k3d/share/shaders/k3d_map_pattern_1.sl:44:float temp_f_3=(comp(temt_c1,0)+comp(temt_c1,1)+comp(temt_c1,2))/3;
k3d/share/shaders/k3d_map_pattern_1.sl:53:my_t = zcomp(PP) / temp_f_3;
k3d/share/shaders/k3d_map_pattern_1.sl:58:r = temp_f_3 * noise (PQ);
