share/shaders/k3d_lunette.sl:49: *                           and tt directions.  Also scales the noise in both
k3d/share/shaders/k3d_oak.sl:4: * Description: makes procedural solid texture that looks very much like
k3d/share/shaders/k3d_oak.sl:5: *    wood grain.  The rings surround the z axis, so to position the
k3d/share/shaders/k3d_oak.sl:23: *       axis of the trunk so that it's not perfectly on the z axis.
k3d/share/shaders/k3d_oakplank.sl:30: *       axis of the trunk so that it's not perfectly on the z axis.
k3d/share/shaders/k3d_orennayar.sl:11: *   Lambertian (isotropic) BRDF is a simple approximation, but not
k3d/share/shaders/k3d_orennayar.sl:13: *   tend to act more like retroreflectors than like isotropic scatterers.
k3d/share/shaders/k3d_orennayar.sl:28: *      light from the sources and applies Oren & Nayar's local reflectance
k3d/share/shaders/k3d_orennayar.sl:32: *      you to the solution to the famous "flat full moon" problem.
k3d/share/shaders/k3d_outlet.sl:9: *   I should probably add some bump mapping or other variation, but
k3d/share/shaders/k3d_parquet_plank.sl:93:   * are grooves, 1 where the wood grain is visible.  Do some simple
k3d/share/shaders/k3d_parquet_plank2.sl:100:   * are grooves, 1 where the wood grain is visible.  Do some simple
k3d/share/shaders/k3d_parquet_tile.sl:115:   * are grooves, 1 where the wood grain is visible.  Do some simple
k3d/share/shaders/k3d_planetclouds.sl:27: *      the view of the planet, but also shadow it.  The way to do this
k3d/share/shaders/k3d_plank.sl:79:   * are grooves, 1 where the wood grain is visible.  Do some simple
k3d/share/shaders/k3d_pointlight.sl:1:/* pointlight.sl - Standard point light source for RenderMan Interface.
k3d/share/shaders/k3d_projectionmap_plastic.sl:6:// This program is free software; you can redistribute it and/or
k3d/share/shaders/k3d_redapple.sl:15: * look best from the side, but work ok from the top, so long as you
k3d/share/shaders/k3d_redapple.sl:18: * Look out for the "txtscale" parameter: some noise calculations are
k3d/share/shaders/k3d_redapple.sl:20: * my apple's parameters are stretched a bit?), so if you use
k3d/share/shaders/k3d_redapple.sl:23: * I think this shader is really cool. If you think so too, you can
k3d/share/shaders/k3d_redapple.sl:91:	 * are set up so that the poles of the apple (as "t"
k3d/share/shaders/k3d_redapple.sl:177:	 * Combine what we have so far to set the surface
k3d/share/shaders/k3d_redapple.sl:191:	 * also dented a bit (alas, no real apples are perfectly
k3d/share/shaders/k3d_ridged_multifractal.sl:47:          		/* get absolute value of signal*/

k3d/share/shaders/k3d_round.sl:6: * round(): displace the edge of a bilinear patch so that, if it is placed 
k3d/share/shaders/k3d_rubber.sl:19:	/* Mix in some white dust. */
k3d/share/shaders/k3d_ruledpaper.sl:29: *   the paper(...) block so that they get calculated on initialisation
k3d/share/shaders/k3d_ruledpaper.sl:36: *   The paper shader works for A4 pieces of paper, so remeber to make your
k3d/share/shaders/k3d_ruledpaper.sl:116:		// Figure out where we are on the paper so that we can get
k3d/share/shaders/k3d_rustymetal.sl:7: *   rusty, shade like rust colored matte, and also make it bumpy (like
k3d/share/shaders/k3d_rustymetal.sl:71:  /* If it's rusty, also add a high frequency bumpiness to the normal */
k3d/share/shaders/k3d_saturnring.sl:77:		/* Create some gaps of completely transparent rings */
k3d/share/shaders/k3d_screen_aa.sl:52:  /* Figure out where the strips are. Do some simple antialiasing. */
k3d/share/shaders/k3d_shadowdistant_rim.sl:17:    solar( to - from, 0.0 ) {
k3d/share/shaders/k3d_shadowspot.sl:22:	float	cosoutside= cos(coneangle),
k3d/share/shaders/k3d_shadowspot.sl:30:		attenuation *= smoothstep( cosoutside, cosinside, cosangle );
k3d/share/shaders/k3d_shifteddrtile.sl:22: *  Also, it would be better to set the width of the ring rather than
k3d/share/shaders/k3d_shiftedmoontile.sl:19: *	Really should move center to the paramter list so both centers 
k3d/share/shaders/k3d_skin1.sl:7: * This software is placed in the public domain and is provided as is 
k3d/share/shaders/k3d_skin1.sl:43: *     Made changes so would compile.
