k3d/share/shaders/k3d_brick2.sl:37:    float tcoord = t;
k3d/share/shaders/k3d_brick2.sl:42:    tt = tcoord / BMHEIGHT;
k3d/share/shaders/k3d_brick3.sl:58:  float scoord, tcoord, ss, tt;
k3d/share/shaders/k3d_brick3.sl:71:  tcoord = t + jagged * ycomp (PP2);
k3d/share/shaders/k3d_brick3.sl:74:  tt = tcoord / BMHEIGHT;  /*                   "                   */
k3d/share/shaders/k3d_brickanti.sl:38:    float tcoord = t;
k3d/share/shaders/k3d_brickanti.sl:44:    tt = tcoord / BMHEIGHT;
k3d/share/shaders/k3d_brickbump2.sl:37:    float tcoord = t;
k3d/share/shaders/k3d_brickbump2.sl:43:    tt = tcoord / BMHEIGHT;
k3d/share/shaders/k3d_brickbump3.sl:67:  float scoord, tcoord, ss, tt;
k3d/share/shaders/k3d_brickbump3.sl:70:  scoord = s;  tcoord = t;
k3d/share/shaders/k3d_brickbump3.sl:75:  tcoord = t + jagged * ycomp (PP2);
k3d/share/shaders/k3d_brickbump3.sl:78:  tt = tcoord / BMHEIGHT;
k3d/share/shaders/k3d_brickperturb.sl:37:    float tcoord = t;
k3d/share/shaders/k3d_brickperturb.sl:42:    tt = tcoord / BMHEIGHT;
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:86:   ttile = tcoord / twidth;
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:77:   ttile = tcoord / twidth;
