k3d/share/shaders/k3d_ceramictiles.sl:21: *   Cspeck - color of the occasional specks in the tiles
k3d/share/shaders/k3d_ceramictiles.sl:22: *   edgevary, mottling, speckly - individual scalar controls over
k3d/share/shaders/k3d_ceramictiles.sl:23: *      edge variation, mottling, and speckles.  Setting any to zero will
k3d/share/shaders/k3d_ceramictiles.sl:88: * to the color transition); (3) occasional dark specks.
k3d/share/shaders/k3d_ceramictiles.sl:92:		  float edgevary, mottling, speckly; float mottlefreq;
k3d/share/shaders/k3d_ceramictiles.sl:93:		  color Cbase, Cedge, Cmottle, Cspeck)
k3d/share/shaders/k3d_ceramictiles.sl:118:  if(speckly > 0)
k3d/share/shaders/k3d_ceramictiles.sl:120:      float speckfreq = 7;
k3d/share/shaders/k3d_ceramictiles.sl:122:	point(stile * speckfreq, ttile * speckfreq, tileindex + 8);
k3d/share/shaders/k3d_ceramictiles.sl:123:      float specky = filteredsnoise(noisep, speckfreq * dst);
k3d/share/shaders/k3d_ceramictiles.sl:124:      specky = smoothstep(0.55, 0.7, specky);
k3d/share/shaders/k3d_ceramictiles.sl:125:      C = mix(C, Cspeck, speckly * specky);
k3d/share/shaders/k3d_ceramictiles.sl:180:			 float edgevary = 1, mottling = 1, speckly = 1;
k3d/share/shaders/k3d_ceramictiles.sl:185:			 color Cspeck = color(.015, .015, .015);
k3d/share/shaders/k3d_ceramictiles.sl:229:			    edgevary, mottling, speckly,
k3d/share/shaders/k3d_ceramictiles.sl:231:			    Cbase, Cedge, Cmottle, Cspeck);
k3d/share/shaders/k3d_leather.sl:48:	float small_noise, blotch, speck, disp = 0, blackness;

k3d/share/shaders/k3d_leather.sl:49:	color cs, small_speckle, base_color, reflect;

k3d/share/shaders/k3d_leather.sl:66:	 * and patches of finely speckled red and green. These

k3d/share/shaders/k3d_leather.sl:89:	small_speckle = mix(red, green, BASE_GRC+

k3d/share/shaders/k3d_leather.sl:100:	                    small_speckle, small_speckle,

k3d/share/shaders/k3d_leather.sl:101:	                    small_speckle);

k3d/share/shaders/k3d_leather.sl:116:	#define BLOTCH_SPECK_COEFF 0.3  /* blotch specking coeff  */

k3d/share/shaders/k3d_leather.sl:127:	 * Set the brown specking.

k3d/share/shaders/k3d_leather.sl:129:	 * The apple has brown speckles on it, set by mixing

k3d/share/shaders/k3d_leather.sl:130:	 * using the speckling coefficient "speck". These

k3d/share/shaders/k3d_leather.sl:131:	 * specks are very dot-like in nature, and this

k3d/share/shaders/k3d_leather.sl:136:	#define SPECK_CUTOFF    .45   /*Cutoff for 'tops' of specks*/ 

k3d/share/shaders/k3d_leather.sl:137:	speck = pow(smoothstep(SPECK_CUTOFF, 1,

k3d/share/shaders/k3d_leather.sl:157:	cs = mix(cs, brown, speck);

k3d/share/shaders/k3d_leather.sl:166:	 * noise, affected a little by the brown specks, and

k3d/share/shaders/k3d_leather.sl:174:	#define DISP_SPECK_AMP    (1/40)   /* speckle disp. amplitude */

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

k3d/share/shaders/k3d_redapple.sl:65:	float small_noise, blotch, speck, disp = 0, blackness;
k3d/share/shaders/k3d_redapple.sl:66:	color cs, small_speckle, base_color, reflect;
k3d/share/shaders/k3d_redapple.sl:90:	 * and patches of finely speckled red and green. These
k3d/share/shaders/k3d_redapple.sl:113:	small_speckle = mix(red, green, BASE_GRC+
k3d/share/shaders/k3d_redapple.sl:124:	                    small_speckle, small_speckle,
k3d/share/shaders/k3d_redapple.sl:125:	                    small_speckle);
k3d/share/shaders/k3d_redapple.sl:140:	#define BLOTCH_SPECK_COEFF 0.3  /* blotch specking coeff  */
k3d/share/shaders/k3d_redapple.sl:151:	 * Set the brown specking.
k3d/share/shaders/k3d_redapple.sl:153:	 * The apple has brown speckles on it, set by mixing
k3d/share/shaders/k3d_redapple.sl:154:	 * using the speckling coefficient "speck". These
k3d/share/shaders/k3d_redapple.sl:155:	 * specks are very dot-like in nature, and this
k3d/share/shaders/k3d_redapple.sl:160:	#define SPECK_CUTOFF    .45   /* Cutoff for 'tops' of specks */
k3d/share/shaders/k3d_redapple.sl:161:	speck = pow(smoothstep(SPECK_CUTOFF, 1,
k3d/share/shaders/k3d_redapple.sl:181:	cs = mix(cs, brown, speck);
k3d/share/shaders/k3d_redapple.sl:190:	 * noise, affected a little by the brown specks, and
k3d/share/shaders/k3d_redapple.sl:198:	#define DISP_SPECK_AMP    (1/40)   /* speckle disp. amplitude */
k3d/share/shaders/k3d_redapple.sl:202:	disp -= speck * DISP_SPECK_AMP * txtscale / TSCALE;
k3d/share/shaders/k3d_rustymetal.sl:2: * rustymetal.sl -- metal with specks of rust