k3d/share/shaders/k3d_skin1.sl:54: * Greg Ward Larson's anisotropic specular local illumination model.
k3d/share/shaders/k3d_skin1.sl:56: * "Measuring and Modeling Anisotropic Reflection," ACM Computer 
k3d/share/shaders/k3d_skin1.sl:61:LocIllumWardAnisotropic (normal N;  vector V;
k3d/share/shaders/k3d_skin1.sl:76:  lightsource ("__nonspecular", nonspec);
k3d/share/shaders/k3d_skin1.sl:272:  /* --Layer 3-- apply an Anisotropic BRDF to simulate the oil layer that lies
k3d/share/shaders/k3d_skin1.sl:277:  vector anisoDir = xdir;
k3d/share/shaders/k3d_skin1.sl:281:    anisoDir = vtransform(rot,anisoDir);
k3d/share/shaders/k3d_skin1.sl:283:  lc = LocIllumWardAnisotropic(Nf,Vf,anisoDir,xroughness,yroughness);
k3d/share/shaders/k3d_skin2.sl:6: * This software is placed in the public domain and is provided as is 
k3d/share/shaders/k3d_skin2.sl:58:   of refraction for the transmitted ray (say something like 1.4 for
k3d/share/shaders/k3d_skin2.sl:60:   over light sources with illuminance() and computes the reflected
k3d/share/shaders/k3d_skin2.sl:90:   reasonably well for Caucasian skin.
k3d/share/shaders/k3d_skymetal.sl:8: * A more general version with some explainations can be found in my
k3d/share/shaders/k3d_slateroof.sl:6:	transparent (and black) so that the edge of the roof looks irregular.
k3d/share/shaders/k3d_slateroof.sl:9:	introduces a random color variation so that one tile will be lighter or
k3d/share/shaders/k3d_slateroof.sl:20: 		measured as a proportion of the tile (so the value of gap must lie between 0 
k3d/share/shaders/k3d_slateroof.sl:41:	message passing, so to produce the test image the code has been
k3d/share/shaders/k3d_slateroof.sl:65:   float scoord = s, tcoord = 1 - t; 		/* re map the t coord so that the coving is at the top */
k3d/share/shaders/k3d_slateroof.sl:106:	/* An offset row, so we must deal with the half tiles */
k3d/share/shaders/k3d_slateroof.sl:151:			/* An offset row, so we must deal with the half tiles */
k3d/share/shaders/k3d_slateroofd.sl:16: 			measured as a proportion of the tile (so the value of gap must lie between 0 
k3d/share/shaders/k3d_slateroofd.sl:27:		the t direction so that it overlaps the tile 'below' it. No randomness
k3d/share/shaders/k3d_slateroofd.sl:57:   float scoord = s, tcoord = 1 - t; 		/* re map the t coord so that the coving is at the top */
k3d/share/shaders/k3d_slateroofd.sl:98:			/* An offset row, so we must deal with the half tiles */
k3d/share/shaders/k3d_slateroofd.sl:107:	/* the above adjusts t_offset so that it runs from 0 to 1 within the expanded tile */
k3d/share/shaders/k3d_slateroofd.sl:143:				/* An offset row, so we must deal with the half tiles */
k3d/share/shaders/k3d_smoke.sl:31: * coordinates), gather illumination from the light sources and
k3d/share/shaders/k3d_smoke.sl:45:    lightsource("__foglight", foglight);
k3d/share/shaders/k3d_smoke.sl:93:  /* Calculate a reasonable step size */
k3d/share/shaders/k3d_softboxes.sl:14:** $Id: k3d_softboxes.sl,v 1.1 2004/05/19 18:15:20 tshead Exp $
k3d/share/shaders/k3d_softboxes.sl:16:** Derived from softbox3 v1.2 - Author Bjorke for all
k3d/share/shaders/k3d_softboxes.sl:47:/* Superellipse soft clipping - straight out of "uberlight"		***/
k3d/share/shaders/k3d_softboxes.sl:82:/*** Given info on a softbox, ************************************/
k3d/share/shaders/k3d_softboxes.sl:85:void softbox_contrib2(
k3d/share/shaders/k3d_softboxes.sl:200:light k3d_softboxes(
k3d/share/shaders/k3d_softboxes.sl:304:    uniform string rcsInfo = "$Id: k3d_softboxes.sl,v 1.1 2004/05/19 18:15:20 tshead Exp $";
k3d/share/shaders/k3d_softboxes.sl:351:    solar() {
k3d/share/shaders/k3d_softboxes.sl:357:	    varying float sortedDist[4];
