k3d/share/shaders/k3d_noisysmoke.sl:50:  float d, tau;
k3d/share/shaders/k3d_noisysmoke.sl:53:  float ss, dtau, last_dtau, end;
k3d/share/shaders/k3d_noisysmoke.sl:55:  color li, last_li, lighttau;
k3d/share/shaders/k3d_noisysmoke.sl:71:      GADD(PP, PW, li, dtau) ss = min(stepsize, end - d);
k3d/share/shaders/k3d_noisysmoke.sl:77:	  last_dtau = dtau;
k3d/share/shaders/k3d_noisysmoke.sl:81:	  GADD(PP, PW, li, dtau)
k3d/share/shaders/k3d_noisysmoke.sl:85:	    tau = .5 * ss * (dtau + last_dtau);
k3d/share/shaders/k3d_noisysmoke.sl:86:	  lighttau = .5 * ss * (li * dtau + last_li * last_dtau);
k3d/share/shaders/k3d_noisysmoke.sl:88:	  scat = -tau * scatter;
k3d/share/shaders/k3d_noisysmoke.sl:92:	  dC = lighttau * dO;
k3d/share/shaders/k3d_smoke.sl:85:  float dtau, last_dtau;
k3d/share/shaders/k3d_smoke.sl:100:	       smokeoctaves, ss, last_li, last_dtau);
k3d/share/shaders/k3d_smoke.sl:109:		   smokeoctaves, ss, li, dtau);
k3d/share/shaders/k3d_smoke.sl:114:      float tau = opacdensity * ss / 2 * (dtau + last_dtau);
k3d/share/shaders/k3d_smoke.sl:115:      color lighttau =
k3d/share/shaders/k3d_smoke.sl:116:	lightdensity * ss / 2 * (li * dtau + last_li * last_dtau);
k3d/share/shaders/k3d_smoke.sl:119:      Cv += (1 - Ov) * lighttau;
k3d/share/shaders/k3d_smoke.sl:120:      Ov += (1 - Ov) * (1 - colorexp(-tau * scatter));
k3d/share/shaders/k3d_smoke.sl:121:      last_dtau = dtau;
k3d/share/shaders/k3d_smoke2.sl:97:  float d, sigma, tau;
k3d/share/shaders/k3d_smoke2.sl:100:  float ss, dtau, last_dtau, end;
k3d/share/shaders/k3d_smoke2.sl:102:  color li, last_li, lighttau;
k3d/share/shaders/k3d_smoke2.sl:116:      GADD (PP, PW, li, dtau)
k3d/share/shaders/k3d_smoke2.sl:122:	  last_dtau = dtau;
k3d/share/shaders/k3d_smoke2.sl:126:	  GADD (PP, PW, li, dtau)
k3d/share/shaders/k3d_smoke2.sl:130:	  tau = .5 * ss * (dtau + last_dtau);
k3d/share/shaders/k3d_smoke2.sl:131:	  lighttau = .5 * ss * (li*dtau + last_li*last_dtau);
k3d/share/shaders/k3d_smoke2.sl:133:	  scat = -tau * scatter;
k3d/share/shaders/k3d_smoke2.sl:135:	  dC = lighttau * dO;