k3d/share/shaders/k3d_softboxes.sl:358:	    varying color sortedOpac[4];
k3d/share/shaders/k3d_softboxes.sl:359:	    varying color sortedColor[4];
k3d/share/shaders/k3d_softboxes.sl:361:	    softbox_contrib2(Ps,rv,
k3d/share/shaders/k3d_softboxes.sl:367:	    sortedDist[boxCt]  = thisDist;
k3d/share/shaders/k3d_softboxes.sl:368:	    sortedColor[boxCt] = thisColor;
k3d/share/shaders/k3d_softboxes.sl:369:	    sortedOpac[boxCt]  = thisOpac;
k3d/share/shaders/k3d_softboxes.sl:373:	    softbox_contrib2(Ps,rv,
k3d/share/shaders/k3d_softboxes.sl:379:	    sortedDist[boxCt]  = thisDist;
k3d/share/shaders/k3d_softboxes.sl:380:	    sortedColor[boxCt] = thisColor;
k3d/share/shaders/k3d_softboxes.sl:381:	    sortedOpac[boxCt]  = thisOpac;
k3d/share/shaders/k3d_softboxes.sl:385:	    softbox_contrib2(Ps,rv,
k3d/share/shaders/k3d_softboxes.sl:391:	    sortedDist[boxCt]  = thisDist;
k3d/share/shaders/k3d_softboxes.sl:392:	    sortedColor[boxCt] = thisColor;
k3d/share/shaders/k3d_softboxes.sl:393:	    sortedOpac[boxCt]  = thisOpac;
k3d/share/shaders/k3d_softboxes.sl:397:	    softbox_contrib2(Ps,rv,
k3d/share/shaders/k3d_softboxes.sl:403:	    sortedDist[boxCt]  = thisDist;
k3d/share/shaders/k3d_softboxes.sl:404:	    sortedColor[boxCt] = thisColor;
k3d/share/shaders/k3d_softboxes.sl:405:	    sortedOpac[boxCt]  = thisOpac;
k3d/share/shaders/k3d_softboxes.sl:434:			if (sortedDist[i]>sortedDist[j]) { /* farthest first */
k3d/share/shaders/k3d_softboxes.sl:435:			    thisDist = sortedDist[j];
k3d/share/shaders/k3d_softboxes.sl:436:			    thisOpac = sortedOpac[j];
k3d/share/shaders/k3d_softboxes.sl:437:			    thisColor = sortedColor[j];
k3d/share/shaders/k3d_softboxes.sl:438:			    sortedDist[j] = sortedDist[i];
k3d/share/shaders/k3d_softboxes.sl:439:			    sortedOpac[j] = sortedOpac[i];
k3d/share/shaders/k3d_softboxes.sl:440:			    sortedColor[j] = sortedColor[i];
k3d/share/shaders/k3d_softboxes.sl:441:			    sortedDist[i] = thisDist;
k3d/share/shaders/k3d_softboxes.sl:442:			    sortedOpac[i] = thisOpac;
k3d/share/shaders/k3d_softboxes.sl:443:			    sortedColor[i] = thisColor;
k3d/share/shaders/k3d_softboxes.sl:451:		    Cl = sortedColor[k]+(Cl*(1-sortedOpac[k]));
k3d/share/shaders/k3d_spacecloud.sl:3: *    texture-map and try to make it not so obvious that it is a texture-map.
k3d/share/shaders/k3d_spotlight.sl:1:/* spotlight.sl - Standard spot light source for RenderMan Interface.
k3d/share/shaders/k3d_square_ridges.sl:6:// This program is free software; you can redistribute it and/or
k3d/share/shaders/k3d_starfield.sl:4:	We partition space into a 1x1x1 grid, rendering one solid spherical "star" per cell.
k3d/share/shaders/k3d_stones.sl:8: * This software is placed in the public domain and is provided as is 
k3d/share/shaders/k3d_stones.sl:58: * separately to add some variation.  Hue, saturation, and lightness
k3d/share/shaders/k3d_superplank.sl:183:   * are grooves, 1 where the wood grain is visible.  Do some simple
k3d/share/shaders/k3d_superplank.sl:209:  /* Compute the filter width first, so we don't bother with more if
k3d/share/shaders/k3d_superplank.sl:249:  /* Add some plank-to-plank variation in overall color */
k3d/share/shaders/k3d_superplank.sl:263:   * We do some bump mapping to make the grooves and grain depressed,
k3d/share/shaders/k3d_superplank.sl:264:   * and add some general lumpiness to the varnish layer.
k3d/share/shaders/k3d_superplank.sl:291:   * Have some subtle interaction between grain and specularity.
k3d/share/shaders/k3d_superplank.sl:303:    lightsource("__nonspecular", nonspec);
k3d/share/shaders/k3d_supertexmap.sl:5: *    Apply a texture map (possibly with associated alpha) 
k3d/share/shaders/k3d_supertoon.sl:11: * reason why no border detection is allowed. Now with specular.

k3d/share/shaders/k3d_terran.sl:116:       * so I used a scanned photo of the real Earth to select some
k3d/share/shaders/k3d_terran.sl:141:      /* mottle the color some */
k3d/share/shaders/k3d_terran2.sl:57: *    May 28 1995 Didn't want polar caps so removed white from color spline --
k3d/share/shaders/k3d_terran2.sl:169:       * so I used a scanned photo of the real Earth to select some
k3d/share/shaders/k3d_terran2.sl:201:     /* mottle the color some */
k3d/share/shaders/k3d_tooledsteel.sl:9: *  and then used as the vector of anisotropy. works best on parametric
k3d/share/shaders/k3d_tooledsteel.sl:29: *  twist		- allows you to twist the direction of anisotropy
k3d/share/shaders/k3d_tooledsteel.sl:89:anisospecular (vector VA; float specspread; float specwidth)
k3d/share/shaders/k3d_tooledsteel.sl:108:        lightsource ("__nonspecular", nonspec);
k3d/share/shaders/k3d_tooledsteel.sl:166:	specularcolor * Ks * anisospecular(VA, specspread*2, specwidth*.1)) +
k3d/share/shaders/k3d_toonmap.sl:145:/* specular -- transition also antialiased */ 
k3d/share/shaders/k3d_translucency.sl:13:*		It also implement the Stephen H. Westin velvet
k3d/share/shaders/k3d_translucency.sl:23:*	 If you use it in some production please email me the result.
k3d/share/shaders/k3d_uberlight.sl:11: * toward the +z axis (also in shader space).  Thus, to position and
k3d/share/shaders/k3d_uberlight.sl:12: * orient the light source, you must translate and rotate the
k3d/share/shaders/k3d_uberlight.sl:13: * coordinate system in effect when the light source is declared.
k3d/share/shaders/k3d_uberlight.sl:14: * Perhaps this is a new idea for some users, but it isn't really
k3d/share/shaders/k3d_uberlight.sl:36: *       regardless of distance from the source.  Falloff==1 indicates
k3d/share/shaders/k3d_uberlight.sl:38: *       (which is physically correct for point-like sources, but
k3d/share/shaders/k3d_uberlight.sl:39: *       sometimes hard to use).
k3d/share/shaders/k3d_uberlight.sl:49: *       source (like the sun).
k3d/share/shaders/k3d_uberlight.sl:63: *       values (up to 1) will make the edge softer.
k3d/share/shaders/k3d_uberlight.sl:73: *       cosine falloff happens automatically, so 0 is the right physical
k3d/share/shaders/k3d_uberlight.sl:80: *       done and the light emitted from the source will be filtered
k3d/share/shaders/k3d_uberlight.sl:103: *   shadowblur - how soft to make the shadow edge, expressed as a
k3d/share/shaders/k3d_uberlight.sl:112: *   shadowcheat - add this offset to the light source position.  This
k3d/share/shaders/k3d_uberlight.sl:114: *       were someplace else, but without changing the area
k3d/share/shaders/k3d_uberlight.sl:143: *       something yellowish and make the shadowcolor dark but
k3d/share/shaders/k3d_uberlight.sl:144: *       somewhat bluish.  Another effect of shadows is to set the
k3d/share/shaders/k3d_uberlight.sl:145: *       __nonspecular flag so that the shadowed regions are lit only
k3d/share/shaders/k3d_uberlight.sl:174: *       will also work just fine with PRMan (3.7 or later).
k3d/share/shaders/k3d_uberlight.sl:177: * noise texture.  Some advanced users may want more than one of some or
k3d/share/shaders/k3d_uberlight.sl:186: * distribute the source code of this shader, but please leave the
k3d/share/shaders/k3d_uberlight.sl:216:/* Superellipse soft clipping
k3d/share/shaders/k3d_veinedmarble.sl:5: *   Makes solid marble texture with strong veins.  The "veincolor" parameter
k3d/share/shaders/k3d_velvet.sl:9: *   - A retroreflective lobe (back toward the light source)
k3d/share/shaders/k3d_warningstripes.sl:6:// This program is free software; you can redistribute it and/or
k3d/share/shaders/k3d_water.sl:88:    /* I added some current.  Note, it doesn't apppear horizontally. */

k3d/share/shaders/k3d_water.sl:104:    /* This gives the water a somewhat transparant look. 

k3d/share/shaders/k3d_waterlight.sl:22:	solar(vector "shader" (0, -1, 0), 0)
k3d/share/shaders/k3d_wood2.sl:5: *   Makes wood solid texture.
